[1]
Physikit: Data Engagement Through Physical Ambient Visualizations in the
Home
I want to know my data Democratizing, Opening and Comprehending Data
/
Houben, Steven
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Golsteijn, Connie
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Gallacher, Sarah
/
Johnson, Rose
/
Bakker, Saskia
/
Marquardt, Nicolai
/
Capra, Licia
/
Rogers, Yvonne
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.1608-1619
© Copyright 2016 ACM
Summary: Internet of things (IoT) devices and sensor kits have the potential to
democratize the access, use, and appropriation of data. Despite the increased
availability of low cost sensors, most of the produced data is "black box" in
nature: users often do not know how to access or interpret data. We propose a
"human-data design" approach in which end-users are given tools to create,
share, and use data through tangible and physical visualizations. This paper
introduces Physikit, a system designed to allow users to explore and engage
with environmental data through physical ambient visualizations. We report on
the design and implementation of Physikit, and present a two-week field study
which showed that participants got an increased sense of the meaning of data,
embellished and appropriated the basic visualizations to make them blend into
their homes, and used the visualizations as a probe for community engagement
and social behavior.
[2]
Mind the Gap: A SIG on Bridging the Gap in Research on Body Sensing, Body
Perception and Multisensory Feedback
SIG Meetings
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Singh, Aneesha
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Tajadura-Jimez, Ana
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Bianchi-Berthouze, Nadia
/
Marquardt, Nic
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Tentori, Monica
/
Bresin, Roberto
/
Kulic, Dana
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.1092-1095
© Copyright 2016 ACM
Summary: People's perceptions of their own body's appearance, capabilities and
position are constantly updated through sensory cues [10,14] that are naturally
produced by their actions. Increasingly cheap and ubiquitous sensing technology
is being used with multisensory feedback in multiple HCI areas of sports,
health, rehabilitation, psychology, neuroscience, arts and games to alter or
enhance sensory cues to achieve many ends such as enhanced body perception and
body awareness. However, the focus and aims differ between areas. Designing
more effective and efficient multisensory feedback requires an attempt to
bridge the gap between these worlds. This interactive SIG with minute madness
technology presentations, expert sessions, and multidisciplinary discussions
will: (i) bring together HCI researchers from different areas, (ii) discuss
tools, methods and frameworks, and (iii) form a multidisciplinary community to
build synergies for further collaboration.
[3]
Proxemic Mobile Collocated Interactions
Workshop Summaries
/
Porcheron, Martin
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Lucero, Andrés
/
Quigley, Aaron
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Marquardt, Nicolai
/
Clawson, James
/
O'Hara, Kenton
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.3309-3316
© Copyright 2016 ACM
Summary: Recent research on mobile collocated interactions has been looking at
situations in which collocated users engage in collaborative activities using
their mobile devices. However, existing practices fail to fully account for the
culturally-dependent spatial relationships between people and their digital
devices (i.e. the proxemic relationships). Building on the ideas of proxemic
interactions, this workshop is motivated by the concept of 'proxemic mobile
collocated interactions', to harness new or existing technologies to create
engaging and interactionally relevant experiences. Such approaches would allow
devices to not only react to presence and interaction, but also other
indicators, such as the interpersonal distance people naturally use in everyday
life. The aim of this one-day workshop is to bring together a community of
researchers, designers and practitioners who are interested in exploring
proxemics and mobile collocated interactions.
[4]
Cross-Surface: Challenges and Opportunities for 'bring your own device' in
the wild
Workshop Summaries
/
Houben, Steven
/
Marquardt, Nicolai
/
Vermeulen, Jo
/
Schöning, Johannes
/
Klokmose, Clemens
/
Reiterer, Harald
/
Korsgaard, Henrik
/
Schreiner, Mario
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.3366-3372
© Copyright 2016 ACM
Summary: In this workshop, we will review and discuss challenges and opportunities
for HCI in relation to cross-surface interaction in the wild based on the
bring-your-own-device (BYOD) practice. We aim to bring together researchers and
practitioners working on technical infra-structures for cross-surface
computing, studies of cross-surface computing in particular domains as well as
interaction challenges for introducing cross-surface computing in the wild, all
with a particular focus on BYOD. Examples of application domains are: cultural
institutions, work places, public libraries, schools and education.
