This paper explores the use of rear projected fabric panel tangible interfaces for use in music performance, interactive sculpture, and experiential systems. This idea is explored using the piece What We Have Lost / What We Have gained as an example. This paper demonstrates how HCI can be applied to and included within art disciplines to increase engagement with the artworks by transforming viewers into performers, participants, players, and co-creators. It further argues that by including embodied interactions artworks expand their ability to convey meaning to users.
{"title":"What We Have Lost / What We Have Gained: Tangible Interactions Between Physical and Digital Bodies","authors":"M. Mosher, David Tinapple","doi":"10.1145/2839462.2856340","DOIUrl":"https://doi.org/10.1145/2839462.2856340","url":null,"abstract":"This paper explores the use of rear projected fabric panel tangible interfaces for use in music performance, interactive sculpture, and experiential systems. This idea is explored using the piece What We Have Lost / What We Have gained as an example. This paper demonstrates how HCI can be applied to and included within art disciplines to increase engagement with the artworks by transforming viewers into performers, participants, players, and co-creators. It further argues that by including embodied interactions artworks expand their ability to convey meaning to users.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129846497","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}
Lasse Legaard, J. Thomsen, Christian Hannesbo Lorentzen, Jonas Peter Techen
This paper explores the opportunities for incorporating shape changing properties into everyday home appliances. Throughout a design research approach the vacuum cleaner is used as a design case with the overall aim of enhancing the user experience by transforming the appliance into a sensing object. Three fully functional prototypes were developed in order to illustrate how shape change can fit into the context of our homes. The shape changing functionalities are: 1) a digital power button that supports dynamic affordances, 2) an analog handle that mediates the amount of dust particles through haptic feedback and 3) a body that behaves in a lifelike manner dependent on the user treatment. We report the development and implementation of the functional prototypes as well as technical limitations and initial user reactions on the prototypes.
{"title":"Exploring SCI as Means of Interaction through the Design Case of Vacuum Cleaning","authors":"Lasse Legaard, J. Thomsen, Christian Hannesbo Lorentzen, Jonas Peter Techen","doi":"10.1145/2839462.2856540","DOIUrl":"https://doi.org/10.1145/2839462.2856540","url":null,"abstract":"This paper explores the opportunities for incorporating shape changing properties into everyday home appliances. Throughout a design research approach the vacuum cleaner is used as a design case with the overall aim of enhancing the user experience by transforming the appliance into a sensing object. Three fully functional prototypes were developed in order to illustrate how shape change can fit into the context of our homes. The shape changing functionalities are: 1) a digital power button that supports dynamic affordances, 2) an analog handle that mediates the amount of dust particles through haptic feedback and 3) a body that behaves in a lifelike manner dependent on the user treatment. We report the development and implementation of the functional prototypes as well as technical limitations and initial user reactions on the prototypes.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127782192","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}
Assunta Matassa, Leonardo Angelini, M. Caon, Marianna Obrist, E. Mugellini
This workshop aims at discussing the rich possibilities that the body offers to experience the external world and the prospects that arise for interaction designers when these often-neglected abilities are taken into account. In particular, the workshop will focus on the rediscovery of the five senses, either alone or in a multimodal combination, and of the perceptual-motor abilities of our body. The one-day workshop is divided in two steps: first, participants will have the possibility to briefly present and discuss with the other attendees their research. Workshop candidates are requested to send a position paper, including a short biography and detailing their research interests and background. Second, participants will have the possibilities to explore and rediscover their sensorimotor abilities through several exercises and games abilities using a critical design approach. Interdisciplinary groups will be challenged to design and develop new interaction experience concepts using our natural 'tools' as prototyping tools.
