tap is the new click

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Tap is the New Click Dan Saffer, Kicker Studio

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An introduction to designing for touchscreens and interactive gestures.

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Page 1: Tap is the New Click

Tap is the New ClickDan Saffer, Kicker Studio

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DRC 2009 // Dan Saffer, Kicker Studio

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DRC 2009 // Dan Saffer, Kicker Studio

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We're using bodies evolved for hunting, gathering, and gratuitous violence for information-age tasks like word processing and spreadsheet tweaking. —David Liddle

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We’re in the midst of an interaction design revolution.

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How do we design for interactive gestures?

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What we’re going to talk about

Sensors and touchscreen types

Kinesiology and physiology

Touch targets

Communicating

Choosing appropriate gestures

Case study: Canesta Entertainment Center

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Gesture: any physical movement that can be sensed and responded to by a digital system without the aid of a traditional input device such as a mouse or stylus.

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DRC 2009 // Dan Saffer, Kicker Studio

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DRC 2009 // Dan Saffer, Kicker Studio

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Two types of interactive gestures

Touchscreen

aka TUI

Single and multi-touch (MT)

Free-form

Wide variety of forms

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Why not to have a gestural interface

Heavy data input

Relies heavily on the visual (for now)

Can be inappropriate for context

More physically demanding

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Why have a gestural interface?

More flexible

Less visible hardware

Hardware fits context better

More “natural”

More fun

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The secret sauce: sensors

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Common sensorsPressure

Light

Proximity

Acoustic

Tilt

Motion

Orientation

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Types of touchscreensResistive: pressing two layers together creates the touch event

Surface wave: finger disrupts ultrasonic waves

Capacitive: finger conducts electricity

Infrared: finger breaks grid of infrared beams

Camera-based: looks for “blobs.” Rear- and front- projectors

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Kinesiology & physiology

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The ergonomics of human gesturesAvoid hyperextension or extreme stretches

Avoid repetition

Utilize relaxed, neutral positions

Avoid staying in a static position

No “Gorilla Arm”

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Gorilla armHumans not designed to hold their arms in front of their faces, making small gestures

Ok for short-term use, not so much for repeated, long-term use

Fun Fact: Telegraph operators had “glass arm”

Sorry, Minority Report-style UIs

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Gorilla arm

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Gorilla arm

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Stephan Pheasant’s (via Rob Tannen) cardinal rules of anthropometricsReach

Clearence

Posture

Strength

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The more challenging and complicated the gesture, the fewer people who will be able to perform it.

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What about accessibility?No good, clear answer

Improving via addition of haptics (and hopefully, eventually, speech)

Some touchscreen systems much better than traditional WIMP systems

Special care when designing touch targets

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16-20mm

8-10mm

10-14mm

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FingersFingernails: Blessing and curse

Fake fingernails: evil

Finger oil

Fingerprints

(Left) Handedness

Wrist support

Gloves

Inaccurate (when compared to a cursor)

Attached to a hand aka Screen Coverage

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DRC 2009 // Dan Saffer, Kicker Studio

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DRC 2009 // Dan Saffer, Kicker Studio

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Avoid putting essential features or information like a label below an interface element that can be touched, as it may become hidden by the user’s own hand.

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Touch events and targets

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Touch target sizeRemember Fitts’ Law! (Time it takes to get to a target = distance to target / size of target)

As close to the user as possible to avoid users’ covering the screen with their hands

Space between the targets (when possible)

Create reasonably-sized targets: no smaller than 1cm in diameter/square (the size of finger pads)

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Touch target size comparisons

~25mm ~18mm ~13mm ~8mm 5mm

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Two touch target tricksIceberg tips

Adaptive targets

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Two touch target tricksIceberg tips

Adaptive targets

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Traditional UI elements to watch out for

Cursors

MouseOvers and hovers

Double-click

Right-click

Selected default buttons

Undo

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Touchscreen patterns

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Tap to open/activate

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Tap to select

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Drag to move object

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Slide to scroll

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Spin to scroll

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Flick to nudge

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Pinch to shrink & Spread to enlarge

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Ghost fingers

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Freeform patterns

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Proximity activates/deactivates

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Move body to activate

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Point to select/activate

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Wave to activate

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Rotate to change state

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Step to activate

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Shake to change state

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Prototyping gestures

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Low-fidelity: Paper prototype

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Low-fidelity: The “man behind the curtain”

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Low-fidelity: Environments

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High-fidelity: Exact

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High-fidelity: Off-the-Shelf

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High-fidelity: Do It Yourself

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Turning gestures into code

Variables: what are you measuring?

Data: get the data in from the sensor

Computation: determine difference between data

Patterns: what do the sums mean?

Action: if a pattern is matched, do something

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Documenting gestures

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Dance notation

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Annotated wireframes still work

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Architectural wireframes

“Master UI” “Individual UI”Run by presenter

Live TouchscreenProjection Area

Used by show attendees

[floor]

[ showing typical arm’s reach for 6’ tall user ] [ showing typical arm’s reach for 6’ tall user ]

touchscreenoverview

[floor]

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Keyframes

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Gestural modules

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Gestural modules

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Storyboards

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Swim lanes framework

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Animation

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Movies

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Communicating interactive gestures

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Three zones of engagement

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Attraction

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Observation

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Interaction

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Attraction affordance

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Written instruction

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Illustration

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Demonstration

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Symbolic

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Determining the appropriate gesture

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Four part equation1. The task that needs to be performed

2. The available sensors and input devices

3. The physiology of the human body

4. The context

This can be pretty straightforward

Or not

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ContextDifferent behaviors in different locations

Avoiding accidental emotional weight

Cultural issues

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Usability issuesAvoid unintentional triggers via everyday actions!

Wide variation in performing gestures: need requisite variety

Pick one: select then action, or selecting does action

Gestures as command keys: Provide a normal means of performing the action (buttons, etc.) but have “advanced” gestures as shortcuts

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Case study: Canesta Entertainment Center

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Case study: Canesta Entertainment Center

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Case study: Canesta Entertainment Center

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Case study: Canesta Entertainment Center

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The complexity of the gesture should match the complexity of the task at hand.

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The best designs are those that “dissolve into behavior.” (Naoto Fukasawa)

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The best, most natural designs, then, are those that match the behavior of the system to the gesture humans might already do to enable that behavior.

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Thanks.

http://www.kickerstudio.com

http://www.designinggesturalinterfaces.com

[email protected]

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