Don't rely on shaking as the only way of selecting any common action. The exception is novelty apps like whips or throwing dice.
For other apps it is poor UX as it:
Is uncommon behaviour for many users, as most apps (sanely) don't use this action.
Has poor discoverability as there is no cue on the screen letting you know how to use it. There may be an ...
The major shortcoming I see with your approach is that you are introducing a rather uncommon interaction paradigm. This will make your app unique, likely at the cost of confusing users at least in the beginning.
I dislike this pattern however, because it takes up real-estate and draws the user's attention away from the main content.
As the touch icon you ...
On the XBox, there is the standard Guide gesture which pauses games and opens a menu where you can e.g. quit or restart the current level. Maybe you could use such a menu to offer a log out button that the user can touch or push.
Use the Kinect Guide gesture to pause game play or open the Kinect Guide.
To do this, position both arms at your sides. ...
Add a drop shadow to the element so it appears pinned to the finger.
Left: Material Design Components > Lists > Behavior
Right: Apple Human Interface Guidelines > iOS > User Interaction > Drag and Drop
Apple's HIG specifically mentions the ‘rising’ action:
Touching and holding selected content makes it appear to rise and adhere to the user's finger.
Let's assume for a moment that we're talking about a touch interface without any other controls.
As noted in the comments above, there are a limited number of gestures for directly manipulating content. From gestureworks:
The Tap family are all out.
Rotation is possible, but unlikely to be intuitive. It's also not particularly ...
Have the system log you out if you walk away.
The workflow becomes walking up to the camera, holding up a QR code to log in, doing your work, then walking away. Next person repeats the same steps.
If there are cases where a second user enters the range of the camera while the first is still present, or the same user needs to log in under a second account, ...
Not because I think it's a big problem (I know other think it's bad though),
but because I often pick up my phone and find it unintentionally shaken.
The Google+ app brings up the bug-report form when shaken, and standard iOS behavior is to "undo". When I pick up my phone and find the messages "send bug?" or "really undo?" and I always think: "Oh, I'...
The basic gestures, such as flicking, pinching, and tapping, are mentioned in user guides that are included in the box. For example, see PDF manuals for Apple iPad, HP TouchPad, and Barnes & Noble NOOK (search for "pinch" to find the section on gestures).
If an application uses gestures in an unusual manner, developers provide an intro about the ...
I definitely wouldn't do this; the pull down to refresh mentioned in John's answer is probably the most common gesture. Though if refreshing isn't automatic or is a common action for non-power users I'd personally recommend just sticking with a button; you have a pretty universal "refresh" icon at your disposal and refresh is quite often initiated from a ...
As you have mentioned in the comments to the answer from @dan1111
logging in is as simple as holding up a QR code
Could you not have a second QR code which the users hold up to log out?
Alternatively you also state that spoken word input is acceptable so why try to re-invent the wheel - Just have the users state "Log me out" (I assume here that you can ...
It's difficult to overload a common action like click (tap)
I've been able to ask a few people what they think of the latest Mac Book Pro with larger track pad and force touch and all of them have disabled the force touch option.
Think about the friction this adds to the user when they now have to distinguish between clicking and really clicking something.
I'm not sure usage heat maps are all that useful, as users tend to interact with the regions where the most important controls are - regardless if they are in the optimum location or not.
There are some optimal thumb range heat maps in an article about thumb reachability for different sized iPhones. It might be used with tablets as well by mirroring the ...
I would say don't invent or reinvent a fundamental interaction unless you have a really good reason.
I would also add that adding a hint to one or some cards is not enough to communicate the 'this works for all' or 'this works for all things that look similar'.
Users like explicit indicators and cues.
The visual recognition and familiarity is important, ...
This won't work with just thumb, but neither does pinch.
Have the user put 4 fingers spread on the screen, the map then zooms in so that the polygon whose vertices are your fingers fills the whole screen. To me this seems much more intuitive than pinch zoom, especially for pictures and maps. For instance, if I have a picture with a face in it, I just put ...
