TEDx | Fabian Hemmert : The shape-shifting future of the mobile phone

This short clip tries to answer the question: how do we make digital content, via the mobile phone, more graspable? Essentially to give it more meaning and context. He postulates that humans should not get more technical but that technology should be a bit more human.

Fabian looks at the 3 phone mods to make this happen:

1. Add weight - imagine if your phone tilted in the direction you needed to go on Google Maps.

2. Add dimension - if you are reading a book why not have the device grow.

3. Add a heartbeat - a device that gets excited for you.

http://www.ted.com/talks/lang/eng/fabian_hemmert_the_shape_shifting_future_of_the_mobile_phone.html

 

WPP #Stream10 | Ignite | Forgivability = Learnability | a tale of discovery

I must say I had a lot of fun giving my first Ignite session (20 slides in 5 minutes) at the WPP Stream 10 conference in Athens, Greece. I first came up with this topic while doing research into learning and gestures, as well as observations of my own son on a NUI interface (Research Review | The Natural User Interface | Gestures, Forgivability, Learnability, http://posterous.nullintovoid.com/research-review-the-natural-user-interface-ge). I was asked afterwards if I had coined 'forgivability' and 'learnability' and at this moment, with some minor research, it looks like I may have.

The overall idea here, arguably, is that interfaces / interactions, both digital and analog, that encourage forgiviness are more accessible for exploration and learning.

While I start with a focus on the iPad as a reference point for those in the audience I do move out and explore products and product design as well as human relationships.

Please keep in mind that this is the beginning of a thought, that over time I hope to flesh out thoroughly as it appears to have a lot of potential and possibility.

Click here to download:
DK_forgivability_friedlander_v1_4.pdf (22.76 MB)

In summary:

interactions that are forgivable make the experience more accessible, easier to learn, and encourage discovery and growth.

This by no means is a call for universal design but rather smarter design (hence my example of training wheels vs. tyke bikes that focus on balance).

iPad Apps My < 2 Year Old Loves: Kids Song Machine HD

by Genera Kids

What can I say about this crazy little app? It's really well done and wild at that. The images and illustrations are really a lot of fun, some of the best I have seen in kid's apps. The songs:

• Old McDonald
• If you´re Happy and you Know it
• Row Row Row your Boat
• I´m a Little Tea Pot
• Hickory Dickory Dock
• The Wheels on the Bus

are all great, sung by kids with lots of added excitement. The screens themselves are all interactive but unlike Wheels On the Bus HD it isn't quite as obvious for a youngster what is going on (tapping only)...does this seem to matter? Not at all. My sons favorite is "If You're Happy and Know it" just because I'm always clapping, perhaps, and "Old McDonald" which has balloons that you can pop. This little app is so much fun...this is his new fav and he never gets bored with it. I only wish there were more songs! $1.99 go and get it, now. NOTE: didn't take long to master the home screen, which has a bit of steampunk in it, to get it going.


http://itunes.apple.com/us/app/kids-song-machine-hd/id377706884?mt=8

 

iPad Apps My < 2 Year Old Loves: Letters A to Z for the iPad from True Learning

Is it time for some letters by now? I think so. First let me say this, nothing seems to be able to replace the original flash card, the Eric Carle seem to be a favorite for my son, however there are a few letters that are a stretch. He is probably one of the few people that can pick a Xolo or a Quetzal out of a lineup, anyway I digress...

There is a large assortment of flash card type apps for the iPhone and iPad but, for whatever reason, the interest in these is fleeting. This little app with its award winning title (for length) is the one he likes the best.

Two reasons:

1. There are multiple touch points; if you hit the letter he will hear what that letter is, and if you hit the picture he will get a little animation with a sound to reinforce the association of that letter.

2. It's easy to use; he can identify and see all the letters, recalling the ones he loves, rarely mishitting the wanted letter.

This app also allows for interaction between you and your child. I typically will have him find certain letters, "Where is the letter 'I'?" He will of course go for the sound effect/animation but when I ask him what the letter is he will hit the letter and typically call out the name at the same time. Great reinforcement of the alphabet and, of course, only $.99.

