by Wendy Yee, Director, User Centric
A growing number of gesture interactions are being built into consumer products. Tablet PCs now recognize a number of hand movements, new multi-touch phones and media players are on the market, and thousands of households now attach Wii remotes to their forearms every evening. (If you happen to visit Vegas, you can also visit the Rio iBar owned by Harrah's and order custom drinks or play virtual bowling on the Surface table.)
Gesture interactions are not new - visual designers have used gestures and their styluses to tweak graphics files on Wacom tablets since the 1990's. However, the use of gestures in mainstream applications is novel for many consumers.
Over the past couple of years we have studied users interacting with different gesture-based interactions, and we'd like to share some of the issues that they have experienced.
by Wendy Yee and Leslie McFarlin
When a user's primary (or secondary) means of interacting with a device or application is through gesture recognition, there are often a couple of gesture-related issues that need to be assessed in usability testing. The first issue is the user's awareness of gesture functionality. Do they realize that they can drag and drop objects? Do they realize that "flicking" the touchscreen will result in a different outcome than "nudging"? The second issue is the user's ease of gesturing to complete an action under "typical" conditions (sitting, standing, etc).
Is success good or bad?