[5]
Advances in DIY Health and Wellbeing
Workshop Summaries
/
O'Kane, Aisling Ann
/
Hurst, Amy
/
Niezen, Gerrit
/
Marquardt, Nicolai
/
Bird, Jon
/
Abowd, Gregory
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.3453-3460
© Copyright 2016 ACM
Summary: The choice of consumer healthcare and wellbeing technologies has never been
greater, and the introduction of consumer wearable technologies and inexpensive
sensor kits means that developing bespoke personalized health devices is now
possible. For example, there is a growing community making DIY diabetes
technologies and the trend is spreading to other health areas where people want
to design, customize, manufacture and disseminate their own DIY health and
wellbeing technologies. Although the CHI community has started to investigate
these trends, the pace that motivated open-source health 'makers' and 'hackers'
are developing technologies means that there is a need to bring together
researchers to discuss the HCI implications of this changing landscape.
[6]
ConnectUs: A New Toolkit for Teaching about the Internet of Things
Interactivity Demos
/
Lechelt, Zuzanna
/
Rogers, Yvonne
/
Marquardt, Nicolai
/
Shum, Venus
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.3711-3714
© Copyright 2016 ACM
Summary: The emerging Internet of Things (IoT), through which vast amounts of
everyday objects are becoming embedded with computing and networking
capabilities, is rapidly changing the way society uses and experiences
technology. Despite this, children do not systematically learn about IoT in
schools. This demonstration will showcase ConnectUs, a new IoT toolkit, which
can be used to introduce children to a variety of IoT concepts, and provide
users with the opportunity to design their own IoT system.
[7]
Cross-Surface: Workshop on Interacting with Multi-Device Ecologies in the
Wild
Workshops
/
Houben, Steven
/
Vermeulen, Jo
/
Klokmose, Clemens
/
Marquardt, Nicolai
/
Schöning, Johannes
/
Reiterer, Harald
Proceedings of the 2015 ACM International Conference on Interactive
Tabletops and Surfaces
2015-11-15
p.485-489
© Copyright 2015 ACM
Summary: In this workshop, we will review and discuss opportunities, technical
challenges and problems with cross-device interactions in interactive
multi-surface and multi-device ecologies. We aim to bring together researchers
and practitioners currently working on novel techniques for cross-surface
interactions, focusing both on technical as well as interaction challenges for
introducing these technologies into the wild, and highlighting opportunities
for further research. The workshop will help to facilitate knowledge exchange
on the inherent challenges of building robust and intuitive cross-surface
interactions, identify application domains and enabling technologies for
cross-surface interactions in the wild, and establish a research community to
develop effective strategies for successful design of cross-device
interactions.
[8]
EXCITE: EXploring Collaborative Interaction in Tracked Environments
Computer-Supported Cooperative Work and Social Computing
/
Marquardt, Nicolai
/
Schardong, Frederico
/
Tang, Anthony
Proceedings of IFIP INTERACT'15: Human-Computer Interaction, Part II
2015-09-14
v.2
p.89-97
Keywords: Interaction analysis; Collaborative interaction; Tracked environments
© Copyright 2015 Springer International Publishing Switzerland
Summary: A central issue in designing collaborative multi-surface environments is
evaluating the interaction techniques, tools, and applications that we design.
We often analyse data from studies using inductive video analysis, but the
volume of data makes this a time-consuming process. We designed EXCITE, which
gives analysts the ability to analyse studies by quickly querying aspects of
people's interactions with applications and devices around them using a
declarative programmatic syntax. These queries provide simple, immediate visual
access to matching incidents in the interaction stream, video data, and
motion-capture data. The query language filters the volume of data that needs
to be reviewed based on criteria such as application events, and proxemics
events, such as distance or orientation between people and devices. This
general approach allows analysts to provisionally develop theories about the
use of multi-surface environments, and to evaluate them rapidly through
video-based evidence.