 


 

http://itunes.apple.com/us/app/letters-a-to-z-for-ipad-from/id364047351?mt=8

 

Research Review | The Natural User Interface | Gestures, Forgivability, Learnability

Click here to download:
Research_review_NUI_cfriedlander_v1_2.pdf (19.95 MB)

The Natural User Interface | Gestures, Forgivability, Learnability

A review of current research and journal articles looking at the Natural User Interface and its learnability / usability across multiple demographics.

Cameron Friedlander

June 3rd. 2010

Preface

I called over to my 19-month old son the other day and asked him how big do elephants grow, he stretched his arms out as wide as they could go. I followed this up by having him size up an ant, he brought his hands together and made a tiny gesture as to the size. His first interaction with his environment, was with his hands. He would point to any item he saw fit and gesture until I told him the name. This was well before he started developing any sort of vocabulary. These gestures seemed to be rooted in his learning. The more things I pointed out the more he began to interact with them. It came down to his hands, his main communication platform before his vocabulary started to kick in. The gesture.

Introduction

When we look at learnability, in HCI, across multiple user interfaces we see a progression. The computer desktop interface (GUI) is far better than the command line (CLI) for the average demographic, but yet it is still built upon these old ideas, principles, and values for when the computer first arrived on the market. This desktop metaphor, as it is frequently called, was there to help usher in generations of new users who were not familiar with this new computing device, the personal computer; a single input entry, the mouse, backed up by design patterns and metaphors to help us feel safe. However as the average user demographic and familiarity change, in a world surrounded by information and computers, there has been a want, a need, to be able to interact with the information differently, naturally. This has ushered in the trend of the Natural User Interface, or the NUI. This conversation is being forced to the table through the sales of the Apple iPad, which is by no means the only NUI device on the market. But why are users adopting this device? Is there anything natural about the NUI? What are the critics saying about gestures? How are gestures integral to human behavior? Is this device naturally learnable and potentially easier to use?

Market Trends

The NUI / gestural interface is in its infancy stage, clearly, but it is apparent that the NUI / tablet is in our near future. If there is any doubt as to how the tablet and the NUI is being embraced by our society look no further than the sales of netbooks. Fortune magazine recently looked at the sales of netbooks from today to one year ago. A year ago netbook sales were on the rise by 641%, whereas now they are at 5%, a staggering decline over a one year period. The article looks at the influence of tablet and its effect over the market across desktops, laptops, and iPods. At CES, in 2008, Stephen Prentice Gartner came out with the following article; Gestural Computing: The End of the Mouse. He discusses the recent trends, at the time, and suggests to all businesses, companies to the do the following: start interacting with gestural devices immediately, whether it’s a Nintendo Wii or an iPhone; immediately suspend all skepticism of gestural computing; and lastly to “relax” this is going to be a “long-term trend.” He summarizes the movement as a paradigm shift, while it won’t outright replace the keyboard, it will eventually. He even looks at enterprise systems and states that the NUI could be integrated within 3-5 years, from 2008. In essence the NUI isn’t going anywhere. But why? Why NUI, gestures?

The Basics of Gestures

Dan Saffer, of Designing Gestural Interfaces, set out to create a textbook around gestures since there didn’t appear to be a single source of information on the topic. He used, as a comparison, the art of learning music; done through gestures of the hands. How difficult it would be to learn the cello if one could not use their hands to express the music and notes. To him “gestures create meaning” (Designing Gestural Interfaces, pg xv). However the gestures that are to be integrated into a user interface need to support the motion, mechanics, and limitations of the physical body. He suggests the study of the body for would-be-designers of a NUI to get a better understanding of these constraints and limitations.

