While interaction designers often aim to support virtues such as health, creativity and thrift, their design efforts are also implicated in technologies that support greed, lust, and vanity. "Vice" interfaces serve as a way to interrogate critically some of the moral values that lie beneath our design efforts, while also providing an opportunity to create some wickedly fun prototypes.
{"title":"Vice interfaces","authors":"E. Kabisch, Amanda M. Williams","doi":"10.1145/2148131.2148213","DOIUrl":"https://doi.org/10.1145/2148131.2148213","url":null,"abstract":"While interaction designers often aim to support virtues such as health, creativity and thrift, their design efforts are also implicated in technologies that support greed, lust, and vanity. \"Vice\" interfaces serve as a way to interrogate critically some of the moral values that lie beneath our design efforts, while also providing an opportunity to create some wickedly fun prototypes.","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-02-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121471459","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}
Mohammadreza Khalilbeigi, Roman Lissermann, W. Kleine, Jürgen Steimle
In this paper, we present a novel device concept that features double-sided displays which can be folded using predefined hinges. The device concept enables users to dynamically alter both size and shape of the display and also to access the backside using fold gestures. We explore the design of such devices by investigating different types and forms of folding. Furthermore, we propose a set of interaction principles and techniques. Following a user-centered design process, we evaluate our device concept in two sessions with low-fidelity and high-fidelity prototypes.
{"title":"FoldMe: interacting with double-sided foldable displays","authors":"Mohammadreza Khalilbeigi, Roman Lissermann, W. Kleine, Jürgen Steimle","doi":"10.1145/2148131.2148142","DOIUrl":"https://doi.org/10.1145/2148131.2148142","url":null,"abstract":"In this paper, we present a novel device concept that features double-sided displays which can be folded using predefined hinges. The device concept enables users to dynamically alter both size and shape of the display and also to access the backside using fold gestures. We explore the design of such devices by investigating different types and forms of folding. Furthermore, we propose a set of interaction principles and techniques. Following a user-centered design process, we evaluate our device concept in two sessions with low-fidelity and high-fidelity prototypes.","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-02-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122584091","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}
"Lovely Rita" is a dress constructed solely out of variations on a single modular unit: a zipper and the embedded light array it controls. The zipper module is both the fundamental structural unit of the garment as well as a versatile interactive design element, which provides the wearer with the flexibility to dynamically shape the look and feel of the dress. http://vimeo.com/32941240
{"title":"Lovely Rita","authors":"Minhye Lee, Romy Achituv","doi":"10.1145/2148131.2148204","DOIUrl":"https://doi.org/10.1145/2148131.2148204","url":null,"abstract":"\"Lovely Rita\" is a dress constructed solely out of variations on a single modular unit: a zipper and the embedded light array it controls. The zipper module is both the fundamental structural unit of the garment as well as a versatile interactive design element, which provides the wearer with the flexibility to dynamically shape the look and feel of the dress. http://vimeo.com/32941240","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"122 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-02-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115881969","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}
Students with intellectual disabilities tend to be reliant on other people's opinions and attitudes, and fear taking initiatives. Thus, they are reluctant to independently undertake activities of exploratory learning -- a pedagogical approach recommended by constructivist theories. This research aims to investigate how different aspects of tangibles, like physicality, multisensory and dynamic feedback, can better support more independent exploration for students with intellectual disabilities.
{"title":"Fostering exploratory learning in students with intellectual disabilities: how can tangibles help?","authors":"Taciana Pontual Falcão","doi":"10.1145/2148131.2148232","DOIUrl":"https://doi.org/10.1145/2148131.2148232","url":null,"abstract":"Students with intellectual disabilities tend to be reliant on other people's opinions and attitudes, and fear taking initiatives. Thus, they are reluctant to independently undertake activities of exploratory learning -- a pedagogical approach recommended by constructivist theories. This research aims to investigate how different aspects of tangibles, like physicality, multisensory and dynamic feedback, can better support more independent exploration for students with intellectual disabilities.","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"216 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-02-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124271891","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 explosion in the availability of online records has led to surging interest in genealogy. In this paper we explore the present state of genealogical practice, with a particular focus on how the process of research is recorded and later accessed by other researchers. We then present our response, ChronoTape, a novel tangible interface for supporting family history research. The ChronoTape is an example of a temporal tangible interface, an interface designed to enable the tangible representation and control of time. We use the ChronoTape to interrogate the value relationships between physical and digital materials, personal and professional practices, and the ways that records are produced, maintained and ultimately inherited. In contrast to designs that support existing genealogical practice, ChronoTape captures and embeds traces of the researcher within the document of their own research, in three ways: (i) it ensures physical traces of digital research; (ii) it generates personal material around the use of impersonal genealogical data; (iii) it allows for graceful degradation of both its physical and digital components in order to deliberately accommodate the passage of information into the future.
