Day One: Sunday, March 17
Tempe Transportation Center - Don Cassano Room
200 E 5th St, Tempe, AZ 85281
Hosted by AME Director Sha Xin Wei
Please join us for a welcome reception to meet and greet fellow researchers.
Directions:
Take elevators or stairwell located between buildings up to the second floor. The event will be located in the building in the red box as pictured on the walking map
Day two: Monday, March 18
Material Matters: Human Values and the Longer View
Batya Friedman, University of Washington
Whether you aspire to Weiser's disappearing technology of ubiquitous computing or Negroponte's atoms to bits or something in-between, there is something inescapably material about the digital. How much more so when the goal is hybridity: the bridging of atoms with bits. In this keynote, I examine the intersection of this hybridity with human valuesin the present and in the longer term. I situate my remarks in the observation that our scientific and technological capacities have and will continue to far surpass our moral ones that is our ability to use wisely and humanely the knowledge and tools that we develop. My reflections are grounded in the intellectual traditions of value sensitive design and multi-lifespan design.
I take up such questions as: What human values and human impacts are implicated by hybridity and, in particular, hybrid materials? From this perspective of human values, are all hybrid materials the same? Is embedding computation in my glove the same as in my finger? Or are some materials deserving of special status? And, if so, in what ways? What cultural considerations come to the fore? What of non-humans? Turning to metaphor and mental models, what metaphors should be developed for hybrid materials? And in what ways will those highlight and hide embedded computation? What mental models should be associated with these materials? How will these models position people to think about their relationship with hybrid materials, including when to use them, how to adapt them, when to dispose of them, and when to eschew them? More generally, what constitutes responsible innovation around hybrid materials and how should we go about pursuing it?
To gain purchase on these questions, I use the frame of value scenarios and anticipatory futures. My comments highlight the importance of taking the material impacts of the digital seriously. At stake is nothing less than what sort of society we want to live in and how we experience our humanity.
D. Antony Chacon, University of Melbourne
Eduardo Velloso, University of Melbourne
Thuong Hoang, Deakin University
Katrin Wolf, Hamburg University of Applied Sciences
Current techniques for teaching spinal mobilisation follow the traditional classroom approach: an instructor demonstrates a technique and students attempt to emulate it by practising on each other while receiving feedback from the instructor. This paper introduces SpinalLog, a novel tangible user interface (TUI) for teaching and learning spinal mobilisation. The system was co-designed with physiotherapy experts to look and feel like a human spine, supporting the learning of mobilisation techniques through real-time visual feedback and deformation-based passive haptic feedback. We evaluated Physical Fidelity, Visual Feedback, and Passive Haptic Feedback in an experiment to understand their effects on physiotherapy students' ability to replicate a mobilisation pattern recorded by an expert. We found that simultaneous feedback has the largest effect, followed by passive haptic feedback. The high fidelity of the interface has little effect, but it plays an important role in the perception of the system's benefit.
Stephan Huber, Julius-Maximilians-Universität
Renate Berner, Demenz Support Stuttgart
Peter Klein, User Interface Design GmbH
Jörn Hurtienne, Julius-Maximilians-Universität
Martina Uhlig, User Interface Design GmbH
Reminiscence in dementia care often does not make use of interactive technology. In this work we present a study conducted in two dementia care facilities aimed at developing prototypes for reminiscence. We conducted contextual inquiries over a week to learn how 80 people with varying stages of dementia reminisce throughout the day. We present resulting needs and three tangible prototypes designed to facilitate reminiscence. These prototypes the pyramid, the set of drawers and the jukebox were tested in three exploratory field studies. We elaborate on the features of the prototypes that facilitated communication and reminiscence and share insights from failures that need to be considered when designing tangibles in the dementia context. To visualize both positive and negative aspects we introduce a model of successful interaction in the dementia context.
Foad Hamidi, University of Maryland
Sanjay Kumar, University of Maryland
Mikhail Dorfman, University of Maryland
Fayokemi Ojo, University of Maryland
Megha Kottapalli, University of Maryland
Amy Hurst, University of Maryland
Customizable systems that enable children and adults with disabilities control audio playback can be used to support music therapy and speech-language therapy. We present SenseBox, a low-cost, open-source, customizable hardware/software prototyping platform to turn everyday objects into audio triggers for people with disabilities. Users can add tags to physical objects that when in proximity to SenseBox trigger the playback of associated audio files. SenseBox is designed with input from three therapists and an assistive technology expert. We detail our human-centered design process that took place over 16 months and describe a detailed example use case where we used SenseBox to create a customized accessible music player for a child with cognitive disabilities. This project underlines the importance of creating physical computing prototyping platforms that users with non-technical backgrounds can utilize to create customized audio interfaces for people with disabilities.
Cecily Morrison, Microsoft Research Cambridge, UK
Nicolas Villar, Microsoft Research Cambridge, UK
Anja Thieme, Microsoft Research Cambridge, UK
Zahra Ashktorab, Microsoft Research Cambridge, UK
Eloise Taysom, Microsoft Research Cambridge, UK
Oscar Salandin, Microsoft Research Cambridge, UK
Daniel Cletheroe, Microsoft Research Cambridge, UK
Greg Saul, Microsoft Research Cambridge, UK
Alan F Blackwell, Microsoft Research Cambridge, UK
Darren Edge, Microsoft Research Cambridge, UK
Martin Grayson, Microsoft Research Cambridge, UK
Haiyan Zhang, Microsoft Research Cambridge, UK
Across the world, policy initiatives are being developed to engage children with computer programming and computational thinking. Diversity and inclusion has been a strong force in this agenda, but children with disabilities have largely been omitted from the conversation. Currently, there are no age appropriate tools for teaching programming concepts and computational thinking to primary school children with visual disabilities. We address this gap through presenting the design and implementation of Torino, a tangible programming language for teaching programming concepts to children age 711 regardless of level of vision. In this paper, we: (1) describe the design process done in conjunction with children with visual disabilities; (2) articulate the design decisions made; and (3) report insights generated from an evaluation with 10 children with mixed visual abilities that considers how children are able to trace (read) and create (write) programs with Torino. We discuss key design trade-offs: (1) readability versus extensibility; and (2) size versus liveness. We conclude by reflecting upon how an inclusive design approach shaped the final result.
Claire Mikalauskas, University of Calgary
April Viczko, University of Calgary
Lora Oehlberg, University of Calgary
While improvised theatre (improv) is often performed on a bare stage, improvisers sometimes incorporate physical props to inspire new directions for a scene and to enrich their performance. A tech booth can improvise light and sound technical elements, but coordinating with improvisers' actions on-stage is challenging. Our goal is to inform the design of an augmented prop that lets improvisers tangibly control light and sound technical elements while performing. We interviewed five professional improvisers about their use of physical props in improv, and their expectations of a possible augmented prop that controls technical theatre elements. We propose a set of guidelines for the design of an augmented prop that fits with the existing world of unpredictable improvised performance.
Qi Lu, Tsinghua University
Shao-en Ma, Colgate University
Jiayin Li, Tsinghua University
Haipeng Mi, Tsinghua University
Yingqing Xu, Tsinghua University
We present IRelics, a tangible interaction platform for the popularization of field archeology. IRelics allows users to experience archaeological field work activities as a serious game by using a set of tangible tools. We developed an innovative LWIR (Long Wavelength Infrared Rays) sensing system, which implements the design of tangible tools that provide real manipulation experiences. By interacting with IRelics, a player may experience different archaeological activities such as excavation and cleaning. We conducted two observations to evaluate the usability and effectiveness at archeology popularizing. Findings suggest that the IRelics platform can enhance the engagement of the participants by providing a positive and interactive environment while teaching them unfamiliar knowledge.