The Microsoft Surface Table [2] was an early pioneer into the NUI front, and by no means flawless, but they did take into account careful consideration of the metaphors used to help create a learnable environment that lends itself to discoverability instead of instruction and rote learning. In Using Metaphors to Create a Natural User Interface for Microsoft Surface (2010) Hoffmeester and Wixon explore these metaphors and the usability testing they did to bring these to life. They looked at the idea of a magnet board; this board is known as ‘the hub’; a communication space / bulletin board. The next metaphor was ‘the circle’, this circle is used to literally define the physical space in which a user is able to move within the environment. They enhanced ‘the circle’ by bringing in a metaphor called ‘my personal moon’ this is defined by a users solar system of planets, circles, that users can manipulate contextually; similar items equals orbiting planets. Lastly they looked at ‘fireside chats’, how users can gather around a campfire and participate, tell stories, and explore thoughts. Together they created the magnet board, the circle, the personal moon, and fireside chat to bring their metaphors to life. They set out to design a new interface around these concepts and test them to see which ones would be brought to the surface. They settled on a combination of ‘the circle’, and ‘my personal moon’ to define the metaphor for the concept Sphere; with circles they could show a clear sense of hierarchy that users could recognize. They combined this Spherical functionality with magnets; so properties, applications, and contextual menus would stick to their related Spheres. So what are the basic gestural interactions to use these metaphors?

Saffer opens up his section on design patterns with the following quote (Chapter 3):

"It is the tactile sense that demands the greatest interplay of all the senses."

—Marshall McLuhan, interviewed in Playboy, March 1960 

Never underestimate the power of touch. While exploring my own user observation with the iPad I had a young adult who had never used a paint program, like Adobe Photoshop [3]. The end result was that she was able to learn the basic tools of this paint program easily and have fun doing it.. Because she was able to paint with her hands, there was something far more natural about this than using a mouse. Even as she explored the menu looking for an item she would find new functions as she did so. This brought multiple learning’s to this observation; not only was she teaching herself how to use it and having fun, she was learning new metaphors and design concepts for later recall. Saffer’s gestural design metaphors/patterns are basic but they highlight the crux, of the gestural interface. The tap; this pattern can be used in multiple ways and users tend to have little difficulty with its functionality switch, it’s about context. This basic gesture can be parlayed over to my own observations of my 19-month old son, one of his first interactive physical gestures, was to point. When I purchased an Apple iPad for him it was only natural that he wanted to tap it and was easily able to understand this concept. The tap is not only used to open / activate but is also used to select an item. The drag components appears to be the most basic but also the most natural, the tactile idea that one can touch something with their finger and move it. In the YouTube video, A 2.5 Year-Old Has A First Encounter with An iPad (Telstarlogistics, 2010), the young girl easily picks up on this within minutes of her introduction to the iPad (1:40 minute mark). The flicking gesture surprised me only in the sense that I never expected my son to learn this, perhaps accidently (forgivability), without being taught but by combining a quick version of select, drag, and release he noticed that items would fly across the screen; furthering the relationship between the physical world and the interactive one. Simply tapping the item again would halt it, naturally. More complex items that I have not introduced to him but are basic to the gestural devices is the pinch; to shrink, and the spread; to enlarge. While adults appear to not have an issue with this I have yet to test, or show, my own son this concept.

Human Gestures and Learning

How integral is the gesture to learning and the idea of learnability? The idea, I can only assume, is that gesturing helps people learn. What would happen if we weren’t allowed to use gestures? Would this hinder us? Help us? Cook, Mitchell, Goldin-Meadow, set out to answer that question (Gesturing Makes Learning Last, 2008). They knew that gesturing was a basic part of human behavior through adult observation, noting that even persons with no sight since birth, use their hands to tell stories. In a study focused on children they saw that kids who were allowed to gesture during the learning phase did significantly better than kids who were not allowed to. In later recalls the children who were allowed and encouraged to use gestures were able maintain their learning, 4 weeks later, 85% of the time, while kids who could not use gestures faired much worse, at 33%. The data suggested that gestures supported knowledge change in casual learning however they could not say how it did so, but this was not the point. The point simply was to see the impact, short-term and long-term, on learning with and without gestures.

