DigitSpace: Designing Thumb-to-Fingers Touch Interfaces for One-Handed and
Eyes-Free Interactions
Tracking Fingers
/
Huang, Da-Yuan
/
Chan, Liwei
/
Yang, Shuo
/
Wang, Fan
/
Liang, Rong-Hao
/
Yang, De-Nian
/
Hung, Yi-Ping
/
Chen, Bing-Yu
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.1526-1537
© Copyright 2016 ACM
Summary: Thumb-to-fingers interfaces augment touch widgets on fingers, which are
manipulated by the thumb. Such interfaces are ideal for one-handed eyes-free
input since touch widgets on the fingers enable easy access by the stylus
thumb. This study presents DigitSpace, a thumb-to-fingers interface that
addresses two ergonomic factors: hand anatomy and touch precision. Hand anatomy
restricts possible movements of a thumb, which further influences the physical
comfort during the interactions. Touch precision is a human factor that
determines how precisely users can manipulate touch widgets set on fingers,
which determines effective layouts of the widgets. Buttons and touchpads were
considered in our studies to enable discrete and continuous input in an
eyes-free manner. The first study explores the regions of fingers where the
interactions can be comfortably performed. According to the comfort regions,
the second and third studies explore effective layouts for button and touchpad
widgets. The experimental results indicate that participants could discriminate
at least 16 buttons on their fingers. For touchpad, participants were asked to
perform unistrokes. Our results revealed that since individual participant
performed a coherent writing behavior, personalized $1 recognizers could offer
92% accuracy on a cross-finger touchpad. A series of design guidelines are
proposed for designers, and a DigitSpace prototype that uses magnetic-tracking
methods is demonstrated.
GaussMarbles: Spherical Magnetic Tangibles for Interacting with Portable
Physical Constraints
Everyday Objects as Interaction Surfaces
/
Kuo, Han-Chih
/
Liang, Rong-Hao
/
Lin, Long-Fei
/
Chen, Bing-Yu
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.4228-4232
© Copyright 2016 ACM
Summary: This work develops a system of spherical magnetic tangibles, GaussMarbles,
that exploits the unique affordances of spherical tangibles for interacting
with portable physical constraints. The proposed design of each magnetic sphere
includes a magnetic polyhedron in the center. The magnetic polyhedron provides
bi-polar magnetic fields, which are expanded in equal dihedral angles as robust
features for tracking, allowing an analog Hall-sensor grid to resolve the
near-surface 3D position accurately in real-time. Possible interactions between
the magnetic spheres and portable physical constraints in various levels of
embodiment were explored using several example applications.
GaussRFID: Reinventing Physical Toys Using Magnetic RFID Development Kits
Everyday Objects as Interaction Surfaces
/
Liang, Rong-Hao
/
Kuo, Han-Chih
/
Chen, Bing-Yu
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.4233-4237
© Copyright 2016 ACM
Summary: We present GaussRFID, a hybrid RFID and magnetic-field tag sensing system
that supports interactivity when embedded in retrofitted or new physical
objects. The system consists of two major components -- GaussTag, a
magnetic-RFID tag that is combined with a magnetic unit and an RFID tag, and
GaussStage, which is a tag reader that is combined with an analog Hall-sensor
grid and an RFID reader. A GaussStage recognizes the ID, 3D position, and
partial 3D orientation of a GaussTag near the sensing platform, and provides
simple interfaces for involving physical constraints, displays and actuators in
tangible interaction designs. The results of a two-day toy-hacking workshop
reveal that all six groups of 31 participants successfully modified physical
toys to interact with computers using the GaussRFID system.
GaussRFID: Reinventing Physical Toys Using Magnetic RFID Development Kits
Video Showcase Presentations
/
Liang, Rong-Hao
/
Kuo, Han-Chih
/
Chen, Bing-Yu
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.8
© Copyright 2016 ACM
Summary: We present GaussRFID, a hybrid RFID and magnetic-field tag sensing system
that supports interactivity when embedded in retrofitted or new physical
objects. The system consists of two major components -- GaussTag, a
magnetic-RFID tag that is combined with a magnetic unit and an RFID tag, and
GaussStage, which is a tag reader that is combined with an analog Hall-sensor
grid and an RFID reader. A GaussStage recognizes the ID, 3D position, and
partial 3D orientation of a GaussTag near the sensing platform, and provides
simple interfaces for involving physical constraints, displays and actuators in
tangible interaction designs. The results of a two-day toy-hacking workshop
reveal that all six groups of 31 participants successfully modified physical
toys to interact with computers using the GaussRFID system.
