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Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction最新文献

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Code Bits: An Inexpensive Tangible Computational Thinking Toolkit For K-12 Curriculum 代码位:K-12课程的廉价有形计算思维工具包
Sidhant Goyal, R. S. Vijay, Charu Monga, P. Kalita
The extensive research in the domain of computational thinking has identified itself as one of the critical skills that needs to be a part of regular K-12 curriculum. However, most of the tangible computational thinking toolkits that are being developed are bulky and expensive to be deployed in classroom environments. In this paper we present Code Bits, a paper based tangible computational thinking toolkit that is inexpensive, portable and scalable. The students create programs using the tangible paper bits on any flat surface and use the Code Bits mobile application to process the code, which runs on any android device with a camera and uses augmented reality based games to improve the computational thinking skills of the students. The toolkit has been designed in way so as to promote collaboration amongst students.
计算思维领域的广泛研究已经将其确定为需要成为常规K-12课程一部分的关键技能之一。然而,大多数正在开发的有形计算思维工具包体积庞大,成本昂贵,无法在课堂环境中部署。在本文中,我们介绍了Code Bits,这是一个基于纸张的有形计算思维工具包,价格低廉,可移植且可扩展。学生们使用任何平面上的有形纸位创建程序,并使用Code bits移动应用程序处理代码,该程序可以在任何带有摄像头的android设备上运行,并使用基于增强现实的游戏来提高学生的计算思维能力。该工具包的设计方式旨在促进学生之间的合作。
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引用次数: 34
Crafting Mechatronic Percussion with Everyday Materials 用日常材料制作机电冲击
Hyunjoo Oh, J. Harriman, Abhishek Narula, M. Gross, M. Eisenberg, S. Hsi
We present a kit comprising cardboard mechanical components and a custom printed circuit board, designed to support novices in building computational percussive instruments with everyday materials. We set three design criteria: accessibility, adaptability, and expressivity. We conducted two workshops with experts and novices to assess the usability of our kit and observe the variety of constructions that users make. The kit enabled both experts and novices to build working instruments and to explore creative experimentation with different materials and objects.
我们展示了一个由硬纸板机械部件和定制印刷电路板组成的工具包,旨在支持初学者使用日常材料构建计算打击乐器。我们设定了三个设计标准:可访问性、适应性和表现力。我们与专家和新手进行了两次研讨会,以评估我们的工具包的可用性,并观察用户制作的各种结构。该工具包使专家和新手都能建立工作仪器,并探索不同材料和对象的创造性实验。
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引用次数: 9
Ideating in Skills: Developing Tools for Embodied Co-Design 在技能上的构想:开发具身协同设计的工具
Dorothé Smit, D. Oogjes, Bruna Goveia da Rocha, A. Trotto, Y. Hur, Caroline Hummels
In this paper, we show the development of the Ideating in Skills (IiS) toolset: an embodied design tool aimed at supporting co-design processes. The iterative process of developing the toolset was carried out by students. They worked individually at first, exploring their own skills and moods through movement, visualisations and poetry. These explorations were translated into objects that were able to communicate and connect with each other. In each iteration, the design of the qualities of these connections was based on the findings of the previous explorations. After several individual and team-based iterations, a final toolset was collaboratively created and evaluated in various short design sessions. Based on the potential of the first version of the toolset, a second version was created that is currently used and tested in one-on-one settings all over the world and in multi-stakeholder settings in a creative hub in Sweden.
在本文中,我们展示了“技能中的构思”工具集的发展:一个旨在支持协同设计过程的具体化设计工具。开发工具集的迭代过程由学生完成。他们一开始是单独工作,通过动作、视觉化和诗歌来探索自己的技能和情绪。这些探索被转化为能够相互交流和连接的物体。在每次迭代中,这些连接的质量设计都是基于之前探索的发现。经过几个基于个人和团队的迭代,最终的工具集被协作创建,并在各种简短的设计会议中进行评估。基于该工具集的第一个版本的潜力,我们创建了第二个版本,目前正在世界各地一对一的环境中使用和测试,并在瑞典的一个创意中心的多方利益相关者环境中使用和测试。
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引用次数: 16
Interactive Jewellery: a design exploration 互动珠宝:设计探索
M. Versteeg, E. V. D. Hoven, Caroline Hummels
Many current wearables have a technology-driven background: the focus is primarily on functionality, while their possible personal and social-cultural value is underappreciated. We think that developing wearables from a jewellery perspective can compensate for this. The personal and social cultural values embodied by traditional jewellery are often tightly connected to their function as memento. In this paper we reflect from a jewellery perspective, a memory-studies perspective and a TEI-perspective on three design proposals for interactive jewellery. We identify 1) drawing inspiration from interaction with traditional jewellery, 2) using relatively simple technology with high experiential qualities, 3) abstract and poetic data representation and 4) storing data uniquely on the digital jewel as possible design directions.
