| An ecology of tangible interaction | | BIBA | Full-Text | 1 | |
| Tom Igoe | |||
| Tangible and embedded interaction is a fancy way of saying that we make
things. We make tools that people handle, use and abuse. We make displays and
devices that fill space draw attention, and (sometimes) deliver information. At
the center of all of our work is the practice of making things.
Despite that fact, many tangible and embedded interaction practitioners aren't trained in a tradition of making things. Much of the research in this field grows out of computer and information sciences, human-computer interaction, and other fields with less tangible practices. If anything, tangible interaction grew out of a perceived lack of physicality in computing. In order to get things made, we've drawn on a number of practices with a deeper knowledge of manufacturing and fabrication: art, performance, industrial design, and the garment industry, to name a few. This is a fairly young field, and much of the work still consists of experiments, individual art works, and bespoke items designed for exhibits, special events, or research projects. For the most part, we haven't given much thought to what tangible interaction means at an industrial scale, even though we all have fantasies of a world filled with intelligent, computation-enabled things. What we haven't yet considered is what happens to all of those intelligent, computation-enabled things when they've outlived their utility. Part of the reason we haven't considered it much is because and because the practices of fabrication from which we've borrowed haven't given it a lot of thought either. Manufacturing has traditionally been a one-way street. In "Shaping Things", Bruce Sterling put forth the idea that we could think of disposal and reuse of goods as an information design problem. Drawing on the work of entrepreneurs like Ray Anderson, many interaction design programs have begin teaching service design, thinking about the things we make not as goods to be bought, but as services to be leased. I'd like to propose that we also think about the end of our things' lives as a tangible interaction design problem. In this talk, I'll look at some assumptions about how we make interactive things individually and at scale, and propose a few places we might begin making changes. | |||
| Visualising and physicalising the intangible product: "What happened to that bloke who designed the marble answer machine?" | | BIBA | Full-Text | 2 | |
| Durrell Bishop | |||
| Designers in early 1980s were experimenting with "What should an electronic product look like?". Yet we still live in a time where it is difficult to use many electronic products. Are physical designers decoratively wallpapering over the functions? I have worked, taught and experimented in design but still remain curious about how to best visualise and physicalise the intangible product. | |||
| Comics, robots, fashion and programming: outlining the concept of actDresses | | BIBAK | Full-Text | 3-8 | |
| Ylva Fernaeus; Mattias Jacobsson | |||
| This paper concerns the design of physical languages for controlling and
programming robotic consumer products. For this purpose we explore basic
theories of semiotics represented in the two separate fields of comics and
fashion, and how these could be used as resources in the development of new
physical languages. Based on these theories, the design concept of actDresses
is defined, and supplemented by three example scenarios of how the concept can
be used for controlling, programming, and predicting the behaviour of robotic
systems. Keywords: physical languages, semiotics, tangible interaction | |||
| Paints, paper, and programs: first steps toward the computational sketchbook | | BIBAK | Full-Text | 9-12 | |
| Leah Buechley; Sue Hendrix; Mike Eisenberg | |||
| This paper describes what we believe to be important initial steps toward
realizing a novel computational medium that combines elements of programming,
painting, and papercrafts. Briefly, this genre of paper computing allows a user
to create functional computational artifacts on painted paper substrates. We
introduce a construction kit for paper computing that consists of computational
elements -- microcontrollers, sensors, actuators, and power sources -- that are
held on paper surfaces by magnetic paint and magnets. Conductive paint applied
to these surfaces takes on the role of "wires", connecting the computational
elements to one another. These elements can be moved around and from surface to
surface, much like magnets on a refrigerator, and the overall result is a
tangible medium in which painting, programming, and the affordances of paper
blend together. In addition to introducing the kit, we describe example
constructions and discuss a variety of potential applications, design projects,
and issues for continued research. Keywords: conductive paint, construction kit, magnetic paint, paper computing,
papercrafts | |||
| Shutters: a permeable surface for environmental control and communication | | BIBAK | Full-Text | 13-18 | |
| Marcelo Coelho; Pattie Maes | |||
| Surfaces capable of modulating permeability have long been used in
architecture for environmental control, but have remained largely unexplored as
information displays. The advent of new shape changing materials and
construction techniques promises to change this. In this paper, we describe
Shutters: a curtain composed of actuated louvers that can be individually
addressed for precise control of ventilation, daylight incidence and
information display. We discuss related work, the underlying design principles
behind Shutters, engineering details and application scenarios in architecture
and fashion. We conclude with a comparative visual study for the use of
permeability in kinetic and shadow displays and provide directions for future
work. Keywords: architecture, façade, kinetic, permeability, shape change, soft
computation, soft mechanics, textile, transformation | |||
| The digital hourglass | | BIBAK | Full-Text | 19-20 | |
| Fabian Hemmert; Susann Hamann; Reto Wettach | |||
| This paper presents the Digital Hourglass, an alarm clock that focuses on
the amount of sleep, rather than wake-up times. It follows a simple approach,
lighting one LED for each hour of sleep, and physically resembles the
interaction with a conventional hourglass: Tilting the hourglass moves 'time'
between its chambers, placing it in an upright position activates it, turning
it by 180° snoozes it and placing it horizontally on a surface turns it
off. Keywords: LED, alarm clock, digitalization, hourglass, physical interaction design,
sleep, time | |||
| Living interfaces: the impatient toaster | | BIBAK | Full-Text | 21-22 | |
| Eva Burneleit; Fabian Hemmert; Reto Wettach | |||
| This paper introduces the Impatient Toaster, a kitchen appliance designed to
motivate its owners to eat more often and in regular intervals: After not using
it for a while, it signalizes hunger through nervous movements. This project
sought to explore life-like behaviour as a means of increasing user's sympathy
for everyday objects. We present a prototype that was informally tested with
six participants in a situated user test. The results indicate that sympathy
and perceived cuteness can arise from life-like movements that, as we propose,
represent an object's will of its own. This work is part of a larger series of
experiments in the Living Interfaces project, exploring ways in which reduced
life-like movements can be beneficial for Human-Machine Interaction. Keywords: emotional interaction, interface design, kitchen appliance, living
interfaces | |||
| Piezing: a garment harvesting energy from the natural motion of the human body | | BIBAK | Full-Text | 23-24 | |
| Amanda Parkes; Adam Kumpf; Hiroshi Ishii | |||
| Piezing is a garment which harnesses energy from the natural gestures of the
human body in motion. Around the joints of the elbows and hips, the garment is
embedded with piezoelectric material elements which generate an electric
potential in response to applied mechanical stress. The electric potential is
then stored as voltage in a centralized small battery and later can be
discharged into a device. As a concept, Piezing explores a decentralized and
self-reliant energy model for embedded interaction, pushing forward
possibilities for mobility. Keywords: embedded interface, fashion, gestural interface, wearable | |||
| Hangsters: tangible peripheral interactive avatars for instant messaging | | BIBAK | Full-Text | 25-26 | |
| Nadya Peek; David Pitman; Richard The | |||
| We propose a system for both the customisation and the physical
representation of instant messaging contacts as hanging tangible avatars which
have been outfitted with a personalized skin and set of interactions. Hangsters
create an ambient display of a user's online contacts which is simultaneously
peripheral and interactive. The user creates a representation of herself in an
online avatar creator. The personalised skin is packaged around a standard
modular electronic kit and mailed to the recipient. The Hangster then embodies
the interactions that would otherwise take place onscreen: on/offline presence
and accepting/initializing conversations. The system allows for a more ambient
display of a user's contacts while introducing customisable modular electronic
toolkits for the tangible avatars. Keywords: instant messaging, personalization, social grouping, tangible interaction | |||
| Embedded electronics in playful products | | BIBAK | Full-Text | 27-29 | |
| Dean Brown | |||
| This paper explores an approach to digital product design [1] through two
prototype products, an augmented bedside table and a portable loud speaker. We
discuss our design motivations, user case studies and common themes of
simplicity, playfulness and ludic engagement [2]. Keywords: electronics, experience, ludic design, play, users | |||
| Asimov's first law/alarm clocks | | BIBA | Full-Text | 31-34 | |
| Alice Wang | |||
| We live in a complex society where people have embarrassing habits, irrational fears and strange anxieties. Should products be redesigned to cater for these neglected needs? | |||
| Shoebox: mixing storage and display of digital images in the home | | BIBAK | Full-Text | 35-40 | |
| Richard Banks; Abigail Sellen | |||
| This paper describes the rationale and design process for Shoebox, a
"digital box" that combines the storage and display of digital images in the
home in one unit. By combining these two functions in one, Shoebox attempts to
bridge the divide between the location within a home where digital content is
typically stored, and the means by which it can be put on display, as well as
provide a form factor that encourages co-located sharing of images. Keywords: archiving, design, display, photo use, tangibility | |||
| Pileus internet umbrella: tangible mobile interface of a lovely umbrella | | BIBAK | Full-Text | 41-42 | |
| Takashi Matsumoto; Sho Hashimoto | |||
| Pileus Internet Umbrella is a tangible mobile interface using familiarity of
an umbrella to expand user's real world activities and experiences. It has a
large visual screen on the top surface, wireless Internet connection, a camera,
and motion and location sensors for embodied interaction. In this paper, we
report a design intention for user experiences created by Pileus. Pileus has
been experimented with several users and it points out requirements of a design
of sociability of the interaction. Keywords: Pileus, interaction design, media design, tangible, umbrella | |||
| Living interfaces: the thrifty faucet | | BIBAK | Full-Text | 43-44 | |
| Jonas Togler; Fabian Hemmert; Reto Wettach | |||
| In this paper, we present a novel type of persuasive home appliance: A
thrifty water faucet. Through a servo motor construction, it is enabled to move
and behave in life-like manners and to step into dialogue with the user. For
example about water consumption or hygiene. We sought to research the reactions
of users to such an appliance, alongside possible implications for the design
of future human-machine interfaces.
