OPENING KEYNOTE BY
DESIGN EVERYTHING BY YOURSELF - user interfaces for graphics, cad modeling, and robots
Abstract: I will introduce our research project (design interface project) aiming at the development of various design tools for end-users. We live in a mass-production society today and everyone buy and use same things all over the world. This might be economically efficient, but not necessarily ideal for individual persons. We envision that computer tools that help people to design things by themselves can enrich their lives. To that end, we develop innovative interaction techniques for end users to (1) create rich graphics such as three-dimensional models and animations by simple sketching (2) design their own real-world, everyday objects such as clothing and furniture with real-time physical simulation integrated in a simple geometry editor, and (3) design the behavior of their personal robots and give instructions to them to satisfy their particular needs.
Biography: Takeo Igarashi is a professor at the CS department, University of Tokyo (Japan). He received PhD from the Department of Information Engineering, University of Tokyo in 2000. His research interest is in user interfaces in general and current focus is on interaction techniques for 3D graphics. He is known as the inventor of sketch-based modeling system called Teddy, and received The Significant New Researcher Award at SIGGRAPH 2006. He led the JST ERATO Igarashi Design Interface Project as a director in 2007-2013.
CLOSING KEYNOTE BY
Abstract: Am I the only one who got a little confused over the years on what tangible interaction is about? Originally it was about fusing the physical and the digital, but isn’t everything these days? Augmented Reality, The Internet of Things … are they too forms of tangible interaction? Does it really matter whether intelligence is embedded in an object or attributed to it through computer vision? And when a commonplace electronic product gets internet-enabled and its state affects other systems, does its use suddenly count as tangible interaction? More and more, I am starting to understand tangible interaction as an approach to designing interactive products which respect and exploit the user’s bodily skills and which build upon the notion that our traditional physical environment is inherently meaningful to us. In this talk I will show a number of demonstrators built at Philips Design. Whilst none of them were designed with tangible interaction in mind, they all take cues from our interaction with the physical world. Working from these examples, I will share some of the obstacles we ran into as well as some interaction principles which I believe have recurring value when designing for tangible interaction.
Biography: Tom Djajadiningrat works at Philips Design as creative director and takes a special interest in where the physical and digital meet. Though most of his education (Brunel University, Royal College of Art) was in traditional industrial design, his eyes were opened to interaction design when he stumbled across a copy of the INTERCHI’93 proceedings at the end of his masters study. After completing his PhD on virtual reality (TU Delft), he spent eight years in design research academia with the ID-Studiolab of TU Delft, the Mads Clausen Institute of Southern Denmark University, and the Designing Quality in Interaction Group of TU Eindhoven. In 2006 he started working for Philips Design. Although his role as part of the design innovation team is to create value for the Philips businesses, his secret passion is for design rationale and nitty gritty detailing in interaction design.