Skip to Content
Designing Gestural Interfaces
book

Designing Gestural Interfaces

by Dan Saffer
November 2008
Intermediate to advanced
272 pages
9h 16m
English
O'Reilly Media, Inc.
Content preview from Designing Gestural Interfaces

Chapter 6. Prototyping Interactive Gestures

"Make objects that talk—and then listen to them."

David Bayles and Ted Orland, Art & Fear: Observations on the Perils (and Rewards) of Artmaking

Paper documentation, animations, and movies are simply tools of communication on the road to launching a gestural system. The next essential step in that journey is prototyping, creating a version of the final product that can be tested and refined. Of course, as noted in Chapter 5, documenting can also follow prototyping; it just depends on your design process.

Prototypes come in many shapes and sizes, from crude paper mockups to prerelease versions of the actual product. The type of prototype you should design depends on the type of feedback you want from clients, team members, and any potential users.

Note

The more refined the prototype is, the more refined the response to it will likely be.

Oddly, refined feedback can be a bad thing. A high-fidelity, working prototype could engender lots of comments about the colors used or typefaces involved, not about the concept, features, gestures, and system flow, which may be what you really care about (and should care about in the early stages of prototyping).

Thus, you'll want to engage different types of prototypes to elicit the type of feedback you want.Initially, start with a low-fidelity prototype. It's much cheaper and less time-consuming to try out a concept on paper than in code or electronics!

One desired trait of prototypes, especially low-fidelity ...

Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.

Read now

Unlock full access

More than 5,000 organizations count on O’Reilly

AirBnbBlueOriginElectronic ArtsHomeDepotNasdaqRakutenTata Consultancy Services

QuotationMarkO’Reilly covers everything we've got, with content to help us build a world-class technology community, upgrade the capabilities and competencies of our teams, and improve overall team performance as well as their engagement.
Julian F.
Head of Cybersecurity
QuotationMarkI wanted to learn C and C++, but it didn't click for me until I picked up an O'Reilly book. When I went on the O’Reilly platform, I was astonished to find all the books there, plus live events and sandboxes so you could play around with the technology.
Addison B.
Field Engineer
QuotationMarkI’ve been on the O’Reilly platform for more than eight years. I use a couple of learning platforms, but I'm on O'Reilly more than anybody else. When you're there, you start learning. I'm never disappointed.
Amir M.
Data Platform Tech Lead
QuotationMarkI'm always learning. So when I got on to O'Reilly, I was like a kid in a candy store. There are playlists. There are answers. There's on-demand training. It's worth its weight in gold, in terms of what it allows me to do.
Mark W.
Embedded Software Engineer

You might also like

Designing Web Interfaces

Designing Web Interfaces

Bill Scott, Theresa Neil
Designing Mobile Interfaces

Designing Mobile Interfaces

Steven Hoober, Eric Berkman

Publisher Resources

ISBN: 9780596156756Errata