目前许多可穿戴设备都是技术驱动的背景:主要关注功能,而它们可能的个人和社会文化价值被低估了。我们认为从珠宝的角度开发可穿戴设备可以弥补这一点。传统珠宝所体现的个人和社会文化价值往往与它们作为纪念品的功能密切相关。在本文中,我们从珠宝的角度、记忆研究的角度和tei的角度对交互式珠宝的三个设计方案进行了反思。我们确定1)从与传统珠宝的互动中获得灵感,2)使用相对简单的技术,具有较高的体验品质,3)抽象而诗意的数据表示,4)将数据独特地存储在数字珠宝上作为可能的设计方向。
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引用次数: 25
Tangible Play Objects: Influence of Different Combinations of Feedback Modalities 有形游戏对象:不同反馈模式组合的影响
H. H. V. Huysduynen, Linda De Valk, M. M. Bekker
This paper presents a study on children's play with tangible, interactive objects called MagicBuns. The aim of this study was to examine the support of different combinations of tangible feedback on different play behaviors and forms of play related to the different development stages of children. Furthermore, a comparison of the play behavior was made between children within the age category four till six and children in the age category ten till twelve years old. Creating guidelines for designing play objects which can grow along with the children. For this study MagicBuns were developed, that through rolling or shaking vibrate, create sounds or change color. Eighty children played in small groups in three different play sessions with these objects. These sessions showed that younger children engage more in parallel play, making use of one feedback modality and simple interaction rules, while older children prefer more complexity. They integrate multiple interaction rules and feedback modalities in their games.
这篇论文提出了一项关于儿童玩有形的互动物品MagicBuns的研究。本研究的目的是考察不同有形反馈组合对不同游戏行为和与儿童不同发展阶段相关的游戏形式的支持。此外,还比较了4 - 6岁儿童和10 - 12岁儿童的游戏行为。为设计可以与孩子一起成长的游戏对象制定指导方针。在这项研究中,神奇面包被开发出来,通过滚动或摇晃振动,发出声音或改变颜色。80名儿童分成三组,用这些物品进行不同的游戏。这些会议表明,年幼的孩子更喜欢平行游戏,利用一种反馈模式和简单的互动规则,而大一点的孩子喜欢更复杂的游戏。他们在游戏中整合了多种互动规则和反馈模式。
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引用次数: 24
A Basic Form Language for Shape-Changing Interfaces 用于形状改变接口的基本表单语言
Morten Winther, Anna Vallgårda
In this paper we propose a basic form language for shape-changing forms that work independently of materials and contexts of use. This form language is meant to inform design practice and therefore it is essential that it is easily graspable and available. Instead of relying on post analyses and abstract concepts, the basic form language we propose has the potential to become a vernacular that is relevant for practitioners. We derive at the language through looking towards adjacent fields of architecture and industrial design as well as through our own practice. We qualify the relevancy of the language in three ways: through using it in practice both as generative for our designs, as means to communicate with external collaborators, and finally we demonstrate its analytical power through analyzing three shape-changing interfaces made by others.
在本文中,我们提出了一种基本的形式语言,用于独立于材料和使用环境的形状变化形式。这种形式语言旨在为设计实践提供信息,因此它很容易掌握和使用。而不是依赖于后期分析和抽象的概念,我们提出的基本形式语言有可能成为一种与从业者相关的方言。我们通过观察邻近的建筑和工业设计领域以及我们自己的实践来获得语言。我们通过三种方式来确定语言的相关性:通过在实践中使用它来生成我们的设计,作为与外部合作者沟通的手段,最后我们通过分析其他人制作的三个形状变化界面来展示它的分析能力。
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引用次数: 7
Four Stories About Feeling Close Over A Distance 四个关于远距离感觉亲近的故事
Eva Lenz, Marc Hassenzahl, Wasili Adamow, Patrick Beedgen, Kirstin Kohler, Thies Schneider
Designing for technology-mediated relatedness (i.e., closeness, togetherness over a distance) is challenging. It requires a wellbeing-driven approach, which focuses on the subtle modulation of everyday practices and the creation of positive and meaningful experiences throughout the day. Based on an ongoing project, we tell four stories. Each is about a family, their particular relationships as well as current practices of feeling close, and our suggestion of how to inject new or improved ways of feeling close into their everyday life through technology. Each suggestion (i.e., concept) is used by the families at the moment.