Gestures that don't mimic real physical interaction are not easily learned. I would suggest you do not use a gesture for this but a button, icon, or text instead.
Questions to ask before introducing a gesture:
Am I adding value? Or is it a gimmick?
Does this gesture make sense if it were manipulating the physical.
How many seconds does this add to the ...
You can use progress indicators
In your case this could be achieved with linear progress indicator:
The indicator is superimposed on the element you want to long-press.
When the user holds the element the progress indicator advances proportionally and the user stops the progress indicator stops loading.
I haven't tried this in the real world but it seems ...
Shaking is a physical gesture. Apart from a physical gesture, there should be a primary digital counterpart too.
Volume can be controlled by sliding the volume bar of clicking the volume buttons.
Phone can be answered by swiping/moving the slider or clicking the handsfree button.
Physical gestures can be thought of as short-cuts, it is fine if you have ...
Firstly, try to make that gesture as simple as possible (probably requiring only one finger) and as differentiated as possible from the usual ones (used for other purposes elsewhere) such as the two-finger zoom. "Differentiated" here does not imply that the gesture needs to be absolutely different but it should ideally be a less common one so that user can ...
Current design has some bad features:
Per-column layout isn't scalable, as the screen width is limited. And horisontal swipe for scrolling could conflict with screen changing gesture interaction.
Per-column interaction isn't convenient, as the data is best readed row by row.
Increase and decrease buttons rather small for touch interaction.
You could ...
You're interpreting the animation as negative head shake because that fits with your cultural background, but ultimately it's just a way of drawing attention to the input.
Just because you notice the association between the negative of the error and the negative of the 'shake' animation, doesn't necessarily mean that a person who doesn't make that ...
Don't create a dead zone
Assuming you allow both horizontal and vertical swipes and only horizontal and vertical swipes then I see no reason not to simply say that if your swipe is within 45° of horizontal treat as a horizontal swipe and within 45° of vertical, treat it as a vertical swipe.
I'm not sure there a need for a dead zone on the middle where it ...
The thing with Touch is despite all the talk of "gestures" there are really only a few basic gestures humanly possible:
Tap and hold
Drag (swipe with constant physical contact)
As you'll note even these gestures you're partially repeating yourself; tap and hold is just a longer tap, swiping is just dragging but letting go quickly.
Gesture-based interfaces, such as those on smartphones and tablets, gained a lot of criticism for the disadvantages of gestures as an interaction system. One of the main points against gesture interfaces is the problem of discovery - since these gestural interactions are supposed to be "natural" and "intuitive", there is usually no affordance (hint for ...
"Client explicitly asked for something connected to the world of agriculture"
Perhaps you could argue the following simple metaphors:
Touch to keep. To touch is akin to identifying with something, to form a bond, or to nurture or care for something. By using the word touch you are suggesting the user wants to keep the item. It's also the simplest gesture ...
Selecting, Zooming, and Panning
You pretty much have the right ideas. The Windows User Experience Interaction Guidelines provide standards for this. For example, page 437 specifies:
Single-right-click opens the context menu.
Double-click (left or right) selects and performs the default command.
Single-shift-click (left or right) ...
I work in the mobile sphere and we have terrible trouble with gestures.
Firstly, everyone wants them. What a lot of clients fail to appreciate is Gmail et al are purpose built apps where the gesture usual conforms to an action, so broad use isn't appropriate.
Secondly, there's often little visual indication that a swipe gesture is available, so in a UX/UI ...
Google has something that might help you a lot. You can find the default and accepted general swipe gestures on mobile applications on the following link:
Gestures Patterns by Google
Users are really familiar with this kind of gestures and their actions.
In a word, no. There is no consensus on swipe actions in apps. To illustrate the lack of consensus, here's a quick list of some applications of swipe actions:
(When I say "swipe right", I mean swiping from left to right.)
Android notifications: both left and right for dismissing
Android recents: both left and right for dismissing
Android wear: ...