Learnability within Extreme Demographics

However are gestures easily learnable, in the sense that there must be a common set, and or environment in-which a child grows up in order to know what to do? Does extending a person’s arms out mimic flying, is this culturally relevant on a global scale? In the paper “Children’s Intuitive Gestures in Vision Based Action Games” they set out to create a fully immersed 3D gestural environment in which a child could interact. They wanted to test how easily children could pick up on gestures to complete the game. They found that be using subtle animation to mimic the gestures they were looking for within the gaming environment that the children were able to inherently pick up on this without having to run through a tutorial. So if they needed to have a bird to fly, the act of flapping its wings directed the children in the right direction if they didn’t know how. The other fascinating result within this game testing environment was that the avatar the children were controlling didn’t always have to mimic the exact gestural movement, if the bird (QuiQui as it was called) needed to swim children opted to use different styles of swimming to do so, it made no different that the bird was actual swimming sideways on the screen as they ran through doggy-paddle, breast stroke, and crawl. The children sought forgivablity within the interface itself, as mentioned earlier. An item for further exploration would be the connection between learnability and a forgivable interface.

But what of the single-point and click of the traditional desktop, how do children fair using common gestures, such as drag-and-drop, with these traditional means? A spelling game, on the Apple iPad [1], encourages kids to take their finger and place it on a particular letter for a word and drag it over to the correct placement. In my own child observation with this game he was able to quickly figure out how to move the letters around, and toss letters across the screen be flicking, instead of dragging. In a study of kindergartners and first graders, by Afke Donker and Pieter Reitsma (Drag-and-drop errors in young children’s use of the mouse, 2005), they set out to determine why in traditional desktop children’s educational software the motion of “drag-and-drop” had been all but abandoned. The initial hypothesis was that it was too hard for a child to maintain pressure on the button of a mouse and move it over a particular distance, so perhaps they could design a device that would make this easier. However the research showed that the act of selection and dropping were the areas that had the least amount of forgiveness; much like a fork when a young child/toddler is eating, it is harder for them to stab a particular item than it is to pick it up outright. So while the initial hypotheses was disproved the problems persisted. The mouse, as a device, that can easily be digested and understood by children appears to be an issue, but what is a child could actually touch the item, as in the iPad game?

Looking at the opposite end of the spectrum how do the older generations fare with a NUI device, are they able to comprehend the design metaphors behind the gestures easily? In the observational YouTube video, Virginia's new iPad (Sackr, 2010),  a 100 year old begins to read books and write again using the iPad, the NUI doesn’t seem to be an issue at all. Does this learnable forgivable interface actually help her out? In 2006 a group of researchers / software engineers evaluated a group of elderly and teens using a new surface tool for photograph manipulation (Apted, Kay, Quigly, Tabletop Sharing of Digital Photographs for the Elderly).  They did the study in multiple parts, sometimes explaining the new interface or by giving them a set of one-sheet of instructions. The overall results highlighted that the teens completed the tasks quicker but that all of the elderly evaluated were able to complete the tasks with limited frustration. This new device was a custom solution, not a Microsoft Surface table, nor an Apple product, so there appeared to be certain flaws in some the new logic that they were creating. They did note that two-handed gestures appeared to be harder for the elderly to handle, but it was not disclosed whether this was a flaw of the design of the observation or an issue that persisted universally across all gestures. The main takeaway was that even with this somewhat flawed gestural devices the participants were all able to complete the task and recall it.

Critics and Flaws of the NUI

Does the NUI device have a natural learnability? A common complaint from the Nielsen Norman Group (NNG) is the lack of visual cues and menus (Norman and Neilson, Gestural Interfaces a Step Backwards in Usability). However a recent posting sensation on YouTube, approaching 1 million views, showcases a 2 ½ year old using a tablet for the first time. It can be said that she appears to master the basic gestures of the interface as well as various applications within the first 5 minutes (A 2.5 Year-Old Has A First Encounter with An iPad, Telstarlogistics). As observed with my 19 month old who, with no instruction, was able to master drag, swipe, and flick. With a tad bit of further instruction he has gotten the hang of basic drag and drop functionality. There are issues and inherent flaws within the Apple iPad NUI design and it’s no wonder, because it’s so young. Unlike the Microsoft Surface table that allows multiple touch points the Apple products only allow one action / touch at a time. Having observed with my own son, as well as the YouTube video (A 2.5 Year-Old Has A First Encounter with An iPad, Telstarlogistics ) that kids like to ideally rest one hand on the screen as they proceed to do an action / gesture with the other hand. This flaw can sometimes lead to frustration on the child’s part as they struggle to comprehend why an action that used to work no longer does, note that within a week he was resting the tablet on the ground to limit this unwanted feedback.

