Designing for multitouch, and multiple touchpoints
In this ‘warts and all’ case study we’ll report on a project to design and develop a multi-touch gestural and tangible user interface that allows visitors to a retail store to interact and learn about products for sale. We will cover issues of developing a user experience that successfully bridges the physical and online worlds, and discuss challenges of designing for gestural and tangible users interfaces, including how to design for 360 degrees, designing for simultaneous control, and working without standards.
This is a ‘warts-and-all’ story. There were many challenging constraints imposed and by no means is this case study a paragon of user-centred design as it should be done. Instead we’ll describe the process of pitching concepts to stakeholders, refining ideas, prototyping, refining, and, yes, compromising.