In this work in progress, we present a set of seven design sensitivities, which address time in interaction design. We exemplarily illustrate how time affects and is affected by tangible, embodied, or embedded artifacts. Thereby, we discuss slow versus fast technology, time as context of use, time as theme, time as content, ephemerality, historicality, and chronology. Those design sensitivities are an initial step towards a framing of the different notions and aspects in regards to time in interaction design.
{"title":"Time and Design: Seven Sensitivities","authors":"Verena Fuchsberger, Martin Murer, M. Tscheligi","doi":"10.1145/2677199.2687911","DOIUrl":"https://doi.org/10.1145/2677199.2687911","url":null,"abstract":"In this work in progress, we present a set of seven design sensitivities, which address time in interaction design. We exemplarily illustrate how time affects and is affected by tangible, embodied, or embedded artifacts. Thereby, we discuss slow versus fast technology, time as context of use, time as theme, time as content, ephemerality, historicality, and chronology. Those design sensitivities are an initial step towards a framing of the different notions and aspects in regards to time in interaction design.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"80 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":"117244328","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}
D. Börner, Bernardo Tabuenca, Jeroen Storm, Sven Happe, M. Specht
This paper describes the research and development of tangible interactive ambient display prototypes to support learning scenarios. Therefore a prototypical system design called the Feedback Cube is presented. The prototypes combine motion sensors, visual and auditive actuators, as well as wireless communication capabilities in a cubic layout. An initial formative study underpins the prototypes' potential to facilitate interaction and/or indicate feedback. Based on the presented results possible applications scenarios in a learning context are outlined.
{"title":"Tangible Interactive Ambient Display Prototypes to Support Learning Scenarios","authors":"D. Börner, Bernardo Tabuenca, Jeroen Storm, Sven Happe, M. Specht","doi":"10.1145/2677199.2687908","DOIUrl":"https://doi.org/10.1145/2677199.2687908","url":null,"abstract":"This paper describes the research and development of tangible interactive ambient display prototypes to support learning scenarios. Therefore a prototypical system design called the Feedback Cube is presented. The prototypes combine motion sensors, visual and auditive actuators, as well as wireless communication capabilities in a cubic layout. An initial formative study underpins the prototypes' potential to facilitate interaction and/or indicate feedback. Based on the presented results possible applications scenarios in a learning context are outlined.","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":"129491528","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}
{"title":"Session details: Paper Session 6: Cool New Stuff","authors":"P. Bennett","doi":"10.1145/3246885","DOIUrl":"https://doi.org/10.1145/3246885","url":null,"abstract":"","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":"129775566","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}
This paper presents a work in progress design case that is used to exemplify how a phenomenology-inspired perspective on time can impact the design of highly interactive systems and products. The design presents a calendar with a re-orientated layout that is based on a bodily relationship with time, rather than on the more established linear chronological layout found in most products and systems. The presented design offers a promising perspective as well as emergent technical issues and questions. With this work we hope to inspire interaction designers to consider embodied mechanisms.
{"title":"Re-Orientating Time in Product Design: A Phenomenology-inspired Perspective","authors":"Jelle Stienstra, B. Hengeveld, Caroline Hummels","doi":"10.1145/2677199.2687890","DOIUrl":"https://doi.org/10.1145/2677199.2687890","url":null,"abstract":"This paper presents a work in progress design case that is used to exemplify how a phenomenology-inspired perspective on time can impact the design of highly interactive systems and products. The design presents a calendar with a re-orientated layout that is based on a bodily relationship with time, rather than on the more established linear chronological layout found in most products and systems. The presented design offers a promising perspective as well as emergent technical issues and questions. With this work we hope to inspire interaction designers to consider embodied mechanisms.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"7 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":"129796459","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}
H. Kobayashi, Akio Fujiwara, Kazuhiko W. Nakamura, Kaoru Saito, K. Sezaki
Tele Echo Tube (TET) is a speaking tube installation that acoustically interacts with a deep mountain echo through the slightly vibrating lampshade like interface. TET allows users to interact with the mountain echo living at 1,200 meter elevation in The University of Tokyo Forests (35°94-N,138°80-E) in real time through an augmented echo sounding experience with the vibration over a satellite data network through the position of Von Uexkull's "Umwelt". This novel interactive system can create an imaginable presence of the mythological creature in the undeveloped natural locations beyond our cultural and imaginable boundaries. In doing so, TET discovers the cultural cognitive processes of our imagination mechanism. Such a discovery would help us design an interactive system that leverages the boundary of the real and virtual worlds by engaging a culturally cognition to perform a nonhuman-centric interaction with a culturally imaginable creature.
