Leonardo Angelini, D. Lalanne, E. V. D. Hoven, Ali Mazalek, Omar Abou Khaled, E. Mugellini
More and more objects of our everyday environment are becoming smart and connected, offering us new interaction possibilities. Tangible interaction and gestural interaction are promising communication means with these objects in this post-WIMP interaction era. Although based on different principles, they both exploit our body awareness and our skills to provide a richer and more intuitive interaction. Occasionally, when user gestures involve physical artifacts, tangible interaction and gestural interaction can blend into a new paradigm, i.e., tangible gesture interaction [5]. This workshop fosters the comparison among these different interaction paradigms and offers a unique opportunity to discuss their analogies and differences, as well as the definitions, boundaries, strengths, application domains and perspectives of tangible gesture interaction. Participants from different backgrounds are invited.
{"title":"Tangible Meets Gestural: Comparing and Blending Post-WIMP Interaction Paradigms","authors":"Leonardo Angelini, D. Lalanne, E. V. D. Hoven, Ali Mazalek, Omar Abou Khaled, E. Mugellini","doi":"10.1145/2677199.2683583","DOIUrl":"https://doi.org/10.1145/2677199.2683583","url":null,"abstract":"More and more objects of our everyday environment are becoming smart and connected, offering us new interaction possibilities. Tangible interaction and gestural interaction are promising communication means with these objects in this post-WIMP interaction era. Although based on different principles, they both exploit our body awareness and our skills to provide a richer and more intuitive interaction. Occasionally, when user gestures involve physical artifacts, tangible interaction and gestural interaction can blend into a new paradigm, i.e., tangible gesture interaction [5]. This workshop fosters the comparison among these different interaction paradigms and offers a unique opportunity to discuss their analogies and differences, as well as the definitions, boundaries, strengths, application domains and perspectives of tangible gesture interaction. Participants from different backgrounds are invited.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"12 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":"121861181","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}
"Making" has been gaining traction in HCI and related fields both as a community of practice and as a method for creating objects and systems. While making is an important cultural practice, this paper claims that there is a disconnect between the rhetoric of making and "real world" notions of domain relevance and embedded hardware development. In considering how making operates in practice, we offer the metaphor of a sandbox to describe this contradiction. We exemplify the metaphor with a small-scale prototyping platform of our own, and offer visions on how making might progress in the future.
{"title":"Escaping the Sandbox: Making and Its Future","authors":"Tom Jenkins, I. Bogost","doi":"10.1145/2677199.2680558","DOIUrl":"https://doi.org/10.1145/2677199.2680558","url":null,"abstract":"\"Making\" has been gaining traction in HCI and related fields both as a community of practice and as a method for creating objects and systems. While making is an important cultural practice, this paper claims that there is a disconnect between the rhetoric of making and \"real world\" notions of domain relevance and embedded hardware development. In considering how making operates in practice, we offer the metaphor of a sandbox to describe this contradiction. We exemplify the metaphor with a small-scale prototyping platform of our own, and offer visions on how making might progress in the future.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"68 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":"127176850","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. Seo, Janelle Arita, Sharon Lynn Chu Yew Yee, Francis K. H. Quek, Stephen Aldriedge
The purpose of this paper is to investigate how young children associate materiality and meanings and how it can benefit tangible interaction design. To study this, we developed a research prototype, Stampies, that allows playful tangible interactions. Stampies consists of tangible objects made out of different materials (wood, felt, silicone, and plastic) and an iPad drawing application. We describe results from our empirical study involving 19 children aged 4 to 7. The study indicates that children associate materials with meanings through "material essences", feel, and tactile preference. We conclude with design implications for tangible interaction for children.
