{"title":"Design of Age-Inclusive Tangible User Interfaces Using Image-Schematic Metaphors","authors":"Robert Tscharn","doi":"10.1145/3024969.3025036","DOIUrl":"https://doi.org/10.1145/3024969.3025036","url":null,"abstract":"Tangible user interfaces (TUIs) often employ innovative interaction technologies especially older adults are usually unfamiliar with. In most cases, this growing population has less prior knowledge of technology and fewer cognitive resources than younger adults. Consequently, inadequately designed user interfaces often constrain older adults' interactions. Image-schematic metaphors (ISM) allow a direct mapping of abstract, intangible concepts (e.g., INTEREST RATES) to physical correlates (e.g., VERTICALITY) that are grounded in humans' very basic mental representations and are expressed in discourse (\"Interest rates rose last year.\"). ISM have already been explored as guidance for the design of intuitive TUIs, but whether one of their major promises-age-inclusiveness-holds true is largely an open research question. Therefore, the aim of this Ph.D. is to examine and draw on the potential of ISM theory for the design of TUIs independent of users' technological knowledge and cognitive resources.","PeriodicalId":171915,"journal":{"name":"Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction","volume":"137 13","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"113940200","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}
{"title":"Combining Practices in Craft and Design","authors":"C. Zheng, Michael Nitsche","doi":"10.1145/3024969.3024973","DOIUrl":"https://doi.org/10.1145/3024969.3024973","url":null,"abstract":"Combining practices of craft and tangible interaction design opens up new opportunities for both domains. But structuring cross-domain collaboration between the two poses challenges. How can we set up a crafter-designer collaboration to utilize the different fields of expertise and include separate practices? We address this question through a co-design research approach that stands in context with existing work discussed. We propose a design perspective that builds on an initial distinction between the collaborators, repositions the construction of the brief, and culminates into a collaboration through the shared object. This perspective is described in a collaboration between an interaction designer and a ceramic artist. The resulting collaboration model is presented through this co-design driven collaborative case study in pottery and interaction design that exemplifies collaborative practices to improve tangible designs.","PeriodicalId":171915,"journal":{"name":"Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction","volume":"96 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128637461","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}
{"title":"Sketching-in-Light: Enabling Hybrid Prototyping of Low-Resolution Lighting Displays","authors":"Marius Hoggenmüller, A. Wiethoff, M. Tomitsch","doi":"10.1145/3024969.3025001","DOIUrl":"https://doi.org/10.1145/3024969.3025001","url":null,"abstract":"Low-resolution lighting displays are commonplace in internet-of-things devices, wearable products and embedded interfaces. However, prototyping such displays is challenging and cumbersome as methods, specific domain knowledge and skills are only available to experts. In this paper we present a novel toolkit to assist with designing and evaluating the characteristics of low-resolution lighting displays as well as content variations using different materials. We describe the components of the toolkit, which include a tablet, a custom-built app and low-cost prototyping materials, and its use within the context of a design study. The toolkit can easily be replicated and adopted by others working in this domain to prototype low-resolution lighting displays without requiring any previous expertise in hardware prototyping.","PeriodicalId":171915,"journal":{"name":"Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction","volume":"49 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116875899","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}
{"title":"LangWidgets: Tangible Navigation System for Semantic Fields","authors":"Alisa Goikhman","doi":"10.1145/3024969.3024982","DOIUrl":"https://doi.org/10.1145/3024969.3024982","url":null,"abstract":"English lexicography has a long and rich tradition. The digitization of the field has revolutionized it in many respects. However, from a designer point of view, this transformation is not complete. In fact, if we were to examine the layouts and arrangements of online dictionaries, we would find that they share an almost identical structure with the printed form. Today, lexicography is again at a turning point. New research states that dictionaries should mirror the way language is organized in our brains. That is, lexicographers should partake in cognitive research and implement the findings in the process of dictionary-making. The primary goal of LangWidgets is to approach this task through the user-interface perspective. Mindfully-crafted eLexicon interfaces could ease the cognitive load of users by simplifying navigation through the debris of data. In addition, they could promote a more precise mental model of the language, which, in turn, would improve the process of language acquisition. The paper concludes with a pilot study demonstrating the future promise of the LangWidgets system.","PeriodicalId":171915,"journal":{"name":"Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction","volume":"248 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116301515","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}
{"title":"Negotiating Ambiguity in Describing Fabrics Through Technology","authors":"Anamary Leal","doi":"10.1145/3024969.3025040","DOIUrl":"https://doi.org/10.1145/3024969.3025040","url":null,"abstract":"Designers using tangible materials like fabric may have a limited verbal language to describe the embodied experience of feeling the material. Taxonomies exist for materials like fabric, but are not served by the population of designers we studied. How can technology be designed to better explore fabric, yet not diminish any existing ambiguities in description? We chose to study both different ways to represent the fabric and different interface designs to explore fabric. We collected many descriptors, in part by crowdsourcing, and asked how designers explored fabric, leveraging off of existing practices. We designed interfaces to evaluate a designer's understanding of fabric, with the goal to provide design guidelines on how to design interfaces with ambiguous-important domains.","PeriodicalId":171915,"journal":{"name":"Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121972233","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}