设计以技术为媒介的相关性(例如,距离较近的亲密性)是具有挑战性的。它需要一种幸福驱动的方法,这种方法侧重于日常实践的微妙调节,并在一天中创造积极而有意义的体验。基于一个正在进行的项目,我们讲述四个故事。每一个都是关于一个家庭,他们的特殊关系以及当前的亲密感实践,以及我们如何通过技术将新的或改进的亲密感方式注入他们的日常生活的建议。每一个建议(即概念)都是由家庭使用的。
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引用次数: 9
From Patchwork to Appliqué: Reflections from an Interaction Design Remake 从拼凑到应用:从交互设计重制的思考
Moa Bergsmark, Ylva Fernaeus
We present a case in which an existing tangible system and its core design values has been used to create a new variation with available standard technology exactly one decade later. We reflect on how the new technological setup fundamentally changed the interaction in terms of electronic media and behavior, as well as regarding perception, physical manipulation, and overall social activity. The new design is discussed in terms of transformations of practice, which shifted our conceptual understanding of the interaction from the metaphor of making a patchwork to that of an appliqué.
我们提出了一个案例,在这个案例中,一个现有的有形系统及其核心设计价值在十年后被用来用可用的标准技术创造一个新的变体。我们反思了新技术如何从根本上改变了电子媒体和行为方面的互动,以及感知、物理操作和整体社会活动。新设计是根据实践的转变来讨论的,它将我们对交互的概念理解从拼凑的隐喻转变为贴花的隐喻。
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引用次数: 4
Storytime with Hue: An Innovative Approach to Storytelling Where Storytellers Control a Dynamic Lighting Environment 色彩的故事时间:一种创新的讲故事方法,讲故事的人控制一个动态的照明环境
Catherine Downey, Sherin Kamel
UPDATED---December 23, 2015. This paper describes a new way to experience storytime using light. The goal is to enhance the traditional way of storytime by designing a device that a story reader can use to control coloured lighting (Philips Hue lights) that is congruent to the storyline. The effect of the light is meant to engage the children and encourage further reading behaviour. The lighting design was developed as a result of evaluations with story readers and a co-creation workshop with children.
更新至2015年12月23日。本文描述了一种利用光来体验故事时间的新方法。我们的目标是通过设计一种设备来增强传统的故事时间方式,故事读者可以使用它来控制与故事情节一致的彩色照明(飞利浦Hue灯)。灯光的效果是为了吸引孩子,鼓励他们进一步的阅读行为。灯光设计是根据故事读者的评价和与孩子们共同创作的工作坊而开发的。
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引用次数: 9
Technologies for Everyday Life Reflection: Illustrating a Design Space 日常生活反映的技术:说明一个设计空间
Ine Mols, E. V. D. Hoven, Berry Eggen
Reflection gives insight, supports action and can improve wellbeing. People might want to reflect more often for these benefits, but find it difficult to do so in everyday life. Research in HCI has shown the potential of systems to support reflection in different contexts. In this paper we present a design space for supporting everyday life reflection. We produced a workbook with a selection of conceptual design proposals, which show how systems can take different roles in the process of reflection: triggering, supporting and capturing. We describe a design space with two dimensions by combining these roles with strategies found in literature. We contribute to the extensive body of work on reflection by outlining how design for everyday life reflection requires a focus on more holistic reflection, design with openness and integration in everyday life.
反思能带来洞察力,支持行动,并能改善幸福感。为了这些好处,人们可能想要更频繁地反思,但在日常生活中很难做到这一点。HCI的研究显示了系统在不同背景下支持反思的潜力。在本文中,我们提出了一个支持日常生活反思的设计空间。我们制作了一个工作手册,其中选择了一些概念设计方案,展示了系统如何在反思过程中扮演不同的角色:触发、支持和捕获。我们通过将这些角色与文献中发现的策略相结合来描述具有两个维度的设计空间。我们通过概述日常生活反思的设计如何需要关注更全面的反思,设计在日常生活中具有开放性和整合性,从而为反思的广泛工作做出贡献。
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引用次数: 31
期刊
Proceedings of the TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction
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