Touch gesture usability in mobile devices – which ones work? - UX Exchange most recent 30 from http://uxexchange.com2010-03-10T17:05:18Zhttp://uxexchange.com/feeds/question/154http://www.creativecommons.org/licenses/by-nc/2.5/rdfhttp://uxexchange.com/questions/154/touch-gesture-usability-in-mobile-devices-which-ones-workTouch gesture usability in mobile devices – which ones work?mattti2009-10-14T08:35:06Z2009-11-06T14:32:57Z
<p>With the iPhone and many other advanced touchscreen phones on the market, the "mobile touch" is an everyday issue for HCI. I would presume that this community will see many questions related to this area. This is what I've been thinking lately:</p>
<p>Which gestures work?</p>
<p>Are (multi-touch) gestures requiring more than one finger realistic for mobile use?</p>
<p>Should a touch device be usable with one hand only? How does one draw gestures with the holding hand?</p>
<p>Which contexts make use of gestures very difficult or impossible?</p>
<p>I think touch devices, such as the iPhone, have tremendous entertainment value. For some users, they are excellent personal communications devices. But really, is this stuff usable (enough)?</p>
http://uxexchange.com/questions/154/touch-gesture-usability-in-mobile-devices-which-ones-work/165#165Answer by Barbara Ballard for Touch gesture usability in mobile devices – which ones work?Barbara Ballard2009-10-14T14:29:55Z2009-10-14T14:29:55Z<p>Touch gestures are only one type of gestures for mobile. Technologies such as accelerometers, light sensors, other cameras, pressure sensors, RFID, NFC, Bluetooth, and various location technologies are all possible. </p>
<p>Then there are the "display" mechanisms: vibration, rumble, electrical fields, force feedback, sound, and so forth. </p>
<p>In general, this space is in its infancy. </p>
<p>Phones should always be designed with one-hand use and two-hand use in mind, but it is up to the product team to decide the relative emphasis. Clearly making and receiving calls should be one-handed. Should web? I don't think that's as necessary. But usability can be achieved either way. </p>
<p>When designing gestures, you must keep in mind that they lack any innate visual affordance. You must rely on other methods to enable discoverability. There are a few approaches to this. The iPhone's "flick" (scroll fast) gesture is a very simple extension to an existing behavior; it uses something people already do and just responds more naturally to it. </p>
<p>A second approach is training. The Palm Pre requires users to go through a training video to get the "back" gesture, as you really can't use the device without it. There is no corresponding button. </p>
<p>Apple has used advertising to teach people about pinch to zoom. It's less effective: many users complain that they just can't read the browser text. They've not discovered how to zoom in. </p>
<p>Like I said, this space is very much in its infancy. But principles we've observed include:</p>
<ol>
<li><p>Carefully train any gestures critical to the use of the device. Swipe left for back, pinch/spread to zoom out/in, double-tap to zoom to fit.</p></li>
<li><p>Avoid making many gestures critical to the use of the device. Provide menu or icon alternatives for most gestures. Gestures (and voice control) provide shortcuts, not navigation through menus.</p></li>
<li><p>Use natural finger or thumb paths rather than requiring strict rectilinear paths. In other words, use good biomechanics and be forgiving of error. Example: The iPhone unlock screen requires too much precision in start and end points to unlock. It is too easy to stop at the wrong place.</p></li>
<li><p>Test your gestures with real users. Redesign, test again. </p></li>
<li><p>Consider a device mode in which everything is done through the menu. This is the "share with somebody else" mode. Verbally communicating gestures while driving is frustrating for everybody. </p></li>
<li><p>Be smart about automatically doing things. Sometimes, for example, a person might want to lay down while reading a web page. Indeed, "in bed" is a common context for use. The iPhone makes this challenging, as it automatically rotates sideways. Some applications have a "lock" mode in which they won't rotate. </p></li>
<li><p>Where possible, re-use gestures. Pinch to zoom should be preserved. Flick to scroll should be preserved. </p></li>
<li><p>Think outside the box. Or off the screen. I want a function that intelligently locks and unlocks my screen based on device position and light input (i.e., it's upside down in a pocket or purse then the keys are locked; I pull it out and they are unlocked). This is far more important than an extra on-screen gesture. </p></li>
</ol>
<p>Also, be sure to read some of Kevin Arthur's work. I keep coming back to <a href="http://www.touchusability.com/2009/05/evaluating-gesture-usability.html" rel="nofollow">Evaluating Gesture Usability</a> – it includes a method to actually develop and test good gestures. </p>
http://uxexchange.com/questions/154/touch-gesture-usability-in-mobile-devices-which-ones-work/169#169Answer by adrianh for Touch gesture usability in mobile devices – which ones work?adrianh2009-10-14T17:03:05Z2009-10-14T17:03:05Z<p>It's not a domain I've worked in so I can't really comment.</p>
<p>However you might find <a href="http://www.interactivegestures.com" rel="nofollow">interactivegestures.com</a> of interest. It's a wiki that's trying to collect and disseminate gestural interface information and patterns.</p>
http://uxexchange.com/questions/154/touch-gesture-usability-in-mobile-devices-which-ones-work/601#601Answer by Alastair J for Touch gesture usability in mobile devices – which ones work?Alastair J2009-11-03T21:26:51Z2009-11-03T21:26:51Z<p>This came through on one of my RSS feeds. Hopefully it helps:
<a href="http://jeffreysambells.com/posts/2009/11/03/gestures-as-a-language-not-a-technology/" rel="nofollow">Gestures as a language not a technology</a></p>
http://uxexchange.com/questions/154/touch-gesture-usability-in-mobile-devices-which-ones-work/636#636Answer by Kostya for Touch gesture usability in mobile devices – which ones work?Kostya2009-11-06T14:32:57Z2009-11-06T14:32:57Z<p>If you haven't seen it yet, I would strongly recommend to take a look at this nice presentation: <a href="http://www.slideshare.net/createwithcontext/how-people-really-use-the-iphone-presentation" rel="nofollow">How people really use the iPhone</a> by Bill Westerman. It is not only about gestures but covers different interaction aspects. You will discover many interesting facts about the iPhone usability.</p>