{"title":"Second Workshop on Full-Body and Multisensory Experience","authors":"Assunta Matassa, Leonardo Angelini, M. Caon, Marianna Obrist, E. Mugellini","doi":"10.1145/2839462.2854116","DOIUrl":"https://doi.org/10.1145/2839462.2854116","url":null,"abstract":"This workshop aims at discussing the rich possibilities that the body offers to experience the external world and the prospects that arise for interaction designers when these often-neglected abilities are taken into account. In particular, the workshop will focus on the rediscovery of the five senses, either alone or in a multimodal combination, and of the perceptual-motor abilities of our body. The one-day workshop is divided in two steps: first, participants will have the possibility to briefly present and discuss with the other attendees their research. Workshop candidates are requested to send a position paper, including a short biography and detailing their research interests and background. Second, participants will have the possibilities to explore and rediscover their sensorimotor abilities through several exercises and games abilities using a critical design approach. Interdisciplinary groups will be challenged to design and develop new interaction experience concepts using our natural 'tools' as prototyping tools.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"91 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126256852","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}
Takashi Kikuchi, Yuichi Hiroi, Ross T. Smith, B. Thomas, M. Sugimoto
Typical personal fabrication using a laser cutter allows objects to be created from raw material and the engraving of existing objects. Current methods to precisely align an object with the laser is a difficult process due to indirect manipulations. In this paper, we propose a marker-based system as a novel paradigm for direct interactive laser cutting on existing objects. Our system, MARCut, performs the laser cutting based on tangible markers that are applied directly onto the object to express the design. Two types of markers are available; hand constructed Shape Markers that represent the desired geometry, and Command Markers that indicate the operational parameters such as cut, engrave or material.
{"title":"MARCut: Marker-based Laser Cutting for Personal Fabrication on Existing Objects","authors":"Takashi Kikuchi, Yuichi Hiroi, Ross T. Smith, B. Thomas, M. Sugimoto","doi":"10.1145/2839462.2856549","DOIUrl":"https://doi.org/10.1145/2839462.2856549","url":null,"abstract":"Typical personal fabrication using a laser cutter allows objects to be created from raw material and the engraving of existing objects. Current methods to precisely align an object with the laser is a difficult process due to indirect manipulations. In this paper, we propose a marker-based system as a novel paradigm for direct interactive laser cutting on existing objects. Our system, MARCut, performs the laser cutting based on tangible markers that are applied directly onto the object to express the design. Two types of markers are available; hand constructed Shape Markers that represent the desired geometry, and Command Markers that indicate the operational parameters such as cut, engrave or material.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"57 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126272152","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}
The value of engaging sensory motor skills in the design and use of smart systems is increasingly recognized. Yet robust and reliable methods for development, reporting and transfer are not fully understood. This workshop investigates the role of embodied design research techniques in the context of soft wearables. Throughout, we will experiment with how embodied design research techniques might be shared, developed, and used as direct and unmediated vehicles for their own reporting. Rather than engage in oral presentations, participants will lead each other through a proven embodied method or approach. Then small groups will create mash-ups of techniques, exploring ways that the new approaches might be coherently reported. By applying such methods to the problem of their reporting, we hope to deepen understanding of how to move towards nuanced and repeatable methods for embodied design and knowledge transfer in the context of soft wearables.
{"title":"Embodying Soft Wearables Research","authors":"O. Tomico, D. Wilde","doi":"10.1145/2839462.2854115","DOIUrl":"https://doi.org/10.1145/2839462.2854115","url":null,"abstract":"The value of engaging sensory motor skills in the design and use of smart systems is increasingly recognized. Yet robust and reliable methods for development, reporting and transfer are not fully understood. This workshop investigates the role of embodied design research techniques in the context of soft wearables. Throughout, we will experiment with how embodied design research techniques might be shared, developed, and used as direct and unmediated vehicles for their own reporting. Rather than engage in oral presentations, participants will lead each other through a proven embodied method or approach. Then small groups will create mash-ups of techniques, exploring ways that the new approaches might be coherently reported. By applying such methods to the problem of their reporting, we hope to deepen understanding of how to move towards nuanced and repeatable methods for embodied design and knowledge transfer in the context of soft wearables.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126592515","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 is Sensole, a tactile interface using the foot especially the plantar as an input channel. It deals with sensory substitution according to the fact, that the feet are highly represented areas in the human brain. The use of solenoids offers an exciting but also more pleasant experience than vibrotactile components. Application scenarios of the design could be the recreation of a sense, for example a sense for radioactivity or magnetism as well as complex eyes-free navigation scenarios. Because it is a multi-actuator, it opens the broad field of combinatorics and thus greater accuracy and versatility for the presentation of information which is useful in so far as it allows to be an interface for various smartphone applications. Sensole is a decent interface and can be integrated in every regular shoe.