GaussStudio: Designing Seamless Tangible Interactions on Portable Displays
Studio-Workshops
/
Liang, Rong-Hao
/
Kuo, Han-Chih
/
Alonso, Miguel Bruns
/
Chen, Bing-Yu
Proceedings of the 2016 International Conference on Tangible and Embedded
Interaction
2016-02-14
p.786-789
© Copyright 2016 ACM
Summary: The analog Hall-sensor grid, GaussSense, is a thin-form magnetic-field
camera technology for designing expressive occlusion-free, near-surface
tangible interactions on conventional portable displays. The studio will
provide hands-on experiences that combine physical designs and the GaussSense
technology. Through a series of brainstorming and making exercises,
participants will learn how to exploit natural hand and micro interactions
through designing the expressions and affordances of physical objects, and know
how to utilize physical constraints to provide additional kinesthetic awareness
and haptic feedback. The exercises will be including form-giving, electronic
prototyping, and hacking physical toys that are prepared by either the
organizers or participants.
CyclopsRing: Enabling Whole-Hand and Context-Aware Interactions Through a
Fisheye Ring
Session 8A: Hands and Fingers
/
Chan, Liwei
/
Chen, Yi-Ling
/
Hsieh, Chi-Hao
/
Liang, Rong-Hao
/
Chen, Bing-Yu
Proceedings of the 2015 ACM Symposium on User Interface Software and
Technology
2015-11-05
v.1
p.549-556
© Copyright 2015 ACM
Summary: This paper presents CyclopsRing, a ring-style fisheye imaging wearable
device that can be worn on hand webbings to enable whole-hand and context-aware
interactions. Observing from a central position of the hand through a fisheye
perspective, CyclopsRing sees not only the operating hand, but also the
environmental contexts that involve with the hand-based interactions. Since
CyclopsRing is a finger-worn device, it also allows users to fully preserve
skin feedback of the hands. This paper demonstrates a proof-of-concept device,
reports the performance in hand-gesture recognition using random decision
forest (RDF) method, and, upon the gesture recognizer, presents a set of
interaction techniques including on-finger pinch-and-slide input, in-air
pinch-and-motion input, palm-writing input, and their interactions with the
environmental contexts. The experiment obtained an 84.75% recognition rate of
hand gesture input from a database of seven hand gestures collected from 15
participants. To our knowledge, CyclopsRing is the first ring-wearable device
that supports whole-hand and context-aware interactions.
FlexiBend: Enabling Interactivity of Multi-Part, Deformable Fabrications
Using Single Shape-Sensing Strip
Session 9B: Pens, Mice and Sensor Strips
/
Chien, Chin-yu
/
Liang, Rong-Hao
/
Lin, Long-Fei
/
Chan, Liwei
/
Chen, Bing-Yu
Proceedings of the 2015 ACM Symposium on User Interface Software and
Technology
2015-11-05
v.1
p.659-663
© Copyright 2015 ACM
Summary: This paper presents FlexiBend, an easily installable shape-sensing strip
that enables interactivity of multi-part, deformable fabrications. The flexible
sensor strip is composed of a dense linear array of strain gauges, therefore it
has shape sensing capability. After installation, FlexiBend can simultaneously
sense user inputs in different parts of a fabrication or even capture the
geometry of a deformable fabrication.