Gilad Gome, The Interdisciplinary center (IDC) Herzliya
Julian Waksberg, The Interdisciplinary center (IDC) Herzliya
Andrey Grishko, The Interdisciplinary center (IDC) Herzliya
Iddo Yehoshua Wald, The Interdisciplinary center (IDC) Herzliya
Oren Zuckerman, The Interdisciplinary center (IDC) Herzliya
The biological prototyping revolution is in motion, and new tools are needed to empower HCI researchers, designers, makers, and bio-enthusiasts to experiment with live organisms. We present OpenLH, a liquid handling system that empowers users to conduct accurate and repetitive experiments with live biology in a sterile, open, and affordable way. OpenLH integrates a commercially available robotic arm with custom 3D printed parts, a modified pipette, and a visual block-based programming interface. The system is as accurate as commercial liquid handlers, capable of repetitive tasks in micro-scale accuracy, easy to operate, and supports multi-materials including biomaterials, microorganisms and cell cultures. We describe the system's technical implementation and two custom interfaces. We demonstrate the system's impact for the HCI community with two use cases that include experimentation with live biology in non-traditional fields: visual design using pigment-expressing E.coli, and beer brewing experiment using serial dilution in home context.
Saumya Gupta, UC Irvine
Joshua Tanenbaum, UC Irvine
Karen Tanenbaum, UC Irvine
This paper describes the underlying motivation, creation process, and evaluation outcomes of Shiva's Rangoli, a tangible storytelling installation that allows readers to impact the emotional tone of a narrative by sculpting the ambience of their space. Readers interact with a tangible interface that acts as a boundary object between the reader and the fictional world. We discuss how these kinds of interfaces can engage readers to feel like they are a part of the story, endow them with responsibility, and blur the line between real and fictional worlds.
Demos
Laura Devendorf, University of Colorado Boulder
Chad Di Lauro,University of Colorado Boulder
Smart textiles allow fabrics to function as interactive surfaces by integrating sensing and actuation components into their structures. We describe how we adapted two existing fiber arts techniques, double weaving and yarn plying, for the purpose of creating a woven textile that changes color in response to touch. We draw from this experience to make three core contributions: descriptions of our experiments plying robust yarns that change between three color states; descriptions of double weaving structures that allow us to support interactivity while hiding circuitry from view; and suggestions for how these techniques could be adapted and extended by other researchers to make richly crafted and technologically sophisticated fabrics.
Troy Nachtigall, Eindhoven University of Technology
Oscar Tomico, Eindhoven University of Technology
Ron Wakkary, Eindhoven University of Technology/ Simon Fraser University
Personalization of shoes is of increasing importance to designers, researchers, shoemakers and manufacturers as mass customization progresses towards ultra-personalized product service systems. Many attempts have been made to design co-creation platforms that allow end users to personalize their own shoes. concentrating on color preference. This research takes a different approach by designing a toolkit for maker-oriented users to co-manufacture their own shoes. The toolkit was deployed worldwide to different users via crowdsharing. Backers (n=237) were surveyed before deployment and thirty users were interviewed after two years to understand personalization over a full cycle of making and use with the crafted research product. We found that users who have higher quality tools and materials in their toolkits are more likely to personalize their shoes while co-manufacturing. The research provides insights for researchers and designers creating toolkits for designing personalization product service systems/configurators and engaging in tangible bespoke processes.
Alissa Antle, Simon Fraser University
Elgin-Skye McLaren, Simon Fraser University
Holly Fiedler, Langara College
Naomi Johnson, Social Work Independent Consultant
Millions of children have challenges with anxiety that negatively impact their development, education and well-being. To address this challenge, we developed version 2.0 of Mind-Full, a wearable, mobile neurofeedback system, designed to teach young children to learn to self-regulate anxiety. We present a mixed methods evaluation of a seven week long intervention in schools. We report on a subset of outcome measures related to 10 children's anxiety and stress in the classroom and describe mediating socio-technological processes that may have impacted outcomes. Findings showed improvement in children's ability to self-regulate anxiety and reduced cortisol levels for some children. Qualitative findings suggested that children who made multimodal connections during system mediated learning and had teacher support for learning transfer responded well to the intervention. We suggest that framing mental health app design as a distributed, adaptive, socio-technological system enables designers to better meet individual's unique and changing mental health needs.
Ambre Davat, Univ. Grenoble Alpes
Alain Quercia, APORIA Project
Véronique Aubergé, Univ. Grenoble Alpes
Natacha Borel, Univ. Grenoble Alpes
Gang Feng, Univ. Grenoble Alpes
Aporia is a pluri-disciplinary adaptation of a play of Bernard-Marie Koltès, led by plastic artist Alain Quercia in a live performance mixing different Art expressions, Scientific theories and Technologies. To propose original reflections about "otherness", the unique actor of this project embodies in turn all the characters of the play. His performance is supported by real-time pitch-shifting software, which allows him to modify his own voice without affecting its emotional details. These voice changes are remotely controlled by a smart sculpture integrated to the staging. In this paper, we present the used voice processing tool and the iterative co-design of the remote controller in collaboration with the director of Aporia.
Beat Rossmy, Ludwig-Maximilians University of Munich (LMU)
Alexander Wiethoff, Ludwig-Maximilians University of Munich (LMU)
This paper introduces a tangible user interface (TUI) concept designed for child-oriented musical interaction and education called COMB. The interaction concept of the interface is based upon the natural behavior and metaphors found in children's play during construction with building-blocks. This paradigm is used to increase the accessibility of the otherwise expert-focused digital and electronic music creation to children. We evaluated our prototype during two different study setups. We found preliminary indications that this concept fosters imitation during learning. Therefore, the usage of shape as a meaningful element of interaction could be a promising design strategy for interfaces addressing children in this domain. In this paper we present the theoretical foundation of the concept as well as technical details of the prototype. Furthermore, we discuss how this concept can be applied to increase accessibility of technology in various other domains.
Filipe Quintal, Universidade da Madeira / Madeira-ITI
Augusto Esteves, Edinburgh Napier University
Fábio Caires, Universidade da Madeira / Madeira-ITI
Vítor Baptista, Universidade da Madeira / Madeira-ITI
Pedro Mendes, Universidade da Madeira / Madeira-ITI
This paper presents Wattom, a highly interactive ambient ecofeedback smart plug that aims to support a more sustainable use of electricity by being tightly coupled to users' energyrelated activities. We describe three use cases of the system: using Wattom to power connected appliances and understand the environmental impact of their use in real time; scheduling these power events; and presenting users with personal consumption data desegregated by device. We conclude with a user study in which the effectiveness of the plug's novel interactive capabilities is assessed (mid-air, hand-based motion matching). The study explores the effectiveness of Wattom and motion matching input in a realistic setup, where the user is not always directly ahead of the interface, and not always willing to point straight at the device (e.g., when the plug is at an uncomfortable angle). Despite not using a graphical display, our results demonstrate that our motion matching implementation was effective in line with previous work, and that participants' pointing angle did not significantly affect their performance. On the other hand, participants were more effective while pointing straight at Wattom, but reported not to finding this significantly more strenuating then when pointing to a comfortable position of their choice.
Posters
Paul Strohmeier, University of Copenhagen
Victor Vähämäki Håkansson, University of Copenhagen
Cedric Honnet, Sorbonne University
Daniel Ashbrook, University of Copenhagen
Kasper Hornbæk, University of Copenhagen
This paper provides resources and design recommendations for optimizing position input for pressure sensor matrices, a sensor design often used in eTextiles. Currently applications using pressure matrices for precise continuous position control are rare. One reason designers opt against using these sensors for continuous position control is that when the finger transitions from one sensing electrode to the next, jerky motion, jumps or other non-linear artifacts appear. We demonstrate that interdigitation can improve transition behavior and discuss interpolation algorithms to best leverage such designs. We provide software for reproducing our sensors and experiment, as well as a dataset consisting of 1122 swipe gestures performed on 17 sensors.
Björn Bittner, Augsburg University
Ilhan Aslan, Augsburg University
Chi Tai Dang, Augsburg University
Elisabeth Andre, Augsburg University
There seems to be a danger to carelessly replace routine tasks in homes through automation with IoT-technology. But since routines such as watering houseplants also have positive influences on inhabitants' wellbeing, they should be transformed through carefully performed designs. To this end, an attempt to use technology for augmenting a set of houseplants' non-verbal communication capabilities is presented. First, we describe in detail how implicit interactions have been designed to support inhabitants in watering their plants through meaningful interactions. Then, we report on a field study with 24 participants, comparing two alternative design implementations based on contrasting embodied interaction technologies (i.e., augmented reality and embedded computing technology). The study results highlight shortcomings of today's smartphone mediated augmented reality compared to physical interface alternatives, considering measurements of perceived attractiveness and expected effects on determinants of wellbeing, and discusses potentials of combining both modalities for future solutions.
