For several months I worked on technical paper about designing gestures for screen-based environments. Finally, it is finished and you can read it. Here is the abstract:
This paper analyses gesture design for pointing devices in screen-based environments. By exploring design patterns the analysis investigated the gesture design of five different end-user products: Desktop operating systems, mobile operating systems, 3rd Party software, small software products, and common hardware products. The beginning of the paper defines what a gesture is, and the various kinds of gestures. Afterwards the analysis merges the gesture design results with the basic commands for pointing devices. This approach points out which gestures are often used, and in which context they are used. The results give interaction designers and software engineers a guide for implementing gestures in their own products. Furthermore, the paper proposes solutions for gesture documentation, and a conceptual framework for complicated gestures. The last section takes an industrial design perspective on pointing devices as an input channel. It discusses the evolution of interface design from a hardware driven to a software driven approach.
Please note:
Unfortunately, I got sick on a long-term disease. Therefore it took me so long for writing this paper and that is also the reason why the data of the analysis is from January of 2010. However, in my opinion the results of my analysis are still valid. For more up-to-date data, please check the Touch Gesture Reference from LukeW.
Acknowledgement:
I am very happy about the support from my teachers, friends, and fellow students. Big thanks to Mahir M. Yavuz and Mathias Stäbler for the content feedback. Vesela Mihaylova for a great Adobe Illustrator and graphic design support. Tim Devine for transforming over 30 pages of my bad english in a readable form, and marking some unclear points of my paper. Dudes, thank you so much!
The book Designing Interaction from Bill Moggridge was already published in 2006. Even it is quite old for a technology book the content is still valid. The first six chapters give a perfect history background of human-computer interaction. The evolution of input devices and the computer itself is very good explained. Also the original comments from the designers and engineers are very interesting to read. In the end the reader gets a very good introduction how and why the computer evolved as it is today. Even the described history is a strongly based on the authors view. The chapters Adopting Technology and Multisensory and Multimedia gives a nice introduction into tangible interaction. It also helps beginners to understand how to leave the desktop metaphor. The whole book describes very easily how product designer, industrial designer, psychologist and engineers working together for developing the new devices. The texts about their development and thinking processes gives a very good insight. The last chapters about The Internet, Futures and Alternatives Nows, and People and Prototypes are nice to read, but with some comments I can't agree. For this reason, the aspects of Emotional Design and Prototyping are little bit weak in my opinion. However, reading the first six chapters is very useful for human-computer interaction beginners. It makes their knowledge around the history of Interaction Design more stable. The last chapters are nice to read, but not very obligatory. Unfortunately, the multimedia CD of the book I never really checked. So I can't say if it is good or not. For professional interaction designer is almost nothing new in this book, so I can't recommend it for them.
Bei dem Buch Kreativität - Konzept und Lebensstil von Rainer M. Holm-Hadulla wird das kreative Schaffen und Leben aus einer psychologischen Perspektive betrachtet. Das heißt es werden nicht die Kreativtechniken selbst erläutert, sondern die Thematik Kreativität im Gesamten. In den ersten 20 Seiten definiert der Autor den Begriff Kreativität, und zerlegt ihn in die Bestandteile Begabung, Motivation, Persönlichkeit und Umgebung. Danach wird der Begriff Kreativität in einen kulturgeschichtlichen Kontext diskutiert. Mir persönlich gefielen besonders die Ansichten aus dem asiatischen Raum.
Der zweite Teil des Buches widmet sich der kreativen Persönlichkeit. Welche kreative Hoch- und Tiefphasen begleiten einen Menschen auf seinem Lebensweg. Was sind die positiven Entwicklungs- und Umgebungsbedingungen im Kindesalter, in der Pubertät, und während des erwachsen werdens, usw. Holm-Hadulla erklärt diese Bedingungen immer sehr schön anhand von praktischen Beispielen (siehe Goethe, Bill Clinton, Bill Gates usw.).
Im dritten Kapitel wird Kreativität in den verschiedenen Domänen Politik, Wirtschaftsleben, Wissenschaften und Kunst näher betrachtet. In diesem Kapitel bekommt man einen sehr schönen Überblick, und es frischt auch die Allgemeinbildung ein wenig auf. Die letzten 40 Seiten widmen sich dem Coaching von kreativen Personen und Prozessen. Welche Konzepte existieren und was man als Kreativer selbst beachten sollte gehören zu den besprochenen Themen.