This project is part of a larger series of experiments in the Living Interfaces project, exploring ways in which reduced and abstract life-like movements can be beneficial for Human-Machine Interaction. Keywords: HRI, ambient interface, behavior, gesture, kinetic interaction, posture,
sustainability | |||
| Living interfaces: the intimate door lock | | BIBAK | Full-Text | 45-46 | |
| Miriam Roy; Fabian Hemmert; Reto Wettach | |||
| In this paper we introduce a new way to interact intimately with an
automated system. The Intimate Door Lock investigates the psychological effects
of intimate human-human interaction being applied to man-machine interfaces.
The door lock, in our prototype, is installed at the inside of a domestic front
door, and remains locked until given a kiss by its owner. In our prototype, the
element to be kissed is a camera-augmented mirror, which we intended to use as
a means of lowering the inhibition level. This work is part of a larger series
of experiments in the Living Interfaces project, exploring ways in which
reduced life-like movements can be beneficial for Human-Machine Interaction. Keywords: emotional design, human-machine-interaction, interface design, intimate
interaction, kiss, mirror | |||
| Digital management and retrieval of physical documents | | BIBAK | Full-Text | 47-54 | |
| Matthew Jervis; Masood Masoodian | |||
| Although in today's everyday work environments digital and paper documents
co-exist, the systems used to manage them are often completely separate;
digital documents are managed using computer systems, while paper documents are
organised and managed using manual systems. Since it is unlikely that the
widespread use of paper documents will cease to exist in the foreseeable
future, digital systems are needed for managing the storage and retrieval of
paper documents which better integrate with existing systems for management of
digital documents. This paper presents an architecture for a system to
digitally manage paper document containers, such as folders, which has been
used as the design basis for a prototype system we have developed. This
prototype system aims to resolve some of the problems associated with an
earlier prototype we have developed to integrate filing of physical folders
with digital document management systems. Keywords: paper document management, physical artefacts, physical documents, physical
interfaces, smart filing system, tangible interfaces | |||
| Proverbial wallet: tangible interface for financial awareness | | BIBAK | Full-Text | 55-56 | |
| John Kestner; Daniel Leithinger; Jaekyung Jung; Michelle Petersen | |||
| We propose a tangible interface concept for communicating personal financial
information in an ambient and relevant manner. The concept is embodied in a set
of wallets that provide the user with haptic feedback about personal financial
metrics. We describe how such feedback can inform purchasing decisions and
improve general financial awareness. Keywords: ambient awareness, haptic feedback, personal financial data, tangible user
interface | |||
| Fragments of a conversation: constructing narratives with tangible illuminated cubes | | BIBAK | Full-Text | 57-58 | |
| Lyndl Hall | |||
| In this paper, I describe Fragments of a Conversation: an art installation
of a set of tangible electronic paper cubes for composing visual narratives. I
present my design and fabrication processes, how the cubes simple circuit
drives the viewer interaction and related discussion. Keywords: art, craft, papermaking, storytelling, tangible | |||
| Sad is heavy and happy is light: population stereotypes of tangible object attributes | | BIBAK | Full-Text | 61-68 | |
| Jörn Hurtienne; Christian Stößel; Katharina Weber | |||
| Population stereotypes describe ways in which people, often unconsciously,
expect user interface elements to function. Thus they can provide powerful
rules for designing intuitive interaction. The literature, however, documents
only a few population stereotypes and most of them do not tap the full
potential of tangible interaction. Here, we try to alleviate this situation by
providing a theory and a method to obtain candidate population stereotypes with
a special emphasis on physical-to-abstract mappings. Twenty-nine stereotype
candidates were derived from the theory and their validity was empirically
tested. The results indicate that more than half of them can be recommended as
design guidelines right away; the remainder needs further investigation
regarding the contexts under which they can be applied. Keywords: conceptual metaphor, design guidelines, image schemas, population
stereotypes, tangible user interfaces | |||
| Peripheral tangible interaction by analytic design | | BIBAK | Full-Text | 69-76 | |
| Darren Edge; Alan F. Blackwell | |||
| Tangible User Interfaces (TUIs) are commonly accepted as those in which the
configuration of physical objects embodies digital system state, providing
"graspable" digital media that can be manipulated in the focus of users'
attention. In this paper we offer an alternative perspective on the use of
tangibility in interaction, in which meaning is created not through precise
manipulations of a computationally-interpreted spatial syntax, but through
imprecise interactions with independently meaningful, digitally-augmented
physical tokens. Users are free to arrange such tokens around the periphery of
their workspace, away from their normal centre of attention, ready to
selectively and fluidly engage them in loosely related, dispersed episodes of
use. We call this concept "peripheral tangible interaction", and in this paper
we describe both our analytic approach to designing a personal desktop TUI
supporting such an interaction style, and user responses to its
analytically-inspired features during extended deployment in a real office
context. Keywords: analytic design, peripheral interaction, tangible interfaces | |||
| Physical manipulation: evaluating the potential for tangible designs | | BIBAK | Full-Text | 77-84 | |
| Andrew Manches; Claire O'Malley; Steve Benford | |||
| In order to design tangible technologies that are effective in supporting
children's learning, it is important to understand what advantages or
limitations are afforded by physical manipulation. This paper highlights some
of the perceptual and manipulative properties of physical representations with
respect to their effect on the problem space and describes how, for certain
problem types, these may benefit children's strategies and learning. These
arguments are discussed in relation to ongoing research into children's use of
physical materials to solve numerical problems, and comparative performance
using virtual materials. The paper uses this research to suggest ways in which
tangible designs may support learning in this area by building on the
advantages of physical manipulation whilst avoiding limiting exploration by
constraining the range of actions and possible learning opportunities provided. Keywords: physical manipulation, problem solving, tangibles | |||
| The effect of representation location on interaction in a tangible learning environment | | BIBAK | Full-Text | 85-92 | |
| Sara Price; Taciana Pontual Falcão; Jennifer G. Sheridan; George Roussos | |||
| Drawing on the 'representation' TUI framework [21], this paper reports a
study that investigated the concept of 'representation location' and its effect
on interaction and learning. A reacTIVision-based tangible interface was
designed and developed to support children learning about the behaviour of
light. Children aged eleven years worked with the environment in groups of
three. Findings suggest that different representation locations lend themselves
to different levels of abstraction and engender different forms and levels of
activity, particularly with respect to speed of dynamics and differences in
group awareness. Furthermore, the studies illustrated interaction effects
according to different physical correspondence metaphors used, particularly
with respect to combining familiar physical objects with digital-based
table-top representation. The implications of these findings for learning are
discussed. Keywords: children, learning, representation, tangible interface | |||
| Running up Blueberry Hill: prototyping whole body interaction in harmony space | | BIBAK | Full-Text | 93-98 | |
| Simon Holland; Paul Marshall; Jon Bird; Sheep Dalton; Richard Morris; Nadia Pantidi; Yvonne Rogers; Andy Clark | |||
| Musical harmony is considered to be one of the most abstract and technically
difficult parts of music. It is generally taught formally via abstract,
domain-specific concepts, principles, rules and heuristics. By contrast, when
harmony is represented using an existing interactive desktop tool, Harmony
Space, a new, parsimonious, but equivalently expressive, unified level of
description emerges. This focuses not on abstract concepts, but on concrete
locations, objects, areas and trajectories.