Ying-Yu Chen, University of Washington
Jason Yip, University of Washington
Daniela Rosner, University of Washington
Alexis Hiniker, University of Washington
We present an evaluation of three prototype tangible user interfaces (TUIs) for preschoolers during mealtime. Building on past work identifying value tensions between adults' and children's perspectives at meals, we examine how the TUIs address different tensions in this context (for example, the tension between children's interest in experimenting with food versus adults' interest in cleanliness). Thirteen preschool children and their parents tried out the prototypes, as did an additional seven preschool teachers. Adults and children alike were excited by the prototypes; parents were surprised by children's increased food intake, and children used the prototypes to engage in artistic expression with food traces. We also found that the prototypes motivated children's increased consumption, sometimes displacing their own hunger cues. We conclude that TUIs have the potential to enhance shared meals between children and adults but also have the potential to distract or persuade children in inappropriate or harmful ways. We present design guidance differentiating these two outcomes, such as incorporating the TUI into pre-existing mealtime objects and routines.
Huaxin Wei, The Hong Kong Polytechnic University
Dianya Hua, The Hong Kong Polytechnic University
Eli Blevis, Indiana University, Bloomington / The Hong Kong Polytechnic University
Zitao Zhang, The Hong Kong Polytechnic University
This paper presents the design rationale and concept development behind MemoryReel, a tangibly interactive desktop device that records special moments of online social interactions, between couples and friends over a long distance, and supports later reminiscence. In a human-centered design process started with a two-act design inquiry, we developed the design concept and implemented a medium-to-high-fidelity interactive prototype. We then invited 20 participants to experience the prototype and give comments. The design rationale together with the analysis of the exploratory user study findings provides insights on the dimensions and strategies of a design space for digital memories and long-distance relationships, with an emphasis on reminiscence support.
Awais Hameed Khan, The University of Queensland
Ben Matthews, The University of Queensland
This paper explores methodological considerations of using Constructive Assemblies (CA) as a Participatory Design (PD) tool in order to explore new conceptual and material possibilities in saturated product categories. CA are tangible, reconfigurable, modular physical sets that can be combined in multiple different ways. They are valuable as collaborative tools on account of how they facilitate social inclusion by having a low skill barrier to participation. They are also valuable as generative tools, as users are able to quickly build complex constructions. In this paper, we present a study in which a series of eight Participatory Design (PD) workshops were conducted with these assemblies, in which stakeholders explored possibilities for re-designing the everyday use of soap. Participants were drawn from the Fast Moving Consumer Goods (FMCG) industry and everyday soap users, and the workshops took three different configurations: video-conference and shared location, video conference and distributed location, and physical workshop and shared location. Our analysis highlights the consequentiality of the materiality of the assembly, the interplay between the specific workshop tasks, their setup and the physical constraints of the toolset, and emergent social behaviour from the experiments. We discuss these findings in relation to existing frameworks.
Works in Progress
Hayati Havlucu, Koç University
Aykut Coşkun, Koç University
Oğuzhan Özcan, Koç University
Textural changes can be promising to give feedback on sportspeople's performance who needs less attention demanding modalities. However, previous research does not address which textural property's change would be more appropriate to give information in specific contexts, i.e. sports performance feedback. We focus on sport towels as a case to understand how to give feedback on sports performance through changes in textural properties. We address the gap by conducting experiments with 32 sportspeople to investigate (1) the textural properties (i.e. roughness) that can be perceived by sportspeople through a towel and (2) that can convey information on sportspeople's performance (i.e. smooth texture - good performance). The results indicate that hardness and bendability are appropriate to convey information about sportspeople’s performance. To the best of our knowledge, this result is the first to explore that a change in the state of a textural property is able to give a specific feedback.
Keith Evan Green, Cornell University
The inspiration for designing tangible, embedded, and embodied interaction can come from stranger places than needs assessments and observations. In conceptualizing home+, a pair of interactive furnishings enabling independent living, our design-research team found inspiration in modern painting and contemporary dance. Giorgio de Chirico's painting "Furniture in the Valley" (1928) captures the curious vitality and intermingling of furniture outside their normal confines that our team translate into this active pair of home+ robots and their intimate rapport. Two contemporary dance works, Andrea Miller's "(C)arbon" and Ohad Naharin's "STOP," explore the interrelationships of three bodies, coping with their circumstances, which inspires the interoperability and control strategies across our pair of robots and a human "in-the-loop." This paper aims to inspire other design researchers to seek, in strange places, inspirations for tangible, embedded, and embodied interaction.
Aditi Singh, Carleton University
Joanie Ouellet, Carleton University
Victor Cheung, Carleton University
Digital adaptation of physical games is commonly achieved by complete digitization often resulting in replacing physical movements with virtual counterparts using input devices. We believe that augmenting the game by adding digital elements while also preserving physical movements can result in better player engagement. We present ReCreation, a digitally augmented version of twister. We introduce the element of time and score in ReCreation by using a pressure-sensitive twister mat that communicates with a projected screen. To investigate the effect of digital augmentation, we conducted a comparative evaluation between the original twister and ReCreation. 81% of participants preferred ReCreation over the original twister because of increased competition and urgency created by digital augmentation. We discuss the effect of digital augmentation on the competition, social, and the challenge aspect of the game. This can guide new ways of game design by relooking at similar augmentation of other traditional games.
Miriam Greis, University of Stuttgart
Hyunyoung Kim, Université Grenoble Alpes
Andreas Korge, University of Stuttgart
Céline Coutrix, Université Grenoble Alpes
Albrecht Schmidt, University of Stuttgart
Uncertainty is common when working with data and becomes more important as processing big data gains attention. However, no standard tangible interface element exists for inputting uncertain data. In this article, we extend the input space of two traditional TUIs: dial and slider. We present five low-fi prototypes that are based on dials and sliders and support uncertain input. We conduct focus group interviews to evaluate the designs. The interviews allow us to extend existing design requirements for parameter control UIs to support uncertain input.
Julien Puget, Université du Québec à Montréal
Mylene Pardoen, Maison des Sciences de l'Homme Lyon Saint-Etienne
Nicolas Bouillot, Society for Arts and Technology
Emmanuel Durand, Society for Arts and Technology
Michal Seta, Society for Arts and Technology
Pascal Bastien, Université du Québec à Montréal
Vulgarization of historical data implies going beyond the language and knowledge specific to this scientific field in order to be understood. This applies to the people's perception of the world since many changes have been applied to our surrounding environment. After the sensory data is gathered through heterography, comes the issue of assembling and presenting them. This paper describes a new approach to this aspect of historian's work. Using an immersive editing platform controlled through virtual reality devices, we built a pipeline dedicated to facilitating the creation process for historians, and transparently allowing for exporting the result to multiple video formats (immersive or not). The specific case of prototyping this pipeline with the Bretez project for future user experiments is described and discussed.
Elif Salman, Koç University
Ceylan Beşevli, Koç University
Tilbe Göksun, Koç University
Oğuzhan Özcan, Koç University
Hakan Urey, Koç University
A child's early math development can stem from interactions with the physical world. Accordingly, current tangible interaction studies focus on preschool children's formal (symbolic) mathematics, i.e. number knowledge. However, recent developmental studies stress the importance of nonsymbolic number representation in math learning, i.e. understanding quantity relations without counting(more/less). To our knowledge, there are no tangible systems based on this math concept. We developed an initial tangible based mixed-reality(MR) setup with a small tabletop projector and depth camera. Our goal was observing children's interaction with the setup to guide our further design process towards developing nonsymbolic math trainings. In this paper we present our observations from sessions with four 3-to-5 year old children and discuss their meaning for future work. Initial clues show that our MR setup leads to exploratory and mindful interactions, which might be generalizable to other tangible MR systems for child education and could inspire interaction design studies.