{"title":"Material Significance of Tangibles for Young Children","authors":"J. Seo, Janelle Arita, Sharon Lynn Chu Yew Yee, Francis K. H. Quek, Stephen Aldriedge","doi":"10.1145/2677199.2680583","DOIUrl":"https://doi.org/10.1145/2677199.2680583","url":null,"abstract":"The purpose of this paper is to investigate how young children associate materiality and meanings and how it can benefit tangible interaction design. To study this, we developed a research prototype, Stampies, that allows playful tangible interactions. Stampies consists of tangible objects made out of different materials (wood, felt, silicone, and plastic) and an iPad drawing application. We describe results from our empirical study involving 19 children aged 4 to 7. The study indicates that children associate materials with meanings through \"material essences\", feel, and tactile preference. We conclude with design implications for tangible interaction for children.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"74 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":"130433590","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 we discuss our recent research into notation systems for interaction design. Inspired by music notation - a standardized yet open system with which a composition (i.e., a musical design) can be communicated - we suspect that similar notation systems can be designed for interaction design. We describe our research approach to this suspicion and describe several outcomes of our research, which all lean heavily on tangibility, manipulability and shareability.
{"title":"Composing Interaction: Exploring Tangible Notation Systems For Design","authors":"B. Hengeveld","doi":"10.1145/2677199.2687915","DOIUrl":"https://doi.org/10.1145/2677199.2687915","url":null,"abstract":"In this paper we discuss our recent research into notation systems for interaction design. Inspired by music notation - a standardized yet open system with which a composition (i.e., a musical design) can be communicated - we suspect that similar notation systems can be designed for interaction design. We describe our research approach to this suspicion and describe several outcomes of our research, which all lean heavily on tangibility, manipulability and shareability.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"16 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":"130450541","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 the notion of Empathy Objects, ambient robotic devices accompanying human-human interaction. Empathy Objects respond to human behavior using physical gestures as nonverbal expressions of their "emotional states". The goal is to increase people's self-awareness to the emotional state of others, leading to behavior change. We demonstrate an Empathy Object prototype, Kip1, a conversation companion designed to promote non-aggressive conversation between people.
{"title":"Empathy Objects: Robotic Devices as Conversation Companions","authors":"Oren Zuckerman, Guy Hoffman","doi":"10.1145/2677199.2688805","DOIUrl":"https://doi.org/10.1145/2677199.2688805","url":null,"abstract":"We present the notion of Empathy Objects, ambient robotic devices accompanying human-human interaction. Empathy Objects respond to human behavior using physical gestures as nonverbal expressions of their \"emotional states\". The goal is to increase people's self-awareness to the emotional state of others, leading to behavior change. We demonstrate an Empathy Object prototype, Kip1, a conversation companion designed to promote non-aggressive conversation between people.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"32 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":"115471149","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}
Jonas Forsslund, Michael C. Yip, Eva-Lotta Sallnäs
Spatial haptic interfaces have been around for 20 years. Yet, few affordable devices have been produced, and the design space in terms of physical workspace and haptic fidelity of devices that have been produced are limited and discrete. In this paper, an open-source, open-hardware module-based kit is presented that allows an interaction designer with little electro-mechanical experience to manufacture and assemble a fully working spatial haptic interface. It also allows for modification in shape and size as well as tuning of parameters to fit a particular task or application. Results from an evaluation showed that the haptic quality of the WoodenHaptics device was on par with a Phantom Desktop and that a novice could assemble it with guidance in a normal office space. This open source starting kit, uploaded free-to-download online, affords sketching in hardware; it unsticks the hardware from being a highly-specialized and esoteric craft to being an accessible and user-friendly technology, while maintaining the feel of high-fidelity haptics.
{"title":"WoodenHaptics: A Starting Kit for Crafting Force-Reflecting Spatial Haptic Devices","authors":"Jonas Forsslund, Michael C. Yip, Eva-Lotta Sallnäs","doi":"10.1145/2677199.2680595","DOIUrl":"https://doi.org/10.1145/2677199.2680595","url":null,"abstract":"Spatial haptic interfaces have been around for 20 years. Yet, few affordable devices have been produced, and the design space in terms of physical workspace and haptic fidelity of devices that have been produced are limited and discrete. In this paper, an open-source, open-hardware module-based kit is presented that allows an interaction designer with little electro-mechanical experience to manufacture and assemble a fully working spatial haptic interface. It also allows for modification in shape and size as well as tuning of parameters to fit a particular task or application. Results from an evaluation showed that the haptic quality of the WoodenHaptics device was on par with a Phantom Desktop and that a novice could assemble it with guidance in a normal office space. This open source starting kit, uploaded free-to-download online, affords sketching in hardware; it unsticks the hardware from being a highly-specialized and esoteric craft to being an accessible and user-friendly technology, while maintaining the feel of high-fidelity haptics.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"116 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":"131417025","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}
Florian Perteneder, Eva-Maria Grossauer, Yan Xu, M. Haller
Industrial designers have a tangible working style. However, compared to digital data, physical mockups are difficult to copy and share over distance. They require a lot of physical space, and earlier versions are lost once they are modified. In this paper, we introduce Catch-Up 360, a tool designed for sharing physical mockups over distance to gain feedback from remote located designers, and compare current models with earlier versions. Summarizing, our approach provides a simple, intuitive, and tangible UI that supports the use of lightweight, web-based clients by using remote manipulation of the physical objects.
