Nomenclature of Wii gestures
Preparing my talk for the Game Design Conference about tangible/gestural interfaces, I ran across this very interesting Wario Ware Walkthrough guide by G. Louie (not only curious because of its ASCII layout).
What struck me as very pertinent here is the nomenclature (the naming) and the description of moves. See for example this intriguing list:
“The Form Baton - The Balance Stone - The Remote Control - The Umbrella - The Handlebar - The Sketch Artist - The Chauffeur - The Samurai- The Tug-of-War -The Waiter - The Elephant - The Thumb Wrestler - The Discard -The Big Cheese - The Janitor - The Dumbbell - The Mohawk - The Finger Food - The Boxer -The Mortar and Pestle - The Diner“

With descriptions such as:
“ The Handlebar
“Turn the Form Baton sideways and grasp the ends firmly in both hands. Like riding a bicyle, perfecting this stance requires grace, steadiness, and tightshorts.”To do The Handlebar, turn the Wii Remote so that the 2 button is on the right. Place hands over the top so that palms are on the buttons. Uses for this form would be pumping and balancing.
*Does not use remote sensor bar*“
Why do I blog this? what I find relevant here is the way people try to refer to gestures meant to control specific game interactions. Things get more complicated when the interface is gestural: how to name them? how to describe them not only to the users but in game guide? A solution as we se here is to rely on existing metaphors: type of activities (boxer), postures or animal that makes think of posture (elephant), moments (diner) or jobs (chauffeur).

November 28th, 2007 at 11:52 pm
I wanted to see if anyone had uploaded “tutorials” on wii gestures on youtube since, video is often more expressive for teaching gesture based things like dance, and I found this great video from Metal of Honor Heroes 2, http://youtube.com/watch?v=k7IztdnOiY4 which shows the gestures and the screen at the same time, illustrating exactly what the user should do and expect as a result of the action.
Thanks Nicolas for the great articles! Keep up the good work!
November 30th, 2007 at 12:25 am
They Wario Ware gestures on the Wii are pretty funny and explained in a way that people can learn them in 2 seconds - since it’s a frantic-paced party game aimed at everyone.
The metaphorical gesture names remind me of design pattern names. How about a pattern language for gestural interaction then?
There’s one thing I find apparent here. It might be easier to explain gestures that require use of an object (as the wiimote) than empty-handed gestures. Or then again, maybe not.
November 30th, 2007 at 12:33 pm
[…] that violate them. I especially liked his proposal for everyware icons. People are coming up with unique names for Wii gestures which might also help in announcing how to interact with a […]
January 30th, 2009 at 6:25 am
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