Shahabedin Sagheb, Arizona State University
Alireza Bahremand, Arizona State University
Robert LiKamWa, Arizona State University
Byron Lahey, Arizona State University
Mixed-reality haptic devices introduce a gateway to otherwise intangible virtual content, creating a life-like immersive experience. Congruent haptic sensation requires faithful integration of visual stimuli and the perceived tactile sensation. Unfortunately, current commercial mixed-reality systems are unable to reproduce the physical sensation of fluid vessels, due to the shifting nature of fluid motion. To this end, we introduce SWISH, a novel type of ungrounded Mixed-Reality system, capable of affording the users a realistic haptic sensation of fluid behaviors. We also present solutions to prominent challenges of designing ungrounded haptic devices capable of rendering fluid behaviors, especially in coordinate translation and creating virtual adaptations to physical limitations. Our virtual-to-physical coupling uses Nvidia Flex's Unreal Engine integration with an augmented vessel containing a motorized mechanical actuation system. In this paper we discuss the current state of SWISH and present results from our preliminary user study, followed by describing future planned phases.
Hayeon Hwang, NYU Interactive Telecommunications Program
Push buttons, sliders, switches, and dials-we use such controls everyday and everywhere, but we barely notice them. Expressive Tactile Controls is a research experiment with a series of controls that are augmented by giving human personalities. What if each control had a unique personality and they could express its emotion only through haptic feedback? How could our interaction with controls be improved? The research approached the question by constructing a series of button prototypes able to express themselves with various tactile and kinesthetic feedback according to the interaction between the user and controls.
Pranjal Protim Borah, Indian Institute of Technology (IIT) Guwahati
Keyur Sorathia, Indian Institute of Technology (IIT) Guwahati
The landscape orientation of smartphone offers a better aspect ratio and extensive view for watching media and photography. However, it presents challenges of occlusion, reachability, and frequent re-gripping in one-handed interactions. To address these issues we took the opportunity of deformation gestures to interact with future flexible smartphones. A preliminary survey was conducted to understand one-handed landscape mode usage patterns. Then, the 1st study was conducted to identify 3 most preferred one-handed landscape mode grips. In the 2nd study, we gathered unique user-defined deformation gestures to identify the set of most natural and intuitive gestures corresponding to each grip. We also found 3 gestures that can be performed in more than one grip. Finally, we discuss the influence of the grips on performing gestures.
Jeroen Peeters, RISE Interactive
Ambra Trotto, RISE Interactive
Ronald Helgers, RISE Interactive
Olov Längström, RISE Interactive
Nigel Papworth, RISE Interactive
In this work in progress, we start to unpack a digital fabrication process through the lens of ambiguity and resistance. Within this process we, as design researchers, navigated through the design space that emerged in the gap of tension between the making of a novel material and the use of a novel machine resulting in explorations of and new knowledge about 3D printing with wood. In unpacking this dialogue between machine, material and designer, we pay attention to how the embodied nature of this process was essential for the process of creating something new through this digital fabrication method. With this, we try to shed light on ways we, as design researchers, can explain the act of making, in the context of digital fabrication and constructive design research.
Bart Hengeveld, Eindhoven University of Technology
Jordy Rooijakkers, Eindhoven University of Technology
Over the past decades monetary transactions have become increasingly dematerialized. Nowadays payments should be "frictionless", i.e., as easy as possible, e.g., through NFC or biometric payment methods. Although frictionless payment methods hold advantages in terms of safety, convenience and privacy, they also pose problems as the inherent physicality of cash is shown to help people with their budgeting and expense tracking. This especially holds for financially more vulnerable user groups. In this paper we describe our ongoing work in re-physicalizing part of digital transactions, with the aim of combining the advantages of digital payment methods with those of physical money. We present the evaluation of a haptic interface for in-store digital payments. Results from a four-week lab evaluation indicate that people are capable of getting a feel for the absolute values of a payment as presented through our interface.
Aisling Kelliher, Virginia Tech
Andrew Gibson, Virginia Tech
Eric Bottelsen, Virginia Tech
Ed Coe, Virginia Tech
Interactive home based rehabilitation therapy is a promising treatment development for individuals with musculoskeletal and neurological impairments. Designing assistive technology systems for therapy in the home requires consideration of the needs of multiple stakeholders including patients, caregivers, and medical teams. In addition, issues such as financial cost, replicating the therapist experience, and the constraints of the physical home environment influence the design process. In this paper, we present our iterative co-design process creating a set of modular therapy objects and a rehabilitation protocol for upper extremity stroke survivors. We report on findings from a pilot study with nine stroke survivors and a workshop with five physiotherapists where we highlight challenges in designing objects for impaired grasps, opportunities for aligning objects with activities of everyday living, and the responsibility of design sensitivity.
Javier Pereda, Liverpool John Moores University
This article presents a paper-based Tangible User Interface (TUI) that facilitates the production of complex queries on a Cultural Heritage (CH) repository. The system helps to easily make use of the data elements and Boolean logic that describe the collections. This research presents a design methodology divided into two main phases: A User Experience (UX) and User Centred Design (UCD) where potential users' behaviours are analysed, followed by the development and evaluation of the TUI prototype. The TUI uses off the shelf electronics and a paper-based set of tokens to engage the user with the system, thus facilitating the exploration with CH collections through querying.
Day three: Tuesday, March 19
Maxime Daniel, Estia Recherche
Guillaume Rivière, Estia Recherche & LaBRI
Nadine Couture, Estia Recherche & LaBRI
We present CairnFORM, a shape-changing cylindrical display that physicalizes forecasts of renewable energy availability. CairnFORM aims at creating and encouraging new socially-shared practices by displaying energy data in collective and public spaces, such as public places and workplaces. It is 360° readable, and as a dynamic physical ring chart, it can change its cylindrical symmetry with quiet motion. We conducted two user studies. The first study clearly revealed the attractiveness of CairnFORM in a public place and its usability for a range task and for a compare task. Consequently, this makes CairnFORM useful to analyze renewable energy availability. The second study revealed that a non-constant motion speed is the better visualization stimulus at a workplace.
Beat Rossmy, Ludwig-Maximilians University of Munich (LMU)
Alexander Wiethoff, Ludwig-Maximilians University of Munich (LMU)
This paper introduces a tangible user interface (TUI) concept designed for child-oriented musical interaction and education called COMB. The interaction concept of the interface is based upon the natural behavior and metaphors found in children's play during construction with building-blocks. This paradigm is used to increase the accessibility of the otherwise expert-focused digital and electronic music creation to children. We evaluated our prototype during two different study setups. We found preliminary indications that this concept fosters imitation during learning. Therefore, the usage of shape as a meaningful element of interaction could be a promising design strategy for interfaces addressing children in this domain. In this paper we present the theoretical foundation of the concept as well as technical details of the prototype. Furthermore, we discuss how this concept can be applied to increase accessibility of technology in various other domains.
Tiffany Wun, University of Calgary
Lora Oehlberg, University of Calgary
Miriam Sturdee, University of Calgary
Sheelagh Carpendale, University of Calgary
Data visualization authoring tools for the general public remains an ongoing challenge. Inspired by block-printing, we explore how visualization stamps as a physical tool for authoring visualizations could leverage both visual freedom and ease of repetition. We conducted two workshops where participants authored visualizations on paper using hand-carved stamps made from potatoes and sponges. The low-fidelity medium freed participants to test new stamp patterns and accept mistakes. From the created visualizations, we observed several unique traits and uses of block-printing tools for authoring visualizations, including: modularity of patterns; annotation guides; creation of multiple patterns from one stamp; and various techniques to apply data onto paper. We discuss issues around expressivity and effectiveness of block-printing stamps in authoring visualizations, and identify implications for the design and assembly of primitives in potential visualization stamp kits, as well as applications for future use in non-digital environments.
Filipe Quintal, Universidade da Madeira / Madeira-ITI
Augusto Esteves, Edinburgh Napier University
Fábio Caires, Universidade da Madeira / Madeira-ITI
Vítor Baptista, Universidade da Madeira / Madeira-ITI
Pedro Mendes, Universidade da Madeira / Madeira-ITI
This paper presents Wattom, a highly interactive ambient ecofeedback smart plug that aims to support a more sustainable use of electricity by being tightly coupled to users' energyrelated activities. We describe three use cases of the system: using Wattom to power connected appliances and understand the environmental impact of their use in real time; scheduling these power events; and presenting users with personal consumption data desegregated by device. We conclude with a user study in which the effectiveness of the plug's novel interactive capabilities is assessed (mid-air, hand-based motion matching). The study explores the effectiveness of Wattom and motion matching input in a realistic setup, where the user is not always directly ahead of the interface, and not always willing to point straight at the device (e.g., when the plug is at an uncomfortable angle). Despite not using a graphical display, our results demonstrate that our motion matching implementation was effective in line with previous work, and that participants' pointing angle did not significantly affect their performance. On the other hand, participants were more effective while pointing straight at Wattom, but reported not to finding this significantly more strenuating then when pointing to a comfortable position of their choice.