[9]
Proxemic Flow: Dynamic Peripheral Floor Visualizations for Revealing and
Mediating Large Surface Interactions
Visualization
/
Vermeulen, Jo
/
Luyten, Kris
/
Coninx, Karin
/
Marquardt, Nicolai
/
Bird, Jon
Proceedings of IFIP INTERACT'15: Human-Computer Interaction, Part IV
2015-09-14
v.4
p.264-281
Keywords: Feedback; Proxemic interactions; Implicit interaction; Discoverability;
Intelligibility; Spatial feedback
© Copyright 2015 Springer International Publishing Switzerland
Summary: Interactive large surfaces have recently become commonplace for interactions
in public settings. The fact that people can engage with them and the spectrum
of possible interactions, however, often remain invisible and can be confusing
or ambiguous to passersby. In this paper, we explore the design of dynamic
peripheral floor visualizations for revealing and mediating large surface
interactions. Extending earlier work on interactive illuminated floors, we
introduce a novel approach for leveraging floor displays in a secondary,
assisting role to aid users in interacting with the primary display. We
illustrate a series of visualizations with the illuminated floor of the
Proxemic Flow system. In particular, we contribute a design space for
peripheral floor visualizations that (a) provides peripheral information about
tracking fidelity with personal halos, (b) makes interaction zones and borders
explicit for easy opt-in and opt-out, and (c) gives cues inviting for spatial
movement or possible next interaction steps through wave, trail, and footstep
animations. We demonstrate our proposed techniques in the context of a large
surface application and discuss important design considerations for assistive
floor visualizations.
[10]
Sketching User Experiences Tutorial
Tutorials
/
Marquardt, Nicolai
Proceedings of IFIP INTERACT'15: Human-Computer Interaction, Part IV
2015-09-14
v.4
p.644-646
© Copyright 2015 Springer International Publishing Switzerland
Summary: When designing novel user interfaces, paper-pencil sketches can support the
design thinking process and are valuable for communicating design ideas to
others. In this hands-on tutorial we will demonstrate how to integrate
sketching into researchers' and interaction designers' everyday practice --
with a particular focus on the design of novel user experiences. Participants
will learn essential sketching strategies, apply these in practice during many
hands-on exercises, and learn the various ways of using sketches as a tool
during all stages of the HCI research and design process. Our emphasis is on
quick, easy to learn, and easy to apply methods for generating and refining
ideas.
[11]
WatchConnect: A Toolkit for Prototyping Smartwatch-Centric Cross-Device
Applications
Smartwatch Interaction
/
Houben, Steven
/
Marquardt, Nicolai
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.1247-1256
© Copyright 2015 ACM
Summary: People increasingly use smartwatches in tandem with other devices such as
smartphones, laptops or tablets. This allows for novel cross-device
applications that use the watch as both input device and output display.
However, despite the increasing availability of smartwatches, prototyping
cross-device watch-centric applications remains a challenging task. Developers
are limited in the applications they can explore as available toolkits provide
only limited access to different types of input sensors for cross-device
interactions. To address this problem, we introduce WatchConnect, a toolkit for
rapidly prototyping cross-device applications and interaction techniques with
smartwatches. The toolkit provides developers with (i) an extendable hardware
platform that emulates a smartwatch, (ii) a UI framework that integrates with
an existing UI builder, and (iii) a rich set of input and output events using a
range of built-in sensor mappings. We demonstrate the versatility and design
space of the toolkit with five interaction techniques and applications.
[12]
As Light as your Footsteps: Altering Walking Sounds to Change Perceived Body
Weight, Emotional State and Gait
Wellness & Wearables
/
Tajadura-Jiménez, Ana
/
Basia, Maria
/
Deroy, Ophelia
/
Fairhurst, Merle
/
Marquardt, Nicolai
/
Bianchi-Berthouze, Nadia
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.2943-2952
© Copyright 2015 ACM
Summary: An ever more sedentary lifestyle is a serious problem in our society.
Enhancing people's exercise adherence through technology remains an important
research challenge. We propose a novel approach for a system supporting walking
that draws from basic findings in neuroscience research. Our shoe-based
prototype senses a person's footsteps and alters in real-time the frequency
spectra of the sound they produce while walking. The resulting sounds are
consistent with those produced by either a lighter or heavier body. Our user
study showed that modified walking sounds change one's own perceived body
weight and lead to a related gait pattern. In particular, augmenting the high
frequencies of the sound leads to the perception of having a thinner body and
enhances the motivation for physical activity inducing a more dynamic swing and
a shorter heel strike. We here discuss the opportunities and the questions our
findings open.
