[1]
Tactile Dialogues: Personalization of Vibrotactile Behavior to Trigger
Interpersonal Communication
Work-in-Progress: Poster/Demo Presentations
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Schelle, Kimberly Johanna
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Naranjo, Carolina Gomez
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Bhömer, Martijn ten
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Tomico, Oscar
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Wensveen, Stephan
Proceedings of the 2015 International Conference on Tangible and Embedded
Interaction
2015-01-15
p.637-642
© Copyright 2015 ACM
Summary: This article describes tests that have been conducted with Tactile
Dialogues, a textile pillow that can react to touch with vibrotactile stimuli
and haptic sensations. Tactile Dialogues is designed to stimulate movement and
interpersonal contact for patients in the late stages of dementia, their family
members and their caregivers. The most recent prototype of the pillow has been
tested during 15 separate visits of family members or caregivers with patients.
The aim of these tests is to find out whether personalization of the
vibrotactile stimuli is appreciated over a mirroring vibrotactile behavior. We
propose a three-scale measurement to help family members and caregivers examine
the responses of the patient: muscular relaxation, physical movement and
interpersonal contact. Through the semi-structured interviews we identified
that family members and caregivers do appreciate the opportunity to personalize
the vibrotactile behavior and that the pillow mainly functions as a way to
establish communication with the patient.
[2]
Wearable Senses, Department of Industrial Design, TU Eindhoven
Day in the lab
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Tomico, Oscar
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Wensveen, Stephan
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Kuusk, Kristi
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Bhömer, Martijn ten
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Ahn, René
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Toeters, Marina
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Versteeg, Maarten
interactions
2014-07
v.21
n.4
p.16-19
© Copyright 2014 ACM
Summary: As told by Oscar Tomico, Stephan Wensveen, Kristi Kuusk, Martijn ten
Bhömer, René Ahn, Marina Toeters, and Maarten Versteeg
[3]
Growth plan for an inspirational test-bed of smart textile services
Pictorials I
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Wensveen, Stephan
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Tomico, Oscar
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Bhömer, Martijn ten
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Kuusk, Kristi
Proceedings of DIS'14: Designing Interactive Systems
2014-06-21
v.1
p.141-150
© Copyright 2014 ACM
Summary: In this pictorial we visualize the growth plan for an inspirational test-bed
of smart textile product service systems. The goal of the test-bed is to
inspire and inform the Dutch creative industries of textile, interaction and
service design to combine their strengths and share opportunities. The pictures
exemplify the characteristic tools, approaches and prototypes for three phases
of growth: Incubation, Nursery and Adoption.
[4]
Designing for perceptual crossing: designing and comparing three behaviors
Papers: embodied interaction 2
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Deckers, Eva
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Wensveen, Stephan
/
Levy, Pierre
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Ahn, Rene
Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems
2013-04-27
v.1
p.1901-1910
© Copyright 2013 ACM
Summary: Perceptual crossing is the reciprocal interplay of perceiving while being
perceived. In this paper we discuss the last iteration of our ongoing research
project on designing for perceptive qualities in systems of interactive
products. We describe the design of explorative behavior in an artifact to
enable the artifact and a person to engage in perceptual crossing. The
explorative behavior is compared to the following and active behavior, the
results of two earlier iterations. Through the iterations we formulated,
applied and evaluated design relevant knowledge in the form of seven design
notions. These notions inform design-researchers and design-practitioners on
how to design for perceptive qualities in systems of interactive products. Here
we specifically focus on how the artifact detects active perceptive behavior of
a person, and how the artifact becomes aware of bygone perception and
anticipates on future perception. An experiment shows how participants
preferred the resulting explorative behavior that is closest to our theoretical
framework based on phenomenology.
[5]
How to design for transformation of behavior through interactive materiality
Design practice
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Stienstra, Jelle
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Alonso, Miguel Bruns
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Wensveen, Stephan
/
Kuenen, Stoffel
Proceedings of the 7th Nordic Conference on Human-Computer Interaction
2012-10-14
p.21-30
© Copyright 2012 ACM
Summary: This paper presents a design approach tackling the transformation of
behavior through 'interactive materiality' from a phenomenological perspective.