{"title":"ChronoTape: tangible timelines for family history","authors":"Peter D. Bennett, Mike Fraser, Madeline Balaam","doi":"10.1145/2148131.2148144","DOIUrl":"https://doi.org/10.1145/2148131.2148144","url":null,"abstract":"An explosion in the availability of online records has led to surging interest in genealogy. In this paper we explore the present state of genealogical practice, with a particular focus on how the process of research is recorded and later accessed by other researchers. We then present our response, ChronoTape, a novel tangible interface for supporting family history research. The ChronoTape is an example of a temporal tangible interface, an interface designed to enable the tangible representation and control of time. We use the ChronoTape to interrogate the value relationships between physical and digital materials, personal and professional practices, and the ways that records are produced, maintained and ultimately inherited. In contrast to designs that support existing genealogical practice, ChronoTape captures and embeds traces of the researcher within the document of their own research, in three ways: (i) it ensures physical traces of digital research; (ii) it generates personal material around the use of impersonal genealogical data; (iii) it allows for graceful degradation of both its physical and digital components in order to deliberately accommodate the passage of information into the future.","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"336 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-02-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124308354","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 showcase an integrative approach for our actuated Tangible Active Objects (TAOs), that demonstrates distributed collaboration support to become a versatile and comprehensive dynamic user interface with multi-modal feedback. We incorporated physical actuation, visual projection in 2D and 3D, and vibro-tactile feedback. We demonstrate this approach in a furniture placing scenario where the users can interactively change the furniture model represented by each TAO using a dial-based tangible actuated menu. We demonstrate virtual constraints between our TAOs to automatically maintain spatial relations.
{"title":"An integrated multi-modal actuated tangible user interface for distributed collaborative planning","authors":"Eckard Riedenklau, T. Hermann, H. Ritter","doi":"10.1145/2148131.2148167","DOIUrl":"https://doi.org/10.1145/2148131.2148167","url":null,"abstract":"In this paper we showcase an integrative approach for our actuated Tangible Active Objects (TAOs), that demonstrates distributed collaboration support to become a versatile and comprehensive dynamic user interface with multi-modal feedback. We incorporated physical actuation, visual projection in 2D and 3D, and vibro-tactile feedback. We demonstrate this approach in a furniture placing scenario where the users can interactively change the furniture model represented by each TAO using a dial-based tangible actuated menu. We demonstrate virtual constraints between our TAOs to automatically maintain spatial relations.","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-02-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115530017","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 present the interactive video installation titled "The Garden of Time": a tangible interface designed specifically to emphasize the conceptual nature of the project and to provide a different and entertaining filmic experience to its users.
{"title":"The Garden of Time: a tangible interactive video installation","authors":"Jorge C. S. Cardoso, C. Caires","doi":"10.1145/2148131.2148199","DOIUrl":"https://doi.org/10.1145/2148131.2148199","url":null,"abstract":"In this paper we present the interactive video installation titled \"The Garden of Time\": a tangible interface designed specifically to emphasize the conceptual nature of the project and to provide a different and entertaining filmic experience to its users.","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"64 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-02-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124832588","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 2001 the term "Natural User Interface" (NUI) was coined to denote the use of wearable computing or of physical matter (solids, liquids, and gases) as direct user interfaces for metaphor-free computing ["Intelligent Image Processing", S. Mann, John Wiley & Sons, Inc., 2001]. An example of NUI is the idioscope, a highly expressive musical instrument based on continuous ("undigital") scratch input ["Natural Interfaces for Musical Expression...", S. Mann, in Proc. NIME 2007, Jun6--10, New York, NY, USA.]. Human beings are "cyborgs" in the sense that we usually experience nature indirectly, through technologies like shoes, clothing, or smartphones. In fact we're often forbidden from interacting directly with the world around us, e.g. simply removing our shoes to feel the earth beneath our feet is likely to have us stopped by police or security guards. Natural User-Interfaces challenge this layer of indirection, and use direct physical contact with multisensory primordial input devices such as solids, liquids, and gases. H2O (dihydrogen monoxide) is the only chemical substance that we commonly and directly experience in all three of these states-of-matter. Thus H2O is a natural choice for a natural user-interface. H2O is not the same thing as water: it is more general than water in the sense that it can also exist as ice or steam. We explore ice and steam as primordial natural user interfaces. Our ultimate goal is the creation of a centre for Cyborg-Environment Interaction (CEI) as a research trajectory exploring the relationship between nature and technology. Presently, we will celebrate the solid and gaseous states of H2O through ice mallets and steam pipes, in a performance entitled "Sublime Sublimation".