Sangeon Yong, E. J. Lee, R. Peiris, Liwei Chan, Juhan Nam
{"title":"ForceClicks: Enabling Efficient Button Interaction with Single Finger Touch","authors":"Sangeon Yong, E. J. Lee, R. Peiris, Liwei Chan, Juhan Nam","doi":"10.1145/3024969.3025081","DOIUrl":"https://doi.org/10.1145/3024969.3025081","url":null,"abstract":"ForceClicks is a novel touch button input technique for consecutive clicking which incorporates touch force sensors. From force data of a single continuous touch over time, ForceClicks detects peaks and generates discrete clicks. Compared to typical button interaction, this is effective in a sense that consecutive clicks do not require finger positional movements. Additionally, stable force over a certain time threshold can trigger an alternate state, long press, and can be mapped to other actions. The usability of ForceClicks has been evaluated in terms of a) scattering level and b) efficiency. Results suggest higher stability than typical touch, especially when the task requires visual engagement on remote content. The relatively scatter-free characteristic of ForceClicks allows it to be applied on rapid clicking while gaming, and reduce of visual dedication allows easier control of external devices, and two applications, a shooting game and a number picker, are presented for demonstration.","PeriodicalId":171915,"journal":{"name":"Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128179549","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}
{"title":"Learning from the Crackle Exhibition","authors":"Kristina Andersen, Nicholas Ward","doi":"10.1145/3024969.3024997","DOIUrl":"https://doi.org/10.1145/3024969.3024997","url":null,"abstract":"This paper describes the Crackle exhibition, an interactive exhibition presented at the Stedelijk Museum in Amsterdam in 1975. We propose that it can be seen as a foreshadowing of aspects of the current state of the art of TEI avant la lettre; and that there might not only be value in examining historical work to construct a longer historical framework for TEI, but that the methods used in the construction of this exhibition might be useful in constructing new visions that foreshadow into the future from our current technological position. We present a detailed description of the exhibition based on documentation and interviews with the people who built it, and suggest that the current state of disappearing computers and embedded computational ability in everyday devices form an opportunity to imagine novel interaction paradigms that may transcend the digital in a similar way as the Crackle exhibition in 1975 transcended the electrical.","PeriodicalId":171915,"journal":{"name":"Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130323970","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}
{"title":"Popfab: A Case for Portable Digital Fabrication","authors":"Nadya Peek, Ilan E. Moyer","doi":"10.1145/3024969.3025009","DOIUrl":"https://doi.org/10.1145/3024969.3025009","url":null,"abstract":"We present a case study of Popfab, a portable multi-purpose digital fabrication tool. It is uses interchangeable heads (3D printer, CNC mill, and CNC knife) on a general-purpose motion platform that folds into a briefcase. Popfab contributed to the discussion of the future of digital fabrication tools by demonstrating the feasibility of both portability and both additive and subtractive manufacturing on a single platform. Portability is not yet a widely considered option for digital fabrication tools, but with Popfab we demonstrate that general site-specific personal fabrication is possible.","PeriodicalId":171915,"journal":{"name":"Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction","volume":"368 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134405958","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}
Andrea Bellucci, Telmo Zarraonandia, P. Díaz, I. Aedo
{"title":"End-User Prototyping of Cross-Reality Environments","authors":"Andrea Bellucci, Telmo Zarraonandia, P. Díaz, I. Aedo","doi":"10.1145/3024969.3024975","DOIUrl":"https://doi.org/10.1145/3024969.3024975","url":null,"abstract":"Building physical spaces interconnected with virtual worlds is a complex task that requires high technical knowledge and hours of programming and, as a matter of fact, is relegated to the work of expert professionals. The goal of this research is to lower the development threshold through the design of an end-user toolkit that provides a visual integrated environment for the rapid prototyping of cross-reality interactions. A user study with 8 participants showed the effectiveness of our approach and uncovered design opportunities and challenges for supporting the development of cross-reality environments.","PeriodicalId":171915,"journal":{"name":"Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction","volume":"106 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134208565","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}
{"title":"Needle as Input: Exploring Practice and Materiality When Crafting Becomes Computing","authors":"Sarah Schoemann, Michael Nitsche","doi":"10.1145/3024969.3024999","DOIUrl":"https://doi.org/10.1145/3024969.3024999","url":null,"abstract":"A growing body of research combines craft and interaction design. The \"Stitch Sampler\" project, a sew-able musical instrument and craft platform, stands in this context. In particular, the project serves to underline the importance of two conceptual themes that have emerged in HCI over the last decade, specifically the \"material turn\" of research on computing and the \"practice\" or \"action-centric\" turn in HCI. We present that our prototype and its evolution process as an example of a third trend in HCI research that has developed closely along-side these shifts, with relation to research specifically on craft practice. We discuss the Stitch Sampler and related work that couple electronics and smart materials with craft practices. In that way the act of crafting has in some cases become a form of computation.","PeriodicalId":171915,"journal":{"name":"Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132592958","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}