So why is NNG so against the gestural interface, with its learnability, ageless adoption, and trending market? Nielsen’s take appears to be more focused on the flaws of the iPad vs. a gesturing system. In iPad Usability: First Findings From User Testing (May 2010) he looks at the inconsistent design features on various applications; pressing a photo on one app might do different things vs. another. Can we not say the same is true for the webspace metaphors as well? Nielsen went into more details about how the tab bar at the bottom of the screen will, of course, be blocked by your arm when using the iPad. Saffer even states within Designing Gestural Interfaces that this is an obvious no-no for contextually related menu items; this is not the functionality of the iPad tab bar however. Nielsen also lists out other flaws such as its forgivability, various gestures can be done in multiple ways to complete the same action, or lead to unintended feedback. As mentioned in Children’s Intuitive Gestures in Vision Based Action Games a child could swim but there are many ways to actually swim, can this be a benefit; to make it easily adoptable to younger and older demographics, by not having to do things exactly one way (with no forgiveness or strict constraints) enhance its learnability? When observing my son I noticed that his swiping gesture would take on different manifestations as he processed it; long hard swipe or a tap, flick in a particular direction, but it always had the same result; success. As my son became better at learning the gestures he would hit it more dead on but by experimenting and learning, through success, he never got to a moment of complete frustration, so much so that he would stop using it. This is the crux of learnability within a gestural environment. Teaching an elderly adult to use a desktop interface is quite chore, to get them to come back to it is almost an impossible feat. Yet here is Virginia, 100 years old, writing limericks and reading books on her iPad. What’s even more interesting is that Nielsen doesn’t even explore the positive aspects of the device, he merely dismisses it outright due to its flawed architecture. Donald Norman goes so far as to identify a crisis within the HCI community and generalizes towards all gestural interfaces. Why is this?

Norman’s take in Natural User Interfaces are not Natural is more high-level. He makes various comparisons to instances where the gestures do not follow nature directly. In one example he highlights the Nintendo Wii bowling game, with the often, natural, side effect of releasing the controller, as if it were a ball, when playing. He states that although he sees a place for gestures it is neither better nor worse than the keyboard and mouse. His argument is that they are both unnatural, therefore the gestures should follow the convention of the keyboard and mouse. Really? Is the gesture not part of how we learn, as discussed in Gesturing Makes Learning Last by Cook, Mitchell, Goldin-Meadow? Where exactly does the mouse fit in to all of this, what is the comparable metaphor? Norman does have respect for the gestures but in a later article, to be published in Interactions Magazine he gets bolder: “Gestural Interfaces: A Step Backwards in Usability.” He starts this article off with the following words “One step forward, two steps back.” The implication is that we are now worse off with the trending of gesturing devices, on May 28th, 2010, at around 12pm central @NNgroup started tweeting this. His concerns are as follows, again attacking gestures through the usability of iPad, as if this is the sole gesturing device (see Nielsen’s iPad Usability: First Findings From User Testing): No set of established guidelines, he then calls out Apple and Google for ignoring these established conventions, and he attacks the developer community of these gestural applications for ignoring the said rules of conventional HCI. Is there not an inherent conflict of interest here? Can we, should we listen to the calls of Neilson and Norman seeing as to how invested they are in the GUI? Is the NUI not innovative and emerging? Where is the root of innovation? Is it in the universal design principle?

