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Quality and Rules for
               Mechanical Aspects of
             Tangible Interaction Design




             M.J. Broekhuijsen, F. Delbressine and L. Feijs
                  Eindhoven University of Technology,
                    Department of Industrial Design


21/10/2011                                                    1
Introduction

• Electronic devices are not open to our actions [5]

• Interactions between humans & objects are physical [5]

• Interfaces should touchable, pushable [5]

•"Interaction design is about exploiting human
perceptual-motor skills” [5]




21/10/2011                                                 2
Mechanical Interaction

• Several factors determine the quality of interaction

• Mechanical design is one of the cornerstones

• Action and perception cannot be seperated

• Low-quality mechanical design = low quality
  interaction. [2]

• So quality-driven mechanical design is a key
  contribution to quality of interaction

21/10/2011                                               3
Exact Kinematic Constraint Design[1]




21/10/2011                         4
Exact Kinematic Constraint Design[1]




   Linear movement: 1T-0R



21/10/2011                         5
EKCD & Lego




21/10/2011                 6
EKCD & Lego




21/10/2011                 7
1T-1R: 1 translation, 1 rotation




21/10/2011                                8
0T-1R: 1 rotation




21/10/2011                       9
2T-0R: 2 translations




21/10/2011                           10
1T-0R: 1 translation




21/10/2011                          11
Evaluation
• Some theory is hard to grasp, yet very important
  for (student) designers

• With prototyping tools abstract theory can be
  made tangible, and understandible

• For students: understanding by doing

• Quick-and-dirty prototyping is fun and usefull!

21/10/2011                                           12
References
1. Blanding, D., Exact Constraint Machine Design Using Kinematic
   Principles, Wm. C. Brown Publishers 1999.
2. Feijs, L.M.G., Commutative product semantics., Proceedings of
   Design and Semantics of Form and Movement (DeSForM) (pp. 12-
   19), (2009).
3. Frens, J., Designing for Rich Interaction: Integrating
   Form, Interaction, and Function. PhD. Thesis Eindhoven University
   of Technology, Eindhoven (2006).
4. Ishii, H. and Ullmer, B.,Tangible Bits: Towards Seamless Interfaces
   between People, Bits and Atoms. CHI 97, (pp 22-27), (1997).
5. Overbeeke, C.J., The Aesthetics of the impossible. Inaugural
   lecture. Eindhoven University of Technology, Eindhoven (2007).
6. Skakoon, J.G., The Elements of Mechanical Design. ASME
   Press, New York (2008) .


21/10/2011                                                               13
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21/10/2011       14

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Desire conference 21 October 2011

  • 1. Quality and Rules for Mechanical Aspects of Tangible Interaction Design M.J. Broekhuijsen, F. Delbressine and L. Feijs Eindhoven University of Technology, Department of Industrial Design 21/10/2011 1
  • 2. Introduction • Electronic devices are not open to our actions [5] • Interactions between humans & objects are physical [5] • Interfaces should touchable, pushable [5] •"Interaction design is about exploiting human perceptual-motor skills” [5] 21/10/2011 2
  • 3. Mechanical Interaction • Several factors determine the quality of interaction • Mechanical design is one of the cornerstones • Action and perception cannot be seperated • Low-quality mechanical design = low quality interaction. [2] • So quality-driven mechanical design is a key contribution to quality of interaction 21/10/2011 3
  • 4. Exact Kinematic Constraint Design[1] 21/10/2011 4
  • 5. Exact Kinematic Constraint Design[1] Linear movement: 1T-0R 21/10/2011 5
  • 8. 1T-1R: 1 translation, 1 rotation 21/10/2011 8
  • 12. Evaluation • Some theory is hard to grasp, yet very important for (student) designers • With prototyping tools abstract theory can be made tangible, and understandible • For students: understanding by doing • Quick-and-dirty prototyping is fun and usefull! 21/10/2011 12
  • 13. References 1. Blanding, D., Exact Constraint Machine Design Using Kinematic Principles, Wm. C. Brown Publishers 1999. 2. Feijs, L.M.G., Commutative product semantics., Proceedings of Design and Semantics of Form and Movement (DeSForM) (pp. 12- 19), (2009). 3. Frens, J., Designing for Rich Interaction: Integrating Form, Interaction, and Function. PhD. Thesis Eindhoven University of Technology, Eindhoven (2006). 4. Ishii, H. and Ullmer, B.,Tangible Bits: Towards Seamless Interfaces between People, Bits and Atoms. CHI 97, (pp 22-27), (1997). 5. Overbeeke, C.J., The Aesthetics of the impossible. Inaugural lecture. Eindhoven University of Technology, Eindhoven (2007). 6. Skakoon, J.G., The Elements of Mechanical Design. ASME Press, New York (2008) . 21/10/2011 13

