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Engaging Encounters: Sketching the Future of TEI 引人入胜的邂逅:描绘TEI的未来
Caroline Hummels
As part of the one-year project "Engaging Encounters: Sketching the Future together", this studio-workshop will explore hands-on how the work and ideas of TEI can influence our interaction with the world in the upcoming decade. It explores the character of the different paradigms underlying the TEI community and their potential influence on our future society and as well as on our TEI community. Especially for this TEI'15 conference, six personal 1.5-hour encounters with TEI participants are organised to discuss, explore and sketch the future of TEI. The results of these encounters will be included on a blog, book and movie about the overall Engaging Encounters project, as well as in a special publication about the future of TEI. Through all the encounters and 'publications', this project aims at inspiring people in their work and perspective on the world, including TEI, and their contribution in shaping the future together.
作为为期一年的项目“参与相遇:共同勾勒未来”的一部分,这个工作室工作坊将探索TEI的工作和理念如何在未来十年影响我们与世界的互动。它探讨了技术创新社区的不同模式的特点,以及它们对我们未来社会和技术创新社区的潜在影响。特别是在TEI'15会议上,组织了六次与TEI参与者的1.5小时个人会面,讨论,探索和描绘TEI的未来。这些会面的结果将被收录在博客、书籍和电影中,介绍整个“参与会面”项目,以及一份关于TEI未来的特别出版物。通过所有的会面和“出版物”,该项目旨在激励人们的工作和对世界的看法,包括TEI,以及他们为共同塑造未来所做的贡献。
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引用次数: 1
Making Storytelling Personal: Finding Your User in Your Story 让故事个人化:在故事中找到你的用户
B. Karanian, Erica S. Savig
Have you ever asked yourself if we blur the lines between the Who in our user's story and the Me in our personal story? This Workshop is based on the premise that finding our personal stories enhances our capacity to step into our user's shoes for deeper insights that fuel design. Discover engaging parallel stories using a variety of validated processes. Through a thought-provoking, psychodynamic and design-thinking approach, we will detangle each other's stories to reveal tangible translations on multiple levels. The active workshop will consist of planned imaginative prompts and an assortment of expressive modes such as one-minute interviews, drawing, prototype writing, and simulations. The overall process will draw us closer to our users and to ourselves, while creating necessary distance as we discover story overlaps. Each of us will leave with fresh insight into the Why we are designing, and more clarity into the potential impact of our design initiatives.
你有没有问过自己,我们是否模糊了用户故事中的“谁”和个人故事中的“我”之间的界限?这个工作坊是基于这样一个前提:找到我们的个人故事可以增强我们进入用户的能力,从而获得更深层次的见解,从而为设计提供动力。使用各种经过验证的过程发现引人入胜的平行故事。通过发人深省、心理动力学和设计思维的方法,我们将梳理彼此的故事,在多个层面上揭示切实的翻译。活跃的工作坊将包括计划的富有想象力的提示和各种表达模式,如一分钟的采访,绘画,原型写作和模拟。整个过程将拉近我们与用户和我们自己的距离,同时在我们发现故事重叠时创造必要的距离。我们每个人都会对我们为什么要设计有新的见解,并且更清楚地了解我们的设计计划的潜在影响。
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引用次数: 0
Shimmering Smartwatches: Exploring the Smartwatch Design Space 闪闪发光的智能手表:探索智能手表的设计空间
Cheng Xu, Kent Lyons
We examine the nature of smartwatches and explore their associated user interface design space in this paper. Several smartwatches are using small graphical displays and as such are adopting similar forms. However, there are indications that other designs could be feasible. We discuss how smartwatches might use non-graphical displays and still offer "smart" capabilities. To demonstrate feasibility, we present two smartwatch prototypes and show how LED arrays can be used to dynamically support several functions needed by smartwatch applications. Finally, we discuss some tradeoffs associated with this approach and point to additional opportunities for investigating smartwatch designs.