Mettle: Reframing Messaging as a Felt Anticipation
Social Media
/
Chen, Amy Yo Sue
/
Liang, Rung-Huei
HCI International 2015: 17th International Conference on HCI: Posters'
Extended Abstracts, Part II
2015-08-02
v.5
p.84-90
Keywords: Experience design; Anticipation; Non-instant messaging; Sense of place;
Emotional communication
© Copyright 2015 Springer International Publishing Switzerland
Summary: For the past few years, instant messaging (IM) has become the mainstream of
social media due to its convenience and efficiency. People, however, tend to
exchange message rapidly without further thinking and caring about others or
environments. Hence, we develop a non-instant messaging (non-IM) model where
anticipation is naturally born. To find design opportunities, we put design
probing into practice and found out an emotional expression problem, and that
there were still other meaningful perceptions. As a result, we made a prototype
of our preliminary concepts aiming to articulate anticipation and sense of
place. After the interview with users, we made an adjustment in proposed design
to meet users' needs. The whole working process was done with Research through
Design (RtD) method. Our work targets at optimizing this dialogical research so
that everyone can create and share their personal felt experiences easier via
Mettle.
WonderLens: Optical Lenses and Mirrors for Tangible Interactions on Printed
Paper
Tangible Interactions
/
Liang, Rong-Hao
/
Shen, Chao
/
Chan, Yu-Chien
/
Chou, Guan-Ting
/
Chan, Liwei
/
Yang, De-Nian
/
Chen, Mike Y.
/
Chen, Bing-Yu
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.1281-1284
© Copyright 2015 ACM
Summary: This work presents WonderLens, a system of optical lenses and mirrors for
enabling tangible interactions on printed paper. When users perform spatial
operations on the optical components, they deform the visual content that is
printed on paper, and thereby provide dynamic visual feedback on user
interactions without any display devices. The magnetic unit that is embedded in
each lens and mirror allows the unit to be identified and tracked using an
analog Hall-sensor grid that is placed behind the paper, so the system provides
additional auditory and visual feedback through different levels of embodiment,
further enhancing the interactivity with the printed content on the physical
paper.
Cyclops: Wearable and Single-Piece Full-Body Gesture Input Devices
Using Random Body Parts for Input
/
Chan, Liwei
/
Hsieh, Chi-Hao
/
Chen, Yi-Ling
/
Yang, Shuo
/
Huang, Da-Yuan
/
Liang, Rong-Hao
/
Chen, Bing-Yu
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.3001-3009
© Copyright 2015 ACM
Summary: This paper presents Cyclops, a single-piece wearable device that sees its
user's whole body postures through an ego-centric view of the user that is
obtained through a fisheye lens at the center of the user's body, allowing it
to see only the user's limbs and interpret body postures effectively. Unlike
currently available body gesture input systems that depend on external cameras
or distributed motion sensors across the user's body, Cyclops is a single-piece
wearable device that is worn as a pendant or a badge. The main idea proposed in
this paper is the observation of limbs from a central location of the body.
Owing to the ego-centric view, Cyclops turns posture recognition into a highly
controllable computer vision problem. This paper demonstrates a
proof-of-concept device, and an algorithm for recognizing static and moving
bodily gestures based on motion history images (MHI) and a random decision
forest (RDF). Four example applications of interactive bodily workout, a mobile
racing game that involves hands and feet, a full-body virtual reality system,
and interaction with a tangible toy are presented. The experiment on the bodily
workout demonstrates that, from a database of 20 body workout gestures that
were collected from 20 participants, Cyclops achieved a recognition rate of 79%
using MHI and simple template matching, which increased to 92% with the more
advanced machine learning approach of RDF.
Cyclops: Wearable and Single-Piece Full-Body Gesture Input Devices
Video Showcase Presentations
/
Chan, Liwei
/
Hsieh, Chi-Hao
/
Chen, Yi-Ling
/
Yang, Shuo
/
Huang, Da-Yuan
/
Liang, Rong-Hao
/
Chen, Bing-Yu
Extended Abstracts of the ACM CHI'15 Conference on Human Factors in
Computing Systems
2015-04-18
v.2
p.159
© Copyright 2015 ACM
Summary: This work presents Cyclops, a single-piece wearable device that sees its
user's whole body postures through an ego-centric view of the user that is
obtained through a fisheye lens at the center of the user's body, allowing it
to see only the user's limbs and interpret body postures effectively. Unlike
currently available body gesture input systems that depend on external cameras
or distributed motion sensors across the user's body, Cyclops is a single-piece
wearable device that is worn as a pendant or a badge. Owing to the ego-centric
view, Cyclops turns posture recognition into a highly controllable computer
vision problem. We demonstrate a proof-of-concept device and an algorithm for
recognizing static and moving bodily gestures based on motion history images
(MHI) and a random decision forest (RDF). Four example applications of
interactive bodily workout, a mobile racing game that involves hands and feet,
a full-body virtual reality system, and interaction with a tangible toy are
presented.