It builds upon the Interaction Frogger framework that couples action to
reaction for intuitive mapping in intelligent product interaction. Through the
discussion of two research-through-design cases, the augmented speed-skate
experience and affective pen, it highlights the opportunities for design of an
action-perception loop. Consequently, an approach is suggested that defines
three steps to be incorporated in the design process: affirming and
appreciating current behavior; designing continuous mapping for transformation;
and fine-tuning sensitivities in the interactive materiality. Thereby, it
discusses how behavior transformation through interactive materiality derived
from a theoretical level, can contribute to design knowledge on the
implementation level. The aim of this paper is to inspire design-thinking to
shift from the cognitive approach of persuasion, to a meaningful and embodied
mechanism respecting all human skills, by providing practical insights for
designers.
[6]
There is more in a single touch: mapping the continuous to the discrete
Facing complexity
/
Stienstra, Jelle
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Overbeeke, Kees
/
Wensveen, Stephan
Proceedings of CHItaly '11: ACM SIGCHI Italian Chapter International
Conference on Computer-Human Interaction
2011-09-13
p.27-32
© Copyright 2011 ACM
Summary: In this paper, we present the Sensible Alternative, a concept that enables
smart-phone users to navigate between applications by accessing
action-possibility-depending and personalized-associated applications. A single
added touch-sensitive spot on the back-side of the smart-phone provides an
alternative layer of interaction between human and machine, on top of
hierarchical system architectures. We designed and prototyped this interaction
layer that exploits the advantage of the continuous and the discrete powers of
man and machine. In our case study, we explore several consequences of a
phenomenological approach for designing complex systems, products and related
services. Here we present the research-through-design case and our reflections
based on qualitative expert confrontations on the heuristics and experience of
the use case, the Sensible Alternative. With this work we hope to inspire
design thinking to shift from hierarchical, procedural and structured design
mechanisms to embodied mechanisms when addressing complexity.
[7]
Embodying complexity through movement sonification: case study on empowering
the speed-skater
Emotion and experience
/
Stienstra, Jelle
/
Overbeeke, Kees
/
Wensveen, Stephan
Proceedings of CHItaly '11: ACM SIGCHI Italian Chapter International
Conference on Computer-Human Interaction
2011-09-13
p.39-44
© Copyright 2011 ACM
Summary: In this paper, we describe the Augmented Speed-skate Experience (ASE), a
case of movement sonification in professional speed-skating. We designed and
developed a system that provides feedback on technique to a professional
speed-skater through an extra sense-modality, i.e. sound. Complexity is
incorporated directly by the athlete and not through an external system that
would feedback representational judgments of improving speed-skating technique.
This research-through-design case explores the conditions for mapping
information directly to the body. This is done by an evaluation on several sets
of continuous parameter mappings in a field-lab setup. Results from this
qualitative evaluations show that the movement sonification mappings cause
inter-modal convergence, resulting in actual improvement. We designed a
movement sonification mapping of speed-skating technique that is informative,
motivating, non-coercive, robust and easy to apply. Feedback designed according
to existing natural acoustic conventions inherently coupled to the
speed-skaters actions, allows for complex information to be assessed and
embodied by the athlete thus improving his skating technique.
[8]
An experimental research project: wearable technology for embodiment of
emotions
Aesthetics of interaction models
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Ugur, Seçil
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Mangiarotti, Raffaella
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Bordegoni, Monica
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Carulli, Marina
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Wensveen, S. A. G.
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Duncker, I. Laura
Proceedings of the 2011 Conference Designing Pleasurable Products and
Interfaces
2011-06-22
p.32
© Copyright 2012 ACM
Summary: Clothing is the most intimate artefact that interacts with both body and
society. Over the past quarter century, with the introduction of new
technologies, people are experiencing unprevented changes in their behaviours
and way of living. Technology is becoming a large part of daily life and its
unchecked influence has many emotional consequences, many of which are
overlooked. The aim of this research is integrating textiles with new
technologies to create garments that provide new social interactions and
avenues for emotional expression. The experimental project has been done to
explore new possible interaction scenarios through wearable technologies by
turning an intangible phenomenon, emotion, to a tangible artefact. The paper
refers to the research question: 'How can an intangible fact, which is known as
existing but doesn't have a physical matter, emotion, be embodied and
transmitted through technology?' by means of a theoretical study on wearable
technologies and its role in emotional communication, following with an
experimental project carried out as both virtual and real prototypes. This
paper not only focuses on the prototyping process, but also addresses the user
experience during the interaction by various user perception tests.