{"title":"Sensole: An Insole-Based Tickle Tactile Interface","authors":"E. Geißler, Andreas Mühlenberend, K. Harnack","doi":"10.1145/2839462.2872963","DOIUrl":"https://doi.org/10.1145/2839462.2872963","url":null,"abstract":"This is Sensole, a tactile interface using the foot especially the plantar as an input channel. It deals with sensory substitution according to the fact, that the feet are highly represented areas in the human brain. The use of solenoids offers an exciting but also more pleasant experience than vibrotactile components. Application scenarios of the design could be the recreation of a sense, for example a sense for radioactivity or magnetism as well as complex eyes-free navigation scenarios. Because it is a multi-actuator, it opens the broad field of combinatorics and thus greater accuracy and versatility for the presentation of information which is useful in so far as it allows to be an interface for various smartphone applications. Sensole is a decent interface and can be integrated in every regular shoe.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122859316","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 discusses the experience and learning from introducing programming in a museum exhibition design course. Thirty-seven information design students from Sweden, with no previous experience in programming, participated in the course in 2014 and 2015. The students' tasks were to create interactive exhibition stations at a county museum in five weeks. We introduced Arduino and Processing programming in the course to enlarge the information design students' repertoire and to find ways to develop the interactive aspects of the exhibition medium. We aim to identify and discuss challenges and strengths when introducing code as design material in design education. The education of future exhibition designers is an important matter relevant the TEI community.
{"title":"It Could Just as Well Have Been in Greek: Experiences from Introducing Code as a Design Material to Exhibition Design Students","authors":"J. Schaeffer, Rikard Lindell","doi":"10.1145/2839462.2839475","DOIUrl":"https://doi.org/10.1145/2839462.2839475","url":null,"abstract":"This paper discusses the experience and learning from introducing programming in a museum exhibition design course. Thirty-seven information design students from Sweden, with no previous experience in programming, participated in the course in 2014 and 2015. The students' tasks were to create interactive exhibition stations at a county museum in five weeks. We introduced Arduino and Processing programming in the course to enlarge the information design students' repertoire and to find ways to develop the interactive aspects of the exhibition medium. We aim to identify and discuss challenges and strengths when introducing code as design material in design education. The education of future exhibition designers is an important matter relevant the TEI community.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"C-26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126482939","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}
Jewelry has long been used to modify one's body and mediate experiences and interactions. Fulfilling a variety of roles, ranging from ritual objects to sentimental tokens to pure adornment, jewelry provides an externalization on the body of inner expression, non-verbally communicating information about the wearer to those she or he encounters. "Functionality in Wearable Tech," a set of three jewelry pieces, seeks to satirize and call attention to wearable technology's transition into the space that jewelry has occupied for thousands of years. Through the use of cheap robotic children's toys, converted into "functional" jewelry, the series of work considers desired and real emotional attachments to technological and jewelry objects, and those objects in between. The documented performance captures an exploration of jewelry with technological media and the ostentatious statement wearing Wearables today makes.