Stefanie Mueller, MIT CSAIL
Anna Seufert, Hasso Plattner Institute
Huaishu Peng, Cornell University
Robert Kovacs, Hasso Plattner Institute
Kevin Reuss, MIT CSAIL
Francois Guimbretiere, Cornell University
Patrick Baudisch, Hasso Plattner Institute
Several systems have illustrated the concept of interactive fabrication, i.e. rather than working through a digital editor, users make edits directly on the physical workpiece. However, so far the interaction has been limited to turn-taking, i.e., users first perform a command and then the system responds with physical feedback. In this paper, we present a first step towards interactive fabrication that changes the workpiece while the user is manipulating it. To achieve this, our system FormFab does not add or subtract material but instead reshapes it (formative fabrication). A heat gun attached to a robotic arm warms up a thermoplastic sheet until it becomes compliant; users then control a pneumatic system that applies either pressure or vacuum thereby pushing the material outwards or pulling it inwards. Since FormFab reshapes the workpiece while users are moving their hands, users can interactively explore different sizes of a shape with a single interaction.
Demos
Tiffany Wun, University of Calgary
Lora Oehlberg, University of Calgary
Miriam Sturdee, University of Calgary
Sheelagh Carpendale, University of Calgary
Data visualization authoring tools for the general public remains an ongoing challenge. Inspired by block-printing, we explore how visualization stamps as a physical tool for authoring visualizations could leverage both visual freedom and ease of repetition. We conducted two workshops where participants authored visualizations on paper using hand-carved stamps made from potatoes and sponges. The low-fidelity medium freed participants to test new stamp patterns and accept mistakes. From the created visualizations, we observed several unique traits and uses of block-printing tools for authoring visualizations, including: modularity of patterns; annotation guides; creation of multiple patterns from one stamp; and various techniques to apply data onto paper. We discuss issues around expressivity and effectiveness of block-printing stamps in authoring visualizations, and identify implications for the design and assembly of primitives in potential visualization stamp kits, as well as applications for future use in non-digital environments.
Cesar Torres, UC Berkeley
Molly Jane Nicholas, UC Berkeley
Sangyeon Lee, UC Berkeley
Eric Paulos, UC Berkeley
An exciting, expanding palette of hybrid materials is emerging that can be programmed to actuate by a range of external and internal stimuli. However, there exists a dichotomy between the physicality of the actuators and the intangible computational signal that is used to program them. For material practitioners, this lack of physical cues limits their ability to engage in a "conversation with materials" (CwM). This paper presents a creative workstation for supporting this epistemological style by bringing a stronger physicality to the computational signal and balance the conversation between physical and digital actors. The station utilizes a streaming architecture to distribute control across multiple devices and leverage the rich spatial cognition that a physical space affords. Through a formal user study, we characterize the actuation design practice supported by the CwM workstation and discuss opportunities for tangible interfaces to hybrid materials.
Gilad Gome, The Interdisciplinary center (IDC) Herzliya
Julian Waksberg, The Interdisciplinary center (IDC) Herzliya
Andrey Grishko, The Interdisciplinary center (IDC) Herzliya
Iddo Yehoshua Wald, The Interdisciplinary center (IDC) Herzliya
Oren Zuckerman, The Interdisciplinary center (IDC) Herzliya
The biological prototyping revolution is in motion, and new tools are needed to empower HCI researchers, designers, makers, and bio-enthusiasts to experiment with live organisms. We present OpenLH, a liquid handling system that empowers users to conduct accurate and repetitive experiments with live biology in a sterile, open, and affordable way. OpenLH integrates a commercially available robotic arm with custom 3D printed parts, a modified pipette, and a visual block-based programming interface. The system is as accurate as commercial liquid handlers, capable of repetitive tasks in micro-scale accuracy, easy to operate, and supports multi-materials including biomaterials, microorganisms and cell cultures. We describe the system's technical implementation and two custom interfaces. We demonstrate the system's impact for the HCI community with two use cases that include experimentation with live biology in non-traditional fields: visual design using pigment-expressing E.coli, and beer brewing experiment using serial dilution in home context.
Saumya Gupta, UC Irvine
Joshua Tanenbaum, UC Irvine
Karen Tanenbaum, UC Irvine
This paper describes the underlying motivation, creation process, and evaluation outcomes of Shiva's Rangoli, a tangible storytelling installation that allows readers to impact the emotional tone of a narrative by sculpting the ambience of their space. Readers interact with a tangible interface that acts as a boundary object between the reader and the fictional world. We discuss how these kinds of interfaces can engage readers to feel like they are a part of the story, endow them with responsibility, and blur the line between real and fictional worlds.
Ben Jelen, Indiana University Bloomington
Anne Freeman, Georgetown University
Mina Narayanan, Auburn University
Kate M. Sanders, Hendrix College
James Clawson, Indiana University Bloomington
Katie A. Siek, Indiana University Bloomington
We present Craftec, an extendable toolkit system to engage older adults in maker technology by supporting their use of crafting skills. Craftec is comprised of LilyPad Arduino-based toolkits to promote easier crafting with hard and soft mediums. We describe the system's design, a pilot test with 8 younger adults, and 2 two-hour single session workshop evaluations by 17 older adults. We found Craftec facilitated efficient integration of circuits in crafted items, including fewer short circuits as compared to a basic LilyPad Arduino kit. We discuss how to create a toolkit for prototyping rather than facilitating STEM education.
Paul Worgan, MIT CSAIL
Kevin Reuss, MIT CSAIL
Stefanie Mueller, MIT CSAIL
A key challenge when designing deformable user interfaces is the integration of rigid electronic components with the soft deformable device. In this paper, we propose to place electronic components based on how the user is interacting with the device, i.e., in which way the device is being deformed when the user performs gestures.
To identify optimum locations for placing electronic components, we developed a design tool that takes as input a 3D model of the deformable device and a set of captured user gestures. It then visualizes the stress distribution resulting from the gestures applied to the deformable device and suggests where not to place components because the location is highly deformed when users interact (e.g., a rigid battery that would constraint interaction); or alternatively where to place components to sense deformation more accurately (e.g., a bend sensor to detect a specific gesture) and efficiently (e.g., an energy harvesting component). We evaluated our approach by collecting interaction data from 12 users across three deformable devices (a watch, a camera, and a mouse) and applied the resulting stress distributions to the placement of selected electronic components.
Clement Zheng, University of Colorado, Boulder / National University of Singapore
Jeeeun Kim, University of Colorado, Boulder
Daniel Leithinger, University of Colorado, Boulder
Mark D Gross, University of Colorado, Boulder
Ellen Yi-Luen Do, University of Colorado, Boulder / National University of Singapore
We present Mechamagnets, a technique for facilitating the design and fabrication of haptic and functional inputs for physical interfaces. This technique consists of a set of 3D printed spatial constraints which facilitate different physical movements, as well as unpowered haptic profiles created by embedding static magnets in 3D printed parts. We propose the Mechamagnets taxonomy to map the design space of this technique for designers and makers. Furthermore, we leverage the use of magnets by instrumenting these objects with linear Hall effect sensors to create functional digital inputs. We showcase Mechamagnets with a series of novel physical interfaces made with this technique.
Jamil L Joundi, University of Ghent
Arno Penders, University of Ghent
Johanna Renny Octavia, University of Ghent
Jelle Saldien, University of Ghent
One key concept of Tangible User Interaction is interactive surfaces, in which we transform a surface into an active interface between the physical and virtual world. In this paper we describe the design process of a novel interactive surface that can be used for movement therapy for children with Developmental Coordination Disorder (DCD). Children with DCD suffer from impairment in motor development which influences their overall movement quality and affects their daily life. Traditionally, the rehabilitation techniques and tools are often static, non-interactive, monotonous and unappealing to children. The purpose of this study is to design an interactive surface that combines physical motor exercises with digital games. Through an iterative co-creation process with patients and physiotherapists, we developed "Matti" as an interactive gaming mat to support the children during their rehabilitation, by linking the therapy exercises with digital games thus providing more engagement and better results.