2001年,术语“自然用户界面”(NUI)被创造出来,表示使用可穿戴计算或物理物质(固体、液体和气体)作为无隐喻计算的直接用户界面[“智能图像处理”,S. Mann, John Wiley & Sons, Inc., 2001]。NUI的一个例子是idiscope,一种基于连续(“数字”)划痕输入的高表现力乐器[“Natural Interfaces for musical Expression…”,S. Mann, Proc. NIME 2007, june 6- 10, New York, NY, USA.]。从某种意义上说,人类是“半机械人”,我们通常通过鞋子、衣服或智能手机等技术间接体验自然。事实上,我们经常被禁止与周围的世界直接互动,例如,仅仅脱掉鞋子去感受脚下的土地就可能会被警察或保安拦住。自然用户界面挑战了这一间接层,并使用与多感官原始输入设备(如固体,液体和气体)的直接物理接触。H2O(一氧化二氢)是我们在这三种物质状态中唯一经常直接体验到的化学物质。因此H2O是自然用户界面的自然选择。H2O和水不是一回事:它比水更普遍,因为它也可以以冰或蒸汽的形式存在。我们探索冰和蒸汽作为原始的自然用户界面。我们的最终目标是创建一个赛博格-环境互动中心(CEI),作为探索自然与技术之间关系的研究轨迹。现在,我们将通过冰槌和蒸汽管来庆祝水的固态和气态,这是一个名为“崇高升华”的表演。
{"title":"Hydraulikos: ice, water, and steam as user-interfaces","authors":"Steve Mann, Ryan E. Janzen","doi":"10.1145/2148131.2148139","DOIUrl":"https://doi.org/10.1145/2148131.2148139","url":null,"abstract":"In 2001 the term \"Natural User Interface\" (NUI) was coined to denote the use of wearable computing or of physical matter (solids, liquids, and gases) as direct user interfaces for metaphor-free computing [\"Intelligent Image Processing\", S. Mann, John Wiley & Sons, Inc., 2001]. An example of NUI is the idioscope, a highly expressive musical instrument based on continuous (\"undigital\") scratch input [\"Natural Interfaces for Musical Expression...\", S. Mann, in Proc. NIME 2007, Jun6--10, New York, NY, USA.]. Human beings are \"cyborgs\" in the sense that we usually experience nature indirectly, through technologies like shoes, clothing, or smartphones. In fact we're often forbidden from interacting directly with the world around us, e.g. simply removing our shoes to feel the earth beneath our feet is likely to have us stopped by police or security guards. Natural User-Interfaces challenge this layer of indirection, and use direct physical contact with multisensory primordial input devices such as solids, liquids, and gases. H2O (dihydrogen monoxide) is the only chemical substance that we commonly and directly experience in all three of these states-of-matter. Thus H2O is a natural choice for a natural user-interface. H2O is not the same thing as water: it is more general than water in the sense that it can also exist as ice or steam. We explore ice and steam as primordial natural user interfaces. Our ultimate goal is the creation of a centre for Cyborg-Environment Interaction (CEI) as a research trajectory exploring the relationship between nature and technology. Presently, we will celebrate the solid and gaseous states of H2O through ice mallets and steam pipes, in a performance entitled \"Sublime Sublimation\".","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"107 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-02-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124860647","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}
Giffi is a computationally enhanced construction kit that enables children to build kinetic forms through purposeful play and discovery.
Giffi是一个计算增强的建筑套件,使孩子们能够通过有目的的玩耍和发现来建立动态形式。
{"title":"Giffi: a gift for future inventors","authors":"Kuan-Ju Wu, M. Gross, M. Baskinger","doi":"10.1145/2148131.2148209","DOIUrl":"https://doi.org/10.1145/2148131.2148209","url":null,"abstract":"Giffi is a computationally enhanced construction kit that enables children to build kinetic forms through purposeful play and discovery.","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-02-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129903716","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}
Theresa Jean Tanenbaum, Karen Tanenbaum, Ron Wakkary
This studio provides participants with an opportunity to engage in a hands-on exploration of the use of "design fictions" as a strategy for producing physical artifacts. The idea of design fictions blurs the boundaries between traditional design practices and narrative explorations of potential futures. If the goal of design is to devise courses of action aimed at changing existing situations into preferred ones, then the goal of design fiction is to use speculations, metaphors, and explorations of desired futurities to explicate and inform material design practices. Participants will have a chance to discuss these ideas, as well as to design and build their own "diegetic prototypes" out of materials sourced from local antique shops, thrift stores, and other nearby sources of inspiration. Through this hands-on exploration of the constraints and affordances of fictional scenarios and scavenged materials, we hope to collectively explore a compelling new design space for tangibles.
{"title":"Design fictions","authors":"Theresa Jean Tanenbaum, Karen Tanenbaum, Ron Wakkary","doi":"10.1145/2148131.2148214","DOIUrl":"https://doi.org/10.1145/2148131.2148214","url":null,"abstract":"This studio provides participants with an opportunity to engage in a hands-on exploration of the use of \"design fictions\" as a strategy for producing physical artifacts. The idea of design fictions blurs the boundaries between traditional design practices and narrative explorations of potential futures. If the goal of design is to devise courses of action aimed at changing existing situations into preferred ones, then the goal of design fiction is to use speculations, metaphors, and explorations of desired futurities to explicate and inform material design practices. Participants will have a chance to discuss these ideas, as well as to design and build their own \"diegetic prototypes\" out of materials sourced from local antique shops, thrift stores, and other nearby sources of inspiration. Through this hands-on exploration of the constraints and affordances of fictional scenarios and scavenged materials, we hope to collectively explore a compelling new design space for tangibles.","PeriodicalId":440364,"journal":{"name":"Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-02-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128276195","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}