在本文中,我们将研究智能手表的本质,并探索其相关的用户界面设计空间。一些智能手表正在使用小型图形显示器,因此也采用了类似的形式。然而,有迹象表明,其他设计可能是可行的。我们讨论了智能手表如何在使用非图形显示的同时仍然提供“智能”功能。为了证明可行性,我们展示了两个智能手表原型,并展示了如何使用LED阵列来动态支持智能手表应用所需的几个功能。最后,我们讨论了与这种方法相关的一些权衡,并指出了研究智能手表设计的其他机会。
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引用次数: 48
MagnID: Tracking Multiple Magnetic Tokens MagnID:跟踪多个磁性令牌
Andrea Bianchi, Ian Oakley
Tangible systems present compelling interaction opportunities but are typically enabled by complex, bulky, awkward or expensive sensing infrastructures. This hinders their adoption in many application areas. In order to address this issue, this paper explores the use of simple active magnetic tokens that create carefully controlled patterns of varying magnetic flux as the building blocks of tangible systems. We describe the construction of these tokens and a software system capable of detecting their presence and inferring their location based on data sampled from a single triaxial magnetometer a standard component of most current mobile devices. The system can recognize token positions from a set of six pre-calibrated locations with an accuracy of 99%. We describe the hardware and software components of this system and five demonstration applications that illustrate its functionality.
有形系统提供了引人注目的交互机会,但通常由复杂、笨重、笨拙或昂贵的传感基础设施实现。这阻碍了它们在许多应用领域的采用。为了解决这个问题,本文探讨了使用简单的主动磁令牌来创建精心控制的不同磁通量的模式,作为有形系统的构建块。我们描述了这些令牌的构造和一个软件系统,该系统能够根据从单个三轴磁力计(大多数当前移动设备的标准组件)采样的数据检测它们的存在并推断它们的位置。该系统可以从一组六个预先校准的位置识别标记位置,准确率为99%。我们描述了该系统的硬件和软件组件,以及说明其功能的五个演示应用程序。
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引用次数: 19
HandiMate: Create and Animate using Everyday Objects as Material handmate:使用日常物体作为材料创建和动画
Jasjeet Singh Seehra, Ansh Verma, K. Peppler, K. Ramani
The combination of technological progress and a growing interest in design has promoted the prevalence of DIY (Do It Yourself) and craft activities. We introduce HandiMate, a platform that makes it easier for people without technical expertise to fabricate and animate electro-mechanical systems from everyday objects. Our goal is to encourage creativity, expressiveness and playfulness. The user can assemble his or her hand crafted creations with HandiMate--s joint modules and animate them via gestures. The joint modules are packaged with an actuator, a wireless communication device and a micro-controller. This modularization makes quick electro-mechanical prototyping just a matter of pressing together velcro. Animating these constructions is made intuitive and simple by a glove-based gestural controller. Our study conducted with children and adults demonstrates a high level of usability (system usability score 79.9). It also indicates that creative ideas emerge and are realized in a constructive and iterative manner in less than 90 minutes. This paper describes the design goals, framework, interaction methods, sample creations and evaluations methods.
技术进步和对设计日益增长的兴趣的结合促进了DIY(自己动手)和工艺活动的流行。我们推出了handmate,这是一个平台,使没有技术专长的人更容易从日常物品中制造和动画机电系统。我们的目标是鼓励创造力,表现力和游戏性。用户可以用handmate的联合模块组装他或她的手工制作的作品,并通过手势使它们动画。关节模块封装有一个执行器、一个无线通信设备和一个微控制器。这种模块化使得快速的电子机械原型只需要将魔术贴压在一起。动画这些结构是直观和简单的基于手套的手势控制器。我们对儿童和成人进行的研究显示了高水平的可用性(系统可用性得分为79.9)。它还表明,在不到90分钟的时间里,创造性的想法以建设性和迭代的方式出现并实现。本文阐述了设计目标、框架、交互方法、样本制作和评价方法。
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引用次数: 5
Costumes as Game Controllers: An Exploration of Wearables to Suit Social Play 作为游戏控制器的服装:探索适合社交游戏的可穿戴设备
K. Isbister, Kaho Abe
We present an ongoing project exploring the use of costumes as game controllers. This collaboration between an artist and a researcher involves creating and evaluating a game for two players that uses costumes to drive core mechanics and interactions. We aim to give players a sense of transformation and connection, and to create an engaging spectacle for others. We discuss the design of the game, iterations in its form, and our plans for conducting user research with the finished game.
