Building objects that question implicit assumptions of common systems can help to reframe technological artifacts. This work builds on an inexpensive prototyping platform that augments everyday objects in minimal ways as an early move towards engaging with the Internet of Things as a site for contestation in interaction design. These intend to account for a broader understanding of design as generating political objects - design things - that draw from the work of Bruno Latour and Studio Atelier. Finally, it introduces the concept of object ecologies as a way to both analyze existing ecosystems of design objects and generate new, speculative ones.
{"title":"Designing the \"Things\" of the IoT","authors":"Tom Jenkins","doi":"10.1145/2677199.2691608","DOIUrl":"https://doi.org/10.1145/2677199.2691608","url":null,"abstract":"Building objects that question implicit assumptions of common systems can help to reframe technological artifacts. This work builds on an inexpensive prototyping platform that augments everyday objects in minimal ways as an early move towards engaging with the Internet of Things as a site for contestation in interaction design. These intend to account for a broader understanding of design as generating political objects - design things - that draw from the work of Bruno Latour and Studio Atelier. Finally, it introduces the concept of object ecologies as a way to both analyze existing ecosystems of design objects and generate new, speculative ones.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"17 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":"126434640","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}
J. Hurtienne, Diana Löffler, Patty Gadegast, Steffi Hußlein
Force image schemas (FIS) are cognitive representations of our naïve understanding of physical force dynamic events in the world. Designers have been struggling to apply FIS in their design processes, because their deliberate use has been made difficult by applying too abstract notations. In this paper we try to advance FIS as a possible theoretical framework for tangible design and present new pictorial and tangible notations of FIS that aim to be more directly applicable. The new notations were tested by asking non-experts to (1) match pictorial and tangible FIS representations to force image schema names and (2) to develop design ideas based on these pictorial or tangible representations. While the group working with the pictorial notations was more correct in assigning FIS names to FIS representations, design ideas tended to be more tangible and interactive in the group working with the tangible FIS notations.
{"title":"Comparing Pictorial and Tangible Notations of Force Image Schemas","authors":"J. Hurtienne, Diana Löffler, Patty Gadegast, Steffi Hußlein","doi":"10.1145/2677199.2680553","DOIUrl":"https://doi.org/10.1145/2677199.2680553","url":null,"abstract":"Force image schemas (FIS) are cognitive representations of our naïve understanding of physical force dynamic events in the world. Designers have been struggling to apply FIS in their design processes, because their deliberate use has been made difficult by applying too abstract notations. In this paper we try to advance FIS as a possible theoretical framework for tangible design and present new pictorial and tangible notations of FIS that aim to be more directly applicable. The new notations were tested by asking non-experts to (1) match pictorial and tangible FIS representations to force image schema names and (2) to develop design ideas based on these pictorial or tangible representations. While the group working with the pictorial notations was more correct in assigning FIS names to FIS representations, design ideas tended to be more tangible and interactive in the group working with the tangible FIS notations.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"6 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":"122243441","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 evaluation of a DIY-toolkit, designed to empower caregivers to create tailor-made, unique assistive solutions for their clients. More specifically, the toolkit aims to enable occupational therapists to turn everyday soft objects into smart devices that can be programmed to recognize certain manipulations. These smart objects can then be used to control applications or to play certain games. Our evaluation reveals that occupational therapists were able to make use of the toolkit without the aid of a technical expert. The therapists hacked everyday objects such as cushions, socks, cuddly toys and repurposed them for therapy. They computationally augmented them and tailored them to clients' needs and desires. From our evaluation, we also derive five guidelines that can inform others when creating DIY-toolkits for assistive technology.