In a 2009 BBC interview (Cellan-Jones , Rory. “Listening to Mr. iPhone.”) with the iPhone designer, Jonathan Ive, he stated that they are solely about the product and innovation. If you spend too much time defining everything you end up with nothing. “If you have to spend time institutionalizing that, talking about it, you end up chasing your tail.” How do they maintain to be so customer centric with their devices? “’We don't do focus groups,’ he said firmly, explaining that they resulted in bland products designed not to offend anyone.” The article itself quotes Henry Ford who said that if he asked people what they would want they would have said “a faster horse.” In essence the iPad is in its infancy, it’s a child we will look back on and learn from. NNG should not be bashing the early pioneer into this foray of new interface design. It’s not as if Apple is without rules when it comes to the NUI. In fact they are very protective of it, so much so that they are refusing to put Adobe Flash into their devices because it lead to usability chaos. A gesture that means one thing can be overwritten to mean another, Steve Jobs talks to this in his open letter to Adobe (Thoughts on Flash, 2010), where he discusses how the gestures and meanings behind them can be over-written within the Flash framework, creating a bad user experience. It’s a start.

The Future of NUI

So what does the future of gestural computing look like? We can understand the learnability of it across multiple demographics and in various instances from education, to gaming, to browsing, reading and other everyday tasks. Sales of these devices are increasing tremendously, putting a halt to other devices such as the netbook; a miniature desktop PC utilizing the existing point-click desktop metaphor that seems even more flawed on a tiny device. There are clearly some forefathers of usability that take issue with this new interface, but at the same time there does seem to be a respect for it. Recent technology developments in 3D, particularly Augmented Reality may in fact bring on the next revolution or paradigm shift in the interface design. Augmented reality (AR) allows users to, literally augment, their physical reality in various ways using a device such as a phone or webcam. Either by manipulating elements that do not exist within their computer webcam or by helping users navigate their reality through a phone by receiving contextual information through GPS and their video player to display it. Petersen, Nils, and Stricker, Didier, in Continuous Natural User Interface: Reducing the Gap Between Real and Digital World, look to bring gestures and augmented reality together to create the next generation of interfaces, the continuous natural user interface (CNUI). The issue with augmented reality is that the user needs to break the paradigm in order to interact with reality vs. AR; using real-world gestures within an augmented reality environment one would need gloves and other devices. Their proposed experimental system takes real-world artifacts, including gestures, and is able to bring them into the AR experience. Essentially if you can take items from the physical space and bring them into the AR space without stepping out of context, and switching paradigms, from NUI to desktop to scan a document; we would be one step closer to a literal augmented reality. So by employing all the same natural gestures of the physical-world and allowing items to be scanned on the fly through what is known as “The Hub” they are able to transfer elements from one space to the next, as a user you are able to manipulate them the same way as you would, say a piece of paper in the real-world. Henderson and Feiner look to do a similar things within the AR space (Tabletop Opportunistic controls: leveraging natural affordances as tangible user interfaces for augmented reality, 2010) by focusing on similarities with how we manipulate real-world objects that will be augmented with contextual information. In this particular study they looked at motors, that have various needs and affordances that need to pay their way into the AR space. Item examples would be dials, knobs, screws and such that the user would be able to manipulate within the virtual AR space and receive contextual aid information as they do so. They call these opportunistic controls (OC) and look to use them across multiple verticals and categories. So as the NUI begins its journey to becoming the dominant interface people are already thinking about the next future step of such an interface, augmented reality. It is not hard to imagine a future where we travel through the physical space with augmented support, using both literal gestures to manipulate the physical space, backed up by virtual gestures (NUI) to manipulate objects, information, or affordances in the virtual space (AR). The future is coming Nielsen and Norman; are you with us?

Bibliography

[1] FirstWords Animals <http://itunes.apple.com/us/app/firstwords-animals/id294536447?mt=8 >

[2] Microsoft Surface <http://www.microsoft.com/surface>

[3] Learnability and the NUI / iPad <http://posterous.nullintovoid.com/user-observation-learnability-and-the-nui-ipa>

Petersen, Nils, and Stricker, Didier. “Continuous Natural User Interface: Reducing the Gap between Real and Digital World.” Proceedings of the 2009 8th IEEE International Symposium on Mixed and Augmented Reality. Oct 2009

Cook, Susan Wagner, and Mitchell, Zachary, and Goldin-Meadow, Susan, “Gesturing Makes Learning Last.” University of Rochester, Department of Brain and Cognitive Sciences. Cognition, Vol 106(2), Feb, 2008. pp. 1047-1058.