我们提出了一个正在进行的项目,探索使用服装作为游戏控制器。美工和研究人员之间的合作涉及为两名玩家创造和评估游戏,并使用服装推动核心机制和互动。我们的目标是给玩家一种转变和联系的感觉,并为其他人创造一个引人入胜的场景。我们讨论了游戏的设计,游戏形式的迭代,以及我们在完成游戏后进行用户研究的计划。
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引用次数: 23
Assisting Caregivers of Children with Cerebral Palsy: Towards a Self-Feeding Assessment Spoon 协助脑性麻痹儿童的照顾者:迈向自我喂养评估匙
Oren Zuckerman, Ronit Slyper, T. Keren-Capelovitch, Ayelet Gal-Oz, Tamar Gal, P. Weiss
Many children with cerebral palsy (CP) encounter great difficulties mastering self-feeding. We set out to assess the self-feeding skills of young children with CP via a novel instrumented spoon that monitors upper extremity biomechanics involved in eating. We describe the initial stages of an iterative design process, consisting of a focus group with domain experts, and rapid-prototyping. We discuss the physical, assessment and safety requirements for the spoon. In addition, we explain the potential of tangible interfaces to provide professional caregivers with valuable information regarding each child.
许多脑瘫儿童在掌握自我喂养方面遇到了很大的困难。我们开始通过一种新型的仪器勺子来评估患有CP的幼儿的自我喂养技能,这种勺子可以监测与进食有关的上肢生物力学。我们描述了迭代设计过程的初始阶段,包括由领域专家组成的焦点小组和快速原型。我们讨论了勺子的物理、评估和安全要求。此外,我们解释了有形界面的潜力,为专业护理人员提供有关每个孩子的宝贵信息。
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引用次数: 3
Pattern Stations: Extending Textile Materials through Tangible Interaction 图案站:通过有形互动延伸纺织材料
Bert Bongers, Cecilia Heffer
Pattern Stations is a collaborative project between textile designer and artist Cecilia Heffer and interface designer and interaction researcher Bert Bongers. The interactive installations create patterns, extending the textile patterns through sensors, cameras and computation. The tangible patterns installation is developed specifically for the TEI conference, and aims to give the audience an experience of manipulation of physical objects and materials.
Pattern Stations是纺织品设计师和艺术家Cecilia Heffer与界面设计师和交互研究员Bert Bongers的合作项目。互动装置创造图案,通过传感器、摄像头和计算扩展纺织品图案。有形的图案装置是专门为TEI会议开发的,旨在给观众一种操纵物理对象和材料的体验。
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引用次数: 4
A Study to Empower Children to Design Movable Tactile Pictures for Children with Visual Impairments 赋予儿童设计视觉障碍儿童可移动触觉图片的能力研究
Jeeeun Kim, Hyunjoo Oh, Tom Yeh
3D Printing has shown a great potential to print tactile picture books, in order to cultivate emergent literacy for children with visual impairments. However, currently available 3D design tools are hard to learn, resulting in children to be excluded from the participatory design of tactile pictures. Also, existing 3D design software lacks of functionality to incorporate mobility and rich textures, which is critical aspect of the effective tactile picture. In this paper, we review our formative studies, presenting a hands-on design process for children to empower their own creativities into 3D tactile pictures design, and to engage them to bring other materials to enhance touch experiences.