This paper presents a design study of a prototype version of Harmony Space driven by whole body navigation, and characterizes the new opportunities presented for the principled manipulation of chord sequences and bass lines. These include: deeper engagement and directness; rich physical cues for memory and reflection, embodied engagement with rhythmic time constraints; hands which are free for other simultaneous activities (such as playing a traditional instrument); and qualitatively new possibilities for collaborative use. Keywords: embodiment, harmony space, music, whole body interaction | |||
| W41K: digitally augmenting traditional game environments | | BIBAK | Full-Text | 99-106 | |
| Steve Hinske; Marc Langheinrich | |||
| Augmented game environments use unobtrusively embedded technology to augment
traditional games with virtual information and novel interaction capabilities.
This article establishes and discusses a set of guidelines for designing and
implementing such environments, based on our experiences in creating digital
augmentations of existing play environments. We suggest a two-step process
comprised of game flow virtualization and physical artifact augmentation to
create augmented game environments based on existing table top games. We will
then demonstrate how these guidelines can be put to practice by presenting the
augmented version of a miniature war game. Keywords: augmented game environment, design guidelines, digital augmentation,
pervasive computing | |||
| Easigami: a reconfigurable folded-sheet TUI | | BIBAK | Full-Text | 107-112 | |
| Yingdan Huang; Mark D. Gross; Ellen Yi-Luen Do; Mike Eisenberg | |||
| Easigami is a novel tangible user interface (TUI) and interactive system
intended to help children to learn to fold 3D geometric forms and to explore
2D-3D transformations. We present the design of Easigami's physical interface:
a reconfigurable system of thin flat polygon pieces connected by electronically
instrumented hinges. Using the Easigami TUI as an input device, we have
developed early prototype applications to develop children's visualization and
spatial recognition skills. We discuss our experience in integrating
traditional craft with computation, which may inform future tangible and
graspable user interface design. Keywords: 2D-3D transformation, folding, interaction design, origami, spatial
visualization ability, tangible user interface (TUI) | |||
| Articulating tangible interfaces | | BIBAK | Full-Text | 113-118 | |
| Alan F. Blackwell; Darren Edge | |||
| The majority of Tangible User Interfaces (TUIs) consist of rigid objects
that are either held in the hands, or arranged relative to each other on a
horizontal or vertical surface. In this paper we consider the design space of
TUIs that can be created by moving parts of an assembly relative to each other
-- creating articulated tangible interfaces. An analytic approach to this
design space allows us to identify the potential applications and trade-offs of
TUIs that include mechanically articulated parts. Keywords: kinematic pairs, mechanisms, tangible interfaces | |||
| HINTeractions: facilitating informal knowledge exchange in physical and social space | | BIBAK | Full-Text | 119-122 | |
| Gonzalo Garcia-Perate; Pragya Agarwal; Duncan Wilson | |||
| In this paper, we propose a novel way to harness the informal knowledge that
emerges from the actions of people in space. We present the development of an
ambient intelligence system that gathers and displays information about
people's interactions with public places. The system is designed as a flexible
extension to urban furniture that can be deployed in diverse social settings.
Data is collected from the interaction of individuals and groups with the
system, and is then presented back to the users. To better explain this
process, we introduce the term HINT eractions. The term alludes to the
knowledge that emerges as we interact with the world around us. Keywords: ambient displays, ambient information systems, collective intelligence,
social interactions, spatial knowledge | |||
| Plywood punk: a holistic approach to designing animated artifacts | | BIBAK | Full-Text | 123-126 | |
| Peter Schmitt; Susanne Seitinger | |||
| Animated artifacts require many different electronic and mechanical
components as well as appropriate drive software. This complexity has led to a
kit-of-parts thinking in designing robotic assemblies. For example, Dynamixel
or Lego Mindstorms provide designers, enthusiasts and children standard
components from which they can assemble a multitude of creations. Despite the
open-endedness of these kits, the most basic component parts such as servos
present a designer with a set of constraints such as form that she cannot
control. The underlying logic for these factors derives from mass-production
rather than specific design requirements. The resulting black box becomes a
factor around which design is created rather than an integral part of the
completed artifact. In this paper, we explore the benefits of designing
animated artifacts holistically. As an example, we compare the re-design of a
servo in plywood and electronic components with a typical RC servo. This
juxtaposition demonstrates how form-factors, materials and materiality, tactile
and visual qualities and the performative aspects of a design can be
reintroduced into design thinking for animated artifacts. From the example, we
distill four guidelines for a design approach: (1) iterate, (2) explore
material properties, (3) engage the performative aspects of the artifact, (4)
cross disciplinary boundaries. Keywords: design, design methodology, mechatronics, prototyping, robotics | |||
| Carnivorous domestic entertainment robots | | BIBAK | Full-Text | 127-130 | |
| Aleksandar Zivanovic; James Auger; Jimmy Loizeau | |||
| This paper describes a group of objects produced as a collaboration between
designers and scientists/engineers. They explore an alternative approach to
bringing robots into the domestic environment, exploring both the aesthetics
and functionality that may elicit a symbiotic coexistence with humans in their
homes. They are all based on the technology of biological fuel cells, which
generate electricity by the action of micro-organisms on biological matter. The
robots trap animal pests in the domestic environment and use the electricity
produced by the fuel cells to lead autonomous existences. Keywords: autonomous, biological fuel cell, biomimetic, domestic, entertainment, robot | |||
| Bimanual tangible interaction with mobile phones | | BIBAK | Full-Text | 131-136 | |
| Darren Edge; Alan F. Blackwell | |||
| In the context of tangibility, mobile phones are rapidly becoming
sensor-rich handheld computers with the potential to take better advantage of
our physical capabilities and our lifetime of experiences interacting both in
and with the world around us. In this paper, we analyse four different ways in
which mobiles can be used to represent and control digital information, showing
that each resulting interaction style is characterized by a unique coordination
of the user's attention and two hands in relation to the mobile device. We
present our analysis in terms of a framework that can be used to critically
examine future schemes of bimanual interaction with mobile phones. Keywords: augmented reality, bimanual interaction, mobile interaction, tangible user
interfaces | |||
| Tangible user interface for increasing social interaction among rural women | | BIBAK | Full-Text | 139-145 | |
| Vikram Parmar; Gert Groeneveld; Ashis Jalote-Parmar; David Keyson | |||
| The paper presents a case of tangible user interface (TUI), which has been
designed using traditional metaphors to access personal health information
through an ICT based health system. An evaluative study of the designed TUI was
conducted with (n=175) rural women in western India. The interaction with TUI
was compared with previously designed customized iconic keyboard of an existing
personal health information system. The results from the study illustrate that
proposed TUI increased social interaction due to enhanced product engagement,
product attachment, and community decision-making. As a consequence of
increased social interaction, sensitive health information has been
disseminated successfully to the rural women. Keywords: (semi)-illiterate users, personal health information, rural context,
tangible user interface | |||
| Tactful interaction: exploring interactive social touch through a collaborative tangible installation | | BIBAK | Full-Text | 147-152 | |