{"title":"Tele Echo Tube: Beyond Cultural and Imaginable Boundaries","authors":"H. Kobayashi, Akio Fujiwara, Kazuhiko W. Nakamura, Kaoru Saito, K. Sezaki","doi":"10.1145/2677199.2690879","DOIUrl":"https://doi.org/10.1145/2677199.2690879","url":null,"abstract":"Tele Echo Tube (TET) is a speaking tube installation that acoustically interacts with a deep mountain echo through the slightly vibrating lampshade like interface. TET allows users to interact with the mountain echo living at 1,200 meter elevation in The University of Tokyo Forests (35°94-N,138°80-E) in real time through an augmented echo sounding experience with the vibration over a satellite data network through the position of Von Uexkull's \"Umwelt\". This novel interactive system can create an imaginable presence of the mythological creature in the undeveloped natural locations beyond our cultural and imaginable boundaries. In doing so, TET discovers the cultural cognitive processes of our imagination mechanism. Such a discovery would help us design an interactive system that leverages the boundary of the real and virtual worlds by engaging a culturally cognition to perform a nonhuman-centric interaction with a culturally imaginable creature.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"34 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":"128154667","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}
Viirj Kan, Katsuya Fujii, J. Amores, C. Zhu, P. Maes, H. Ishii
Wearable commodities are able to extend beyond the temporal span of a particular community event, offering omnipresent vehicles for producing icebreaking interaction opportunities. We introduce a novel platform, which generates social affordances to facilitate community organizers in aggregating social interaction among unacquainted, collocated members beyond initial hosted gatherings. To support these efforts, we present functional work-in-progress prototypes for Social Textiles, wearable computing textiles which enable social messaging and peripheral social awareness on non-emissive digitally linked shirts. The shirts serve as catalysts for different social depths as they reveal common interests (mediated by community organizers), based on the physical proximity of users. We provide 3 key scenarios, which demonstrate the user experience envisioned with our system. We present a conceptual framework, which shows how different community organizers across domains such as universities, brand communities and digital self-organized communities can benefit from our technology.
{"title":"Social Textiles: Social Affordances and Icebreaking Interactions Through Wearable Social Messaging","authors":"Viirj Kan, Katsuya Fujii, J. Amores, C. Zhu, P. Maes, H. Ishii","doi":"10.1145/2677199.2688816","DOIUrl":"https://doi.org/10.1145/2677199.2688816","url":null,"abstract":"Wearable commodities are able to extend beyond the temporal span of a particular community event, offering omnipresent vehicles for producing icebreaking interaction opportunities. We introduce a novel platform, which generates social affordances to facilitate community organizers in aggregating social interaction among unacquainted, collocated members beyond initial hosted gatherings. To support these efforts, we present functional work-in-progress prototypes for Social Textiles, wearable computing textiles which enable social messaging and peripheral social awareness on non-emissive digitally linked shirts. The shirts serve as catalysts for different social depths as they reveal common interests (mediated by community organizers), based on the physical proximity of users. We provide 3 key scenarios, which demonstrate the user experience envisioned with our system. We present a conceptual framework, which shows how different community organizers across domains such as universities, brand communities and digital self-organized communities can benefit from our technology.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"28 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":"127365287","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}
An interactive infrastructure allows people to have access to the parameters of an interactive environment in real time, potentially leading to an increased productivity, decrease of energy and material consumption, and generally greater satisfaction and experience. However, there is a need for a universal communication language between the elements of such an infrastructure and the real world. A language that can connect the Internet of Things, media contents, and people. The workshop will bring together a number of participants from the field of Tangible and Embedded Interaction, who have ideas, insights and experience in developing communication languages. Rather than a symposium or mini-conference format, the format for the day is that of a working group consisting experts and contributors. This working group will establish the groundwork for the interactive infrastructures language.