3D打印在打印触觉绘本方面显示出了巨大的潜力,以培养有视觉障碍的儿童的紧急读写能力。然而,目前可用的3D设计工具难以学习,导致儿童被排除在触觉图片的参与式设计之外。此外,现有的3D设计软件缺乏将移动性和丰富的纹理结合起来的功能,这是有效触觉图像的关键方面。在本文中,我们回顾了我们的形成性研究,提出了一个动手设计的过程,让孩子们把自己的创造力融入到3D触觉图片设计中,并让他们带上其他材料来增强触觉体验。
{"title":"A Study to Empower Children to Design Movable Tactile Pictures for Children with Visual Impairments","authors":"Jeeeun Kim, Hyunjoo Oh, Tom Yeh","doi":"10.1145/2677199.2688815","DOIUrl":"https://doi.org/10.1145/2677199.2688815","url":null,"abstract":"3D Printing has shown a great potential to print tactile picture books, in order to cultivate emergent literacy for children with visual impairments. However, currently available 3D design tools are hard to learn, resulting in children to be excluded from the participatory design of tactile pictures. Also, existing 3D design software lacks of functionality to incorporate mobility and rich textures, which is critical aspect of the effective tactile picture. In this paper, we review our formative studies, presenting a hands-on design process for children to empower their own creativities into 3D tactile pictures design, and to engage them to bring other materials to enhance touch experiences.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-01-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129443590","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 11
Designing Wearable Haptic Information Displays for People with Vision Impairments 为视力障碍人士设计可穿戴触觉信息显示器
Marlon Twyman, Joe Mullenbach, Craig D. Shultz, J. E. Colgate, Anne Marie Piper
With the ubiquity of wearable computing, an important and emerging challenge is to understand how to design wearable information displays for non-visual, non-auditory interaction. This is particularly relevant to the design of accessible technologies for people with vision impairments. Working towards this aim, we developed a smartwatch prototype that uses variable friction surface haptics to test initial design concepts. Through interviews and iterative prototyping with seven blind users, we identified three key use cases for a haptic smartwatch as well as embodied conceptual models for presenting haptic information. We found that a physical clock face, compass, and numerical keypad are productive representations for presenting information haptically, and these models build on existing tactile and spatial understandings of our target user group.
随着可穿戴计算的普及,一个重要的新挑战是如何设计非视觉、非听觉交互的可穿戴信息显示器。这与为视力障碍者设计无障碍技术特别相关。为了实现这一目标,我们开发了一款智能手表原型,它使用可变摩擦表面触觉来测试最初的设计概念。通过对7位盲人用户的访谈和迭代原型设计,我们确定了触觉智能手表的三个关键用例,以及体现触觉信息的概念模型。我们发现,物理钟面、指南针和数字键盘是触觉信息呈现的有效表示,这些模型建立在我们目标用户群体现有的触觉和空间理解之上。
{"title":"Designing Wearable Haptic Information Displays for People with Vision Impairments","authors":"Marlon Twyman, Joe Mullenbach, Craig D. Shultz, J. E. Colgate, Anne Marie Piper","doi":"10.1145/2677199.2680578","DOIUrl":"https://doi.org/10.1145/2677199.2680578","url":null,"abstract":"With the ubiquity of wearable computing, an important and emerging challenge is to understand how to design wearable information displays for non-visual, non-auditory interaction. This is particularly relevant to the design of accessible technologies for people with vision impairments. Working towards this aim, we developed a smartwatch prototype that uses variable friction surface haptics to test initial design concepts. Through interviews and iterative prototyping with seven blind users, we identified three key use cases for a haptic smartwatch as well as embodied conceptual models for presenting haptic information. We found that a physical clock face, compass, and numerical keypad are productive representations for presenting information haptically, and these models build on existing tactile and spatial understandings of our target user group.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-01-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130532425","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 17
期刊
Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction
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