Norman, Donald A. “The Way I See It: Natural User Interfaces Are Not Natural.” Interactions. May 2010

Apted, Trent, and Kay, Judy, and Quigley, Aaron. “Tabletop Sharing of Digital Photographs for the Elderly.” Proceedings of the SIGCHI conference on Human Factors in computing systems. Apr 2006

Henderson, Steve J., and Feiner, Steven. “Tabletop Opportunistic controls: leveraging natural affordances as tangible user interfaces for augmented reality.” Proceedings of the 2008 ACM symposium on Virtual reality software and technology. Oct 2008

Höysniemi, Johanna, and Hämäläinen, Perttu, and Turkki, Laura, and Rouvi, Teppo. “Children’s intuitive gestures in vision-based action games." Communications of the ACM Volume 48, Issue 1 (January 2005) Pages: 44 - 50.

Hofmeester, Kay, and Wixon, Dennis. “Using metaphors to create a natural user interface for Microsoft Surface.” Proceedings of the 28th of the international conference extended abstracts on Human factors in computing systems. April 2010

Saffer, Dan.  Designing Gestural Interfaces. Sebastopol, CA. O’Reilly Media, Inc., 2009.

Prentice, Stephen. “Gestural Computing: The End of the Mouse." Gartner Feb. 2008

Donker, Afke, and Reitsma, Pieter. “Drag-and-drop errors in young children’s use of the mouse.” PI Research. 26 July 2005

Cellan-Jones , Rory. “Listening to Mr. iPhone.” BBC News. 1 July 2009. 31 May 2010 <http://www.bbc.co.uk/blogs/technology/2009/07/listening_to_mr_iphone.html>

Nielsen, Jakob. “iPad Usability: First Findings From User Testing.” Useit.com Alertbox, 10 May 2010. 20 May 2010 <http://www.useit.com/alertbox/ipad.html>

Norman, Donald, and Nielsen, Jakob. “GESTURAL INTERFACES: A STEP BACKWARDS IN USABILITY” Nielsen Norman Group. 30 May 2010 <http://jnd.org/dn.mss/gestural_interfaces_a_step_backwards_in_usability_1.html>

Jobs, Steve. “Thoughts on Flash” Apple. April 2010. 31 May 2010 < http://www.apple.com/hotnews/thoughts-on-flash/>

Beecher, Fred. “Usabilility Ain’t Everything – A Response to Jakob Nielsen’s iPad Usability Study” It’s All About Interaction. 26 May 2010, 30 May 2010 <http://johnnyholland.org/2010/05/26/usability-ain%E2%80%99t-everything-a-resp...>

Buckleitner, Warren “Is the iPad a Child’s Best Friend” The New York Times: Gadgetwise. 30 Jan 2010. 30 May 2010 <http://gadgetwise.blogs.nytimes.com/2010/01/30/is-the-ipad-a-kids-best-friend/>

Elmer-DeWitt, Philip “How the iPad gobbles up netbook sales” CNN Money: Fortune Magazine. 6 May 2010. 31 May 2010 <http://tech.fortune.cnn.com/2010/05/06/how-the-ipad-gobbles-up-netbook-sales/>

"Virginia's new iPad." Video. YouTube. Sackr. 7 April 2010. 30 May 2010 <http://www.youtube.com/watch?v=ndkIP7ec3O8>.

"A 2.5 Year-Old Has a First Encounter with An iPad." Video. YouTube. telstarlogistics. 5 April 2010. 30 May 2010 <http://www.youtube.com/watch?v=pT4EbM7dCMs>.

 

iPad Apps My < 2 Year Old Loves: Wheels on the Bus HD

by Duck Duck Moose

This self described award winning app (CES 2010) is very simple and basic; it sings "the wheels on the bus" and has roughly 10 interactive screens that move the song along. The singing itself is very well done. The hook is the basic UX gestures that allow the child to interact with each screen. The interaction consists of 1 to 3 items per screen, so don't expect anything mind-blowing here. But this simplicity is what helps keep this app entertaining and engaging for the kid. His favorite screens are:

The doors on the bus: 'swiping' them open reveals a bird which squeaks when 'tapped'.