{"title":"Empowering Occupational Therapists with a DIY-toolkit for Smart Soft Objects","authors":"A. Moraiti, V. Abeele, E. Vanroye, L. Geurts","doi":"10.1145/2677199.2680598","DOIUrl":"https://doi.org/10.1145/2677199.2680598","url":null,"abstract":"We present an evaluation of a DIY-toolkit, designed to empower caregivers to create tailor-made, unique assistive solutions for their clients. More specifically, the toolkit aims to enable occupational therapists to turn everyday soft objects into smart devices that can be programmed to recognize certain manipulations. These smart objects can then be used to control applications or to play certain games. Our evaluation reveals that occupational therapists were able to make use of the toolkit without the aid of a technical expert. The therapists hacked everyday objects such as cushions, socks, cuddly toys and repurposed them for therapy. They computationally augmented them and tailored them to clients' needs and desires. From our evaluation, we also derive five guidelines that can inform others when creating DIY-toolkits for assistive technology.","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":"121121987","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}
In this paper I present ongoing design research that explores mediating group experiences. The objective of the paper is to introduce subject matter and design research approach, to provide material for an in depth discussion of challenges. Several research designs are presented that yield insight in theoretical and conceptual aspects of remote group interactions. Themes emerging from them concern the concept of embodiment, in particular regarding the conceptualization and expression of groups through the mediating system, as well as embodiment of the system for the individual, in the sense of both incorporation and extension of action-perception capacities. To further articulate and express such themes, ongoing and proposed research is presented. Difficulty is brought forward in bringing the various research designs together as one body of work, particularly in relation to theoretical framework, related work and ultimately articulating contributions.
{"title":"Mediating Group Experiences: Designing the In-Between","authors":"Stoffel Kuenen","doi":"10.1145/2677199.2691605","DOIUrl":"https://doi.org/10.1145/2677199.2691605","url":null,"abstract":"In this paper I present ongoing design research that explores mediating group experiences. The objective of the paper is to introduce subject matter and design research approach, to provide material for an in depth discussion of challenges. Several research designs are presented that yield insight in theoretical and conceptual aspects of remote group interactions. Themes emerging from them concern the concept of embodiment, in particular regarding the conceptualization and expression of groups through the mediating system, as well as embodiment of the system for the individual, in the sense of both incorporation and extension of action-perception capacities. To further articulate and express such themes, ongoing and proposed research is presented. Difficulty is brought forward in bringing the various research designs together as one body of work, particularly in relation to theoretical framework, related work and ultimately articulating contributions.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"10 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":"125308937","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 ATSI, a system for sonic augmentation of physical objects with spatialized sounds and their control by gestural interaction. The implementation combines tracking of the users' hands and head with commodity hardware, and binaural spatialized sound rendering over headphones. The user may attach sounds to common objects and the system maintains the correct spatial auditory perspective inside the augmented scene during the actions of attaching sounds, picking and moving the sounding objects, or exploring the scene. Attention has been given to the binaural rendering of distance cues to support the above actions with perceptual realism in small scale environments and for many objects. Through a user study assessing the localization accuracy that can be achieved with the system, we show that sound rendering performance looks appropriate for applications such as auditory displays for context and object specific information, sonic design for architectural planning and interior design, and music applications.
{"title":"ATSI: Augmented and Tangible Sonic Interaction","authors":"Roberto Pugliese, A. Politis, T. Takala","doi":"10.1145/2677199.2680550","DOIUrl":"https://doi.org/10.1145/2677199.2680550","url":null,"abstract":"This paper presents ATSI, a system for sonic augmentation of physical objects with spatialized sounds and their control by gestural interaction. The implementation combines tracking of the users' hands and head with commodity hardware, and binaural spatialized sound rendering over headphones. The user may attach sounds to common objects and the system maintains the correct spatial auditory perspective inside the augmented scene during the actions of attaching sounds, picking and moving the sounding objects, or exploring the scene. Attention has been given to the binaural rendering of distance cues to support the above actions with perceptual realism in small scale environments and for many objects. Through a user study assessing the localization accuracy that can be achieved with the system, we show that sound rendering performance looks appropriate for applications such as auditory displays for context and object specific information, sonic design for architectural planning and interior design, and music applications.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"86 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":"121264793","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}
Redeform presents an alternative vision of 3D printing that complicates common divisions between human/machine, abstract/concrete, and high/low tech. It invites people to perform the functions of a 3D printer in order to collaboratively construct digital models from everyday materials in everyday spaces. At TEI, Redeform will serve as a site for discussion about values in digital fabrication design.