Craft Consciousness: The Powerlessness of Traditional Embroidery
WIP Theme: Users and UI Design
/
Wang, Yu-Shin
/
Hsu, Yuan-Yao
/
Chen, Wei-Lin
/
Chen, Han
/
Liang, Rung-Huei
Extended Abstracts of the ACM CHI'15 Conference on Human Factors in
Computing Systems
2015-04-18
v.2
p.2259-2264
© Copyright 2015 ACM
Summary: Our research aims to comprehend Taiwanese traditional embroidery culture and
the traditional embroidery operators' general consciousness about their own
jobs through interviews and field research. We learned that there is a sense of
"powerlessness" in the traditional embroidery industry. The sense of
"powerlessness" comes from not only the operators themselves but also the
general mentality in Taiwan. Drawing on this phenomenon, we designed
interactive artifacts with sounds, trying to stimulate peoples' existing
imagination on cultural consciousness. Until now, we have completed a
prototype, which integrates embroidery and interactive audio. Finally, we will
use conductive thread as our design material to create our final artifact and
hold an exhibition to demonstrate it, encouraging people to make reflection and
discourse upon this issue.
Using point-light movement as peripheral visual guidance for scooter
navigation
Posters & Demonstrations
/
Tseng, Hung-Yu
/
Liang, Rong-Hao
/
Chan, Liwei
/
Chen, Bing-Yu
Proceedings of the 2015 Augmented Human International Conference
2015-03-09
p.177-178
© Copyright 2015 ACM
Summary: This work presents a preliminary study of utilizing point-light movement in
scooter drivers' peripheral vision for turn-by-turn navigation. We examine six
types of basic 1D point-light movement, and the results suggests several of
them can be easily picked up and comprehended by peripheral vision in parallel
with the on-going foveal vision task, and can be use to provide effective and
distraction-free route-guiding experiences for scooter driving.
GaussStones: shielded magnetic tangibles for multi-token interactions on
portable displays
Novel hardware II
/
Liang, Rong-Hao
/
Kuo, Han-Chih
/
Chan, Liwei
/
Yang, De-Nian
/
Chen, Bing-Yu
Proceedings of the 2014 ACM Symposium on User Interface Software and
Technology
2014-10-05
v.1
p.365-372
© Copyright 2014 ACM
Summary: This work presents GaussStones, a system of shielded magnetic tangibles
design for supporting multi-token interactions on portable displays. Unlike
prior works in sensing magnetic tangibles on portable displays, the proposed
tangible design applies magnetic shielding by using an inexpensive galvanized
steel case, which eliminates interference between magnetic tangibles. An analog
Hall-sensor grid can recognize the identity of each shielded magnetic unit
since each unit generates a magnetic field with a specific intensity
distribution and/or polarization. Combining multiple units as a knob further
allows for resolving additional identities and their orientations. Enabling
these features improves support for applications involving multiple tokens.
Thus, using prevalent portable displays provides generic platforms for tangible
interaction design.
