Continuous maintenance address http://52coding.com/leap-motion-user-experience-guidelines
Leap Motion user experience Guide
The following user experience Guide contains our suggestions for your Leap Motion application to make it easier to learn and use.
# Remember, symbols may be hard to learn and remember.
@ Avoid forcing users to learn complex gestures to interact with your applications.
# Instead, draw inspiration from physical interactions and real-world behaviors.
@ The more you imitate physical interactions, the less you need to learn, and your applications will be considered more intuitive and natural.
# Do not feel restricted or inconveniences in the real world-this is just your world. [It must be based on the real world and have reasonable transcendence.]
@ Interaction does not need to be the same as before. It can be as you think. Why force the user to reach out and capture the object by himself? Why not let the object come by itself? Make them "dynamic ".
# Users should feel that their ideas are magnified, rather than being oppressed and blocked.
@ For example, when using the mouse, users often want their actions to be enhanced (for example, they do not need to move the mouse 10 feet so that they also move 10 feet on the screen ). For gesture interaction, you can zoom in or exaggerate the feedback to get more positive results. Remember that some people are more sensitive than others, so put such exaggerated feedback into sensitive settings so that users can adjust according to their own experience. [Well, I think users should make some gestures directly, and the program will take the initiative to calculate the sensitive value suitable for this user. With this sensitive value Modified ~]
# Focus on how to provide real-time dynamic feedback for user actions. The more feedback they receive, the more they can interact with your software.
@ For example, when "push before" a button, the user should know that they have pressed it. However, it is more effective if they know when to move their hands on a button or how much they press. [This was previously promoted, and Microsoft's Kinect was doing well]
# The Visual Effects on the screen (such as the presentation of hand, tool, or digital feedback) should be simple, practical, and non-intrusive [do not need to touch].
@ Users should not be affected by their tools or environments in the task. Visual effects should not distract them.
# Think more about destructive or irreversible behavior than harmful behavior.
@ Subtle gestures should retain subtle actions. On the contrary, actions such as disabling an application or deleting a file are irreversible and require a cautious gesture. When the user feedback is not very definite, it should be considered repeatedly, for example, how to Prompt confirmation.
# Provide a clear distinction between navigation and interactive behavior, unless they are both simple, or one is automatically processed (or with help ). Mixing them in complex scenarios can lead to confusion and loss of users.
@ For example, in a three-dimensional environment, it is difficult to move an object to position its perspective at the same time. However, if most 3D games in Japan are automatically adjusted from the user's perspective based on the user's movements, such as the Persian prince, the zombie, and the ghost weeping, the operation of this object will be simpler. Similarly, when you navigate to a large data set, you want to have a convenient perspective. However, when highlighting a part of the data, the angle of view should be static.
# In general, imagine that your users use your applications without any instructions or tutorials.
@ At all costs, it is correct to make their first intuition guess. Create more methods to do other things as appropriate.