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.
{"title":"Engaging Encounters: Sketching the Future of TEI","authors":"Caroline Hummels","doi":"10.1145/2677199.2687147","DOIUrl":"https://doi.org/10.1145/2677199.2687147","url":null,"abstract":"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.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"24 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":"123600658","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}
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.
{"title":"Making Storytelling Personal: Finding Your User in Your Story","authors":"B. Karanian, Erica S. Savig","doi":"10.1145/2677199.2683587","DOIUrl":"https://doi.org/10.1145/2677199.2683587","url":null,"abstract":"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.","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":"125389584","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}
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.
{"title":"Shimmering Smartwatches: Exploring the Smartwatch Design Space","authors":"Cheng Xu, Kent Lyons","doi":"10.1145/2677199.2680599","DOIUrl":"https://doi.org/10.1145/2677199.2680599","url":null,"abstract":"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.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"18 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":"125394409","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}
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.
{"title":"MagnID: Tracking Multiple Magnetic Tokens","authors":"Andrea Bianchi, Ian Oakley","doi":"10.1145/2677199.2680582","DOIUrl":"https://doi.org/10.1145/2677199.2680582","url":null,"abstract":"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.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"20 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":"126736103","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}
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.
{"title":"HandiMate: Create and Animate using Everyday Objects as Material","authors":"Jasjeet Singh Seehra, Ansh Verma, K. Peppler, K. Ramani","doi":"10.1145/2677199.2680570","DOIUrl":"https://doi.org/10.1145/2677199.2680570","url":null,"abstract":"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.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"35 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":"115357796","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}
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.
{"title":"Costumes as Game Controllers: An Exploration of Wearables to Suit Social Play","authors":"K. Isbister, Kaho Abe","doi":"10.1145/2677199.2688813","DOIUrl":"https://doi.org/10.1145/2677199.2688813","url":null,"abstract":"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.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"223 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":"115584554","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}
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.
{"title":"Assisting Caregivers of Children with Cerebral Palsy: Towards a Self-Feeding Assessment Spoon","authors":"Oren Zuckerman, Ronit Slyper, T. Keren-Capelovitch, Ayelet Gal-Oz, Tamar Gal, P. Weiss","doi":"10.1145/2677199.2687902","DOIUrl":"https://doi.org/10.1145/2677199.2687902","url":null,"abstract":"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.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"65 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":"114574691","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}
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.
{"title":"Pattern Stations: Extending Textile Materials through Tangible Interaction","authors":"Bert Bongers, Cecilia Heffer","doi":"10.1145/2677199.2690871","DOIUrl":"https://doi.org/10.1145/2677199.2690871","url":null,"abstract":"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.","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":"128252826","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}
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.
{"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}
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.
{"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}