| Bruno Nadeau; Amanda Williams | |||
| How do tangible systems take advantage of our sociophysical embodiment in
the world? How can we use tangible interaction to better understand
collaboration and intersubjectivity? We present Parazoan, an interactive
installation where evocative objects collaboratively control a dynamic visual
display. Our analysis of interactions with Parazoan explores our questions and
discusses implications for our understanding of tangible and virtual
collaboration. Keywords: collaboration, gallery studies, interactive art, tangible | |||
| Pendaphonics: a tangible pendulum-based sonic interaction experience | | BIBAK | Full-Text | 153-160 | |
| Anne-Marie Skriver Hansen; Dan Overholt; Winslow Burleson; Camilla Nørgaard Jensen | |||
| Pendaphonics is a tangible physical-digital-sonic environment and
interactive system that engages users in individual, collaborative, group, and
distributed interactive experiences. The development of this system, as an
element of urban revitalization and as a transdisciplinary research endeavor,
presents strategies for the design and evaluation of low-cost, flexible, and
distributed tangible interaction architectures for public engagement,
expression, and performance. Pendaphonics is installed in a public media arts
space, where over 200 people experienced it during the environment's opening
event. Internationally, interaction laboratories at five research universities
are advancing explorations of Pendaphonics. This paper presents the development
process and findings from observation and evaluation of people using
Pendaphonics; diverse social interaction patterns among performers and the
general public are discussed. In particular, we identify the repeated and
sustained invitation to interact -- created by the cyclic motion of a
pendulum's simple harmonic oscillation -- as a new tangible interaction
modality for human computer interaction, in 3D physical-digital-sonic
environments. An investigation of this and related elements of Pendaphonics'
large-scale tangible interaction scenarios are articulated, along with
descriptions of the system's broad potential as a compositional and
choreographic tool; an educational exhibit and classroom manipulative; and as
an interface that facilitates playful interaction, exploration, discovery and
creativity. Keywords: interaction design, sound and music experience, tangible user interfaces | |||
| Tangibles for toddlers learning language | | BIBAK | Full-Text | 161-168 | |
| Bart Hengeveld; Caroline Hummels; Kees Overbeeke; Riny Voort; Hans van Balkom; Jan de Moor | |||
| Here we present LinguaBytes, a modular, tangible play-and-learning system
developed to stimulate the language and communication skills of toddlers (with
a developmental age between 1 and 4 years) with multiple disabilities. The
typical characteristics of these children and their common learning environment
call for intelligent systems that are quickly and easily adaptable, or, even
better, adjust themselves proactively. Over the last two and a half years we
have designed and tested such a system within LinguaBytes. In this paper we
will outline starting points, indicate the opportunities of Tangible
Interaction and finally give an overview of the current LinguaBytes prototype. Keywords: bodily skills, interactive toys, scaffolding, speech therapy, tangible
interaction | |||
| Steering actors through a virtual set employing vibro-tactile feedback | | BIBAK | Full-Text | 169-174 | |
| Björn Wöldecke; Tom Vierjahn; Matthias Flasko; Jens Herder; Christian Geiger | |||
| Actors in virtual studio productions are faced with the challenge that they
have to interact with invisible virtual objects because these elements are
rendered separately and combined with the real image later in the production
process. Virtual sets typically use static virtual elements or animated objects
with predefined behavior so that actors can practice their performance and
errors can be corrected in the post production. With the demand for inexpensive
live recording and interactive TV productions, virtual objects will be
dynamically rendered at arbitrary positions that cannot be predicted by the
actor. Perceptive aids have to be employed to support a natural interaction
with these objects.
In our work we study the effect of haptic feedback for a simple form of interaction. Actors are equipped with a custom built haptic belt and get vibro-tactile feedback during a small navigational task (path following). We present a prototype of a wireless vibro-tactile feedback device and a small framework for evaluating haptic feedback in a virtual set environment. Results from an initial pilot study indicate that vibro-tactile feedback is a suitable non-visual aid for interaction that is at least comparable to audio-visual alternatives used in virtual set productions. Keywords: interaction in virtual sets, navigation aids, tactile feedback | |||
| MADO interface: a window like a tangible user interface to look into the virtual world | | BIBAK | Full-Text | 175-180 | |
| Takuya Maekawa; Yuichi Itoh; Norifumi Kawai; Yoshifumi Kitamura; Fumio Kishino | |||
| "MADO Interface" is a tangible user interface consisting of a compact
touch-screen display and physical blocks. "MADO" means "window" in Japanese,
and MADO Interface is utilized as the real window into the virtual world. Users
construct a physical object by simply combining electrical blocks. Then, by
connecting MADO Interface to the physical object, they can watch the virtual
model corresponding to the physical block configuration (shape, color, etc.)
The size and the viewpoint of the virtual model seen by the user depend on the
position of MADO Interface, maintaining the consistency between the physical
and virtual worlds. In addition, users can interact with the virtual model by
touching the display on MADO Interface. These features enable users to explore
the virtual world intuitively and powerfully. Keywords: 3D modeling, MADO interface, bi-directional interface, mixed reality,
real-time interaction, tangible user interface | |||
| Spatially aware handhelds for high-precision tangible interaction with large displays | | BIBAK | Full-Text | 181-188 | |
| Alex Olwal; Steven Feiner | |||
| While touch-screen displays are becoming increasingly popular, many factors
affect user experience and performance. Surface quality, parallax, input
resolution, and robustness, for instance, can vary with sensing technology,
hardware configurations, and environmental conditions.
We have developed a framework for exploring how we could overcome some of these dependencies, by leveraging the higher visual and input resolution of small, coarsely tracked mobile devices for direct, precise, and rapid interaction on large digital displays. The results from a formal user study show no significant differences in performance when comparing four techniques we developed for a tracked mobile device, where two existing touch-screen techniques served as baselines. The mobile techniques, however, had more consistent performance and smaller variations among participants, and an overall higher user preference in our setup. Our results show the potential of spatially aware handhelds as an interesting complement or substitute for direct touch-interaction on large displays. Keywords: LightSense, MobileButtons, MobileDrag, MobileGesture, MobileRub, interaction
technique, mobile, spatially aware, tangible, touch, touch-screen | |||
| Taking shortcuts: embedded physical interfaces for spatial navigation | | BIBAK | Full-Text | 189-196 | |
| Douglas Boari; Mike Fraser | |||
| Designing for embodied physical interaction is just as important at a coarse
level of spatial navigation as in the minutiae of object exploration. We
created interactive embedded interfaces called 'Navitiles' that can be
suspended in a floor to support navigation of a building. Our design uses
capacitance and RFID sensors to determine users' location and LEDs to indicate
possible directions. We determine whether Navitile cues could help users
understand spatial relationships between points of interest. We based our study
on a previous experiment that used a simulated VR maze to test whether users
were able to exhibit 'shortcut' behaviour that would indicate the formation of
spatial maps. Our hypothesis was that the physicality of embodied spatial
navigation directed by the Navitiles in a real maze would enable users to
achieve similar spatial shortcut behaviours to those found in the virtual task.
