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August 03, 2004

DIS2004: tangible UIs

Tangible UI

The Calder toolkit
wired and wireless components for rapidly prototyping interactive devices
http://www-2.cs.cmu.edu/~nx6/pubs/Lee_HWTK_DIS_04.pdf

what are interactive devices?
a computer!
but also all electronic gadgets
vary in shape, size, colour, wearables, one/two handed - no keyboards or mice

divide between physical interfaces and engineers who create them

graphical interfaces have got to the point where non-experts can create GUIs

DIS2002 showed background study of this work
will focus on design and implementation of the toolkit

observed design process-
form creation
and
interaction sketches + mockups

don't come together until the first functional prototype

can we iterate form before functional prototypes and bring it together with interaction?

create foam forms and rapidly match interactions with parts of the physical sensor toolkit

(uses Director / Java / C++ for creating the interaction)

wireless components can be easily and quickly tried in many positions on the foam form

questions:
How/where will computation be performed?
Where will the power come from?
solutions for global / local / distributed

wired devices similar to Phidgets (Greenburg) and iStuff (Ballagas)

digital/analog input hub - 4 dig switches and 4 analog devices to USB

used in physical computing classes at CMU

as it's made to support design, the components were optimised to be as small as possible

*****

Interaction Frogger
TU/e Eindhoven
http://www.industrialdesign.tue.nl/portfoliosAndPublications/publications/wensveen/DISFrogger.pdf

freedom of interaction leads to embodied interaction
take full advantage of person's motor skills
offer many ways to access functionality

freedom of interaction is not unlimited, to avoid the user getting lost

natural coupling of action and reaction

time / location / direction / dynamics / modality / expression

don't have to use the tight natural couplings of the physical world in interaction design
but then have to use an interface to mediate

information is needed

feedback - tactile / sound / light
another categorisation - functional / inherent / augmented
functional appeals to the needs of the user
augmented feedback - red light when you turn on a tv
inherent - information provided as a natural consequence
feedforward - how will an action be taken - labels, onscreen help, icons

mapping functional information to action, through augmented information and inherent information

an interaction framework
six practical characteristics for coupling action and information

interaction can leave a trace, control becomes display (e.g. a tape recorder)

*****

Hands-only Scenario
Video Action Wall
Mads Clausen Institute
http://www.itproducts.sdu.dk/djajadiningrat/publications/04BuurDISHand.pdf

rich actions
physical manip of computer data - revolution of PC design
rich interaction with intelligent products - evolution of product design

is it easier to learn to think than to move?
reaquire balance between body and mind

Zense - optical instrument to visualise and regulate heating control

workshop from DIS2002 - Look Mama, with hands!

create vs. control
actions vs. objects

hands-only scenario
'close up' version of dramitised use scenarios
focus attention - what will the hands do, when interacting?

video action wall
live 'post its' on a computer screen
qualities of motion or action

design strategy - design actions before the product
(but this is nonsense! - can help us understand though)

scenarios
handling everyday objects - find similarities
using hands only to replicate similar actions
how can products then replicate these actions?

describing the qualities, technical vs. metaphor
'make repetitive circular movements and adapting force to feedback'
vs.
'like a dog chasing its own tail'

a lot of physical UI isn't subtle - like banging a B&O stereo

Laban framework for understanding movement
http://www.xoe.com/LisaSandlos/lma.html

link

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