[9]
Designing for perceptual crossing to improve user involvement
Storytelling & perceptual crossing
/
Deckers, Eva
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Wensveen, Stephan
/
Ahn, Rene
/
Overbeeke, Kees
Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems
2011-05-07
v.1
p.1929-1938
© Copyright 2011 ACM
Summary: In this paper we describe our research on how to design for perceptive
activity in artifacts in order for perceptual crossing between subject and
artifact to happen. We base our research on the phenomenology of perception
[19] and on ecological psychology [10]. Perceptual crossing is believed to be
essential to share perception and thereby to feel involved in the situation
[5,15]. We propose a theoretical model in which perceptive connections between
user, artifact and event are presented. We designed an artifact to function as
physical hypotheses [9] and show the design relevance of the model. In an
experiment we investigate how the user's feeling of involvement is influenced
in relation to differentiations of the proposed theoretical model. The results
of our experiment show that indeed perceptual crossing between user and
artifact influences the user's feeling of involvement with the artifact in
their common space. We conclude with describing several design notions
important for designing for perceptive activity in artifacts.
[10]
PeR: designing for perceptive qualities
Video night presentations
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Deckers, Eva
/
Wensveen, Stephan
/
Overbeeke, Kees
Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems
2011-05-07
v.2
p.491
© Copyright 2011 ACM
Summary: In this video we show PeR, short for 'Perception Rug'. The design is created
as part of our research on how to design for perceptive qualities in objects.
This research is conducted around the educational and research theme 'Wearable
Senses' and has a theoretical departure in the 'phenomenology of perception'
and 'ecological psychology'. The integration of conductive and optic fibers,
respectively enable PeR to sense the touch of a person and to let a body of
light behave within the surface of the rug. The design can be used as a
platform for the exploration of perceptive behavior. Different design
characteristics, like the size of the light body, the speed by which the body
moves, its shape, focus and direction, can be adjusted in order to design
behavior.
[11]
Quality control: a panel on the critique and criticism of design research
Panel
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Forlizzi, Jodi
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DiSalvo, Carl
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Bardzell, Jeffrey
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Koskinen, Ilpo
/
Wensveen, Stephan
Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems
2011-05-07
v.2
p.823-826
© Copyright 2011 ACM
Summary: Design research is an emerging area in design that has increasing relevance
to the field of HCI. While we have made advances in integrating design research
methods, approaches, and outcomes in HCI, we still have a way to go. This is
due to fundamental differences in the development of design knowledge as
compared to scientific knowledge and knowledge about human theories of
behavior. We call together this panel at CHI 2011, comprised of leading
HCIdesign researchers, to explore ways to develop and refine critical
discussions of design research within the HCI community.
[12]
Do knobs have character?: exploring diversity in users' inferences
Works in progress
/
Karapanos, Evangelos
/
Wensveen, Stephan
/
Friederichs, Bart
/
Martens, Jean-Bernard
Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems
2008-04-05
v.2
p.2907-2912
© Copyright 2008 ACM
Summary: Physical controls are now ubiquitous in everyday interactions. Empirical
studies of physical interactions have traditionally been exploring instrumental
aspects such as error rate and experienced workload. Recently, affective
aspects of physical interaction have attracted an increased interest. In this
paper we further argue that physical controls might have a character. We
describe an exploratory study that aimed at understanding whether individuals
form character judgments of physical controls based on haptic information, and
explored the diversity across individuals' inference processes.
[13]
Designing tangible artefacts for playful interactions and dialogues
Aesthetic interaction 1 -- play and pleasure
/
Feltham, Frank
/
Vetere, Frank
/
Wensveen, Stephan
Proceedings of the 2007 Conference Designing Pleasurable Products and
Interfaces
2007-08-22
p.61-75
Keywords: design, interaction design, intergenerational communication, ludic activity,
phatic technologies, playful interaction
© Copyright 2007 ACM
Summary: This paper reports on the design process and iterative development of two
tangible artefacts that aim to encourage and explore playful interactions and
dialogues between grandchildren and grandparents living at separate locations.
These designed prototypes respond to the Magic Box which is a cultural probe
specifically created to explore playful activity at-a-distance in a
non-electronic way. This paper reports on the process of project definition,
technical design requirements, scenario creation and iterative prototype
development. We interpret the ethnographic data from the Magic Box research; we
develop activity scenarios to describe potential activities; and we design and
develop working interaction prototypes to be tested in the field in future
studies.
[14]
EDITED BOOK
Funology: From Usability to Enjoyment
Human-Computer Interaction Series 3
/
Blythe, Mark A.
/
Overbeeke, Kees
/
Monk, Andrew F.