Editor's Notes

  1. Thank you.In the next 10 minutes i will talk about the importance of hands-on explorations when Industrial Design students – like myself – have to understand, and use, abstract frameworks. In more detail i will discuss the use of LEGO TECHNIC constructions to understand one of the frameworks used to design small mechanical mechanisms, such as buttons or switches.Afterwardstherewillbe room forquestions.
  2. In hisInaugural lecture, KeesOverbeeke states that the problem with electronic devices is that they are not open to our actions, since our body is mechanical. We need interfaces that we can touch, push. Interaction design is about exploiting human perceptual-motor skills”.
  3. The quality of the interaction is determinedbymany factors. Next to human factors and perception of action and the designedinteraction , the mechanicalaspects of tangibleinteraction is importantAction and perception cannot be separated.one of the consequences is that low-quality mechanical design almost automatically becomes part of a low-quality interaction. we believe that quality-driven mechanical design is a key contribution to quality of interaction. The perceivedquality of interactionbeginswith the quality of mechanical aspect of the design itself.
  4. Theorythatdescribesrulesforthe design of moving, 3D objectsforinteraction is providedby the “kinematic constraintstheory”.This is a very abstract scheme to learnthat3 directionaland 3 translationalmovementscanbeexactlyconstraint. ‘exact’ refers to the factthat the amount of physicalristrictions (constraints) youimposeonan object should match the socalleddegrees of freedomyou want to limit.
  5. As anexample: ifyou want an object to move down,like a button, all othermovementsshouldbeconstraintsothatit ONLY moves down.For students of Industrial Design thisframework is helpful as guidancefortheirmechanical designs. But i thinkit is appearantthatit is hard to grasphow the poles and the cubescanbetranslated to functional prototypes, or part of a prototype.
  6. I had thatproblem, and duringone ofourmaster modules I madeexamplesof these principlesusinga combination of lego technic models and ‘real-world’ applications, to make the frameworkeasier to understand.Lego Technicmightnotbe the perfect material to test and exploremechanicalprinciples. It is a toy, and the amount of frictionbetween the elementsmakesitvery inadequate. However, it has endlesspossibilities, is easy to start with and is – very important! – FUN to workwith. Thismakesit a well-suited “quick and dirty” tool forexplorationpurpose.
  7. I willexplain a few examples in detail, and provide examplesforindustrialuse as well.
  8. The first example features 1Translation and1 Rotation. I made a construction that is able to slide over 1 axis and is also able to rotate over that same axis. In the pictures you can see that 2 rotational degrees of freedom and 2 translational degrees of freedom areconstraint by the two vertical elements that guide the horizontal black pole. The black pole is able to move over 1 axis, and in the middle there is a wheel attached for the rotation over that same axis. Example for industrial use: e.g. modern gearing stick for a car
  9. In the secondexampleonly 1 degree of freedom is unconstrained. Both the rotational and the translational degrees of freedom are constraint by the vertical poles, the two wheels on the left and two yellow elastic elements that force the wheels against the poles.Example for industrial use: e.g. throttle of a boat
  10. In the third example I tried to create construction with which I was able to reach any point in a 2dimentional plane. There are 2elements with 2 wheels constraining the rotational freedom of movement. The translational degree of freedom in the direction ofthe Z-axis is only partly constrained by friction of the rubber material that was placed on the four wheels. As can be seen in thepictures, I created two linear elements to create a 2-dimensional construction.Examples for industrial use: e.g. a classic drawing table ruler
  11. This last example is called a linear guidance system: only one translational degree of freedom is unconstraint. Exact kinematic constraints theory dictates that only 5 constraints should be used to block 5 degrees of freedom. Here are 5 wheels supporting the red beam: besides the three light gray wheels that are visible, two horizontal wheels are supporting the red beam in the middle. The two bottom wheels are constraining the translational degree of freedom on the Z-axis and the rotational degree of freedom over the Y-axis. The two horizontal wheels in the middle are constraining the translational degree of freedom on the Y-axis and the rotational degree of freedom over the Z-axis. The wheel at the top is constraining the rotational degree of freedom over the X-axis. The translation in the direction of the X-axis is not constraint.All the wheels are rotating in the direction of the x-axis. So that is a linear guidance system.Example for industrial use: e.g. the sliding mechanism in some mobile phones.Although theexplanation of these examples is stillquitetechnical, having made and triedthemmakesitunderstandible, despite the specificnotions of the x,y,z axis.
  12. Sosummarize:- Sometheory is hard to graspforstudents, althoughitcanbeveryimportant fordesigners to understand and use.Bymaking the differentparts of the frameworktangible,itbecomesunderstandible. part of the visiononeducation of the department of industrial design is Understandingbydoing.- Looking at thisexample we couldsaythatknowledgehas becomebettersuitedfor the practical use. It was vital to create the examplesmyself.In thispresentation I tried to makeclearthat the use of the hands-onpracticeof building LEGO examplesprovided a betterinsight in therules to apply the kinematic constrainsmethods and illustrated the use and relevance of the theory.Thankyouforyourattention!
  13. Are thereanyquestions?
  14. possible meanings arise by moves of the form A  B, where the interpretations of the  include moves in time or physical moves.The fact that a moving mechanical component moves with play is not necessarily bad in itself. But the user has memories of other devices, with play, which got worse over time and so the expectation is that this specific one will do so too. The same hold for friction and movement irregularities.If the move "cheap manufacturing”-> "friction", then the opposite move becomes a candidate meaning. So "friction" -> "cheap manufacturing" appears. Roughly speaking, if something feels like cheap manufacturing, then it is cheap manufacturing. The same holds for cheap versus high-quality materials.Play and friction are consideredcheap,sinceit is linked to low-costproduction & -materials, basedon past experience