Designing for Gesture and Tangible Interaction. Mary Lou Maher

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Designing for Gesture and Tangible Interaction - Mary Lou Maher Synthesis Lectures on Human-Centered Informatics

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rel="nofollow" href="#ulink_68e75e74-84d5-5989-ae90-6e851636d851">2.2.4 Spatially Aware Computational Devices

       2.2.5 Spatial Reconfigurability of Devices

       2.3 What Are Key Design Issues for Tangible User Interfaces?

       2.3.1 Designing Interplay of Virtual and Physical

       2.3.2 Selecting from Multiple Gestures and Actions

       2.3.3 Crossing Disciplinary Boundaries

       2.3.4 The Lack of Standard Input and Output Interaction Models

       3 Designing for Tangible Interaction

       3.1 Designing the Tangible Keyboard

       3.1.1 Context of Use

       3.1.2 Design Goals

       3.1.3 Technology Selection

       3.1.4 Design Methods

       3.1.5 Interaction Model

       3.1.6 Design Heuristics

       3.2 Designing Tangible Models

       3.2.1 Context of Use

       3.2.2 Design Goals

       3.2.3 Technology Selection

       3.2.4 Design Methods

       3.2.5 Interaction Model

       3.2.6 Design Guidelines

       4 Gesture-based Interaction

       4.1 What Is a Gesture-based Interaction?

       4.1.1 Gesture Commands: Walk-Up-and-Use Information Display

       4.1.2 Gesture dialogue: The Willfull Marionette

       4.2 Why is Gesture-based Interaction Interesting?

       4.2.1 Public Walk-Up-and-Use Displays or Objects

       4.2.2 Remote Actuators, Sensors, and Displays

       4.2.3 Sociable Multiple-User Interaction

       4.2.4 Gesture Communication

       4.3 What Are Key Design Issues for Gesture-based Interaction?

       4.3.1 Considering How to Engage People

       4.3.2 Designing Clear and Consistent Visual Feedback

       4.3.3 Selecting Ergonomic Gestures

       4.3.4 Designing Discoverable Gestures

       4.3.5 Inaccurate Gesture Recognition

       5 Designing for Gesture Interaction

       5.1 Designing the Walk-Up-and-Use Information Display

       5.1.1 Context of Use

       5.1.2 Design Goals

       5.1.3 Technology Selection

       5.1.4 Design Methods

       5.1.5 Interaction Model

       5.1.6 Design Heuristics

       5.2 Designing the Willful Marionette

       5.2.1 Context of Use

       5.2.2 Design Goals

       5.2.3 Technology Selection

       5.2.4 Design Methods

       5.2.5 Interaction Model

       5.2.6 Design Guidelines

       6 Looking to the Future: Research Challenges

       6.1 Design Challenges for Embodied Interaction

       6.1.1 Understanding Embodied Actions as User Input

       6.1.2 Designing Gestures with Effective Visual Feedback

       6.1.3 Understanding Sensing Technology

       6.2 Research Challenges for Embodied Interction

       6.2.1 Gesture Design

       6.2.2 Multidisciplinary Research

       6.2.3 Finding Appropriate Contexts of Use

       6.2.4 Limited Scope of Representation

       6.2.5 Cognitive and Physical Fatigue

       Bibliography

       Authors’ Biographies

       Preface

      This book reflects on the significance and design of embodied interaction with digital information and artifacts. We are experiencing a transition from traditional modes of interacting with computing devices in which we are typically sitting still and moving our fingers on a keyboard to large body movements to effect changes and engage with digital information and artifacts. As designers we are challenged not only by the increasing range of technologies that enable interaction design, but also by the range and focus on human-centered design methodologies. Engineering design starts with requirements derived from human needs but necessarily has a focus on the design of the system so that it satisfies those requirements and optimizes performance of the system. In contrast, in interaction design, the human is inherent to the system and therefor the focus remains on human needs, desires, and abilities throughout the design process. Along with this focus on people during the design of interactive systems, there is an

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