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	<title>Comments on: The Death of the Mouse</title>
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	<link>http://www.designinggesturalinterfaces.com/posts/the-death-of-the-mouse/</link>
	<description>A New O'Reilly Book by Dan Saffer</description>
	<pubDate>Wed, 07 Jan 2009 17:19:22 +0000</pubDate>
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		<title>By: 2008 September 25 - Links for today &#171; My (almost) Daily Links</title>
		<link>http://www.designinggesturalinterfaces.com/posts/the-death-of-the-mouse/#comment-242</link>
		<dc:creator>2008 September 25 - Links for today &#171; My (almost) Daily Links</dc:creator>
		<pubDate>Thu, 25 Sep 2008 04:49:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.designinggesturalinterfaces.com/posts/the-death-of-the-mouse/#comment-242</guid>
		<description>[...] Dan Saffer anticipates The Death of the Mouse [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] Dan Saffer anticipates The Death of the Mouse [&#8230;]</p>
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		<title>By: Dan</title>
		<link>http://www.designinggesturalinterfaces.com/posts/the-death-of-the-mouse/#comment-241</link>
		<dc:creator>Dan</dc:creator>
		<pubDate>Wed, 24 Sep 2008 17:45:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.designinggesturalinterfaces.com/posts/the-death-of-the-mouse/#comment-241</guid>
		<description>Fingers are decidedly less accurate than a mouse or stylus. Either there will have to be compensations made for that (a UI widget that "sharpens" the finger to a stylus-like point or interfaces changing to accommodate the wider finger size), or else the mouse/stylus will likely persist for specific tasks, such as design work.</description>
		<content:encoded><![CDATA[<p>Fingers are decidedly less accurate than a mouse or stylus. Either there will have to be compensations made for that (a UI widget that &#8220;sharpens&#8221; the finger to a stylus-like point or interfaces changing to accommodate the wider finger size), or else the mouse/stylus will likely persist for specific tasks, such as design work.</p>
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		<title>By: scottcorey</title>
		<link>http://www.designinggesturalinterfaces.com/posts/the-death-of-the-mouse/#comment-240</link>
		<dc:creator>scottcorey</dc:creator>
		<pubDate>Wed, 24 Sep 2008 17:18:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.designinggesturalinterfaces.com/posts/the-death-of-the-mouse/#comment-240</guid>
		<description>I am a CAD worker, and while I can't speak for all other CAD workers, I personally doubt the death of the mouse.  I understand the concept of multi-touch and the power of gestural moves, but doubt the precision of my fat little fingers versus the scalable precision of a mouse.

In fact there are still new tools being designed for manipulating interface that are not touch based, like the Space Mouse.  I'm unsure how the functions of a 3 axis device could be replicated through a flat touch surface.  

My final point is probably overused, but with newer touch interfaces sharing screen surface there could be 2 effects.  The first (positive) is direct "sketch" manipulation where a person can access the tools on the screen directly and act as a real sketch pad.  The second (negative) is that while interfacing with this sketch pad I am reducing the size of the screen I am working on and blocking parts of my view.  

As a side note, maybe the DS got it right with one touch screen and one static screen.  I mean of course for designers... they definitely got it right for game design.</description>
		<content:encoded><![CDATA[<p>I am a CAD worker, and while I can&#8217;t speak for all other CAD workers, I personally doubt the death of the mouse.  I understand the concept of multi-touch and the power of gestural moves, but doubt the precision of my fat little fingers versus the scalable precision of a mouse.</p>
<p>In fact there are still new tools being designed for manipulating interface that are not touch based, like the Space Mouse.  I&#8217;m unsure how the functions of a 3 axis device could be replicated through a flat touch surface.  </p>
<p>My final point is probably overused, but with newer touch interfaces sharing screen surface there could be 2 effects.  The first (positive) is direct &#8220;sketch&#8221; manipulation where a person can access the tools on the screen directly and act as a real sketch pad.  The second (negative) is that while interfacing with this sketch pad I am reducing the size of the screen I am working on and blocking parts of my view.  </p>
<p>As a side note, maybe the DS got it right with one touch screen and one static screen.  I mean of course for designers&#8230; they definitely got it right for game design.</p>
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