{"title":"Functionality in Wearable Tech: Device, as Jewelry, as Body Mediator","authors":"A. Ju","doi":"10.1145/2839462.2856348","DOIUrl":"https://doi.org/10.1145/2839462.2856348","url":null,"abstract":"Jewelry has long been used to modify one's body and mediate experiences and interactions. Fulfilling a variety of roles, ranging from ritual objects to sentimental tokens to pure adornment, jewelry provides an externalization on the body of inner expression, non-verbally communicating information about the wearer to those she or he encounters. \"Functionality in Wearable Tech,\" a set of three jewelry pieces, seeks to satirize and call attention to wearable technology's transition into the space that jewelry has occupied for thousands of years. Through the use of cheap robotic children's toys, converted into \"functional\" jewelry, the series of work considers desired and real emotional attachments to technological and jewelry objects, and those objects in between. The documented performance captures an exploration of jewelry with technological media and the ostentatious statement wearing Wearables today makes.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128549606","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 is widely used to physically prototype the look and feel of 3D objects. However, interaction possibilities of these prototypes are often limited to mechanical parts or post-assembled electronics. Moreover, fabricating interactive 3D printed objects is still an expert task. In my dissertation, I therefore explore how to support users in the design of interactive 3D objects and how to automate the generation of adequate sensing structures. Further, I investigate tangible interaction concepts for 3D printed objects. In this paper, I outline my past and future research towards the fabrication of 3D objects in terms of (1) user-friendly design, (2) automation of fabrication, and (3) tangible interaction concepts for the input modalities touch and deformation.
{"title":"Exploring 3D Printed Interaction","authors":"Martin Schmitz","doi":"10.1145/2839462.2854105","DOIUrl":"https://doi.org/10.1145/2839462.2854105","url":null,"abstract":"3D printing is widely used to physically prototype the look and feel of 3D objects. However, interaction possibilities of these prototypes are often limited to mechanical parts or post-assembled electronics. Moreover, fabricating interactive 3D printed objects is still an expert task. In my dissertation, I therefore explore how to support users in the design of interactive 3D objects and how to automate the generation of adequate sensing structures. Further, I investigate tangible interaction concepts for 3D printed objects. In this paper, I outline my past and future research towards the fabrication of 3D objects in terms of (1) user-friendly design, (2) automation of fabrication, and (3) tangible interaction concepts for the input modalities touch and deformation.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117008773","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 preliminary framework to inform the analysis and design of tangible narratives. Researchers and designers have been using tangible user interfaces (TUIs) for storytelling over the past two decades, but to date no comprehensive analysis of these systems exists. We argue that storytelling systems that use digitally-enhanced physical objects form a unique medium with identifiable narrative characteristics. Our framework isolates these characteristics and focuses on the user's perspective to identify commonalities between existing systems, as well as gaps that can be addressed by new systems. We find that the majority of systems in our sample require the user to perform exploratory actions from an external narrative position. We note that systems that cast the user in other interactive roles are rare but technologically feasible, suggesting that there are many underexplored possibilities for tangible storytelling.
{"title":"Towards a Framework for Tangible Narratives","authors":"Daniel Harley, J. Chu, Jamie Kwan, Ali Mazalek","doi":"10.1145/2839462.2839471","DOIUrl":"https://doi.org/10.1145/2839462.2839471","url":null,"abstract":"This paper presents a preliminary framework to inform the analysis and design of tangible narratives. Researchers and designers have been using tangible user interfaces (TUIs) for storytelling over the past two decades, but to date no comprehensive analysis of these systems exists. We argue that storytelling systems that use digitally-enhanced physical objects form a unique medium with identifiable narrative characteristics. Our framework isolates these characteristics and focuses on the user's perspective to identify commonalities between existing systems, as well as gaps that can be addressed by new systems. We find that the majority of systems in our sample require the user to perform exploratory actions from an external narrative position. We note that systems that cast the user in other interactive roles are rare but technologically feasible, suggesting that there are many underexplored possibilities for tangible storytelling.","PeriodicalId":422083,"journal":{"name":"Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115459714","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}