What do Objects Mean?: Early Tangibility in and around Interval Research

M. Withgott
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引用次数: 2

Abstract

How can designers benefit from the physical and symbol-using practices that define people? Projects in and around Interval Research Corporation explored tangibles in audio, video and physical token-based computation. Four endeavors clarify what happens offscreen when participants play and collaborate. Understanding deeper issues of on- and offscreen distinctiveness, representation and embodiment is of interest, we maintain, because our current understanding of tangible design has undersold one core virtue of TUIs: tangible computing enables hardware/software systems that are non-isolating. When people are not isolated from the physical world, or from other people, they can rely on a supportive environment to help them manage confusingly large sets of objects and referents, and to share the knowledge with large sets of others. This very human part of computer interaction, we submit, gives rise to language-like structure, games, sorting, stealing, and more. If we let it, it could fundamentally change our relationship to the computer as we design new interfaces for the increasing number of computerized objects around us.
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对象是什么意思?:间隔研究及其周围的早期有形性
设计师如何从定义人的物理和符号使用实践中获益?Interval Research Corporation内部和周围的项目探索了音频、视频和基于令牌的物理计算的有形产品。四项努力阐明了当参与者玩游戏和合作时屏幕外发生了什么。我们认为,理解屏幕内外的独特性、表现和体现等更深层次的问题是有意义的,因为我们目前对有形设计的理解低估了ui的一个核心优点:有形计算使硬件/软件系统非隔离。当人们不与物理世界或其他人隔离时,他们可以依靠一个支持性的环境来帮助他们管理令人困惑的大量对象和指涉物,并与大量其他人分享知识。我们认为,计算机交互中非常人性化的部分产生了类似语言的结构、游戏、排序、偷窃等等。如果我们听任其发展,它可能会从根本上改变我们与计算机的关系,因为我们会为身边越来越多的计算机化物体设计新的界面。
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