/
Wright, Peter C.
2005
n.28
p.281
Springer Netherlands
DOI: 10.1007/1-4020-2967-5
== Theories and Concepts ==
Introduction to Section 1 (3-5)
Let's Make Things Engaging (7-17)
+ Overbeeke, Kees
+ Djajadiningrat, Tom
+ Hummels, Caroline
+ Wensveen, Stephan
+ Prens, Joep
The Engineering of Experience (19-29)
+ Sengers, Phoebe
The Thing and I: Understanding the Relationship Between User and Product (31-42)
+ Hassenzahl, Marc
Making Sense of Experience (43-53)
+ Wright, Peter
+ McCarthy, John
+ Meekison, Lisa
Enjoyment: Lessons from Karasek (55-65)
+ Brandtzæg, Petter Bae
+ Følstad, Asbjørn
+ Heim, Jan
Fun on the Phone: The Situated Experience of Recreational Telephone Conferences (67-79)
+ Reed, Darren J.
The Enchantments of Technology (81-90)
+ McCarthy, John C.
+ Wright, Peter C.
The Semantics of Fun: Differentiating Enjoyable Eeperiences (91-100)
+ Blythe, Mark
+ Hassenzahl, Marc
== Methods and Techniques ==
User Empowerment and the Fun Factor (103-105)
+ Nielsen, Jakob
Introduction to Section 2 (107-109)
Measuring Emotion: Development and Application of an Instrument to Measure Emotional Responses to Products (111-123)
+ Desmet, Pieter
That's Entertainment! (125-136)
+ Karat, John
+ Karat, Clare-Marie
Designing for Fun: User-Testing Case Studies (137-150)
+ Pagulayan, Randy J.
+ Steury, Keith R.
+ Fulton, Bill
+ Romero, Ramon L.
Playing Games in the Emotional Space (151-163)
+ Andersen, Kristina
+ Jacobs, Margot
+ Polazzi, Laura
Deconstructing Experience: Pulling Crackers Apart (165-178)
+ Dix, Alan
Designing Engaging Experiences with Children and Artists (179-187)
+ Hull, Richard
+ Reid, Jo
Building Narrative Experiences for Children Through Real Time Media Manipulation: Pogo World (189-199)
+ Rizzo, Antonio
+ Marti, Patrizia
+ Decortis, Françoise
+ Rutgers, Job
+ Thursfield, Paul
== Case Studies in Design ==
Introduction to Section 3 (203-204)
The Joy of Telephony: Designing Appealing Interactions (205-211)
+ Hohl, Hubertus
+ Wissmann, Klaus
+ Burger, Manfred
From Usable to Enjoyable Information Displays (213-221)
+ Ljungblad, Sara
+ Skog, Tobias
+ Holmquist, Lars Erik
Fun for All: Promoting Engagement and Paraticipation in Community Programming Projects (223-232)
+ Rosson, Mary Beth
+ Carroll, John M.
Storytelling & Conversation to Improve the Fun Factor in Software Applications (233-241)
+ Braun, Norbert
Deconstructing Ghosts (243-248)
+ Sykes, Jonathan
+ Wiseman, Richard
Interfacing the Narrative Experience (249-256)
+ Falk, Jennica
Whose Line is It Anyway? Enabling Creative Appropriation of Television (257-263)
+ Blankinship, Erik
+ Esara, Pilapa
The Interactive Installation ISH: In Search of Resonant Human Product Interaction (265-274)
+ Hummels, Caroline
+ Overbeeke, Kees
+ Van Der Helm, Aadjan
Fun with Your Alarm Clock: Designing for Engaging Experiences Through Emotionally Rich Interaction (275-281)
+ Wensveen, Stephan
+ Overbeeke, Kees
[15]
Interaction frogger: a design framework to couple action and function
through feedback and feedforward
Please touch tangible UIs
/
Wensveen, S. A. G.
/
Djajadiningrat, J. P.
/
Overbeeke, C. J.
Proceedings of DIS'04: Designing Interactive Systems
2004-08-01
p.177-184
© Copyright 2003 ACM
Summary: In this paper we present a design framework to analyze person-product
interaction. Its focus is on how the user's action and the product's function
are coupled through different types of feedback and feedforward: inherent and
augmented information. Instead of using the notion of 'coupling' in an abstract
sense, our framework tries to give six practical characteristics for coupling
action and information, i.e., time, location, direction, dynamics, modality and
expression. Unifying action and information on each of these aspects makes the
interaction intuitive. The framework invites and challenges designers to
explore couplings leading towards embodied freedom of interaction.
