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// Leap Motion Team

How can we develop applications for the Leap Motion Controller that don’t require constant visual feedback? Imaging using your mouse with your eye shut. How well would it work? Now imaging typing with your eyes shut. How well does it work? As a musician and musical interaction designer, I have to ask this question for […]

We’ve seen how hardware, software, and graphics constraints can all work to produce latency. Now it’s time to put them all together, and ask what we can take away from this analysis.

Latency is an important factor in making any human interface feel right. The Leap Motion Controller has lower latency than other similar products on the market, but exactly how low is it? The honest answer is that it depends on quite a few different variables, some of which are often overlooked.

When creating new demos for the Leap Motion Controller, the first question I tend to ask myself is: ‘How can I create something that was not possible to make before?’ This line of thought tends to lead me to a place of wondering how I can make a spaceship that lets me wing suit base jump on the moons of Jupiter, but sometimes it just makes me want to create a demo. One of the things that really excites me about the Leap Motion Controller is the extra dimension of interaction, especially when it pertains to 3D objects.

In this post, we’re taking a look at different approaches for introducing Orientations and Tutorials into Leap Motion apps.

With Airspace now open for submissions and launch just around the corner, we want to take the opportunity to share thinking and great examples from throughout the developer community in order to bring our existing User Experience Guidelines to life. For our first post, we want to take a step back and talk about Building Complete Application Experiences.