[13]
Sketching User Experiences: The Hands-on Course
Course Overviews
/
Marquardt, Nicolai
/
Greenberg, Saul
Extended Abstracts of the ACM CHI'15 Conference on Human Factors in
Computing Systems
2015-04-18
v.2
p.2479-2480
© Copyright 2015 ACM
Summary: When designing novel user interfaces, paper-pencil sketches can support the
design thinking process and are valuable for communicating design ideas to
others. This hands-on course will demonstrate how to integrate sketching into
researchers' and interaction designers' everyday practice with a particular
focus on the design of novel user experiences. Participants will learn
essential sketching strategies, apply these in practice during many hands-on
exercises, and learn the various ways of using sketches as a tool during all
stages of the HCI research and design process. Our emphasis is on quick, easy
to learn, and easy to apply methods for generating and refining ideas.
[14]
HuddleLamp: Spatially-Aware Mobile Displays for Ad-hoc Around-the-Table
Collaboration
Session 2: Hardware, Sensing and Frameworks
/
Rädle, Roman
/
Jetter, Hans-Christian
/
Marquardt, Nicolai
/
Reiterer, Harald
/
Rogers, Yvonne
Proceedings of the 2014 ACM International Conference on Interactive
Tabletops and Surfaces
2014-11-16
p.45-54
© Copyright 2014 ACM
Summary: We present HuddleLamp, a desk lamp with an integrated RGB-D camera that
precisely tracks the movements and positions of mobile displays and hands on a
table. This enables a new breed of spatially-aware multi-user and multi-device
applications for around-the-table collaboration without an interactive
tabletop. At any time, users can add or remove displays and reconfigure them in
space in an ad-hoc manner without the need of installing any software or
attaching markers. Additionally, hands are tracked to detect interactions above
and between displays, enabling fluent cross-device interactions. We contribute
a novel hybrid sensing approach that uses RGB and depth data to increase
tracking quality and a technical evaluation of its capabilities and
limitations. For enabling installation-free ad-hoc collaboration, we also
introduce a web-based architecture and JavaScript API for future HuddleLamp
applications. Finally, we demonstrate the resulting design space using five
examples of cross-device interaction techniques.
[15]
Demonstrating HuddleLamp: Spatially-Aware Mobile Displays for Ad-hoc
Around-the-Table Collaboration
Demonstrations
/
Rädle, Roman
/
Jetter, Hans-Christian
/
Marquardt, Nicolai
/
Reiterer, Harald
/
Rogers, Yvonne
Proceedings of the 2014 ACM International Conference on Interactive
Tabletops and Surfaces
2014-11-16
p.435-438
© Copyright 2014 ACM
Summary: We present HuddleLamp, a desk lamp with an integrated RGB-D camera that
precisely tracks the movements and positions of mobile displays and hands on a
table. This enables a new breed of spatially-aware multi-user and multi-device
applications for around-the-table collaboration without an interactive
tabletop. At any time users can add or remove displays and reconfigure them in
space in an ad-hoc manner without the need of installing any software or
attaching markers. Additionally, hands are tracked to detect interactions above
and between displays, enabling fluent cross-device interactions. The demo
consists of the technical implementation of HuddleLamp's hybrid sensing and a
Web-based architecture for installation-free ad-hoc collaboration. We
demonstrate our implementation by showing a variety of possible interaction
techniques.
[16]
Bi-Modal Detection of Painful Reaching for Chronic Pain Rehabilitation
Systems
Oral Session 6: Healthcare and Assistive Technologies
/
Olugbade, Temitayo A.
/
Aung, M. S. Hane
/
Bianchi-Berthouze, Nadia
/
Marquardt, Nicolai
/
Williams, Amanda C.
Proceedings of the 2014 International Conference on Multimodal Interaction
2014-11-12
p.455-458
© Copyright 2014 ACM
Summary: Physical activity is essential in chronic pain rehabilitation. However,
anxiety due to pain or a perceived exacerbation of pain causes people to guard
against beneficial exercise. Interactive rehabilitation technology sensitive to
such behaviour could provide feedback to overcome such psychological barriers.
To this end, we developed a Support Vector Machine framework with the feature
level fusion of body motion and muscle activity descriptors to discriminate
three levels of pain (none, low and high). All subjects underwent a forward
reaching exercise which is typically feared among people with chronic back
pain. The levels of pain were categorized from control subjects (no pain) and
thresholded self reported levels from people with chronic pain. Salient
features were identified using a backward feature selection process. Using
feature sets from each modality separately led to high pain classification F1
scores of 0.63 and 0.69 for movement and muscle activity respectively. However
using a combined bimodal feature set this increased to F1 = 0.8.