{"title":"Interactive Infrastructures: Towards a Language for Distributed Interfaces","authors":"Bert Bongers","doi":"10.1145/2677199.2683585","DOIUrl":"https://doi.org/10.1145/2677199.2683585","url":null,"abstract":"An interactive infrastructure allows people to have access to the parameters of an interactive environment in real time, potentially leading to an increased productivity, decrease of energy and material consumption, and generally greater satisfaction and experience. However, there is a need for a universal communication language between the elements of such an infrastructure and the real world. A language that can connect the Internet of Things, media contents, and people. The workshop will bring together a number of participants from the field of Tangible and Embedded Interaction, who have ideas, insights and experience in developing communication languages. Rather than a symposium or mini-conference format, the format for the day is that of a working group consisting experts and contributors. This working group will establish the groundwork for the interactive infrastructures language.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"46 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":"129149241","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}
{"title":"Session details: Paper Session 4: Making Connections","authors":"K. Wolf","doi":"10.1145/3246883","DOIUrl":"https://doi.org/10.1145/3246883","url":null,"abstract":"","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"28 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":"130603352","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}
Chuan-Che Huang, Yu-Jen Lin, Xinda Zeng, Mark W. Newman, M. S. O'Modhrain
Learning storytelling is beneficial for children's development. Various tools have been proposed to expand the set of materials children can use to compose their stories. However, most previous research focuses on enhancing the visual aspect of storytelling and underexplores the acoustic elements needed for children's stories. In this paper, Olegoru1, a sound composition tool in the form of magic gloves and soul stones, is proposed to augment children's storytelling when using physical objects. Children can create contextual and regional sound effects as well as event-based acoustics through speech, non-verbal and gestural interaction, and could potentially enable children to create more immersive story-worlds. To investigate the technical feasibility of such tool, a preliminary prototype was built that accepts a limited number of vocalized sound effects and vocabulary.
{"title":"Olegoru: A Soundscape Composition Tool to Enhance Imaginative Storytelling with Tangible Objects","authors":"Chuan-Che Huang, Yu-Jen Lin, Xinda Zeng, Mark W. Newman, M. S. O'Modhrain","doi":"10.1145/2677199.2687895","DOIUrl":"https://doi.org/10.1145/2677199.2687895","url":null,"abstract":"Learning storytelling is beneficial for children's development. Various tools have been proposed to expand the set of materials children can use to compose their stories. However, most previous research focuses on enhancing the visual aspect of storytelling and underexplores the acoustic elements needed for children's stories. In this paper, Olegoru1, a sound composition tool in the form of magic gloves and soul stones, is proposed to augment children's storytelling when using physical objects. Children can create contextual and regional sound effects as well as event-based acoustics through speech, non-verbal and gestural interaction, and could potentially enable children to create more immersive story-worlds. To investigate the technical feasibility of such tool, a preliminary prototype was built that accepts a limited number of vocalized sound effects and vocabulary.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"9 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":"127841776","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}
Lindsay MacDonald, J. Brosz, Miguel A. Nacenta, Sheelagh Carpendale
We present A Delicate Agreement, an interactive art installation designed to intrigue viewers by offering them an unfolding story that is endlessly fascinating. To achieve this, we set our story in the liminal space of an elevator, and populated this elevator with a set of unique characters. Viewers watch the story unfold through peepholes in the elevator's doors, where in turn their gaze can trigger changes in the storyline. This storyline's interactive response was created via a complex adaptive system using simple rules based on Goffman's performance theory.
{"title":"Designing the Unexpected: Endlessly Fascinating Interaction for Interactive Installations","authors":"Lindsay MacDonald, J. Brosz, Miguel A. Nacenta, Sheelagh Carpendale","doi":"10.1145/2677199.2680603","DOIUrl":"https://doi.org/10.1145/2677199.2680603","url":null,"abstract":"We present A Delicate Agreement, an interactive art installation designed to intrigue viewers by offering them an unfolding story that is endlessly fascinating. To achieve this, we set our story in the liminal space of an elevator, and populated this elevator with a set of unique characters. Viewers watch the story unfold through peepholes in the elevator's doors, where in turn their gaze can trigger changes in the storyline. This storyline's interactive response was created via a complex adaptive system using simple rules based on Goffman's performance theory.","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":"129241971","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}