Fish on the bus (didn't know that verse): the bubbles from the fish pop when 'tapped', the fish leaps out of the bowl when 'tapped', and lastly the crab makes some clicking noises when 'tapped'.

Some of the screens are a bit weak but overall this app not only sounds great and allows for participatory singing but also allows the child to learn basic gestures and have fun while doing it. Great starter app for any child. Solid and stable. The HD version is $1.99.


 

http://itunes.apple.com/us/app/wheels-on-the-bus-hd/id371962250?mt=8

 

iPhone Apps My < 2 Year Old Loves: SmackTalk!

This little iPhone App was mentioned to me while eating lunch with my child. The waiter said his own son couldn't get enough of it, he would use it in restaurant emergency situations.

With this note I decided to give it a shot. What makes this app great is its simplicity, the child doesn't need to hit any buttons, all they need to do is talk and the little hamster squeaks you back immediately, to the amusement and joy of my kid. You can easily switch between different characters/squeaker types to keep the fun going. 

There are more advanced options, such as recording messages for later but for my 20 month old the immediate feedback is fun enough. The little hamster will make faces as he squeaks heightening the visual feedback.

This little $.99 app should be in the back-pocket of any parent as they head out with their kid. 

 

http://itunes.apple.com/us/app/smacktalk/id306752436?mt=8

http://www.marcussatellite.com/SMACK_TALK/

 

iPad Apps My < 2 Year Old Loves: Miss Spider's Tea Party

By Callaway Arts & Entertainment

My son repeatedly seeks out this application/interactive story book for multiple reasons:

1. You can watch the entire story, with animated CGI, at once; under 9 minutes. This story is based around numbers.

2. You can flip through the book manually and touch all the characters to hear sounds and interact (his favorite part).

3. There are plenty of games; memory (his favorite), puzzle (advanced for him), painting (advanced).

For the adult this story is rather amusing, more because of the sounds the characters make - since they are frightened of the friendly spider ("Oh NOOOOO"). At $9.99 it's one of the more expensive apps I have purchased, it isn't small either; 250MB+. The 2.0 update fixed crashing issues and other minor quirks. But this app is worth it for your child, I would place it more in the entertainment category vs. edutainment or education.



 

http://itunes.apple.com/us/app/miss-spiders-tea-party-for/id364736580?mt=8

iPad Apps My < 2 Year Old Loves: Smule | Magic Piano

This app is amazing, I'm not sure it's for kids but my son loves it. There are three views of the piano:

1. Invisible: just touch the screen and watch it light up and play the keys, dragging your finger across the screen results in all keys being played, very cool.

2. Spiral: piano is in a spiral and the keys are quite large, easy for a kid to play.

3. Normal: see all the keys, zoom in and out to only display snippets of the keyboard.

There are also a few other very cool options. You can have it play certain songs, including twinkle twinkle little star and the moonlight sonata. You can play along as it tells you which areas of the screen to hit. I love this because I can sing to my child as we tap the screen together to the song. Really a well done application.

At  $.99 you can't go wrong, very stable.

 

 

http://magicpiano.smule.com/

http://itunes.apple.com/us/app/magic-piano/id356416346?mt=8

 

iPad Apps My <2 Year Old Loves: Toddler Counting

Every week, or randomly, I'll share an app my 19 month old loves. I've bought plenty and since my kid actually has his own iPad he appears to be a good test case and quite crafty at that.

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Toddler Counting is not the most exciting app but it is the most basic, and this simplicity is what makes it hot. At $.99 this app is worth it, you can't go wrong. There are only two-stages "easy" and "hard". It shows random images (pizza anyone?) and asks the child to count the items by tapping them, in any particular order. This continuous reinforcement of counting appears to be helping my own child, who went from not understanding numbers to counting. For whatever reason he loves this app and that is all it does, over and over with different imagery and a sometimes-laughable vocalization of joy from the narrator.

There are some basic flaws but what do expect for $.99? If the child gets too excited they can cut off the narrative, feedback of the words. Also if the child drags his hand across it by accident he knocks off about four numbers at once. But this is neither here nor there since it just goes and goes.

 

http://itotapps.com/Site/ToddlerCounting.html