Designing Gestural Interfaces by Saffer Dan
Author:Saffer, Dan [Dan Saffer]
Language: eng
Format: epub
Tags: COMPUTERS / User Interfaces
ISBN: 9780596554224
Publisher: O'Reilly Media
Published: 2008-11-20T16:00:00+00:00
Note
Use paper prototypes to design and test the basic, high-level dconcepts, screen flows, and gestures of a product.
Figure 6-2. To make a paper prototype "work," designers may need to manually control its behavior based on user input, as designers Nancy Dick and Maury Webber are doing here, flipping through paper screens to mimic flow.Courtesy Callie Neylan.
ROUGH MODELS: OBJECTS AND ENVIRONMENTS
Of course, not everything with gestures is going to be screen-based; even if it is, it might be in a device that should be prototyped alongside it. Mobile and medical devices, as well as consumer electronics, should have their physical form prototyped whenever possible simply because there is more to the experience of using a device than just the screen itself. A device's physical form—especially when it is held in the hand—can drastically change both how it is used and the gestures that can be employed to engage with it.
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