David Verweij, Northumbria University Newcastle, Eindhoven University of Technology
Augusto Esteves, Edinburgh Napier University
Saskia Bakker, Eindhoven University of Technology
Vassilis-Javed Khan, Eindhoven University of Technology
Amongst the variety of (multi-modal) interaction techniques that are being developed and explored, the Motion Matching paradigm provides a novel approach to selection and control. In motion matching, users interact by rhythmically moving their bodies to track the continuous movements of different interface targets. This paper builds upon the current algorithmic and usability focused body of work by exploring the product possibilities and implications of motion matching. Through the development and qualitative study of four novel and different real-world motion matching applications --- with 20 participants --- we elaborate on the suitability of motion matching in different multi-user scenarios, the less pertinent use in home environments and the necessity for multi-modal interaction. Based on these learnings, we developed three novel motion matching based interactive lamps, which report on clear paths for further dissemination of the embodied interaction technique's experience. This paper hereby informs the design of future motion matching interfaces and products.
Works in Progress
Xiaoyan Shen, Massachusetts Institution of Technology
Maggie George, Harvard University
Stephan Hernandez, Massachusetts Institution of Technology
Agatha Park, Harvard University
Yang Liu, Massachusetts Institution of Technology
Hiroshi Ishii, MIT Media Lab
Mole Messenger is a pair of connected creatures that help children share and send messages to their loved ones who may be far away. Each Mole Messenger box houses a pushable mole. When one is pushed, the other pops up, as if traversing to the other side of the globe. The mole can be tapped to carry different color messages when pushed, and can be used to play physically engaged games across distances. This paper describes the design and implementation of the system, explores various approaches within the design space, engages with the context and user experience, and meditates on the potential for positive psychological impact. Inspired by one family's story of separation and how they helped their children stay connected, we hope Mole Messenger can become an important tool for communication and healthy emotional development in children.
Anne Sullivan, Georgia Institute of Technology
Emily Kuzneski Johnson, University of Central Florida
With the move towards digital interventions for educational purposes, there has been a loss of tangible and material interfaces, the consequences of which are still being understood. Meanwhile, there is an ongoing lack of gender diversity within STEM-facing majors and careers. In response to this and following constructivist philosophies of learning and emphasizing player autonomy, we have created a physical prototype of BeadED Adventures, a system that uses a physical controller made up of jars of colorful beads to control modified Twine games. Through controlling the experience, the player creates a beaded bracelet that is personalized based on their choices within the game. In addition to the controller, we are creating an educational Twine game in which the player explores an abandoned castle, solving computational thinking puzzles to escape.
Cun Li, Eindhoven University of Technology
Jun Hu, Eindhoven University of Technology
Bart Hengeveld, Eindhoven University of Technology
Caroline Hummels, Eindhoven University of Technology
Mementos carry personal symbolic meaning and can be used to privately reflect on the past or share memories. Older adults spend much time collecting mementos but spend less time telling stories behind the mementos. Once they pass away, stories behind mementos vanish with their owners. In this paper, we present Slots-Memento, a tangible device aiming to facilitate intergenerational story sharing and preservation for older adults. It builds on the metaphor of slot-machine, and integrates functions of memento photo display, story recording, and preservation. Our design process started with context inquiry, older adults and young adults were recruited, aiming to understand the status quo of their memento storytelling, and define design requirements. A preliminary evaluation was conducted, discussion and future work are in the final part.
Katrine Løck Worm, University of Southern Denmark
Christina Fyhn, University of Southern Denmark
Robb Mitchell, University of Southern Denmark
Physical games involving blindfolded players have a timeless appeal and the restricting of perceptual channels can be insightful for players and observers regarding embodied experience. Wireless, mobile and wearable technologies open up further opportunities for designing bodily play experiences through exploiting sensory deprivation. To better understand the potential for movement-based games in which vision and/or audio is restricted, we iteratively developed and play-tested a series of three to four player chasing games. Based on our tests, we suggest the importance of ambiguity, proxemics, and freedom of movement to support designing sensory deprivation games.
Bert Vandenberghe, KU Leuven
Vero Vanden Abeele, KU Leuven
Kathrin Gerling, KU Leuven
Luc Geurts, KU Leuven
Squeeze interaction, where squeezing a soft object affects computed feedback, is a promising interaction technique due to its expressive character. Skweezee for Processing is a Processing library that allows makers to implement squeeze interactions in a lightweight manner. The library offers a set of features based on data extraction algorithms and aims to preserve the dynamics of squeezes from user action to system output. Distributing Skweezee for Processing as an open source library, we invite the community to further investigate the potential of squeeze interactions and to contribute to the extension and improvement of the library. At the conference, we highlight the potential for rich squeeze interaction by demonstrating a game that implements squeeze interaction as core mechanic. Additionally, we demonstrate the ease of implementing squeeze interactions in a variety of settings using the Skweezee for Processing library.
Jorge David Iranzo Bartolome, Sungkyunkwan University
Jundong Cho, Sungkyunkwan University
In recent years there has been an increased concern regarding the accessibility of artworks for blind people. Much of the effort has been focused on aiding the visually impaired people in accessing the exhibition facilities, but the works of art hosted there are still difficult to experience for them. Particularly, the appreciation of visual artworks is hindered as blind visitors are not allowed to touch them because of their artistic value. In this work we explore our findings using a prototype of a voice interactive multimodal guide designed to improve the accessibility of visual works of arts, such as paintings, for the blind people. The prototype identifies tactile gestures and voice commands that trigger audio descriptions and sounds while a person explores a 2.5D tactile representation of the artwork placed on the top surface of the prototype. Our preliminary findings include the results of eight user tests and Likert-type surveys.
Jihan Sherman, Georgia Institute of Technology
Takeria S. Blunt, Georgia Institute of Technology
Patrick Fiorilli, Georgia Institute of Technology
This paper presents Telling the Bees, a prototype of an immersive media experience that explores the connections among ritual, tangible interfaces, and procedural interactivity. The project provides a basis for further exploration of hybrid interfaces in contexts of culture and tradition, specifically ritual traditions. We build upon the historical practice of "telling the bees," in which beekeepers and their families would share important news with their bees. A conversation between the interactor and the platform is mediated by tactile and vocal inputs with procedural audio-visual feedback. Our interface encourages body postures and input-response dynamics to bridge ritual tradition and digital immersion.
Vanessa Julia Carpenter, Aalborg University
Tomas Sokoler, IT University
Nikolaj "Dzl" Møbius, Roskilde University
Dan Overholt, Aalborg University
A flexible wooden device, "Trækvejret" which emulates a slow rate of breathing is placed in a coffee break room. This work examines related works on reflection, triggering reflection, and breathing and biofeedback technologies. We demonstrate how simple technology such as Trækvejret, which does not measure or give feedback about a user's breathing can nonetheless potentially be useful and provoking, encouraging reflection and potentially, behaviour change.
Patrycja Zdziarska, Indiana University, Bloomington
Felix Anand Epp, Aalto University
Walther Jensen, Aalborg University
Recent innovations in fashion and smart textiles have contributed new visions of wearable computing, addressing the body through the cultural and social self. In this work, we draw on speculative design practice, maker technologies, and zoomorphism to explore how wearables might support sociability, and present Hooze, a fashion accessory that entices touch through its kinetic qualities and visual appearance. We describe our design and prototyping process, and reflect on how Hooze inspires transformative designs of wearables.
Emmi Pouta, Aalto University
Jussi V Mikkonen, Syddansk Universitet
To situate the skills of the textile designer within the HCI-process, we present a case of a hand puppet with purpose-woven smart textile pattern. The qualities found in traditional textile design are tacitly synthesized in to the eTextile-design process. We see this mentality as having a natural dialogue with HCI-practice. The hand puppet consists of two layers: an inner sensor glove, designed to detect the movements of the user's fingers, and a woven outer layer that has a touch sensitive user interface integrated into its woven structure. The two interfaces can be operated simultaneously by two separate users; an adult and a child. Our interest is to better understand how the traditional textile design variables can be utilized in the user interface and -experience design. We aim towards the synthesis of woven eTextile design, consisting of user interface design, pattern design, sensor structure design and textile layout design.
