Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Lingua Francas for design: sacred places and pattern languages
DIS '00 Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques
Video card game: an augmented environment for user centred design discussions
DARE '00 Proceedings of DARE 2000 on Designing augmented reality environments
Being There: Putting Brain, Body, and World Together Again
Being There: Putting Brain, Body, and World Together Again
AUIC '01 Proceedings of the 2nd Australasian conference on User interface
Pattern-based support for interactive design in domestic settings
DIS '02 Proceedings of the 4th conference on Designing interactive systems: processes, practices, methods, and techniques
Interactive lounge: an interdisciplinary approach to the design of a gestural interaction device
Personal and Ubiquitous Computing
A collaborative digestion and design game for community and technology exploration
DUX '05 Proceedings of the 2005 conference on Designing for User eXperience
Understanding movement for interaction design: frameworks and approaches
Personal and Ubiquitous Computing
Poker surface: combining a multi-touch table and mobile phones in interactive card games
Proceedings of the 11th International Conference on Human-Computer Interaction with Mobile Devices and Services
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This research explores gestures used in the context of activities in the workplace and in everyday life in order to understand requirements and devise concepts for the design of gestural information appliances. A collaborative method of video interaction analysis devised to suit design explorations, the Video Card Game, was used to capture and analyse how gesture is used in the context of six different domains: the dentist's office; PDA and mobile phone use; the experimental biologist's laboratory; a city ferry service; a video cassette player repair shop; and a factory flowmeter assembly station. Findings are presented in the form of gestural themes, derived from the tradition of qualitative analysis but bearing some similarity to Alexandrian patterns. Implications for the design of gestural devices are discussed.