{"title":"Tactile Design Principles","authors":"P. Ballin","doi":"10.1145/3430524.3443688","DOIUrl":"https://doi.org/10.1145/3430524.3443688","url":null,"abstract":"Vibrotactile feedback has found its way into human-machine interaction in recent years. However, there are no easily accessible and recognized rules for designing this feedback. For example, designers of graphical user interfaces can make use of visual design laws, to improve the design of human-machine interfaces. These laws identify a meta-level that allows to work with simple design principles rather than having to deal with the physiology or the psychological and cognitive stimulus processing of the visual sense. The goal of my future research is to explore and identify a meta-level for the design of tactile feedback in order to provide tactile feedback designers with a tool that they can work with easily and effectively. A pilot study has already been carried out to this end, which has yielded illuminating results. Based on these results, I would like to sharpen the focus of my research work in the coming months and then work on my doctoral thesis.","PeriodicalId":412755,"journal":{"name":"Proceedings of the Fifteenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116395645","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}
Oscar Alvarado, V. Abeele, D. Geerts, Francisco Gutiérrez, K. Verbert
{"title":"Exploring Tangible Algorithmic Imaginaries in Movie Recommendations","authors":"Oscar Alvarado, V. Abeele, D. Geerts, Francisco Gutiérrez, K. Verbert","doi":"10.1145/3430524.3440631","DOIUrl":"https://doi.org/10.1145/3430524.3440631","url":null,"abstract":"Recommender algorithms play an active role in many everyday activities. However, personalized recommendations often produce negative experiences due to a lack of awareness, control, or transparency. Allowing users to materialize their algorithmic imaginaries exposes how they experience, perceive, and imagine recommender algorithms. Moreover, it can unearth novel and previously unattended design opportunities for tangible interactions with algorithms. Therefore, we explored how 15 users of a famous movie recommender system materialized tangible designs to reflect and discuss their algorithmic imaginaries during co-design workshops and interviews. Using thematic analysis, we identified two forms of algorithmic imaginaries that can inspire tangible interactions with recommender algorithms: metaphoric and datafied representations. Complementary themes exposed the influence of contextual factors and diverse negative attitudes towards personalized movie recommendations. Based on these findings, we suggest design opportunities and suggestions for improving the algorithmic experience of movie recommendations and similar systems through tangible user interfaces.","PeriodicalId":412755,"journal":{"name":"Proceedings of the Fifteenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"60 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126156644","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}
J. Soares, João P. Costa, P. Ângelo, Mónica Mendes
{"title":"Expanded Boundaries: Art and Non-human Essence as Playful Inspirations for Children's Prosthetics","authors":"J. Soares, João P. Costa, P. Ângelo, Mónica Mendes","doi":"10.1145/3430524.3440655","DOIUrl":"https://doi.org/10.1145/3430524.3440655","url":null,"abstract":"There is an important gap in Assistive Technology related to the multiple capabilities of exploratory creativity, as with multi-aesthetic and inter-mediatic surfaces, especially in the design and development of child prosthetics. This in-progress research explores creative interactions and combinations of art and digital fabrication to design playful prosthetics for children's upper limbs. In order to do so, we are using feline animal life as inspiration and as a ludic premise to engagement through playfulness. With this artistic exploration in the scope of tangible and embodied interfaces, we seek to contribute to improve and incorporate engagement and fantasy through playful interfaces, ultimately transforming a perceived difference into empowerment of a child's self-esteem, awareness and imagination.","PeriodicalId":412755,"journal":{"name":"Proceedings of the Fifteenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128356081","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}
Yutaka Tokuda, D. Sahoo, Matt Jones, S. Subramanian, A. Withana