Yang Zou, Xi'an Jiaotong-Liverpool University
Jie Sun, Xi'an Jiaotong-Liverpool University
Yanhao Jin, Xi'an Jiaotong-Liverpool University
Yixuan Bian, Xi'an Jiaotong-Liverpool University
Motor exercises are essential in post-stroke upper limb rehabilitation. These exercises usually involve repetitive movements, which require significant efforts from occupational therapists to motivate stroke patients. With a rapidly aging population, it poses challenges for therapists to deal with more patients in daily therapy. This paper presents a portable and interactive prototype designed to facilitate arm reaching exercise. The prototype utilizes color map as a tangible guidance on involved movements and adds lighting indicator into exercise tool. Simple and intuitive games are designed to enrich exercising experience with sound feedback. Preliminary user trials support the implementation of tangible interactive training in rehab centers and inspire further developments on designing a tabletop training system.
Eldy Stephanie Lazaro Vasquez, University of California, Davis
The auto-adjustable bra combines new technologies such as soft robotics, computational design, and e-textiles to develop a bra which uses a pneumatic system to compensates for severe asymmetries in breast volume called Anisomastia. In the present work, the bra looks for adjusting to the measurements of the woman's breast using an inflatable structure where the air channels are situated on the internal mesh of the bra cup giving a balance in the volume of the breasts while supporting them. Furthermore, the conductive fabric which covers the bra cup works as a sensor to allow the comparison of the elasticity in both breasts, so when the conductive fabric located in the smaller breast reaches the elasticity of the bigger one, it could send a signal to the air pump to stop the air injection. Once adjusted the bra keeps in shape and the air pump is taken away. The project could have a global impact in women with Anisomastia condition by raising their self-esteem, recovering their emotional balance, and enhancing their social and sexual relationships.
Joanna Berzowska, Concordia University
Alex Mommersteeg, Concordia University
Laura Isabel Rosero, Concordia University
Eric Ducray, Concordia University
Michael Patrick Rabo, Concordia University
Genevieve Moisan, Concordia University
We describe two prototypes from the Baby Tango project: electronic textile toys that enable soft, tangible, full-body interaction. It presents interaction techniques that bridge the physical, the digital, and the social, as well as a case study in constructing interactive composite textiles. Given that the softness of the toy is a central design constraint, most of the circuit, including the sensors, is embroidered directly on the surface of the artifact using technical threads (with varying electro-mechanical properties) and a digital embroidery/laying machine. This submission includes design and technical details, as well as initial interaction design scenarios. The next steps of this project will explore how these toys could support the development of empathy in toddlers through embodied play. Further work is needed in order to develop background research, collaborations with early childhood researchers, as well as empirical studies. Future work will include the development of these studies; iterating aspects of interaction and play through participatory design; and improving technical design to focus on reliability, robustness, and durability.
Gaurav Singh, Srishti Institute of Art, Design & Technology
Naveen Bagalkot, Srishti Institute of Art, Design & Technology
Tomas Sokoler, IT University
Vineeta Rath, Srishti Institute of Art, Design & Technology
Anchit Shukla, Indian Institute of Technology-Rourkee
Motorbike commuting is the new frontier for exploring digital technology, where designing for embodied interaction takes on a more central role. In this paper, building on previous work on embodied self-monitoring, we present our ongoing work of designing a modular platform with a particular focus on real-time estimation and presentation of posture data while riding. In particular, we present 'Bike Area Network' (BANk) as a system architecture to help guide the design of such a platform. We share our ongoing work as an invitation for the community of researchers and practitioners of designing for embodied interaction to further explore this new frontier of research.
Gautam Bose, Carnegie Mellon University
Lucas Ochoa, Carnegie Mellon University
Marisa Lu, Carnegie Mellon University
Dan Lockton, Carnegie Mellon University
In this paper we introduce the concept of Phone as an Emotive AI sidekick through a set of novel interactions where in the multi-axis actuated robotic charging stand we made acts as a 'body' for the AI on our phones. The novel interactions begin with how the robotic platform embodies and thus communicates our devices' understanding of the world, continues with the affordance for more varied expressive output, and works towards extending current phone functionality to be far-field, context-driven interactions.
Armaghan Behzad Behbahani, Virginia Tech
Wallace S Lages, Virginia Tech
Aisling Kelliher, Virginia Tech
Technostress is an emerging and significant psychological phenomenon associated with the use of technology. As humans increasingly encounter computational technology on a daily basis, there is a need to manage the anxieties and tensions that can result from these interactions. Using the lens of critical design, we created a design probe to explore this concept of technology induced stress. The probe builds on the topic of slow technology and embraces multisensory experiences as a tool for individuals to reflect on their relationship with technology.
Day four: Wednesday, March 20
Ben Jelen, Indiana University Bloomington
Anne Freeman, Georgetown University
Mina Narayanan, Auburn University
Kate M. Sanders, Hendrix College
James Clawson, Indiana University Bloomington
Katie A. Siek, Indiana University Bloomington
We present Craftec, an extendable toolkit system to engage older adults in maker technology by supporting their use of crafting skills. Craftec is comprised of LilyPad Arduino-based toolkits to promote easier crafting with hard and soft mediums. We describe the system's design, a pilot test with 8 younger adults, and 2 two-hour single session workshop evaluations by 17 older adults. We found Craftec facilitated efficient integration of circuits in crafted items, including fewer short circuits as compared to a basic LilyPad Arduino kit. We discuss how to create a toolkit for prototyping rather than facilitating STEM education.
Hironori Yoshida, the University of Tokyo
Maria Larsson, the University of Tokyo
Takeo Igarashi, the University of Tokyo
While tree trunks are standardized as lumber, branches are typically chipped or burned. This paper proposes a workflow to upcycle such mundane and diverse natural material to architectural elements. Introducing an online design interface, we let users participate in the design and fabrication workflow from collecting branches to CNC milling. The branches are first scanned, and then key geometrical features are extracted and uploaded to the online game "BranchConnect". This application lets multiple non-expert users create 2D-layouts. At the point of intersection between two branches, the geometry of a lap joint and its cutting path are calculated on-the-fly. A CNC router mills out the joints accordingly, and the branches are assembled manually. Through this workflow, users go back-and-forth between physical and digital representations of tree branches. The process was validated by fabricating two case studies.
Keith Evan Green, Cornell University
Yixiao Wang, Cornell University
Communication theory suggests that people tend to interact with interactive artifacts as if these were human. For decades, this understanding has been applied to designing singular, embedded artifacts at a small physical scale. In this paper, we extend the same theory and practice to the dimension of spaceto designing interactive, physical environments and their components. A conceptual ground for this is found in a "pattern language" developed by Alexander et al. for designing static physical environments. Upon this ground, we construct a systematic framework for designing "collaborative environments" shaped, as well, by our own concepts, Direct Mapping, Conveyed Mapping, and Space Agency, to strive for more human-human-like interactions between human beings and their physical surroundings. Our lab-based study generates a hypothetical design as qualitative validation of the framework, which has significance for designing tangible, embedded, and embodied interaction as it extends, inevitably, to the dimension of space, entertaining, serving, and augmenting us.
Szu-Yu (Cyn) Liu, Indiana University Bloomington
Jeffrey Bardzell, Indiana University Bloomington
Shaowen Bardzell, Indiana University Bloomington
HCI in recent years has shown an increasing interest in decentering humans in design. This decentering is a response to concerns about environmental sustainability, technology obsolescence, and consumerism. Scholars have introduced theoretical notions such as natureculture from feminist technoscience. Yet how such theories translate into material design practices remains an open question. This research seeks to broaden the repertoire of nonanthropocentric design practices in HCI. Specifically, it draws on the natural processes of decomposition as a creative approach to develop and test design tactics. To do so, we curate and critique hundreds of examples of decomposition in architecture, design, textile, crafting, and food making. We observe that decomposition often depends on what we call a "scaffold", and we further propose four variants of it as design tactics: fragmenting, aging, liberating, and tracing. We then tested the tactics over a period of four months in a ceramics studio using diverse materials, with a mixture of successes and failures. We conclude by reflecting on how the design tactics might be deployed in nonanthropocentric HCI/design.