[17]
The design of slow-motion feedback
Design methods
/
Vermeulen, Jo
/
Luyten, Kris
/
Coninx, Karin
/
Marquardt, Nicolai
Proceedings of DIS'14: Designing Interactive Systems
2014-06-21
v.1
p.267-270
© Copyright 2014 ACM
Summary: The misalignment between the timeframe of systems and that of their users
can cause problems, especially when the system relies on implicit interaction.
It makes it hard for users to understand what is happening and leaves them
little chance to intervene. This paper introduces the design concept of
slow-motion feedback, which can help to address this issue. A definition is
provided, together with an overview of existing applications of this technique.
[18]
Proxemic interactions with and around digital surfaces
Workshops and tutorials
/
Marquardt, Nicolai
Proceedings of the 2013 ACM International Conference on Interactive
Tabletops and Surfaces
2013-10-06
p.493-494
© Copyright 2013 ACM
Summary: This tutorial introduces strategies how the knowledge of people's and
devices' proxemic relationships can be applied to interaction design. The goal
is to inform the design of future proxemic-aware devices that -- similar to
people's natural expectations and use of proxemics -- allow increasing
connectivity and interaction possibilities when in proximity to people, other
devices, or objects. Towards this goal, the tutorial introduces strategies how
the fine-grained knowledge of proxemic relationships between entities can be
exploited in interaction design for digital surfaces (e.g., large interactive
displays, or portable tablets).
[19]
Sketching user experiences tutorial: stories, strategies, surfaces
Workshops and tutorials
/
Marquardt, Nicolai
Proceedings of the 2013 ACM International Conference on Interactive
Tabletops and Surfaces
2013-10-06
p.495-496
© Copyright 2013 ACM
Summary: Paper-pencil sketches are a valuable tool during different stages of
experience design in human-computer interaction. This hands-on tutorial will
demonstrate how to integrate sketching into researchers' and interaction
designers' everyday practice -- with a particular focus on the design of
applications for interactive surfaces (e.g., phones, tablets, tabletops,
interactive whiteboards). Participants will learn essential sketching
strategies, apply these in practice during various hands-on exercises, and
learn the various ways of using sketches as a tool when designing novel
interactive systems.
[20]
ProjectorKit: easing rapid prototyping of interactive applications for
mobile projectors
Unconventional mobile user interfaces, services and hardware
/
Weigel, Martin
/
Boring, Sebastian
/
Steimle, Jürgen
/
Marquardt, Nicolai
/
Greenberg, Saul
/
Tang, Anthony
Proceedings of 2013 Conference on Human-computer interaction with mobile
devices and services
2013-08-27
2013-08-27
p.247-250
© Copyright 2013 ACM
Summary: Researchers have developed interaction concepts based on mobile projectors.
Yet pursuing work in this area -- particularly in building projector-based
interactions techniques within an application -- is cumbersome and
time-consuming. To mitigate this problem, we contribute ProjectorKit, a
flexible open-source toolkit that eases rapid prototyping mobile projector
interaction techniques.
[21]
Gradual engagement: facilitating information exchange between digital
devices as a function of proximity
Multiple displays and devices
/
Marquardt, Nicolai
/
Ballendat, Till
/
Boring, Sebastian
/
Greenberg, Saul
/
Hinckley, Ken
Proceedings of the 2012 ACM International Conference on Interactive
Tabletops and Surfaces
2012-11-11
p.31-40
© Copyright 2012 ACM
Summary: The increasing number of digital devices in our environment enriches how we
interact with digital content. Yet, cross-device information transfer -- which
should be a common operation -- is surprisingly difficult. One has to know
which devices can communicate, what information they contain, and how
information can be exchanged. To mitigate this problem, we formulate the
gradual engagement design pattern that generalizes prior work in proxemic
interactions and informs future system designs. The pattern describes how we
can design device interfaces to gradually engage the user by disclosing
connectivity and information exchange capabilities as a function of
inter-device proximity. These capabilities flow across three stages: (1)
awareness of device presence/connectivity, (2) reveal of exchangeable content,
and (3) interaction methods for transferring content between devices tuned to
particular distances and device capabilities. We illustrate how we can apply
this pattern to design, and show how existing and novel interaction techniques
for cross-device transfers can be integrated to flow across its various stages.