{"title":"Flowcuits: Crafting Tangible and Interactive Electrical Components with Liquid Metal Circuits","authors":"Yutaka Tokuda, D. Sahoo, Matt Jones, S. Subramanian, A. Withana","doi":"10.1145/3430524.3440654","DOIUrl":"https://doi.org/10.1145/3430524.3440654","url":null,"abstract":"We present Flowcuits, a DIY fabrication method to prototype tangible, interactive and functional electrical components by manipulating liquid metals. The prototypes afford both physical and visual interactions to demonstrate the inner working mechanics of fundamental electronic elements, which enables tangible and playful learning. The fabrication process follows simple imprinting and sealing of fluidic circuits with a 3D-printed stamp on an accessible moldable-substrates such as ‘Blu Tack’. Utilizing conductive gallium indium liquid metal, we demonstrated interactive and re-configurable electronic components such as switches, variable resistors, variable capacitors, logic gates and pressure sensors. In this paper, we present the design analogy of Flowcuits, DIY fabrication approach including a parametric 3D stamp design toolkit and results from a technical evaluation. The stamps are printed with a low-cost 3D printer and all the materials are inexpensive and reusable, enabling Flowcuits to be easily used without any advanced lab facilities.","PeriodicalId":412755,"journal":{"name":"Proceedings of the Fifteenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125446319","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":"Asynchronous Co-Dining: Enhancing the Intimacy in Remote Co-Dining Experience Through Audio Recordings","authors":"Huizhong Ye, Zengrong Guo, Rong-Hao Liang","doi":"10.1145/3430524.3442468","DOIUrl":"https://doi.org/10.1145/3430524.3442468","url":null,"abstract":"Co-dining benefits in closeness and connectedness between all family members. However, it is hard for those in different locations to enjoy a meal together due to the geographical barriers and inconsistent life schedule. The widely applied video technology caused excessive visual interference when solving problems, while the effect of sound in a meal on intimacy has not been studied. In this paper, we explored how can recorded audio create an asynchronous co-dining experience and support intimacy. We conducted a field study with 24 participants, and the result shows the system potentially enhance the intimacy in remote coding experience. In the follow-up workshop with 6 participants, we further discussed the future landscape of designing a sound interface for remote meals.","PeriodicalId":412755,"journal":{"name":"Proceedings of the Fifteenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116142258","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":"Tangible Lighting Proxies: Brokering the Transition from Classroom to Stage","authors":"Rebecca Nicholson, David S. Kirk, Tom Bartindale","doi":"10.1145/3430524.3440659","DOIUrl":"https://doi.org/10.1145/3430524.3440659","url":null,"abstract":"Supporting Practice-based vocational skills development in the classroom can be logistically challenging, however tangible interfaces present natural affordances for supporting such skill development. In the context of teaching stage lighting specifically, we present an open source toolkit based around tangible hardware proxies to support the teaching of practice-based skills. Our tangible proxies embody key configuration, interaction and optical properties of real stage equipment. Drawing on notions of representation and bi-directional digital-to-physical transformation, we design a toolkit that specifically supports a gradual transition between virtual, simulated and real equipment during the learning journey, and open the door to embedding stage craft into schools. Through reporting on deployments in two schools, we discuss the affordances of such proxies and their potential for supporting the teaching and learning of practice-based skills in the classroom.","PeriodicalId":412755,"journal":{"name":"Proceedings of the Fifteenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116767627","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":"Developing Multisensory Augmented Reality As A Medium For Computational Artists","authors":"Sam Bilbow","doi":"10.1145/3430524.3443690","DOIUrl":"https://doi.org/10.1145/3430524.3443690","url":null,"abstract":"This paper resituates multisensory augmented reality (MSAR) as an artistic medium for the creation of interactive and expressive works by computational artists. If an AR system can be thought of as one that combines real and virtual processes, is interactive in real-time, and is registered in three dimensions; why do we witness the majority of AR applications utilising primarily visual displays of information? In this paper, I propose a practice-led compositional approach for developing ‘MSAR Experiences’, arguing that, as an medium that combines real and virtual multisensory processes, it must be explored with a multisensory approach. The paper further outlines the study methods that I will use to evaluate the developed experiences. The outcome of this project is the practice-led method as well as MSAR hardware, software and experiences that are developed and evaluated.","PeriodicalId":412755,"journal":{"name":"Proceedings of the Fifteenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"367 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122846777","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}