Demo hour
Demo hour
/
Liang, Rong-Hao
/
Chan, Liwei
/
Tseng, Hung-Yu
/
Kuo, Han-Chih
/
Huang, Da-Yuan
/
Yang, De-Nian
/
Chen, Bing-Yu
/
Grosse-Puppendahl, Tobias
/
Beck, Sebastian
/
Wilbers, Daniel
/
Kuijper, Arjan
/
Heo, Heejeong
/
Park, Hyungkun
/
Kim, Seungki
/
Chung, Jeeyong
/
Lee, Geehyuk
/
Lee, Woohun
/
Unander-Scharin, Carl
/
Unander-Scharin, Åsa
/
Höök, Kristina
/
Elblaus, Ludvig
interactions
2014-09
v.21
n.5
p.6-9
© Copyright 2014 ACM
Summary: Interactivity is a unique forum of the ACM CHI Conference that showcases
hands-on demonstrations, novel interactive technologies, and artistic
installations. At CHI 2014, we aimed to create a "one of a CHInd" Interactivity
experience with more than 60 interactive exhibits to highlight the diverse
group of computer scientists, sociologists, designers, psychologists, artists,
and many more that make up the CHI community. Julie Rico Williamson and Steven
Benford, CHI Interactivity Chairs
The reflexive printer: toward making sense of perceived drawbacks in
technology-mediated reminiscence
Digital memory
/
Tsai, Wenn-Chieh
/
Wang, Po-Hao
/
Lee, Hung-Chi
/
Liang, Rung-Huei
/
Hsu, Jane
Proceedings of DIS'14: Designing Interactive Systems
2014-06-21
v.1
p.995-1004
© Copyright 2014 ACM
Summary: The Reflexive Printer is a physical artifact combined with a mobile
application. It allows digital-photo natives to enrich their experiences of
daily reminiscence. Each day, the system takes one picture from a user's
smartphone album, prints it on thermal paper as a halftone image, and deletes
it from the smartphone. With a critical lens, we reframe technology-mediated
reminiscence as an intersubjective interaction between human and artifact. In
this mutually informed relationship, we propose perceived drawbacks as a design
quality for provoking the critical sensibilities of users and engaging them in
transgressing the normality of digital photo consumption. We focus our design
thinking on three themes: simple materiality and monological performance, fast
consumption and slow rumination, and powerful artifact and feeble user. This
paper describes the initial lessons that we have learned through this critical
making process and highlights several insights that HCI communities can
leverage in the future.
The reflexive printer: embodying personal memory for social provocation
Demonstrations
/
Lee, Hung-Chi
/
Tsai, Wenn-Chieh
/
Wang, Po-Hao
/
Liang, Rung-Huei
/
Hsu, Jane
Companion Proceedings of DIS'14: Designing Interactive Systems
2014-06-21
v.2
p.97-100
© Copyright 2014 ACM
Summary: The Reflexive Printer is a design example that we proposed to address the
topic of technology-mediated reminiscence. In this demonstration, the system
will randomly print out a picture from participants' photo albums on their
smartphones as a halftone and single color image on thermal paper. Participants
can recollect and view the original digital image by scanning a barcode on the
printouts. This demonstration is designed to encourage three types of
interactions: (1) exploration of personal memories, (2) interaction within a
community, and (3) reflection on rumination. We look forward to hear about any
interesting user experiences and creative usage of this lightweight printing of
personal memories in a public social environment. Meanwhile, we will collect
user feedback in order to inform our future development and social design of
the Reflexive Printer.
GaussBricks: magnetic building blocks for constructive tangible interactions
on portable displays
Tangible interactions and technologies
/
Liang, Rong-Hao
/
Chan, Liwei
/
Tseng, Hung-Yu
/
Kuo, Han-Chih
/
Huang, Da-Yuan
/
Yang, De-Nian
/
Chen, Bing-Yu
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.1
p.3153-3162
© Copyright 2014 ACM
Summary: This work describes a novel building block system for tangible interaction
design, GaussBricks, which enables real-time constructive tangible interactions
on portable displays. Given its simplicity, the mechanical design of the
magnetic building blocks facilitates the construction of configurable forms.
The form constructed by the magnetic building blocks, which are connected by
the magnetic joints, allows users to stably manipulate with various elastic
force feedback mechanisms. With an analog Hall-sensor grid mounted to its back,
a portable display determines the geometrical configuration and detects various
user interactions in real time. This work also introduce several methods to
enable shape changing, multi-touch input, and display capabilities in the
construction. The proposed building block system enriches how individuals
interact with the portable displays physically.