{"title":"Redeform: Participatory 3D Printing in Public Spaces","authors":"Laura Devendorf, Kimiko Ryokai","doi":"10.1145/2677199.2690880","DOIUrl":"https://doi.org/10.1145/2677199.2690880","url":null,"abstract":"Redeform presents an alternative vision of 3D printing that complicates common divisions between human/machine, abstract/concrete, and high/low tech. It invites people to perform the functions of a 3D printer in order to collaboratively construct digital models from everyday materials in everyday spaces. At TEI, Redeform will serve as a site for discussion about values in digital fabrication design.","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":"132060772","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}
Augusto Esteves, Saskia Bakker, A. Antle, Aaron May, Jillian L. Warren, Ian Oakley
In task performance, pragmatic actions refer to behaviors that make direct progress, while epistemic actions involve altering the world so that cognitive processes are faster, more reliable or less taxing. Epistemic actions are frequently presented as a beneficial consequence of interacting with tangible systems. However, we currently lack tools to measure epistemic behaviors, making substantiating such claims highly challenging. This paper addresses this problem by presenting ATB, a video-coding framework that enables the identification and measurement of different epistemic actions during problem-solving tasks. The framework was developed through a systematic literature review of 78 papers, and analyzed through a study involving a jigsaw puzzle -- a classical spatial problem -- involving 60 participants. In order to assess the framework's value as a metric, we analyze the study with respect to its reliability, validity and predictive power. The broadly supportive results lead us to conclude that the ATB framework enables the use of observed epistemic behaviors as a performance metric for tangible systems. We believe that the development of metrics focused explicitly on the properties of tangible interaction are currently required to gain insight into the genuine and unique benefits of tangible interaction. The ATB framework is a step towards this goal.
{"title":"The ATB Framework: Quantifying and Classifying Epistemic Strategies in Tangible Problem-Solving Tasks","authors":"Augusto Esteves, Saskia Bakker, A. Antle, Aaron May, Jillian L. Warren, Ian Oakley","doi":"10.1145/2677199.2680546","DOIUrl":"https://doi.org/10.1145/2677199.2680546","url":null,"abstract":"In task performance, pragmatic actions refer to behaviors that make direct progress, while epistemic actions involve altering the world so that cognitive processes are faster, more reliable or less taxing. Epistemic actions are frequently presented as a beneficial consequence of interacting with tangible systems. However, we currently lack tools to measure epistemic behaviors, making substantiating such claims highly challenging. This paper addresses this problem by presenting ATB, a video-coding framework that enables the identification and measurement of different epistemic actions during problem-solving tasks. The framework was developed through a systematic literature review of 78 papers, and analyzed through a study involving a jigsaw puzzle -- a classical spatial problem -- involving 60 participants. In order to assess the framework's value as a metric, we analyze the study with respect to its reliability, validity and predictive power. The broadly supportive results lead us to conclude that the ATB framework enables the use of observed epistemic behaviors as a performance metric for tangible systems. We believe that the development of metrics focused explicitly on the properties of tangible interaction are currently required to gain insight into the genuine and unique benefits of tangible interaction. The ATB framework is a step towards this goal.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"50 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":"133298298","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}
J. Chu, Paul G. Clifton, Daniel Harley, J. Pavao, Ali Mazalek
Museums are exploring new ways of using emerging digital technologies to enhance the visitor experience. In this context, our research focuses on designing, developing and studying interactions for museum exhibits that introduce cultural concepts in ways that are tangible and embodied. We introduce here a tangible tabletop installation piece that was designed for a museum exhibition contrasting Western and African notions of mapping history and place. Inspired by the Lukasa board, a mnemonic device used by the Luba peoples in Central Africa, the tabletop piece enables visitors to learn and understand symbolic and nonlinguistic mapping concepts that are central to the Lukasa by creating and sharing stories with each other. In this paper we share our design process, a user study focusing on children and learning, and design implications on how digital and tangible interaction technologies can be used for cultural learning in museum exhibits.