Mein Fazit:
Das Buch lohnt sich auf jeden Fall für wirklich Jeden. Mir persönlich hat es die Kreativindustrie mit anderen Augen sehen lassen. Vor allem dass das "kreatives Schaffen" ein Segen aber auch ein Fluch sein kann. Segen wenn man seine Balance und Anerkennung gefunden hat. Ein Fluch wenn man unter Zwang kreativ sein muss. Besonders die daraus relativ schnell entstehenden Folgen (siehe Burn Out Syndrom) haben mich doch sehr überrascht. Hervorzuheben ist auch die nicht populäre Herangehensweise (siehe Literaturverzeichnis) von Holm-Hadulla. Er gibt zwar Tipps und Empfehlungen, aber unterstreicht immer wieder dass diese sehr von der eigenen Persönlichkeit abhängen. Für manche Menschen sind die erwähnten schlechten Bedingungen genau die nötige Konfrontation gewesen um etwas sehr Gutes zu erschaffen. Die 160 Seiten sind nicht immer leicht zu lesen. Die Erläuterungen des kreativen Schaffens anhand von Goethe's Gedichten können den ein oder anderen Leser nerven. Auch wiederholt Holm-Hadulla einige Fallbeispiele (z.B. den Konfliktlösungsansatz von Bill Clinton) mehrfach, was mich hin und wieder beim Lesen störte. Am Ende ist mir dennoch das Buch sehr positiv im Gedächtnis geblieben. Für mich ist und war es ein Must-Read Buch.
In my class PublicSpaces 2.0 from the space & design strategies department we discussed the connections between social media and public spaces. Also some design theory aspects were included into the discussion. In my case I introduced the lifestyle of hermits. Hermits create a kind of subspaces in urban or nature environments. These subspaces have got their own system and rules. Our current culture is characterized by fast technical developments and accelerated lifestyles. That includes travelling over big distances, moving often, huge information perception via social media services, etc. In some life periods these circumstances are not healthy. They cause long-term stress symptoms, losing creativity and so on. In this case the lifestyle of hermits can give an inspiration for creating a subspace in our urban environment. A subspace, which minimize these aspects of acceleration and creating an appropriate environment for each individual. In my presentation and in my paper I don't say that the solitary lifestyle of the hermits is optimal. A good environment has to provide also a stable social enviromnent with friends and partners. I am just using the hermit lifestyle for some design approaches and for getting inspired.
Furthermore, I describe in my paper how people become unconsciously and consciously an hermit. Becoming unconsciously a hermit could lead to some conflicts in our society. The key aspects of Reduction and Filtering in designing Intertactive Media play an important role for solving this issues. More detailed explanations of my thoughts are written down in my PDF paper.
For exploring the JavaScript API in MAX / MSP / Jitter I decided to port the Harmony Web Application by Mr. Doob. I really fall in love with the different brush styles. MAX / MSP / Jitter is pretty cool for doing audio visual stuff, and I think the different brush style might be nice for this. Fortunately, Mr. Doob published the source code and the code is nice, too! Therefore, it was not so difficult to understand the code. During my porting process I had to consider four things: Read more...
Now I am almost studying Interactive Art for one year. Me, as a Flash and Flex Developer, like coding with audio-visual and interaction-based content. But if I am honest, in the last time I did not use Flash in my projects at all. I had to deal with some other powerful creative coding tools. Some of these tools provide me, as an artist, much more freedom than the Flash plattform can ever provide. For example, creating a visual output for multi-displays applications, programming on hardware (arduino), some real-time video tracking (face detection) experiments, using special Open-GL Renderer for 3D graphics and so on. But I also ran into problems, which I would never have with using Flash. Especially, when I worked together with unexperienced programmer. For this reason, I will describe some of these creative coding tools with their inherent advantages and disadvantages. After this article you should have a good overview about the available tools in creative coding.
I am skating since 1996 and I still enjoy it very much. I never was this big talented skater, who did every handrail in the town or who did high technical tricks. I am able to skate transition, gaps and rails on the same level. So I was and I am still a good allround skater. But there was one thing, which distungished me from my other friends... I had a different perspective on spots. When we went out for exploring new spots, I was not interested on perfect handrails, I was more interested in using the urban (public space) architecture in a new way. I did not do the best trick on the new spots I found, but everytime I shared my trick ideas withmy friends on which they never thought before. After that sharing process they evolved my ideas and in the most cases they did better tricks than me. Sharing inspiration and toughts are the reason why I wrote this article. Read more...