GaussBricks: magnetic building blocks for constructive tangible interactions
on portable displays
Video showcase presentations
/
Liang, Rong-Hao
/
Chan, Liwei
/
Tseng, Hung-Yu
/
Kuo, Han-Chih
/
Huang, Da-Yuan
/
Yang, De-Nian
/
Chen, Bing-Yu
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.181-182
© Copyright 2014 ACM
Summary: This work describes a novel building block system for tangible interaction
design, GaussBricks, which enables real-time constructive tangible interactions
on portable displays. Given its simplicity, the mechanical design of the
magnetic building blocks facilitates the construction of configurable forms.
The form constructed by the magnetic building blocks, which are connected by
the magnetic joints, allows users to stably manipulate with various elastic
force feedback mechanisms. With an analog Hall-sensor grid mounted to its back,
a portable display determines the geometrical configuration and detects various
user interactions in real time. This work also introduce several methods to
enable shape changing, multi-touch input, and display capabilities in the
construction. The proposed building block system enriches how individuals
interact with the portable displays physically.
Gaussbricks: magnetic building blocks for constructive tangible interactions
on portable displays
Interactivity
/
Liang, Rong-Hao
/
Chan, Liwei
/
Tseng, Hung-Yu
/
Kuo, Han-Chih
/
Huang, Da-Yuan
/
Yang, De-Nian
/
Chen, Bing-Yu
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.587-590
© Copyright 2014 ACM
Summary: This work describes a novel building block system for tangible interaction
design, GaussBricks, which enables real-time constructive tangible interactions
on portable displays. Given its simplicity, the mechanical design of the
magnetic building blocks facilitates the construction of configurable forms.
The form constructed by the magnetic building blocks, which are connected by
the magnetic joints, allows users to stably manipulate with various elastic
force feedback mechanisms. With an analog Hall-sensor grid mounted to its back,
a portable display determines the geometrical configuration and detects various
user interactions in real time. This work also introduce several methods to
enable shape changing, multi-touch input, and display capabilities in the
construction. The proposed building block system enriches how individuals
interact with the portable displays physically.
AnyButton: unpowered, modeless and highly available mobile input using
unmodified clothing buttons
9. Posters
/
Chan, Liwei
/
Weng, Chien-Ting
/
Liang, Rong-Hao
/
Chen, Bing-Yu
Proceedings of the 2014 Augmented Human International Conference
2014-03-07
p.24
© Copyright 2014 ACM
Summary: This paper presents wearable opportunistic controls using unmodified
clothing buttons. Buttons are commonly sewn on formal clothing and often came
with multiple duplicates. In this paper, we turn passive buttons into dial
widgets. Each button provides simple input modalities (e.g., tap and spin
inputs). Multiple buttons allow for modeless and rich interactions. We present
AnyButton, a wearable motion-sensor set, allowing for transferring buttons on
clothing into mobile input on the move. Our prototype consists of three motion
sensors attached on the index fingernail, the wrist, and the elbow. We
interpret which button is under user interaction according to the wrist and
elbow orientations, and how the button in the user's finger pinches being
operated according to the motions on the fingertips. Each button allows for
partial tap, discrete spin and dwell spin inputs. By distributing interface to
the buttons, applications such as music players and call centers can use
opportunistic clothing buttons as wearable controls.
Augmenting the input space of portable displays using add-on hall-sensor
grid
Adjunct 3: doctoral consortium/symposium submissions
/
Liang, Rong-Hao
Adjunct Proceedings of the 2013 ACM Symposium on User Interface Software and
Technology
2013-10-08
v.2
p.33-36
© Copyright 2013 ACM
Summary: Since handheld and wearable displays are highly mobile, various applications
are enabled to enrich our daily life. In addition to displaying high-fidelity
information, these devices also support natural and effective user interactions
by exploiting the capability of various embedded sensors. Nonetheless, the set
of built-in sensors has limitations. Add-on sensor technologies, therefore, are
needed. This work chooses to exploit magnetism as an additional channel of user
input. The author first explains the reasons of developing the add-on magnetic
field sensing technology based on neodymium magnets and the analog Hall-sensor
grid. Then, the augmented input space is showcased through two instances. 1)
For handheld displays, the sensor extends the object tracking capability to the
near-surface 3D space by simply attaching it to the back of devices. 2) For
wearable displays, the sensor enables private and rich-haptic 2D input by
wearing it on user's fingernails. Limitations and possible research directions
of this approach are highlighted in the end of paper.
