This document discusses designing quality in tangible, intuitive, interactive interfaces (TIII). It provides background on the physical and digital world and how tangible interaction combines the best of both. It describes three views of tangible interaction: data-centered, perceptual motor/expressive movement-centered, and space-centered. It details several example projects and frameworks for tangible interaction design. The document advocates designing for experiences over products and beauty in interaction over appearance. It proposes several phases for growing an inspirational test-bed of smart textile services, including incubation, nursery, and adoption phases.
Talk about two projects, in their Astute project he will explain how interfaces can facilitate complex problems in all kinds of domains. In theirSmarcos project the interusability of devices is being investigated.
Talk about two projects, in their Astute project he will explain how interfaces can facilitate complex problems in all kinds of domains. In theirSmarcos project the interusability of devices is being investigated.
Presence, a critical feature of interactive media is here described as a neuropsychological phenomenon, evolved from the interplay of our biological and cultural inheritance, whose goal is the enaction of the volition of the self: presence is the non mediated (prereflexive) perception of successful intentions in action.
Lecture 8 of the COMP 4010 course taught at the University of South Australia. This lecture provides and introduction to VR technology. Taught by Mark Billinghurst on September 14th 2021 at the University of South Australia.
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A contextual inquiry is a research study that involves in-depth interviews where users walk through common tasks in the physical environment in which they typically perform them. It can be used to better understand the intents and motivations behind user behavior. In this session, learn what’s needed to conduct a contextual inquiry and how to analyze the ethnographic data once collected. I'll cover how to synthesize and visualize your findings as sequence models and affinity diagrams that directly inform the development of personas and common task flows. Finally, learn how this process can help guide your design and content strategy efforts while constructing a rich picture of the user experience.
elievable Virtual Social Interactions
Which gesture indicates which emotion?
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Do we need to use the same pose for conveying the same emotion and intensity for anthropomorphic characters as in human, or does the pose needs to be exaggerated?
How to design realistic body movement?
International Journal of Engineering and Science Invention (IJESI) is an international journal intended for professionals and researchers in all fields of computer science and electronics. IJESI publishes research articles and reviews within the whole field Engineering Science and Technology, new teaching methods, assessment, validation and the impact of new technologies and it will continue to provide information on the latest trends and developments in this ever-expanding subject. The publications of papers are selected through double peer reviewed to ensure originality, relevance, and readability. The articles published in our journal can be accessed online.
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The second lecture for the course COMP 4010. This lecture was about the concept of Presence in Virtual Reality and was taught by Bruce Thomas on August 2nd 2016.
Presence, a critical feature of interactive media is here described as a neuropsychological phenomenon, evolved from the interplay of our biological and cultural inheritance, whose goal is the enaction of the volition of the self: presence is the non mediated (prereflexive) perception of successful intentions in action.
Lecture 8 of the COMP 4010 course taught at the University of South Australia. This lecture provides and introduction to VR technology. Taught by Mark Billinghurst on September 14th 2021 at the University of South Australia.
The Reality of Augmented Reality: Are we there yet?Mark Billinghurst
3DUI 2015 Keynote talk given by Mark Billinghurst on March 24th 2015, as part of the 3DUI 2015 conference. The talk is a survery of Augmented Reality and Empathic Computing
Impact your Library UX with Contextual InquiryRachel Vacek
A contextual inquiry is a research study that involves in-depth interviews where users walk through common tasks in the physical environment in which they typically perform them. It can be used to better understand the intents and motivations behind user behavior. In this session, learn what’s needed to conduct a contextual inquiry and how to analyze the ethnographic data once collected. I'll cover how to synthesize and visualize your findings as sequence models and affinity diagrams that directly inform the development of personas and common task flows. Finally, learn how this process can help guide your design and content strategy efforts while constructing a rich picture of the user experience.
elievable Virtual Social Interactions
Which gesture indicates which emotion?
Is a different level of emotion conveyed by related gestures?
Do we need to use the same pose for conveying the same emotion and intensity for anthropomorphic characters as in human, or does the pose needs to be exaggerated?
How to design realistic body movement?
International Journal of Engineering and Science Invention (IJESI) is an international journal intended for professionals and researchers in all fields of computer science and electronics. IJESI publishes research articles and reviews within the whole field Engineering Science and Technology, new teaching methods, assessment, validation and the impact of new technologies and it will continue to provide information on the latest trends and developments in this ever-expanding subject. The publications of papers are selected through double peer reviewed to ensure originality, relevance, and readability. The articles published in our journal can be accessed online.
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One important characteristic in modern software systems is self-
adaptation, the capability of monitoring and reacting to changes into the environment. A particular case of self-adaptation is affect-driven self- adaptation. Affect-driven self-adaptation involves using sensing devices to measure physiological signals of human affectivestate’s (emotions) changes, learning about the meaning of those changes, and then reacting (self-adapting) in consequence. Affect-driven self-adaptive systems take advantage of brain-computer interfaces, eye-tracking, face-based emotion recognition, and sensors to measure physiological signals.
