RetroFab: A Design Tool for Retrofitting Physical Interfaces using
Actuators, Sensors and 3D Printing
Collaborative Fabricatio? Making Much of Machines
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Ramakers, Raf
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Anderson, Fraser
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Grossman, Tovi
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Fitzmaurice, George
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.409-419
© Copyright 2016 ACM
Summary: We present RetroFab, an end-to-end design and fabrication environment that
allows non-experts to retrofit physical interfaces. Our approach allows for
changing the layout and behavior of physical interfaces. Unlike customizing
software interfaces, physical interfaces are often challenging to adapt because
of their rigidity. With RetroFab, a new physical interface is designed that
serves as a proxy interface for the legacy controls that are now operated by
actuators. RetroFab makes this concept of retrofitting devices available to
non-experts by automatically generating an enclosure structure from an
annotated 3D scan. This enclosure structure holds together actuators, sensors
as well as components for the redesigned interface. To allow retrofitting a
wide variety of legacy devices, the RetroFab design tool comes with a toolkit
of 12 components. We demonstrate the versatility and novel opportunities of our
approach by retrofitting five domestic objects and exploring their use cases.
Preliminary user feedback reports on the experience of retrofitting devices
with RetroFab.
Candid Interaction: Revealing Hidden Mobile and Wearable Computing
Activities
Session 7A: Wearable and Mobile Interactions
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Ens, Barrett
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Grossman, Tovi
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Anderson, Fraser
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Matejka, Justin
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Fitzmaurice, George
Proceedings of the 2015 ACM Symposium on User Interface Software and
Technology
2015-11-05
v.1
p.467-476
© Copyright 2015 ACM
Summary: The growth of mobile and wearable technologies has made it often difficult
to understand what people in our surroundings are doing with their technology.
In this paper, we introduce the concept of candid interaction: techniques for
providing awareness about our mobile and wearable device usage to others in the
vicinity. We motivate and ground this exploration through a survey on current
attitudes toward device usage during interpersonal encounters. We then explore
a design space for candid interaction through seven prototypes that leverage a
wide range of technological enhancements, such as Augmented Reality, shape
memory muscle wire, and wearable projection. Preliminary user feedback of our
prototypes highlights the trade-offs between the benefits of sharing device
activity and the need to protect user privacy.
Supporting Subtlety with Deceptive Devices and Illusory Interactions
Grip, Move & Tilt: Novel Interaction
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Anderson, Fraser
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Grossman, Tovi
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Wigdor, Daniel
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Fitzmaurice, George
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.1489-1498
© Copyright 2015 ACM
Summary: Mobile devices offer constant connectivity to the world, which can
negatively affect in-person interaction. Current approaches to minimizing the
social disruption and improving the subtlety of interactions tend to focus on
the development of inconspicuous devices that provide basic input or output.
This paper presents a more general approach to subtle interaction and
demonstrates how a number of principles from magic can be leveraged to improve
subtlety. It also presents a framework that can be used to classify subtle
interfaces along with a modular set of novel interfaces that fit within this
framework. Lastly, the paper presents a new evaluation paradigm specifically
designed to assess the subtlety of interactions. This paradigm is used to
compare traditional approaches to our new subtle approaches. We find our new
approaches are over five times more subtle than traditional interactions, even
when participants are aware of the technologies being used.
Dynamic Opacity Optimization for Scatter Plots
Visualizing Statistics & Graphs
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Matejka, Justin
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Anderson, Fraser
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Fitzmaurice, George
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.2707-2710
© Copyright 2015 ACM
Summary: Scatterplots are an effective and commonly used technique to show the
relationship between two variables. However, as the number of data points
increases, the chart suffers from "over-plotting" which obscures data points
and makes the underlying distribution of the data difficult to discern.
Reducing the opacity of the data points is an effective way to address
over-plotting, however, setting the individual point opacity is a manual task
performed by the chart designer. We present a user-driven model of opacity
scaling for scatter plots built from crowd-sourced responses to opacity scaling
tasks using several synthetic data distributions, and then test our model on a
collection of real-world data sets.
The pen is mightier: understanding stylus behaviour while inking on tablets
Understanding users: inking, perception and adaptation
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Annett, Michelle
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Anderson, Fraser
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Bischof, Walter F.
