DAY2: セッション6
インタラクティブジェスチャー
-タップはクリックの新しいかたち
by Dan Saffer, Adaptive Path社(米国)インタラクションデザイナー
We're using bodies evolved for hunting, gathering, and gratuitous violence for information age tasks like word processing and spreadsheet tweaking. - David Liddle.
(狩猟などのために進化してきた身体能力を、今やクリックにしか使ってない)
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.
Two types of interactive gestures:
- Touchscreen: direct
- Free-form: in-direct
Sensors
common sensors
- Pressure
- Light
- Proximity
- Acoustic
- Tilt
- Motion
- Orientation
sensibility of sensor is crucial
too reactive VS too dull
Kinesiology & Physiology
Interaction designer has to know the limitation of human body.
Touch events & targets
Remember Fitts' Law
Time it takes to get to a target = distance to target / size of target
Two touch target tricks
-Iceberg tips: touch target is larger than icon
-Adaptive targets: 入力予測により特定のキーのtouch targetをenlargeしておく
Prototyping gestures
Low-fidelity:
Paper prototype, The "man behind the curtain"(黒子による動き), Environments
High-fidelity:
Exact, Off-the-Shelf(既製品の活用), Do It Yourself
Communicating interactive gestures
Attraction:
何かなーと思ってみてしまうような誘因性
Observation:
watch people using it to see how it works
Interaction:
very close. これで何ができるのかな、と触ってみる。通常、馴染みがないものは触るのを躊躇する。
Attraction Affordance:
can't help touching.
Determining the appropriate gesture
Three part equation
1. The available sensors and input devices
2. The task that needs to be performed
3. The physiology of the human body
- The more complicated the gesture, the fewer people who will be able to perform it.
- The complexity of the gesture should match the complexity of the task at hand.
The best designs are those that "dissolve into behavior."
- Naoto Fukasawa
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