FingerPad: private and subtle interaction using fingertips
Sensing
/
Chan, Liwei
/
Liang, Rong-Hao
/
Tsai, Ming-Chang
/
Cheng, Kai-Yin
/
Su, Chao-Huai
/
Chen, Mike Y.
/
Cheng, Wen-Huang
/
Chen, Bing-Yu
Proceedings of the 2013 ACM Symposium on User Interface Software and
Technology
2013-10-08
v.1
p.255-260
© Copyright 2013 ACM
Summary: We present FingerPad, a nail-mounted device that turns the tip of the index
finger into a touchpad, allowing private and subtle interaction while on the
move. FingerPad enables touch input using magnetic tracking, by adding a Hall
sensor grid on the index fingernail, and a magnet on the thumbnail. Since it
permits input through the pinch gesture, FingerPad is suitable for private use
because the movements of the fingers in a pinch are subtle and are naturally
hidden by the hand. Functionally, FingerPad resembles a touchpad, and also
allows for eyes-free use. Additionally, since the necessary devices are
attached to the nails, FingerPad preserves natural haptic feedback without
affecting the native function of the fingertips. Through user study, we analyze
the three design factors, namely posture, commitment method and target size, to
assess the design of the FingerPad. Though the results show some trade-off
among the factors, generally participants achieve 93% accuracy for very small
targets (1.2mm-width) in the seated condition, and 92% accuracy for 2.5mm-width
targets in the walking condition.
Hypnotist framing: hypnotic practice as a resource for poetic interaction
design
Design poetics
/
Liang, Rung-Huei
/
Chang, Huang-Ming
Proceedings of the 2013 Conference on Designing Pleasurable Products and
Interfaces
2013-09-03
p.241-250
© Copyright 2013 ACM
Summary: Interaction design has noticed that different notions of users reflect
different underlying paradigms, ranging from task-oriented operators, cognitive
users, to phenomenological individuals. When exploring non-task-oriented
interaction such as poetic interaction design, it would be problematic to
reduce a person into a specific type of user, as well as to regard an
individual as always in a fixed mental state. Hypnosis is a practice known as
its ability to make suggestions and to guide imagery by deliberately changing
the mental state of a subject. An apprenticeship-based activity was conducted
to reveal the perspective and techniques of a hypnotist, aiming to provide a
lens through which interaction designers can reframe the relation between users
and artifacts. This study sensitizes poetic interaction with Chinese poetry,
collects accounts in the field, draws implications, and critically reflects on
poetic imagery and guided imagery in a constructive way to enrich the body of
knowledge in HCI.
Designing for Resonance by Evocative Objects: An Experiential Interaction
Design Method
Design Processes, Methods and Tools
/
Su, Chih-Sheng
/
Liang, Rung-Huei
DUXU 2013: 2nd International Conference on Design, User Experience, and
Usability, Part I: Design Philosophy, Methods, and Tools
2013-07-21
v.1
p.610-619
Keywords: Resonance; Evocative Objects; Personal Experience; Dialogical Critique;
Interaction Design
© Copyright 2013 Springer-Verlag
Summary: This paper presents a design method that enriches the quality of
experiential interaction design. The purpose is to encourage designers to use
their own experiences to create. In this paper, we describe how to use an
evocative object as a starting point, bringing up a journey of memory,
behavior, family relationships, and self-identity, and then translate the
inspiration into core elements in an experiential interaction design. This
method has six key features: (1) The choice of a designer's own evocative
object, (2) The creation of narratives, (3) The creation of visual
representations, (4) The search and transformation of the key emotion, (5) The
creation of the physical interaction context, and (6) The public exhibition and
the final meaning-making process. We claim that this method can establish a
dialogue between the designer, the project, and the audiences. It can also
enhance the meaning and the quality of the experiential interaction design.