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Brave NUI World

Book Description

Brave NUI World is the first practical guide for designing touch- and gesture-based user interfaces. Written by the team from Microsoft that developed the multi-touch, multi-user Surface® tabletop product, it introduces the reader to natural user interfaces (NUI). It gives readers the necessary tools and information to integrate touch and gesture practices into daily work, presenting scenarios, problem solving, metaphors, and techniques intended to avoid making mistakes.

This book considers diverse user needs and context, real world successes and failures, and the future of NUI. It presents thirty scenarios, giving practitioners a multitude of considerations for making informed design decisions and helping to ensure that missteps are never made again.

The book will be of value to game designers as well as practitioners, researchers, and students interested in learning about user experience design, user interface design, interaction design, software design, human computer interaction, human factors, information design, and information architecture.

  • Provides easy-to-apply design guidance for the unique challenge of creating touch- and gesture-based user interfaces
  • Considers diverse user needs and context, real world successes and failures, and a look into the future of NUI
  • Presents thirty scenarios, giving practitioners a multitude of considerations for making informed design decisions and helping to ensure that missteps are never made again

Table of Contents

  1. Cover
  2. Content
  3. Title
  4. Dedication
  5. Copyright
  6. Preface
  7. Acknowledgments
  8. About the Authors
  9. PART I. Introducing the NUI
    1. Chapter 1. Introduction
    2. Chapter 2. The Natural User Interface
      1. Description
      2. Application to NUI
      3. Lessons from the Past: The First Apple Pad
      4. Design Guidelines
      5. Summary
    3. Chapter 3. Ecological Niche
      1. Description
      2. Application to NUI
      3. Lessons from the Past
      4. Design Guidelines
      5. Summary
  10. PART II. Design Ethos of NUI
    1. Chapter 4. Less Is More
      1. Description
      2. Application to NUI
      3. Lessons from the Past
      4. Design Guidelines
      5. Summary
    2. Chapter 5. Contextual Environments
      1. Description
      2. Application to NUI
      3. Lessons from the Past
      4. Design Guidelines
      5. Summary
      6. Further Reading
    3. Chapter 6. The Spatial NUI
      1. Description
      2. Application to NUI
      3. Lessons from the Past
      4. Design Guidelines
      5. Summary
      6. Further Reading
    4. Chapter 7. The Social NUI
      1. Description
      2. Application to NUI
      3. Lessons from the Past
      4. Inter-user Task Coupling
      5. Design Guidelines
      6. Further Reading
    5. Chapter 8. Seamlessness
      1. Description
      2. Lessons from the Past
      3. Application to the NUI
      4. Summary
      5. Further Reading
    6. Chapter 9. Super Real
      1. Description
      2. Lessons from the Past
      3. Application to the NUI
      4. Summary
      5. Further Reading
    7. Chapter 10. Scaffolding
      1. Description
      2. Application to NUI
      3. Lessons from the Past
      4. Design Guidelines
      5. Summary
      6. Further Reading
    8. Chapter 11. User Differentiation
      1. Description
      2. Application to NUI
      3. Lessons from the Past
      4. Design Guidelines
      5. Summary
  11. PART III. New Technologies: Understanding and Technological Artifacts
    1. Chapter 12. The State-Transition Model of Input
      1. Description
      2. Application to NUI
      3. Lessons from the Past
      4. Design Guidelines
      5. Summary
    2. Chapter 13. Fat Fingers
      1. Description
      2. Application to NUI
      3. Lessons from the Past
      4. Design Guidelines
      5. Summary
    3. Chapter 14. No Touch Left Behind
      1. Description
      2. Application to NUI
      3. Lessons from the Past
      4. Sources of Error
      5. Design Guidelines
      6. Summary
    4. Chapter 15. Touch versus In-Air Gestures
      1. Description
      2. Application to NUI
      3. Lessons from the Past
      4. Design Guidelines
      5. Summary
  12. PART IV. Creating an Interaction Language
    1. Chapter 16. Mechanics, Dynamics, and Aesthetics
      1. Description
      2. Application to NUI
      3. Lessons from the Past
      4. Design Guidelines
      5. Summary
    2. Chapter 17. New Primitives
      1. Description
      2. Application to NUI
      3. Lessons from the Past
      4. Design Guidelines
      5. Summary
      6. Further Reading
    3. Chapter 18. The Anatomy of a Gesture
      1. Description
      2. Application to NUI
      3. Lessons from the past: Ambiguity
      4. Design guidelines
      5. Summary
    4. Chapter 19. Properties of a Gesture Language
      1. Description
      2. Application to NUI
      3. Lessons from the Past
      4. Design Guidelines
      5. Summary
      6. Further Reading
    5. Chapter 20. Self-Revealing Gestures
      1. Description
      2. Application to NUI
      3. Lessons from the Past: Control vs. Alt Hotkeys
      4. Design Guidelines
      5. Summary
      6. Further Reading
    6. Chapter 21. A Model of the Mode and Flow of a Gesture System
      1. Description
      2. Application to NUI
      3. Lessons from the Past
      4. Design Guidelines
      5. Summary
  13. PART V. No Such Thing as Touch
    1. Chapter 22. Know Your Platform
      1. Description
      2. Application to NUI
      3. Lessons from the Past
      4. Design Guidelines
      5. Summary
    2. Chapter 23. The Fundamentals Have to Work
      1. Description
      2. Application to NUI
      3. Lessons from the Past
      4. Design Guidelines
      5. Summary
      6. Further reading
    3. Chapter 24. Number of Contacts
      1. Description
      2. Application to NUI
      3. Lessons from the Past
      4. Design Guidelines
      5. Summary
      6. Further Reading
    4. Chapter 25. Contact Data: Shape, Pressure, and Hover
      1. Description
      2. Application to NUI
      3. Lessons from the Past
      4. Design Guidelines
      5. Summary
      6. Further Reading
    5. Chapter 26. Vertical, Horizontal, and Mobile
      1. Description
      2. Application to NUI
      3. Lessons from the Past
      4. Design Guidelines
      5. Summary
  14. PART VI. Process: How Do You Get There?
    1. Chapter 27. The User-Derived Interface (UDI)
      1. Description
      2. Application to NUI
      3. Lessons from the Past
      4. Design Guidelines
      5. Summary
      6. Further Reading
    2. Chapter 28. Lessons in False-Gesture Recognition
      1. Description
      2. Application to NUI
      3. Lessons from the Past
      4. Design Guidelines
      5. Summary
      6. Further Reading
    3. Chapter 29. RITE with a Purpose
      1. Description
      2. Application to NUI
      3. Lessons from the Past
      4. Design Guidelines
      5. Summary
      6. Further Reading
    4. Chapter 30. A Word About Engineering
      1. Description
      2. Lessons from the Past
      3. Application to NUI
      4. Summary
  15. Index