[16]
Beauty in Use
/
Overbeeke, Kees
/
Wensveen, Stephan
Human-Computer Interaction
2004
v.19
n.4
p.367-369
© Copyright 2004 Lawrence Erlbaum Associates
[17]
Freedom of fun, freedom of interaction
More funology: design
/
Wensveen, Stephan
/
Overbeeke, Kees
/
Djajadiningrat, Tom
/
Kyffin, Steven
interactions
2004
v.11
n.5
p.59-61
© Copyright 2004 ACM
[18]
From perception to experience, from affordances to irresistibles
Reflection on pleasure
/
Overbeeke, Kees C. J.
/
Wensveen, Stephan S. A. G.
Proceedings of the 2003 Conference Designing Pleasurable Products and
Interfaces
2003-06-23
p.92-97
Keywords: author's kit, conference publications, guides, instructions
© Copyright 2003 ACM
Summary: What is design doing at universities, and organizing conferences on
pleasurable products?
[19]
But how, Donald, tell us how?: on the creation of meaning in interaction
design through feedforward and inherent feedback
Section 06: objects in space
/
Djajadiningrat, Tom
/
Overbeeke, Kees
/
Wensveen, Stephan
Proceedings of DIS'02: Designing Interactive Systems
2002-06-25
p.285-291
© Copyright 2002 ACM
[20]
Push me, shove me and I show you how you feel: recognising mood from
emotionally rich interaction
Exhibits
/
Wensveen, Stephan
/
Overbeeke, Kees
/
Djajadiningrat, Tom
Proceedings of DIS'02: Designing Interactive Systems
2002-06-25
p.335-340
© Copyright 2002 ACM
Summary: The mood or emotional state you are in colours the way you interact with
people and systems. Future interactive systems need to recognise emotional
aspects in order to be truly adaptive. We designed an alarm clock, which
elicits rich expressive behaviour and demonstrated that it is able to read your
mood from the way you set it. We validated film clips, used them to induce
moods after which participants had to set the alarm clock. From the dynamic
setting behaviour we inferred parameters from which we calculated equations to
identify the mood. The results illustrate the importance of a tight coupling
between action and appearance in interaction design, through freedom of
interaction and matching inherent feedback.
[21]
Touch Me, Hit Me and I Know How You Feel: A Design Approach to Emotionally
Rich Interaction
New Directions for Design
/
Wensveen, Stephan
/
Overbeeke, Kees
/
Djajadiningrat, Tom
Proceedings of DIS'00: Designing Interactive Systems
2000-08-17
p.48-52
Keywords: Information Systems -Information Interfaces and Presentation - User
Interfaces (H.5.2): Interaction styles; Computing Milieux -Management of
Computing and Information Systems - Project and People Management (K.6.1):
Systems analysis and design; Information Systems -Models and Principles -
User/Machine Systems (H.1.2); emotion, product design, rich interaction,
tangibility
© Copyright 2000 ACM
Summary: In this paper we propose a 3-step method for designing emotionally rich
interactions, illustrated by the design of an alarm clock. By emotionally rich
interaction we understand interaction that heavily relies on emotion expressed
through action. The method addresses three questions: What are the relevant
emotional aspects for a context for experience? How can a product recognise and
express these aspects? How should the product adapt its behaviour to the user
on the basis of this information? The essence of our approach is that a product
not only elicits emotionally expressive actions, but that the feedback is
inextricably linked to these actions. The feedback should be inherent to the
design, and not gratuitously added.
[22]
Augmenting fun and beauty: a pamphlet
/
Djajadiningrat, J. P.
/
Overbeeke, C. J.
/
Wensveen, S. A. G.
Proceedings of DARE 2000 on Designing Augmented Reality Environments
2000-04-12
p.131-134
Keywords: aesthetics, augmented reality, emotion, perceptual-motor, usability
© Copyright 2000 ACM
Summary: In this article we describe how the augmented reality and product design
communities, which share the common interest of combining the real and the
virtual, might learn from each other. From our side, we would like to share
with you some of our ideas about product design which we consider highly
relevant for the augmented reality community. In a pamphlet we list 10
sloganesque points for action which challenge the status quo in product design.
Finally, we present some projects which show how these points could be
implemented. We hope this approach will inspire those involved in augmented
reality design and help them to avoid the pitfalls that the product design
community is now trying to crawl out of.