Systems such as learning environments, health care systems, and videogames are able to take advantage of affect-driven self-adaptive capabilities. Today these capabilities are brittle, costly to change, difficult to reuse, and limited in scope. A software factory approach has been suggested to make feasible adding affective-driven self-adaptive capabilities either into new or existing systems. Software factories capture knowledge of how to produce applications that share common characteristics and make that knowledge available in the form of assets (patterns, model, framework, and tools) and systematically apply those assets to automate development reducing cost and time while improving product quality.
This talk provides a sneak peek of affective-driven self-adaptive capabilities and explores how a software factory approach is used to build affect-driven self-adaptive software.
The second lecture for the course COMP 4010. This lecture was about the concept of Presence in Virtual Reality and was taught by Bruce Thomas on August 2nd 2016.
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2. / Designing Quality in Tangible Intuitive Interactive Interfaces
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Stephan Wensveen with many others
3. / The physical and digital world
Physical world!
Clearly defined physical form and functionality
Well established familiar use
Language that everybody speaks / concrete
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Digital world!
Changeable and programmable functionality
Needs an interface to be able to “use”
Language you need to “learn” / abstract
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Bishop (1992)
4. / Tangible Interaction Combining best of both worlds
Bringing the flexibility and opportunities that the digital world offers into the
physical world.
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Characteristics (from Hornecker and Buur, 2006):
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Tangibility and materiality
Physical embodiment of data
Embodied interaction and bodily movement are essential
Embeddedness in real space.
Hornecker, E., & Buur, J. (2006, April). Getting a grip on tangible interaction: a framework on physical space and social
interaction. In Proceedings of the SIGCHI conference on Human Factors in computing systems (pp. 437-446). ACM.
5. / Red thread
Where do we come from?
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What do we believe in?
7. / CHALLENGING THE STATUS QUO (Djajadiningrat et. al. 2000)
1. Don’t think products, think experiences.
2. Don’t think beauty in appearance, think beauty in interaction.
3. Don’t think ease of use, think enjoyment of the experience.
4. Don’t think buttons, think rich actions.
5. Don’t think labels, think expressiveness and identity.
6. Metaphor sucks
7. Don’t hide, don’t represent. Show.
8. Don’t think affordances, think irresistibles.
9. Hit me, touch me, and I know how you feel.
10. Don’t think thinking, just do doing
Djajadiningrat, J. P., Overbeeke, C. J., & Wensveen, S. A. G. (2000, April). Augmenting fun and beauty: a pamphlet. In
Proceedings of DARE 2000 on Designing augmented reality environments (pp. 131-134). ACM.
8. / 3 views on Tangible Interaction Hornecker and Buur (2006)
Data Centered view!
Originated in Computer Science and HCI
Relies on physical representation and manipulation of digital data
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Perceptual Motor / Expressive Movement Centered view!
Originated in Industrial and Product Design
Exploits the sensory richness and action potential of physical objects
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Space Centered view!
Influenced from Arts and Architecture
Combining real space and real objects with digital displays
Hornecker, E., & Buur, J. (2006, April). Getting a grip on tangible interaction: a framework on physical space and social
interaction. In Proceedings of the SIGCHI conference on Human Factors in computing systems (pp. 437-446). ACM.
9. / Data Centered view Ulmer and Ishii (2001)
1. Physical representations are computationally coupled to underlying
digital information
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2. Physical representations embody mechanisms for interactive control
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3. Physical representations are perceptually coupled to actively mediated
digital representations
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4. Physical state of tangibles embodies key aspects of the digital state of
the system
Ullmer, B., & Ishii, H. (2000). Emerging frameworks for tangible user interfaces. IBM systems journal, 39(3.4), 915-931.
11. / Perceptual Motor Centered view Djajadiningrat et al. (2002)
Rich opportunities for differentiation in appearance and action possibilities
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Expressive Aesthetics
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Expressive Actions
Djajadiningrat, T., Wensveen, S., Frens, J. and Overbeeke, K. (2004) Tangible products: redressing the balance between
appearance and action. Personal and Ubiquitous Computing, Volume 8/5, Springer-Verlag London Ltd. pp. 294 - 309.
14. / 9. Hit me, touch me, and I know how you feel.
Wensveen, S.A.G., Overbeeke, C.J., and Djajadiningrat, J.P. (2000) Touch me, hit me and I know how you feel. A design
approach to emotionally rich interaction. Proceedings of DIS’00, Designing Interactive Systems. ACM, New York, 48-53.
