Microsoft Gestures Research
A research made for Microsoft, about rethinking contemporary Gestures.
In collaboration with Noga Hadad.
Our Smartphones serve us, the users, as a substitute for many tools and devices. But are they taking places of different still objects in our lives as well?
As we decided to focus our research on the off-time gestures that the user makes on his smartphone, we classified those into two main categories:
1. 3D GESTURES – USING ALL SIDES OF THE OBJECT
Grasping \ Holding gesture \ everybody
Different ways of holding the phone, not only for a better use, but also to confirm its presence, for personal safety feeling, or for showing off.
*Comparable gestures- handling a bar of soap, holding the remote control, looking for a wallet or watch.
Playing \ Boasting gesture \ mostly men
Bouncing, rolling and risking the phone.
*Comparable gestures with other physical objects – Rolling the car keys or playing with a cigarette box.
2. 2D GESTURES – FOCUSING ON THE FRONT OF PHONE
Wiping \ Cleansing gesture \ everybody
Cleaning the screen, by wiping it with the hand\sleeve\pants.
*Comparable gestures- gathering crumbs from a table\ wiping nose with sleeve or selfcaressing.
Petting \ Self-confirmation gesture \ mostly women
Stroking the screen with repetitive moves. The petting gestures are sometimes derivative of the operating gestures, only they’ll be slower.
*Comparable gestures- hugging a cup of tea\ petting a pet or handling a comfort object.
Doodling \ Identity gesture \ creative personality
Drawing with the grease and the residue that accumulating on the screen, leaving a temporary mark.
*Comparable gestures- doodling on sand \ steam on a window, or urinating on a tree.
The nature and duration of the finger impressions on the cellular device can give users a glimpse into their relationship with the smartphone, their mood, and health. Giving shape to the residues and turning them into a material that can be examined, collected, and cleaned, can provide a physical experience that will follow the users’ virtual journey across the screen and reflect the intimate relationship they form with the object.