{"title":"Mapping Place: Supporting Cultural Learning through a Lukasa-inspired Tangible Tabletop Museum Exhibit","authors":"J. Chu, Paul G. Clifton, Daniel Harley, J. Pavao, Ali Mazalek","doi":"10.1145/2677199.2680559","DOIUrl":"https://doi.org/10.1145/2677199.2680559","url":null,"abstract":"Museums are exploring new ways of using emerging digital technologies to enhance the visitor experience. In this context, our research focuses on designing, developing and studying interactions for museum exhibits that introduce cultural concepts in ways that are tangible and embodied. We introduce here a tangible tabletop installation piece that was designed for a museum exhibition contrasting Western and African notions of mapping history and place. Inspired by the Lukasa board, a mnemonic device used by the Luba peoples in Central Africa, the tabletop piece enables visitors to learn and understand symbolic and nonlinguistic mapping concepts that are central to the Lukasa by creating and sharing stories with each other. In this paper we share our design process, a user study focusing on children and learning, and design implications on how digital and tangible interaction technologies can be used for cultural learning in museum exhibits.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"63 3","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-01-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120973039","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 explore creating objects for expressive communication in the workspace. As an initial step, we created MugShots, a coffee mug with a wireless OLED display that switches between public and private social interaction modes. Targeted for the workplace, MugShots is an intimate communication device in the personal office space, yet alternates to become a social catalyst to trigger conversation when brought to public areas. We present a prototype of MugShots along with a 21-person study, providing initial discussions and insight on designing objects for communication.
{"title":"MugShots: A Mug Display for Front and Back Stage Social Interaction in the Workplace","authors":"H. Kao, C. Schmandt","doi":"10.1145/2677199.2680557","DOIUrl":"https://doi.org/10.1145/2677199.2680557","url":null,"abstract":"We explore creating objects for expressive communication in the workspace. As an initial step, we created MugShots, a coffee mug with a wireless OLED display that switches between public and private social interaction modes. Targeted for the workplace, MugShots is an intimate communication device in the personal office space, yet alternates to become a social catalyst to trigger conversation when brought to public areas. We present a prototype of MugShots along with a 21-person study, providing initial discussions and insight on designing objects for communication.","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":"116966643","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}
Vishesh Kumar, Tuhina Dargan, Utkarsh Dwivedi, P. Vijay
We present the design of Note Code -- a music programming puzzle game designed as a tangible device coupled with a Graphical User Interface (GUI). Tapping patterns and placing boxes in proximity enables programming these "note-boxes" to store sets of notes, play them back and activate different sub-components or neighboring boxes. This system provides users the opportunity to learn a variety of computational concepts, including functions, function calling and recursion, conditionals, as well as engage in composing music. The GUI adds a dimension of viewing the created programs and interacting with a set of puzzles that help discover the various computational concepts in the pursuit of creating target tunes, and optimizing the program made.
{"title":"Note Code: A Tangible Music Programming Puzzle Tool","authors":"Vishesh Kumar, Tuhina Dargan, Utkarsh Dwivedi, P. Vijay","doi":"10.1145/2677199.2688817","DOIUrl":"https://doi.org/10.1145/2677199.2688817","url":null,"abstract":"We present the design of Note Code -- a music programming puzzle game designed as a tangible device coupled with a Graphical User Interface (GUI). Tapping patterns and placing boxes in proximity enables programming these \"note-boxes\" to store sets of notes, play them back and activate different sub-components or neighboring boxes. This system provides users the opportunity to learn a variety of computational concepts, including functions, function calling and recursion, conditionals, as well as engage in composing music. The GUI adds a dimension of viewing the created programs and interacting with a set of puzzles that help discover the various computational concepts in the pursuit of creating target tunes, and optimizing the program made.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"8 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":"115150120","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}