{"title":"Catch-Up 360: Digital Benefits for Physical Artifacts","authors":"Florian Perteneder, Eva-Maria Grossauer, Yan Xu, M. Haller","doi":"10.1145/2677199.2680564","DOIUrl":"https://doi.org/10.1145/2677199.2680564","url":null,"abstract":"Industrial designers have a tangible working style. However, compared to digital data, physical mockups are difficult to copy and share over distance. They require a lot of physical space, and earlier versions are lost once they are modified. In this paper, we introduce Catch-Up 360, a tool designed for sharing physical mockups over distance to gain feedback from remote located designers, and compare current models with earlier versions. Summarizing, our approach provides a simple, intuitive, and tangible UI that supports the use of lightweight, web-based clients by using remote manipulation of the physical objects.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"169 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":"117129757","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 8: The Latest Applications","authors":"Saskia Bakker","doi":"10.1145/3246887","DOIUrl":"https://doi.org/10.1145/3246887","url":null,"abstract":"","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":"115070957","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}
Fusilli is a natural interface developed for end-users to explore and customize the design of a parametric wrist accessory. The natural interface utilizes bare-hand interactions, designed to enable end-users to control the parameters of wrist accessory, and export designs for additive manufacturing. This paper describes the interaction concept and design details of the interface, as well as a preliminary evaluation of this interface against a control interface utilizing sliders to affect the parameters. This paper concludes with the evaluation results, along with a discussion of the insights uncovered from the user study.
{"title":"Fusilli: Translating the Exploration of a Product Customization Space from Digital to Physical","authors":"C. Zheng","doi":"10.1145/2677199.2680574","DOIUrl":"https://doi.org/10.1145/2677199.2680574","url":null,"abstract":"Fusilli is a natural interface developed for end-users to explore and customize the design of a parametric wrist accessory. The natural interface utilizes bare-hand interactions, designed to enable end-users to control the parameters of wrist accessory, and export designs for additive manufacturing. This paper describes the interaction concept and design details of the interface, as well as a preliminary evaluation of this interface against a control interface utilizing sliders to affect the parameters. This paper concludes with the evaluation results, along with a discussion of the insights uncovered from the user study.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"21 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":"115688123","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}
Reading is a manual activity. The touch hands are ever- present: holding, turning, pointing, scrolling, clicking and scribbling are physical practices that engross people in the printed word. The project "AIME Tiles" began by thinking about howsystems of ideas can be translated into hybrid physical-concept tools. Further, the project attempts to resituate the scholarly activity of reading as a practice with its own material culture and media affordances. AIME Tiles, their design intent and construction are described as a modest sketch of tactile tools for scholarship-game pieces for playing with our thinking.
{"title":"Manual Manuals: Media Reflexivity in Reading Through Tangible Artifacts","authors":"Jamie Allen","doi":"10.1145/2677199.2680580","DOIUrl":"https://doi.org/10.1145/2677199.2680580","url":null,"abstract":"Reading is a manual activity. The touch hands are ever- present: holding, turning, pointing, scrolling, clicking and scribbling are physical practices that engross people in the printed word. The project \"AIME Tiles\" began by thinking about howsystems of ideas can be translated into hybrid physical-concept tools. Further, the project attempts to resituate the scholarly activity of reading as a practice with its own material culture and media affordances. AIME Tiles, their design intent and construction are described as a modest sketch of tactile tools for scholarship-game pieces for playing with our thinking.","PeriodicalId":117478,"journal":{"name":"Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"63 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":"115729263","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}