Ken Nakagaki, MIT Media Lab
Daniel Fitsgerald, MIT Media Lab
Zhiyao (John) Ma, MIT Media Lab
Luke Vink, MIT Media Lab
Daniel Levine, MIT Media Lab
Hiroshi Ishii, MIT Media Lab
While previously proposed hardware on pin-based shape display has improved various technical aspects, there has been a clear limitation on the haptic quality of variable 'force' feedback. In this paper, we explore a novel haptic interaction design space with 'force' controlled shape display. Utilizing high performance linear actuators with current reading functionality, we built a 10 x 5 'force' shape display, named inFORCE, that can both detect and exert variable force on individual pins. By integrating closed-loop force control, our system can provide real-time variable haptic feedback in response to the way users press the pins. Our haptic interaction design space includes volumetric haptic feedback, material emulation, layer snapping, and friction. Our proposed interaction methods, for example, enables people to "press through" computationally rendered dynamic shapes to understand the internal structure of 3D volumetric information. We also demonstrate a material property capturing functionality. Our technical evaluation and user study assesses the hardware capability and haptic perception through interaction with inFORCE. We also discuss application spaces that 'force' shape display can be used for.
Vasiliki Tsaknaki, KTH Royal Institute of Technology
Ludvig Elblaus, KTH Royal Institute of Technology
In this paper we present the Nebula, a garment that translates intentional gestures and implicit interaction into sound. Nebula is a studded cloak made from a heavy fabric that envelopes the wearer with pendulous folds and has strong experiential qualities that were especially appreciated by performing artists. We describe the design process in detail, and highlight three material investigations that show material connections that were fundamental to the experience of the garment: How the draping and construction of the garment allowed for implicit interaction, how the studs were used both as a computational sensing material and a strong visual component, and how the sound design exploited tangible material qualities in the garment. We offer these three material investigations as contributions and discuss how material investigations more broadly can produce evocative connections in the materials available in design work, but also as a way to extract legible design intentions for other designers and researchers.
David Tolley, National University of Singapore
Thi Ngoc Tram Nguyen, National University of Singapore
Anthony Tang, University of Calgary
Nimesha Ranasinghe, University of Maine
Kensaku Kawauchi, National University of Singapore
Ching Chiuan Yen, National University of Singapore
Wind simulations are typically one-off implementations for specific applications. We introduce WindyWall, a platform for creative design and exploration of wind simulations. WindyWall is a three-panel 90-fan array that encapsulates users with 270° of wind coverage. We describe the design and implementation of the array panels, discussing how the panels can be re-arranged, where various wind simulations can be realized as simple effects. To understand how people perceive "wind" generated from WindyWall, we conducted a pilot study of wind magnitude perception using different wind activation patterns from WindyWall. Our findings suggest that: horizontal wind activations are perceived more readily than vertical ones, and that people's perceptions of wind are highly variablemost individuals will rate airflow differently in subsequent exposures. Based on our findings, we discuss the importance of developing a method for characterizing wind simulations, and provide design directions for others using fan arrays to simulate wind.
David Verweij, Northumbria University Newcastle, Eindhoven University of Technology
Augusto Esteves, Edinburgh Napier University
Saskia Bakker, Eindhoven University of Technology
Vassilis-Javed Khan, Eindhoven University of Technology
Amongst the variety of (multi-modal) interaction techniques that are being developed and explored, the Motion Matching paradigm provides a novel approach to selection and control. In motion matching, users interact by rhythmically moving their bodies to track the continuous movements of different interface targets. This paper builds upon the current algorithmic and usability focused body of work by exploring the product possibilities and implications of motion matching. Through the development and qualitative study of four novel and different real-world motion matching applications --- with 20 participants --- we elaborate on the suitability of motion matching in different multi-user scenarios, the less pertinent use in home environments and the necessity for multi-modal interaction. Based on these learnings, we developed three novel motion matching based interactive lamps, which report on clear paths for further dissemination of the embodied interaction technique's experience. This paper hereby informs the design of future motion matching interfaces and products.
Cesar Torres, UC Berkeley
Molly Jane Nicholas, UC Berkeley
Sangyeon Lee, UC Berkeley
Eric Paulos, UC Berkeley
An exciting, expanding palette of hybrid materials is emerging that can be programmed to actuate by a range of external and internal stimuli. However, there exists a dichotomy between the physicality of the actuators and the intangible computational signal that is used to program them. For material practitioners, this lack of physical cues limits their ability to engage in a "conversation with materials" (CwM). This paper presents a creative workstation for supporting this epistemological style by bringing a stronger physicality to the computational signal and balance the conversation between physical and digital actors. The station utilizes a streaming architecture to distribute control across multiple devices and leverage the rich spatial cognition that a physical space affords. Through a formal user study, we characterize the actuation design practice supported by the CwM workstation and discuss opportunities for tangible interfaces to hybrid materials.
Martin Nisser, MIT CSAIL
Junyi Zhu, MIT CSAIL
Tianye Chen, MIT CSAIL
Katarina Bulovic, MIT CSAIL
Parinya Punpongsanon, MIT CSAIL
Stefanie Mueller, MIT CSAIL
In this paper, we propose a different perspective on the use of support material: rather than printing support structures for overhangs, our idea is to make use of its transient nature, i.e. the fact that it can be dissolved when placed in a solvent, such as water. This enables a range of new use cases, such as quickly dissolving and replacing parts of a prototype during design iteration, printing temporary assembly labels directly on the object that leave no marks when dissolved, and creating time-dependent mechanisms, such as fading in parts of an image in a shadow art piece or releasing relaxing scents from a 3D printed structure sequentially overnight. Since we use regular support material (PVA), our approach works on consumer 3D printers without any modifications. To facilitate the design of objects that leverage dissolvable support, we built a custom 3D editor plugin that includes a simulation showing how support material dissolves over time. In our evaluation, our simulation predicted geometries that are statistically similar to the example shapes within 10% error across all samples.
Ammar K Hattab, Brown University
Gabriel Taubin, Brown University
We propose a method that helps an unskilled user to carve a physical replica of a 3D CAD model while only using manual cutting tools. The method starts by analyzing the input CAD model and generates a set of carving instructions. Then using a projector, we project the instructions sequentially one at a time to a block of material to guide the user in performing each of them. After each cutting step, we use the projector-camera setup to 3D scan the object after cutting. And automatically align the scanned point cloud to the CAD model, to prepare the position for the next instruction. We demonstrate a complete system to support this operation and show several examples manually carved while using the system.
Michael Nitsche, Georgia Institute of Technology
Anna Weisling, Georgia Institute of Technology
Craft has emerged as an important reference point for HCI. To avoid a misrepresenting, all-encompassing application of craft to interaction design, this position paper first discerns craft from HCI. It develops material engagement and mediation as differentiating factors to reposition craft in relation to tangible interaction design. The aim is to clarify craft's relation to interaction design and to open up new opportunities and questions that follow from this repositioning.
Design Experiments in Civics
Carl DiSalvo, Georgia Institute of Technology
Often when we talk about or do critical and speculative design the work is future oriented, looking towards technologies or conditions that are yet to come. While such work is important and compelling, there is also an opportunity to turn the critical and speculative impulse towards our contemporary moment, to consider how design might participate in alternate forms of living now or in the near present. I call this kind of work "design experiments in civics" because it uses design processes and products as a mode of inquiry into how we might differently structure our collective lives.
What's more, given the pressing issues we are facing in 2019 there is an urgency to design that looks to address how we might live in the turbulent times. One move to make is to shift from thinking that design might solve the issues of climate-change or democracy or capitalism, and instead look to design as a way to contribute to different configurations of resources and action, through creativity and resourcefulness.
In this talk I will share examples from my own work as well as the work of other artists and designers doing these "design experiments in civics." From these projects, I will draw out a set of themes for critical practices aimed at exploring and enabling alternate forms of living and speculating on more diverse forms of togetherness in the contemporary moment and near-present. In particular, for the TEI audience I will address the ways in which explorations of materialities and interactions can express and support alternative collective practices and consider what the unique contributions of this research community might be to broad field of "design experiments in civics."