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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
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