16. / Controlled experiment
The alarm clock can recognize the affective state of the user and the level
of urgency from the way the user sets the alarm
18. C/hapter 5 Experiments
hypothesis:
The alarm clock can recognize the affective state of the user and the
level of urgency from the way the user sets the alarm
19. C/hapter 5 Experiments
hypothesis:
The alarm clock can recognize the affective state of the user and the
level of urgency from the way the user sets the alarm
30. C/hapter 5 Urgency
hypothesis:
The alarm clock can recognize the affective state of the user and the
level of urgency from the way the user sets the alarm
35. C/hapter 5 Experiments
hypothesis:
The alarm clock can recognize the affective state of the user and the
level of urgency from the way the user sets the alarm
36. C/hapter 5 Action parameters
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‘ActionNo’: amount of actions
‘Displace’: displacement of slider (1-60 min.)
‘Duration’ of one action
‘Waiting’ between two actions
‘Speed’ of one action
‘Sliders’: amount of sliders during one action
48. direction
modality
direction
modality
dynamics
direction
modality
direction
modality
dynamics
/Interaction Frogger Framework
direction
modality
direction
modality
dynamics
by Stephan Wensveen
inherent!
feedback!
augmented!
feedback!
functional!
feedback!
action!
location
dynamics
expression
time
location
dynamics
expression
time
location
expression
time
location
expression
time
location
expression
dynamics
modality
direction
time
inherent!
feedforward!
augmented!
feedforward!
functional!
feedforward!
location
dynamics
expression
time
direction
modality
dynamics
location
direction
modality
dynamics
expression
time
location
expression
time
location
expression
time
location
expression
dynamics
modality
direction
time
49. / 2. Don’t think beauty in appearance, think beauty in interaction.
Research through Design by Philip Ross
Ethics and Aesthetics targeting human values
Embodied design approach
Ross, P.R. & Wensveen, S.A.G. (2010). Designing behavior in interaction : using aesthetic experience as a mechanism
for design. International Journal of Design, 4(2), 3-13.
50.
51. / CHALLENGING THE STATUS QUO (Djajadiningrat et. al. 2000)
1. Don’t think products, think experiences.
2. Don’t think beauty in appearance, think beauty in interaction.
3. Don’t think ease of use, think enjoyment of the experience.
4. Don’t think buttons, think rich actions.
5. Don’t think labels, think expressiveness and identity.
6. Metaphor sucks
7. Don’t hide, don’t represent. Show.
8. Don’t think affordances, think irresistibles.
9. Hit me, touch me, and I know how you feel.
10. Don’t think thinking, just do doing
!
52.
53. / Designing for perceptive qualities (Deckers et al. 2012)
inspired by phenomenology of perception (Merleau-Ponty, 1945)
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new perspective on forming and framing an artifact’s intelligence from an
action- and quality centered approach
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notion of perceptual crossing
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reciprocal nature of ‘I see you seeing me’.
Deckers,E.J.L.,Levy,P.D.,Wensveen,S.A.G., Overbeeke, C.J., Designing for Perceptual Crossing: Applying and
Evaluating Design Notions, International Journal of Design 6/3, (2012), 41-55.
56. / Designing Quality in Textile Intuitive Interactive Interfaces
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Stephan Wensveen
57. / Growth Plan for an Inspirational Test-Bed of Smart Textile Services
Stephan Wensveen @swensveen
Oscar Tomico @otomico
Martijn ten Bhömer @mtbhomer
Kristi Kuusk @kristikuusk
Wensveen, S., Tomico, O., ten Bhömer, M., & Kuusk, K. (2014, June). Growth plan for an inspirational test-bed of
smart textile services. In Proceedings of the 2014 conference on Designing interactive systems (pp. 141-150). ACM.
58.
59.
60. Inspirational Test-bed
The goal of the test-bed is to inspire and inform the Dutch creative industries
of textile, interaction and service design to combine their strengths and share
opportunities.
61.
62. / Incubation / Nursery / Adoption
/
Phases of growth
Each phase ends with prototyping
Each phase stimulates testing in ‘real life’
Each phase has its own characteristics
Ross, P., & Tomico, O. (2009). The Growth Plan: An approach for considering social implications in Ambient Intelligent
system design. In Proc. of the AISB 2009 convention (pp. 6-9).
63. / Incubation Ph/ase / /
material innovation
conceptual curiosity
personal craft and creativity
81. Transition from Incubation to Nursery to Adoption
more time and resources needed
comes with personal and conceptual concessions
transitions are too soon?
difficult to align societal, academic and economic adoption
87. / Conclusion
What: Test-bed to inform and inspire the existing cultures of interaction
and textile design to join strengths
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How: Growth Plan in three phases as a methodological contribution
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Why: Aim for a slower, more sustainable community and foundation
towards a mature future of smart textile services
88. / Acknowledgements
We acknowledge all designers, researchers and partners from CRISP and Wearable Senses that
made this research and pictorial possible.
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This work is being carried out as part of the project “Smart Textile Services” sponsored by the Dutch
Ministry of Economic Affairs under the CRISP program.
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www.beta-textiles.com
89. / Designing Quality in TIII
quality and meaning are created in the interaction with the world
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embodied and aesthetic interaction with product, experience and the entire
innovation process
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10. Don’t think thinking, just do doing… and start making together