We explore how techniques differ between personal and semi-public devices, and
how the pattern supports interaction of multiple users.
[22]
Cross-device interaction via micro-mobility and f-formations
Groups & crowds
/
Marquardt, Nicolai
/
Hinckley, Ken
/
Greenberg, Saul
Proceedings of the 2012 ACM Symposium on User Interface Software and
Technology
2012-10-07
v.1
p.13-22
© Copyright 2012 ACM
Summary: GroupTogether is a system that explores cross-device interaction using two
sociological constructs. First, F-formations concern the distance and relative
body orientation among multiple users, which indicate when and how people
position themselves as a group. Second, micro-mobility describes how people
orient and tilt devices towards one another to promote fine-grained sharing
during co-present collaboration. We sense these constructs using: (a) a pair of
overhead Kinect depth cameras to sense small groups of people, (b) low-power
8GHz band radio modules to establish the identity, presence, and coarse-grained
relative locations of devices, and (c) accelerometers to detect tilting of
slate devices. The resulting system supports fluid, minimally disruptive
techniques for co-located collaboration by leveraging the proxemics of people
as well as the proxemics of devices.
[23]
The fat thumb: using the thumb's contact size for single-handed mobile
interaction
Touch input
/
Boring, Sebastian
/
Ledo, David
/
Chen, Xiang 'Anthony'
/
Marquardt, Nicolai
/
Tang, Anthony
/
Greenberg, Saul
Proceedings of the 14th Conference on Human-computer interaction with mobile
devices and services
2012-09-21
p.39-48
© Copyright 2012 ACM
Summary: Modern mobile devices allow a rich set of multi-finger interactions that
combine modes into a single fluid act, for example, one finger for panning
blending into a two-finger pinch gesture for zooming. Such gestures require the
use of both hands: one holding the device while the other is interacting. While
on the go, however, only one hand may be available to both hold the device and
interact with it. This mostly limits interaction to a single-touch (i.e., the
thumb), forcing users to switch between input modes explicitly. In this paper,
we contribute the Fat Thumb interaction technique, which uses the thumb's
contact size as a form of simulated pressure. This adds a degree of freedom,
which can be used, for example, to integrate panning and zooming into a single
interaction. Contact size determines the mode (i.e., panning with a small size,
zooming with a large one), while thumb movement performs the selected mode. We
discuss nuances of the Fat Thumb based on the thumb's limited operational range
and motor skills when that hand holds the device. We compared Fat Thumb to
three alternative techniques, where people had to precisely pan and zoom to a
predefined region on a map and found that the Fat Thumb technique compared well
to existing techniques.
[24]
Extending a mobile device's interaction space through body-centric
interaction
Body, space and motion
/
Chen, Xiang 'Anthony'
/
Marquardt, Nicolai
/
Tang, Anthony
/
Boring, Sebastian
/
Greenberg, Saul
Proceedings of the 14th Conference on Human-computer interaction with mobile
devices and services
2012-09-21
p.151-160
© Copyright 2012 ACM
Summary: Modern mobile devices rely on the screen as a primary input modality. Yet
the small screen real-estate limits interaction possibilities, motivating
researchers to explore alternate input techniques. Within this arena, our goal
is to develop Body-Centric Interaction with Mobile Devices: a class of input
techniques that allow a person to position and orient her mobile device to
navigate and manipulate digital content anchored in the space on and around the
body. To achieve this goal, we explore such interaction in a bottom-up path of
prototypes and implementations. From our experiences, as well as by examining
related work, we discuss and present three recurring themes that characterize
how these interactions can be realized. We illustrate how these themes can
inform the design of Body-Centric Interactions by applying them to the design
of a novel mobile browser application. Overall, we contribute a class of mobile
input techniques where interactions are extended beyond the small screen, and
are instead driven by a person's movement of the device on and around the body.
[25]
The narrative storyboard: telling a story about use and context over time
Features
/
Greenberg, Saul
/
Carpendale, Sheelagh
/
Marquardt, Nicolai
/
Buxton, Bill
interactions
2012-01-01
v.19
n.1
p.64-69
© Copyright 2012 ACM