Robin Abendschein, Selina Pauli, L. Schmid, Stephan Huber
{"title":"Impressions at First Touch: Insights on how visually impaired persons form their first impressions of technology","authors":"Robin Abendschein, Selina Pauli, L. Schmid, Stephan Huber","doi":"10.1145/3430524.3442459","DOIUrl":"https://doi.org/10.1145/3430524.3442459","url":null,"abstract":"Human judgements are substantially influenced by first impressions. In previous studies, researchers contributing to people's first impressions of technical artifacts focused mainly on visual attributes. However, their findings do not apply to visually impaired people who cannot visually explore technology. Hence, we assume that visually impaired people rather rely on their haptic perception to get a first impression. To examine how visually impaired people form their first impressions of technological products, we conducted an explorative study with three visually impaired participants. We asked them to evaluate haptic features of mobile phones and speakers using the repertory grid (RepGrid) method. This method can be applied in research fields at an early stage when no findings are available yet. To empower the participants to autonomously rate items, we used a haptic scale. We complemented qualitative results of the RepGrid technique with observations on how long participants explore technology as well as a following interview on first impressions. We found eight constructs which can serve as a basis for a quantitative evaluation on how devices make a haptic first impression.","PeriodicalId":412755,"journal":{"name":"Proceedings of the Fifteenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131514653","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}
N. Plant, Clarice Hilton, M. Gillies, R. Fiebrink, Phoenix Perry, Carlos González Díaz, Ruth Gibson, B. Martelli, Michael Zbyszynski
{"title":"Interactive Machine Learning for Embodied Interaction Design: A tool and methodology","authors":"N. Plant, Clarice Hilton, M. Gillies, R. Fiebrink, Phoenix Perry, Carlos González Díaz, Ruth Gibson, B. Martelli, Michael Zbyszynski","doi":"10.1145/3430524.3442703","DOIUrl":"https://doi.org/10.1145/3430524.3442703","url":null,"abstract":"As immersive technologies are increasingly being adopted by artists, dancers and developers in their creative work, there is a demand for tools and methods to design compelling ways of embodied interaction within virtual environments. Interactive Machine Learning allows creators to quickly and easily implement movement interaction in their applications by performing examples of movement to train a machine learning model. A key aspect of this training is providing appropriate movement data features for a machine learning model to accurately characterise the movement then recognise it from incoming data. We explore methodologies that aim to support creators’ understanding of movement feature data in relation to machine learning models and ask how these models hold the potential to inform creators’ understanding of their own movement. We propose a 5-day hackathon, bringing together artists, dancers and designers, to explore designing movement interaction and create prototypes using new interactive machine learning tool InteractML.","PeriodicalId":412755,"journal":{"name":"Proceedings of the Fifteenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134221733","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":"The Machine Learning Machine: A Tangible User Interface for Teaching Machine Learning","authors":"M. H. Kaspersen, K. Bilstrup, M. G. Petersen","doi":"10.1145/3430524.3440638","DOIUrl":"https://doi.org/10.1145/3430524.3440638","url":null,"abstract":"Machine Learning (ML) is often used invisibly in everyday applications with little opportunity for consumers to investigate how it works. In this paper, we expand recent efforts to unfold what students should know about ML and how to design tools and activities allowing them to engage with ML. To do so, we explore how to make processes and aspects of ML tangible through the design of the Machine Learning Machine (MLM); a tangible user interface which enables students to create their own data-sets using pen and paper and to iteratively build and test ML models using this data. Based on insights from the design process and a preliminary pilot study with the MLM, we discuss how a tangible approach to engaging with ML can spur curiosity in students and how the iterative process of improving ML models can encourage students to reflect on the relation between data, model and predictions.","PeriodicalId":412755,"journal":{"name":"Proceedings of the Fifteenth International Conference on Tangible, Embedded, and Embodied Interaction","volume":"64 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-02-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133076572","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}