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Gupta, Anoop
Proceedings of the 2014 Conference on Graphics Interface
2014-05-07
p.193-200
© Copyright 2014 Springer International Publishing
Summary: Although pens and paper are pervasive in the analog world, their digital
counterparts, styli and tablets, have yet to achieve the same adoption and
frequency of use. To date, little research has identified why inking
experiences differ so greatly between analog and digital media or quantified
the varied experiences that exist with stylus-enabled tablets. By observing
quantitative and behavioural data in addition to querying preferential
opinions, the experimentation reaffirmed the significance of accuracy, latency,
and unintended touch, whilst uncovering the importance of friction, aesthetics,
and stroke beautification to users. The observed participant behaviour and
recommended tangible goals should enhance the development and evaluation of
future systems.
YouMove: enhancing movement training with an augmented reality mirror
Vision
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Anderson, Fraser
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Grossman, Tovi
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Matejka, Justin
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Fitzmaurice, George
Proceedings of the 2013 ACM Symposium on User Interface Software and
Technology
2013-10-08
v.1
p.311-320
© Copyright 2013 ACM
Summary: YouMove is a novel system that allows users to record and learn physical
movement sequences. The recording system is designed to be simple, allowing
anyone to create and share training content. The training system uses recorded
data to train the user using a large-scale augmented reality mirror. The system
trains the user through a series of stages that gradually reduce the user's
reliance on guidance and feedback. This paper discusses the design and
implementation of YouMove and its interactive mirror. We also present a user
study in which YouMove was shown to improve learning and short-term retention
by a factor of 2 compared to a traditional video demonstration.
Learning and performance with gesture guides
Papers: gesture studies
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Anderson, Fraser
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Bischof, Walter F.
Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems
2013-04-27
v.1
p.1109-1118
© Copyright 2013 ACM
Summary: Gesture-based interfaces are becoming more prevalent and complex, requiring
non-trivial learning of gesture sets. Many methods for learning gestures have
been proposed, but they are often evaluated with short-term recall tests that
measure user performance, rather than learning. We evaluated four types of
gesture guides using a retention and transfer paradigm common in motor learning
experiments and found results different from those typically reported with
recall tests. The results indicate that many guide systems with higher levels
of guidance exhibit high performance benefits while the guide is being used,
but are ultimately detrimental to user learning. We propose an adaptive guide
that does not suffer from these drawbacks, and that enables a smooth transition
from novice to expert. The results contrasting learning and performance can be
explained by the guidance hypothesis. They have important implications for the
design and evaluation of future gesture learning systems.
Tabletops in motion: the kinetics and kinematics of interactive surface
physical therapy
Work-in-progress
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Anderson, Fraser
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Annett, Michelle
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Bischof, Walter
Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing
Systems
2012-05-05
v.2
p.2351-2356
© Copyright 2012 ACM
Summary: Technology-based rehabilitation methods have shown promise for improving
physical therapy programs, but much of the research is lacking quantitative
analysis. We present a study conducted with healthy participants where we
compared traditional "table-based" therapy methods with new technology-based
methods. Using motion analysis and electromyography recordings, we assessed the
kinetic and kinematic dimensions of participant motion during four activities.
While technology-based methods are more enjoyable, our results indicate that it
is the design of an activity that has a significant impact on the movements
performed.
Using a multi-touch tabletop for upper extremity motor rehabilitation
Lifestyle
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Annett, Michelle
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Anderson, Fraser
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Goertzen, Darrell
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Halton, Jonathan
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Ranson, Quentin
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Bischof, Walter F.
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Boulanger, Pierre
Proceedings of OZCHI'09, the CHISIG Annual Conference on Human-Computer
Interaction
2009-11-23
p.261-264
Keywords: interactive surface, motor rehabilitation, multi-touch tabletop,
occupational therapy, patient progression
© Copyright 2009 CHISIG and author(s)
Summary: Millions of people in Canada have impairments that result in a loss of
function and directly affect their ability to carry out activities of daily
living. Many individuals with disabilities enter into rehabilitation programs
to improve their motor functioning and quality of life. Currently, many of the
activities and exercises that are performed are monotonous, uninteresting, and
do not inspire patients to perform to the best of their abilities. The usage of
traditional exercises can also make it difficult for therapists to objectively
measure and track patient progress. The integration of highly interactive and
immersive technologies into rehabilitation programs has the potential to
benefit both patients and therapists. We have developed a multi-touch tabletop
system, the AIR Touch, which combines existing multi-touch technologies with a
suite of new rehabilitation-centric applications. The AIR Touch was developed
under the guidance of practicing occupational therapists.