We found significant evidence that sufficient spatial knowledge was acquired to
enable successful shortcut performance between unexplored routes. However,
further work is required to measure the effect of physical body movement on
spatial skills development. Keywords: interactive embedded interfaces, physical embodiment, spatial navigation | |||
| Designing pen-and-paper user interfaces for interaction with documents | | BIBAK | Full-Text | 197-204 | |
| Jürgen Steimle | |||
| Despite numerous predictions of the paperless office, knowledge work is
still characterized by the combined use of paper and digital documents. Digital
pen-and-paper user interfaces bridge the gap between both worlds by
electronically capturing the interactions of a user with a pen on real paper.
The contribution of this paper is two-fold: First, we introduce an interaction
framework for pen-and-paper user interfaces consisting of six core
interactions. This helps both in analyzing existing work practices and
interfaces and in guiding the design of interfaces which offer complex
functionality and nevertheless remain simple to use. Second, we apply this
framework and contribute three novel pen-and-paper interaction strategies for
creating hyperlinks between printed and digital documents and for tagging both
types of documents. Keywords: Anoto, digital pen and paper, framework, hyperlink, paper interface, tagging | |||
| HorseIO -- virtual riding lessons with a low-cost tangible horse interface | | BIBAK | Full-Text | 205-206 | |
| Gundula Dörries; Christian Geiger; Anke Lehmann; Andrea Wegstein | |||
| We describe the implementation of a playful multi-user virtual riding lesson
for beginners. Our work focused on the integration of a wooden horse, equipped
with real snaffle and saddle, which is used as input interface to navigate in a
3D environment. With the help of the wooden horse, the user is able to interact
with a virtual 3D horse via reins and legs, similar to a real riding scenario. Keywords: 3D, multi user application, tangible interface | |||
| Visual perception skills testing: preliminary results | | BIBAK | Full-Text | 207-208 | |
| Andrew Cyrus Smith | |||
| Good visual perception skills are important in the effective manipulation of
Tangible User Interfaces. This paper reports on the application of a test set
we have developed specifically to quantify the visual perception skills of
children when matching a physical object to its flat representation on paper. A
pilot evaluation, with two groups of children from differing socio-economic
backgrounds, was conducted to quantify their ability to make the mental
transformation from tangible objects to the drawings that represent those
objects. Our test instrument is described. We found a marked difference between
the two groups in their ability to make the transformation. Keywords: RockBlocks, TUI, tangible programming environment, visual perception | |||
| Tangible interaction with real and virtual products: designing a shopping assistant for rural communities | | BIBAK | Full-Text | 209-212 | |
| Michael Schmitz; Homeira Quraischy | |||
| This work describes the design and development process of an interactive
ordering system for rural corner stores, extending the limited assortment of a
small store with virtual items on touch-sensitive displays embedded into
shelves. The interface blends tangible interaction of both real products in a
shelf and virtual products iconically represented on nearby screens. The
tangible interaction component is complemented by a natural language interface,
supporting comparison and inspection of multiple products of the real and
virtual world. Keywords: multi-modal interaction, shopping assistant, tangible user interface | |||
| Interface, environmental behavior, and the city | | BIBAK | Full-Text | 213-214 | |
| Jordan Geiger | |||
| This paper describes the design of an urban, ubiquitous computing-assisted,
month-long game, in which place-based teams use the infrastructure and
protocols of toll plazas to create momentary competitive events in the streets.
These events expose and engage problems of data privacy, cultural identity and freedom of movement in the city; and generate revenue for the remediation of automotive air pollution. The game's byproduct, or prize, is the initiation of a fund for projects to remediate air pollution that is a result of automotive commuter traffic. The project was created for an exhibition on ubiquitous computing and its consequences for urban design. Its development followed a period of research that uncovered relationships between interfaces embedded in the infrastructure of cities today, and a range of opportunities that they open for reconciling environmental damage resulting from the era of industrialization. Keywords: architecture, data privacy, environmental activism, multi-user interaction,
object-based gaming, transportation infrastructure, urban interface | |||
| Kurio: a museum guide for families | | BIBAK | Full-Text | 215-222 | |
| Ron Wakkary; Marek Hatala; Kevin Muise; Karen Tanenbaum; Greg Corness; Bardia Mohabbati; Jim Budd | |||
| We discuss three design strategies for improving the quality of social
interaction and learning with interactive museum guides: 1) embodied
interaction; 2) game-learning; 3) a hybrid system. We used these strategies in
our prototype Kurio, which is aimed at supporting families visiting museums.
The results of our evaluation show positive implications of implementing the
design strategies: closing the social gap, naturalizing technology, and
supporting exploration and discovery in learning. Keywords: families, group, group interaction, hybrid system, learning, museums, social
interaction, tangible user interface | |||
| mixiTUI: a tangible sequencer for electronic live performances | | BIBAK | Full-Text | 223-230 | |
| Esben Warming Pedersen; Kasper Hornbæk | |||
| Tangible user interfaces for manipulating audio and music focus mostly on
generating music on the spot, but rarely on how electronic musicians balance
preparation and improvisation in staging live performances or on how the
audience perceives the performances. We present mixiTUI, a tangible sequencer
that allows electronic musicians to import and perform electronic music.
mixiTUI is developed in collaboration with electronic musicians, with a focus
on live arranging, on visualizations of music, on tokens that represent key
elements in live performances, and on how the audience experiences the tangible
interface. We present an evaluation of mixiTUI in a concert with 117
participants and argue that mixiTUI improves both the audience's and the
musician's experience. Keywords: evaluation, tangible sequencer, tangible user interface, user-centered
design | |||
| The other brother: re-experiencing spontaneous moments from domestic life | | BIBAK | Full-Text | 233-240 | |
| John Helmes; Caroline Hummels; Abigail Sellen | |||
| In this paper, we describe "The Other Brother", a semi-autonomous device
that captures images and video of spontaneous moments in the course of everyday
life. It was our goal to design a situated, tangible object for life-time
capturing purposes. In addition to describing the object and our deployment
findings, this paper also discusses the design process and the goals we were
aiming to achieve through the design. This was an iterative process from
initial sketches, concepts and physical explorations towards a final design and
several prototypes. The final prototype acts as an agent that behaves to some
extent autonomously, capturing spontaneous moments that enable people to
re-experience these moments in a playful way. Testing The Other Brother in a
domestic environment, we describe several findings of the impact of the object
in the home, reflect on several design and interaction issues, and discuss
future directions for continuation of this research. Keywords: agent, autonomous behavior, image capture, iterative design, randomness,
spontaneity, unpredictability | |||
| Architales: physical/digital co-design of an interactive story table | | BIBAK | Full-Text | 241-248 | |
| Ali Mazalek; Claudia Winegarden; Tristan Al-Haddad; Susan J. Robinson; Chih-Sung Wu | |||
| Many research efforts today explore how digitally augmented tables enable
face-to-face interaction with digital content and applications. Yet the design
of digital tables is still largely driven by the constraints and requirements
of the underlying sensing technologies. In order to move digital tables into
our real-world physical spaces, researchers need to work closely with
architects and industrial designers in order to engage the knowledge and skills
from a long history of physical design and fabrication in the creation of
tabletop systems. This paper presents Architales, an interactive story table
for gallery exhibition, developed as an experiment in physical/digital
co-design. We describe the creation of the interactive table, tangible
storytelling system, and story content, which evolved together in a closely
unified design process, drawing on the skills from computing, media, design and
architecture. We also describe lessons learned about the interdisciplinary
design process and the creation of physical/digital artworks. Keywords: architecture, design, digital tabletop, interactive stories, media art,
physical/digital co-design, tangible interaction | |||
| SurfaceWare: dynamic tagging for Microsoft Surface | | BIBAK | Full-Text | 249-254 | |
| Paul H. Dietz; Benjamin D. Eidelson | |||
| Microsoft Surface is distinguished among commercial multi-touch systems by
its ability to interact with tagged objects. In this work, we examine a new
class of tagged objects where the tag is dynamic -- it changes in response to
some sensed variable. As an example, a drinking glass is described which can
sense when a refill should be offered. The glass is completely passive,
containing no electronic components or moving parts, and works with an
unmodified Microsoft Surface. Keywords: SurfaceWare, dynamic tags, surface | |||
| Media Crate: tangible live media production interface | | BIBAK | Full-Text | 255-262 | |
| Tom Bartindale; Jonathan Hook; Patrick Olivier | |||
| Live media production -- the presentation of audio-visual content at events
such as conferences and concerts -- is a high intensity task where a small
production team must interact with an amalgamation of separate hardware tools
to transform and direct a variety of media sources to outputs such as large
screens, preview monitors, and web-casts. We present Media Crate, a tangible
tabletop interface crafted in response to the key actions and needs of live
media producers. Using tangibles, previously complex and ambiguous actions can
now become collaborative and easy to learn, whilst providing expressive
features not present in traditional interfaces. In this paper we give a
description of the Media Crate's interface, discuss how knowledge and
experience of live media production impacts on the design, and finally present
the results of an initial deployment of the system at a live event. Keywords: media, media production, portable, tangible interaction, video mixing | |||
| Spime builder: a tangible interface for designing hyperlinked objects | | BIBAK | Full-Text | 263-266 | |
| Leonardo Bonanni; Greg Vargas; Neil Chao; Stephen Pueblo; Hiroshi Ishii | |||
| Ubiquitous computing is fostering an explosion of physical artifacts that
are coupled to digital information -- so-called Spimes. We introduce a tangible
workbench that allows for the placement of hyperlinks within physical models to
couple physical artifacts with located interactive digital media. A computer
vision system allows users to model three-dimensional objects and environments
in real-time using physical materials and to place hyperlinks in specific areas
using laser pointer gestures. We present a working system for real-time
physical/digital exhibit design, and propose the means for expanding the system
to assist Design for the Environment strategies in product design. Keywords: Spime, design for the environment, exhibit design, gestural interfaces,
interior design, product design, tangible user interface, virtual environments | |||
| Multi-finger interactions with papers on augmented tabletops | | BIBA | Full-Text | 267-274 | |
| Son Do-Lenh; Frédéric Kaplan; Akshit Sharma; Pierre Dillenbourg | |||
| Although many augmented tabletop systems have shown the potential and usability of finger-based interactions and paper-based interfaces, they have mainly dealt with each of them separately. In this paper, we introduce a novel method aimed to improve human natural interactions on augmented tabletop systems, which enables multiple users to use both fingertips and physical papers as mediums for interaction. This method uses computer vision techniques to detect multi-fingertips both over and touching the surface in real-time regardless of their orientations. Fingertip and touch positions would then be used in combination with paper tracking to provide a richer set of interaction gestures that the users can perform in collaborative scenarios. | |||
| Tabletop concept mapping | | BIBAK | Full-Text | 275-282 | |
| Stefan Oppl; Christian Stary | |||
| Concept mapping is designed to externalize and represent knowledge. Together
with their visual presentation concept maps should support focused and
sustainable interaction between students and coaches or members of
organizations. Hence, corresponding tool support has not only to empower
persons externalizing their mental models but also to enable transparent
multi-party interaction based on context-sensitive (re)presentations. We
introduce the Tabletop Concept Mapping (TCM) technique and tool which is
supposed to meet these requirements. Providing an open space to express
individual thoughts and ideas, it maximizes openness with respect to
pragmatics, semantics and syntax of modeling, and minimizes intervention
through feature-inherent properties of the artifact. Keywords: concept mapping, modeling, semiotics, tabletop, tangible interface | |||
| Stick, Click n' Call: self-adhesive pressure-activated RFID tags for mobile phones | | BIBAK | Full-Text | 283-284 | |
| Fabian Hemmert; André Knörig; Gesche Joost; Reto Wettach | |||
| This paper describes a new interaction concept, which is based on
customizable self-adhesive stickers with an integrated button, manufacturable
at low cost. By pressing the button, users can execute specialized
functionalities on their mobile phones, e.g. dialing phone numbers or accessing
URLs. We present three usage scenarios and a proof-of-concept prototype. Keywords: RFID, URL, button, mobile phone, phone number, situated interaction, sticker | |||
| Chemieraum: tangible chemistry in exhibition space | | BIBAK | Full-Text | 285-288 | |
| Thomas Gläser; Jens Franke; Götz Wintergerst; Ron Jagodzinski | |||
| This paper describes a new interactive exhibit that should motivate young
people to easily explore the field of chemistry with the help of a tabletop
interface. This interface is controlled by a new input device equipped with a
haptic and visual feedback. Keywords: chemistry education, haptic input device, interaction techniques,
interactive media installation, molecular modelling, organic chemistry,
reference to everyday life, responsive environment, tabletop interfaces,
tangible user interfaces | |||
| The search wall: tangible information searching for children in public libraries | | BIBAK | Full-Text | 289-296 | |
| Karen Detken; Carlos Martinez; Andreas Schrader | |||
| Children tend to rely on spatial and graphical cues rather than on digital
applications to find media in libraries [7]. Although some Online Public Access
Catalogs (OPACs) have been modified to appeal to young users, they are still
hardly employed by children. Most of the enhancements in the physical space
have been directed to signage systems and labels without much use of graphical
and interactive elements. In this paper, a tangible interface is proposed as an
alternative to support children's browsing activity in a public library. It
draws from research in two fields: information interfaces for children, and
tangible user interfaces. It is believed that by transferring functionalities
of current information interfaces to the physical realm, the experience of
young patrons in a public library might be enhanced in several aspects,
including informational, social and recreational activities. Keywords: children, information interfaces, public libraries, tangible interfaces | |||
| SLAPbook: tangible widgets on multi-touch tables in groupware environments | | BIBA | Full-Text | 297-300 | |
| Malte Weiss; Julie Wagner; Roger Jennings; Yvonne Jansen; Ramsin Khoshabeh; James D. Hollan; Jan Borchers | |||
| We present SLAPbook, an application using SLAP, translucent and tangible widgets for use on vision-based multi-touch tabletops in Single Display Groupware (SDG) environments. SLAP stands for Silicone ILluminated Active Peripherals and includes widgets such as sliders, knobs, keyboards, and buttons. The widgets and tactile feedback to multi-touch tables while simultaneously providing dynamic relabeling to tangible objects using the table's rear projection. SLAPbook provides multiple users the ability to add and edit content to a guestbook, browse other peoples' entries, and access personal data using a token-based personalization system. Interaction with the table takes place in the personal and public space so that users can make use of personal and shared controls to perform separate and coordinative actions. | |||
| Onomato planets: physical computing of Japanese onomatopoeia | | BIBAK | Full-Text | 301-304 | |
| Aya Miyazaki; Kiyoshi Tomimatsu | |||
| We proposed a design idea of an interactive educational toy for children
based on Japanese onomatopoeia. Onomatopoeia "is a word or a grouping of words
that imitates the sound it is describing, such as animal noises like "oink" or
"meow", or suggesting its source object". Thus, onomatopoeia words have
interesting sound and rhythm. There are a large number of Japanese onomatopoeia
words and in the Japanese language in particular, they are also used to
describe phenomena apart from the purely auditive.
With "Onomato Planets" we can create various Japanese onomatopoeia words and the corresponding sounds, through touch. The rules, by which these are created, are defined by the actual meaning of these words. Japanese onomatopoeia words contain many elements that are based on cultural background and experiences (called "Nonverbal elements"). For instance, sound intensity and gesture (movement, force) of the phenomenon being described are nonverbal elements of Japanese onomatopoeia. Through the interface we identify the strength and type of the impact and the gesture of the hand on a multi touch display, and then map this information to Japanese Onomatopoeia words characters and sound. Finally, we aim to provide an exciting experience of sounds and characters to the children who play "Onomato Planets". There is no previous work that introduces mappings between characters or words, to vocal and motion parameters. Therefore this project expands the expression of vocal to motion interactive art by relating gestures, sounds and characters (words). Keywords: Japanese language education, children, gesture, interactive art, multi touch
display, onomatopoeia, synthesized voice, touch | |||
| The EventTable technique: distributed fiducial markers | | BIBAK | Full-Text | 307-313 | |
| Alissa N. Antle; Nima Motamedi; Karen Tanenbaum; Zhen Lesley Xie | |||
| The EventTable technique is a tangible object tracking technique implemented
on a camera vision based tabletop platform. The technique supports an
event-driven -- rather than object centric -- tracking technique. Fiducial
markers are distributed between objects. When objects are brought into a
proximal or connected relationship, a whole marker is formed and recognized by
the tracking system. Thus, rather than tracking each individual object, the
system tracks user-driven events that occur when two or more objects are
proximal. The technique can be used in addition to individual object tracking
and touch tracking. This approach provides a reliable and flexible approach to
tabletop object tracking for a wide variety of tabletop activities. We describe
three prototype applications to illustrate how the distributed marker technique
can be applied. We describe the advantages and limitations of this approach. We
conclude with a brief discussion of how the EventTable technique enables a
shift in human computer interaction research from an information-centric to an
action-centric epistemological view on how users' create meaning. Keywords: distributed markers, fiducial markers, reacTIVision, tangible interaction,
visual marker tracking | |||
| Stop-motion prototyping for tangible interfaces | | BIBAK | Full-Text | 315-316 | |
| Leonardo Bonanni; Hiroshi Ishii | |||
| Stop-motion animation brings the constraints of the body, space and
materials into video production. Building on the tradition of video prototyping
for interaction design, stop motion is an effective technique for concept
development in the design of Tangible User Interfaces. This paper presents a
framework for stop-motion prototyping and the results of two workshops based on
stop-motion techniques including pixillation, claymation and time-lapse
photography. The process of stop-motion prototyping fosters collaboration,
legibility and rapid iterative design in a physical context that can be useful
to the early stages of tangible interaction design. Keywords: Claymation, animation, pixillation, prototyping, stop-motion, tangible user
interfaces | |||
| FLATIR: FTIR multi-touch detection on a discrete distributed sensor array | | BIBAK | Full-Text | 317-322 | |
| Ramon Hofer; Daniel Naeff; Andreas Kunz | |||
| In this paper, we suggest a new way to add multi-touch capabilities to an
LC-screen. For this, FTIR and IR-sensing behind the LC-screen will be combined.
Using a large infrared sensor array mounted behind the LC-matrix, infrared
light in front of the screen, which is strong enough to pass through the
LC-screen's components, can be detected The FTIR-technology is able to deliver
such infrared light to the integrated sensors when touching the screen with the
fingers. For the prototype, the key parameters of the FTIR principle were
experimentally analyzed to optimize the sensor reactivity. The 4x8 sensor
prototype can simultaneously detect multiple touches with an accuracy of around
1 mm and with an update rate of 200 Hz. Keywords: CSCW, FTIR, LCD, SDG, interaction, multi touch | |||
| xtel: a development environment to support rapid prototyping of "ubiquitous content" | | BIBAK | Full-Text | 323-330 | |
| Satoru Tokuhisa; Takaaki Ishizawa; Yoshimasa Niwa; Kenji Kasuya; Atsuro Ueki; Sho Hashimoto; Kazuhiko Koriyama; Masa Inakage | |||
| This paper describes the "xtel" development environment for "Ubiquitous
Content". Ubiquitous contents are real space applications that are embedded in
day-to-day life and intended for use by consumers. This is content that is
experienced through interaction with people, objects and environments that
exist in real space. Xtel comprises three tools: the "moxa" MCU board that
connects to sensors and actuators and is capable of short-distance wireless
communications; the "Talktic" programming/runtime environment for the MCU board
that contains a JavaScript parser, compiler, VM and library; and the "Entity
Collaborator" P2P network library that is capable of handling continuous
information such as video and audio in addition to the discrete information
from sensors. Its use both accelerates development and makes development itself
easier. As sample applications, this paper also contains an overview of three
rapid prototypes developed for use in demonstrations at Maker Faire 2008. Keywords: MCU, P2P, VM, prototyping, ubiquitous computing | |||
| Decoupling interaction hardware design using libraries of reusable electronics | | BIBAK | Full-Text | 331-337 | |
| Rajesh Sankaran; Brygg Ullmer; Jagannathan Ramanujam; Karun Kallakuri; Srikanth Jandhyala; Cornelius Toole; Christopher Laan | |||
| This paper presents our research toward the design and development of a
library of electronic hardware modules called Blades and Tiles. Interaction
hardware design with blades and tiles provides researchers with considerable
flexibility in iterating their designs, decoupling between the domains of
electronics, software, firmware and mechanical design. Our approach has been
driven by design objectives including hardware reusability, reliability,
scalability, and flexibility. We have created a library of blades and tiles,
and used them to develop several interaction devices. We present both
conceptual and applied aspects and discuss future directions. Keywords: blades and tiles, decoupling TUI design, hardware toolkit, modularity,
reusable hardware | |||
| Prototyping digital clay as an active material | | BIBAK | Full-Text | 339-342 | |
| Michael Reed | |||
| This paper describes a shape input device that extends the behavior of clay
as a general model of shape interaction and supports arbitrary material
deformation, addition and subtraction at interactive rates. These attributes
are implemented in a prototype interface consisting of clay composed of
wireless position trackers held together by a binding agent. These trackers
provide position data in real time while isosurface extraction reconstructs the
surface of the model as the user deforms it. Results are shown of this system
behaving as an active material by performing geometry capture, and its utility
in an augmented reality environment is discussed. Keywords: augmented reality, digital modeling, tangible user interface | |||
| Designing with RFID | | BIBAK | Full-Text | 343-350 | |
| Einar Sneve Martinussen; Timo Arnall | |||
| Radio Frequency Identification (RFID) is a wireless technology that is
emerging in consumer products as a method for input and interaction. Although
RFID is relatively well known from a technical perspective, the methods and for
designing with RFID are less well understood, particularly the tangible and
physical aspects of RFID form. Using a practice-driven design approach we
explore the possibilities for richer design of RFID objects in everyday
contexts. Through sketching, making and form-explorations we build a visual and
physical design vocabulary for RFID forms. This includes properties such as
direction, balance, ergonomics and geometry that are communicated through
design-focused language and visualisations. Keywords: RFID, applied design, industrial design, interaction design, tangible
interaction | |||
| Fritzing: a tool for advancing electronic prototyping for designers | | BIBAK | Full-Text | 351-358 | |
| André Knörig; Reto Wettach; Jonathan Cohen | |||
| Today a growing community of DIY-practitioners, artists and designers are
using microcontroller-based toolkits to express their concepts for digital
artifacts by building them. However, as these prototypes are generally
constructed using solder-free technologies, they are often fragile and
unreliable. This means a huge burden of care and upkeep for these inventions
when they are either exhibited or sold.
We present a software application called Fritzing which allows artists, designers and DIY-tinkerers to prepare their hardware inventions for production. Through an interface metaphor based on the typical workflow of the target group, Fritzing has proven its ability to provide useful support in the steps following the invention of an interactive artifact. Fritzing serves also as a tool for documenting these interactive artifacts. As sharing of knowledge has been a driving force within this new DIY-movement, there is a need for a consistent and readable form of documentation which Fritzing can provide. Fritzing has also proven to be a useful tool in teaching electronics to people without an engineering background. Keywords: design tools, physical interaction design, prototyping | |||
| HandSense: discriminating different ways of grasping and holding a tangible user interface | | BIBAK | Full-Text | 359-362 | |
| Raphael Wimmer; Sebastian Boring | |||
| As mobile and tangible devices are getting smaller and smaller it is
desirable to extend the interaction area to their whole surface area. The
HandSense prototype employs capacitive sensors for detecting when it is touched
or held against a body part. HandSense is also able to detect in which hand the
device is held, and how. The general properties of our approach were confirmed
by a user study. HandSense was able to correctly classify over 80 percent of
all touches, discriminating six different ways of touching the device (hold
left/right, pick up left/right, pick up at top/bottom). This information can be
used to implement or enhance implicit and explicit interaction with mobile
phones and other tangible user interfaces. For example, graphical user
interfaces can be adjusted to the user's handedness. Keywords: capacitive sensing, grasp, handedness, input devices, sensors, touch | |||
| Bringing concepts to life: introducing a rapid interactive sketch modelling toolkit for industrial designers | | BIBAK | Full-Text | 363-366 | |
| Ian Culverhouse; Steve Gill | |||
| This paper presents the results of work in progress aimed at answering the
challenges faced by industrial designers creating information appliance
prototypes at a very early stage in the design process. A new system centred on
a hardware unit called an IE5 is described in detail. The authors argue that
the new method offers a potential solution that will allow prototyping in the
critical 1-2 hour timeframe which would allow genuinely iterative hardware
prototyping integration in the design process' early stages. The system
utilises passive RFiD embedded controls that can be attached to a sketch model
without the need for any wiring or soldering. It solves the problems
encountered by previous RFiD based toolkits in flexibility, footprint size, and
range / connection reliability. While the system is still in development, the
concept has been proved by a basic prototype. The paper identifies the system's
strengths and weaknesses before discussing areas for further development. Keywords: RFiD, common RFiD antenna, interactive prototyping, low fidelity, rapid
iteration | |||
| Kinetic sketchup: motion prototyping in the tangible design process | | BIBAK | Full-Text | 367-372 | |
| Amanda Parkes; Hiroshi Ishii | |||
| Physical malleability is emerging as an important element of interaction
design as advances in material science and computational control give rise to
new possibilities in actuated products and transformable environments. However,
this transition also produces a new range of design problems-how do we
visualize, imagine, and design the physical processes of transformation? We
must create tools for intuitive motion investigation to train and develop our
motions sensibilities in 3D space, moving towards interfaces that makes
sketching with motion as easy as drawing with paper and pencil? This paper
presents Kinetic Sketchup, an approach to a design language for motion
prototyping featuring a series of actuated physically programmable modules
which investigate the rich interplay of mechanical, behavioral and material
design parameters which motion enables. Keywords: architecture, kinetic design, product design, tangible user interface,
transformability | |||
| A tangible construction kit for exploring graph theory | | BIBAK | Full-Text | 373-376 | |
| Eric Schweikardt; Nwanua Elumeze; Mike Eisenberg; Mark D. Gross | |||
| Graphs are a versatile representation of many systems in computer science,
the social sciences, and mathematics, but graph theory is not taught in
schools. We present our work on Graphmaster, a computationally enhanced
construction kit that enables children to build graphs of their own and
investigate their properties by experimenting with algorithms that operate on
them. The system is distributed; microcontrollers inside each node execute an
interpreted language in parallel. Graphmaster, with its magnetic connectors,
illuminated edges, and capacitive sensing, encourages children to develop
intuitions about connectivity long before they are introduced to the notation
and formulas of graph theory. Keywords: education, games, graphs, tangible, toys | |||
| TinkerSheets: using paper forms to control and visualize tangible simulations | | BIBAK | Full-Text | 377-384 | |
| Guillaume Zufferey; Patrick Jermann; Aurélien Lucchi; Pierre Dillenbourg | |||
| This paper describes TinkerSheets, a paper-based interface to tangible
simulations. The proposed interface combines the advantages of form-based input
and paper. Form-based input allows to set an arbitrary number of parameters.
Using paper as a medium for the interface keeps the interaction modality
consistently physical. TinkerSheets are also used as an output screen to
display summarized information about the simulation. A user study conducted in
an authentic context shows how the characteristics of the interface shape real
world usage. We also describe how the affordances of this control and
visualization interface support the co-design of interaction with end-users. Keywords: paper-based interfaces, tabletop computing, tangible user interfaces,
vocational training | |||
| Projected interfaces: enabling serendipitous interaction with smart tangible objects | | BIBAK | Full-Text | 385-392 | |
| David Molyneaux; Hans Gellersen | |||
| The Projected Interfaces architecture enables bi-directional user
interaction with smart tangible objects. Smart objects function as both input
and output devices simultaneously by cooperating with projector-camera systems
to achieve a projected display on their surfaces. Tangible manipulation of the
object and camera-based tracking allow interaction directly with the projected
display. Such hybrid interfaces benefit both from the flexibility offered by
the GUI and the intuitiveness of TUI. In this paper we present the theory
behind how to consider interaction for projected interfaces with an
architecture design and a proof of concept implementation using an augmented
photograph album. Keywords: augmented reality, cooperative augmentation, projected interfaces,
projector-camera systems, smart tangible objects, tangible user interfaces | |||
| A short guide to modulated light | | BIBAK | Full-Text | 393-396 | |
| Florian Echtler; Tobias Sielhorst; Manuel Huber; Gudrun Klinker | |||
| Many types of tangible interaction systems, such as interactive surfaces and
gesture-based interfaces, are based on various kinds of optical tracking, using
infrared illuminators and cameras. One drawback of these setups is that they
suffer from problems common to optical trackers, such as sensitivity to stray
environment light from artificial and natural sources. In this paper, we
present a method to significantly enhance tracking robustness for those systems
which employ active illumination. Through addition of a small electronic
circuit which modulates the LEDs used to illuminate the scene, contrast can be
significantly increased. Keywords: hardware, infrared, input device, optical tracking | |||
| Electronics as material: littleBits | | BIBAK | Full-Text | 397-400 | |
| Ayah Bdeir | |||
| As the democratization of electronics gains more momentum, we are interested
in thinking of electronics as material that can be combined with other
traditional ones such as paper, cardboard and screws. littleBits is an
opensource library of discrete electronic components pre-assembled in tiny
circuit boards. By creating simple, intuitive, space-sensitive blocks we
attempt to make prototyping with sophisticated electronics a matter of snapping
small magnets together. With a growing number of available modules, littleBits
aims to move electronics from late stages of the design process to its earliest
ones, and from the hands of experts, to those of artists, makers and designers. Keywords: electronics, electronics kit, industrial design, interaction design,
prototyping, sketching in hardware | |||