Gestural User Interface and Experience Design Considerations
The International Consumer Electronics Show (CES) 2013 wrapped up last week, and apart from 4K TVs (3D was so last year), there were many gesture-based products and services being showcased – including Leap Motion, a gesture add-on for iOS devices, and Intel’s perceptual computing.
The gesture-based products caught my attention more than the fancy TVs, since I had just bought a Kinect over the holidays. Not the Xbox gaming system, but only the Kinect sensor. I bought it along with a couple of books on hacking the Kinect, to get hands-on experience with non-gaming gestural user interfaces.

I jumped out of a plane earlier this year. A tandem skydive from 14,000 feet may not sound as spectacular as Felix Baumgartner’s space jump, but it was an exhilarating experience! While the actual skydive took less than 10 minutes, the process of finding a trustworthy skydiving facility took over 10 hours.
A common complaint from UX professionals is that they are involved too late in the project lifecycle. The stage when UX resources are involved will determine what they can do for the project, and in turn, the impact they can have. While it is best to involve UX from the beginning, in reality that does not always happen. How early is early enough, and how late is too late? Looking back, I have typically seen our team involved in one of five stages: