The document summarizes research on tangible user interfaces (TUIs). It analyzes various TUI projects based on their representation (iconic or symbolic), interaction type (spatial, relational, constructive), feedback modalities, and domains. Key findings include that visual feedback is most common, while tactile feedback is preferred; spatial properties are widely explored but few projects use all interaction types; and domains include entertainment, education, and problem-solving. The document proposes experiments to study the effectiveness of physical properties (e.g. color, texture) as feedback compared to audio/visual feedback, and how performance is affected by user experience and environment.
The Reactable is an electronic musical instrument consisting of a round translucent table interface. Users place tangible blocks called tangibles on the table, which are interfaced with a backlit visual display to operate a virtual modular synthesizer for creating music or sounds. Analysis of the Reactable found strengths in its ability to foster creativity with simple tools and provide interactivity in music production. A weakness is the many symbols on the tangibles require more effort to use and learn as new features are added.
User research was conducted for various projects including of kirana shopkeepers in Mumbai, farmers and truck drivers in Gujarat and Maharashtra, and phonebook usage of illiterate users in Maharashtra and Gujarat. Additional work included an exploratory mobile application project for indoor navigation using QR codes, and creating several interactive installations for topics such as showcasing ethnography studies, music mixing, gaming, and showcasing Italian winemaking. Contact information is provided at the end for Keyur Sorathia.
The document presents a proposed signage system for IIT Guwahati campus. It identifies problems with the existing signage such as low visibility, insufficient signage, and signage placed in wrong locations. The proposed system classifies the campus into administrative, academic, amenities, hostels, and staff quarters sections. It outlines six types of signages to be used - road, location, sub-location, name, floor, and caution. The summary describes the proposed forms, color schemes, contents, extras, font, and sample signage designs to create a more efficient signage system.
This document provides an overview of a tangible interaction design course. It discusses key concepts like movement, form, expression, function, material, and metaphor. It also covers various techniques for studying movement like Laban Movement Analysis. Students learn basics of tangible interaction design and are assigned projects to design tangible products that express movement through their form and interaction. The document outlines the course schedule and provides references for further reading on topics like simplicity in interaction design and the role of metaphor. Studio activities involve observing products for different movement qualities, sketching movements, and making physical models of music players to analyze according to movement principles.
Qualitative research methods such as user studies and contextual inquiry are recommended to develop a deeper understanding of users. Researchers should go to users' natural contexts, behave as students to learn from users, and talk to them in their own language. Key aspects of qualitative research include observation, developing curiosity about users' contexts, and remembering to introduce oneself, get permission, conduct individual interviews, avoid influence from others, understand relationships, document all research steps, and take videos, audio recordings and notes.
There are two main types of interactive installations: content-oriented and fun-oriented. When building an interactive installation, it is important to understand the context well, ensure the installation solves the intended purpose, and avoid unnecessary high-tech ideas. Instead, focus on designs that are feasible yet interesting that people will truly enjoy interacting with.
This document summarizes the services of a design firm that focuses on user research, interaction design, and prototyping. They conduct user research through contextual inquiries, interviews, and studies to understand people and how they interact with technology. They then design interactions and services for various applications and platforms including mobile, web, and interactive installations. Their process involves user research, ideation, prototyping, and testing to help clients understand users and improve product usability. They have worked with clients across industries on projects such as mobile applications, websites, and concepts.
ArtScienceBangalore is a group of young designers exploring synthetic biology and biomolecular nanotechnology as a form of art and design. They have participated in the iGEM synthetic biology competition since 2009 and Biomod since 2011, building "jugaad" labs and raising ethical questions through their projects. Their ongoing project RASA-01 proposes an updated simpler DNA version of the Altair computer using DNA automata and nanotechnology. They are seeking sponsorship to continue their work at the intersection of art, science and technology.
This presentation showcases understanding of Interaction design. It also showcases few examples, roles of interaction designer etc.
This presentation is given based on my understanding and experience of interaction design. It is mainly targeted to design students to give them a brief idea of interaction design
The document proposes a taxonomy for classifying tangible user interfaces based on their level of embodiment and metaphor. It defines embodiment as how closely the output is tied to the input. There are four levels of embodiment: full, nearby, environmental, and distant. It also defines metaphor as whether the system effect of user actions maps analogously to real-world effects. There are three levels of metaphor: no metaphor, noun metaphor, and verb metaphor. The taxonomy is a two-dimensional framework that can be used to analyze and compare different tangible interface designs based on their levels of embodiment and metaphor.
The document describes an interactive art installation called "ZOR SE BOLO" selected for presentation at the IEEE Proceedings of 4th International Conference on Intelligent Human Computer Interaction in Kharagpur, India in December 2012. The installation aims to present common jargons and idioms spoken in New Delhi through interactive displays at Delhi International Airport Terminal 3. Five commonly used phrases were identified and concepts were developed involving touch and speech as interaction mediums to allow users to relate to characters through audio responses. Two concepts were realized as life-size prototypes using sensors and software.
This document describes Fun-In-Flow, an educational tool to teach flowcharts to 12-14 year olds. It uses interactive blocks representing flowchart symbols that students manipulate to solve problems. The tool focuses on making learning fun through tangible interaction with the symbols. Previous research explored visual programming environments and flowchart editors, but Fun-In-Flow aims to impart education through edutainment and hands-on practice placing symbolic blocks. The document outlines the tool's content, design, prototyping, and usability testing procedures.
Von Tanja Döring zum Raum Schiff Erde 2011.
Maus, Tastatur und Grafisches User Interface waren gestern! Aktuell gibt es eine Reihe von Forschungsansätzen für neue Interaktionsformen, die ein ausgewogenes Verhältnis von Gegenständlichem und Digitalem, von Körperlichem und Abstraktem im Fokus haben. „Tangible und Embodied Interaction“ bezeichnet ein seit zwei Jahrzehnten wachsendes Forschungsfeld, dem seit fünf Jahren eine eigene Konferenz mit Beiträgen aus Informatik, Kunst, Design und Architektur gewidmet wird: tei-conf.org. Ein Bericht über Ursprünge, Konzepte und Prototypen des Feldes.
Tangible, Embedded and Embodied Interaction - Lecture 09 - Next Generation Us...Beat Signer
This document provides an overview of tangible and embedded interaction concepts and systems from 1992 to 2012. It discusses early systems like the marble answering machine and graspable user interfaces. It also covers seminal works on tangible bits, graspable user interfaces, and radical atoms. Key concepts discussed include affordances, tangible interaction, graspable objects, embedded computation, and visionary ideas for future material user interfaces.
This presentation is particularly focused on introducing prototyping technologies, based on the ideas created in Interactive Communication Project - 2010.
PAPER:Designing with RFID. Authors:Einar Sneve Martinussen, Timo Arnall. Source : Tangible and Embedded Interaction ’09, February 16–18, 2009,Cambridge, UK.
Overview of C.R.A.P. design principles (Contrast, Repetition, Alignment, and Proximity), and the elements used to execute those principles (line, color, shape, scale, texture, and space) for beginners.
The document discusses several principles of good design for mobile applications. It summarizes guidelines from sources like Apple's iPad User Experience Guidelines, Jakob Nielsen's heuristics for user interface design, and Dieter Rams' principles of good design. The key principles discussed include enhancing interactivity, staying consistent, making designs simple, self-explanatory, and using familiar patterns. Designs should provide feedback, allow for mistakes, consider every detail, and delight users.
Pedagogically Relevant Concepts in the Design of Hands-on Interactive Science...Thomas Hillman
The document summarizes research on identifying pedagogically relevant concepts in the design of hands-on interactive science exhibits. Key findings from analyzing exhibits at the Montreal Science Centre identified three main categories - object (content), visitor (learner), and object-visitor interaction. Specific sub-categories emerged within each like content delivery modes, visitor senses implicated, and task activities. The structure of identified categories and concepts helps transfer research findings to exhibition design and informs designers about creating exhibits that foster learning.
AudioCubes: a Distributed Cube Tangible Interface based on Interaction Range ...Jean Vanderdonckt
AudioCubes is a novel tangible user interface allowing any person interested by sound design such as sound creators, and music trainers to intuitively explore and create dynamically changing sound. A new sound is created by manipulating distributed cube tangible user interface that can be coupled wirelessly by locating them in the interaction range of each other on a table. At any time, a sound processing network combines operational properties of AudioCubes, such as location on a plane or in space, movement, arrangement with other cubes, and layout. Sound algorithm parameters and the configuration of the sound processing network can be changed simultaneously, allowing a fast and convenient exploration of sound creation space that creates a new interaction technique for creating sounds.
UCD15 Talk - Enrico Furfaro - Sonification of Virtual and Real Surface Tappin...UCD UK Ltd
When interacting with physical objects, we receive sensory feedback about the characteristics of these objects. Specifically, the sounds resulting from touching a surface provide information about the material of the surface and about one's own touching behaviour. Current developments in interactive systems are opening up new avenues in the use and design of both physical and virtual objects. These developments have the potential to change people’s behaviours, perceptions and emotions – elements of user experience that can be measured.
This talk presents the results of a study on auditory feedback as example of how research methods from cognitive psychology and human computer interaction can be used to evaluate these potential changes. This research may inform the design of physical and virtual objects and help enhance everyday user experiences.
MP3 players : listening practices and socio-technical appropriationLionel Detry
Paper presented at « Digital Culture: innovative practices and critical theories » (ECREA Digital Culture and Communication – 3rd Workshop). Barcelona, Spain, 24-25 November 2011
Participatory Design & Learning Space EvaluationDoug Worsham
Join in for this opportunity to discuss and share ideas on a diverse toolkit for designing and investigating the success of learning spaces, including participatory design, campus partnerships, and space evaluation toolkits. Resources/links from the presentation: http://zotero.org/groups/498715
This document summarizes research into collaborative music making using multi-touch surfaces. It describes a study with 12 participants testing a simple music prototype. The study found that the prototype facilitated conversation and group productivity between participants, even for novices. It also provided evidence that roles were shared between participants rather than one person dominating. Future work could improve responsiveness and add both shared and individual controls to better support experts and novices.
The document proposes evaluation measures for social and participatory museum experiences. It discusses measuring interaction and opportunities for interaction between visitors through indirect means like audio levels, proximity, visitor movement paths and congregation spots. It also discusses measuring mood to gauge interaction likelihood. The document proposes two approaches: tracking user data like movement, proximity and audio levels non-invasively or tracking activities voluntarily through incentivized methods. It presents the TREKS and PUCK systems - PUCK is a single keylogger device visitors use that also provides personalized content, while TREKS integrates GOAL devices at exhibits to log activity, movement and provide personalized guides to visitors. The document uses a case study of implementing the systems at the Red Dot Museum in
This document summarizes Anna Xambó's research on collaborative music making on multi-touch surfaces. She developed a prototype that allows groups of up to four users to collaboratively create music using pre-composed materials. Case studies were conducted and analyzed to evaluate creative engagement. The analysis identified key concepts like collaboration, musical aesthetics, and system design. Based on the findings, responsiveness and a balance of shared/individual controls were highlighted as important for maximizing engagement.
So you want to create Knowledge Translation Videos?KBHN KT
Dr. Anneliese Poetz, KT Manager for KBHN shares knowledge and experiences about creating Knowledge Translation videos for KBHN. Practical tips and resources are contained within this slide deck. This presentation was created and provided the basis for a webinar for the NCE Secretariat for an audience of Communications Managers for different NCEs across Canada.
These interview questions were used in the 16 interviews held with visual arts researchers as part of the Kaptur project environmental assessment report.
The document discusses soundscapes from a geographical perspective and the importance of context in human experiences of sound. It argues that human perception of sound is multi-sensory and influenced by activities, environmental factors, and cultural contexts. Preferred soundscapes are specific to the place and congruent with the functions and expectations of that place.
Ux, ethnography and possibilities for libraries, museums and archives [recomm...Dr. Michael Baker
Checkout this Presentation recommended by Dr Michael Baker Washington Indiana. These slides are adapted from a talk I gave at the Welsh Government's Marketing Awards for the LAM sector, in 2017. It offers a primer on UX - User Experience - and how ethnography and design might be used in the library, archive and museum worlds to better understand your users.
Uxethvvnography and possibilities slide share \CHEKIT SHARMA
1) The document discusses how the University of York Library has used various user experience (UX) techniques like ethnographic observation and interviews to better understand user needs and behaviors.
2) Some changes implemented based on UX findings include installing hot water taps, changing hours, and adding blankets - aimed at improving the small details of user experience.
3) The presentation encourages other libraries, archives and museums to try incorporating UX techniques like behavioral mapping and cognitive interviews to identify areas for improvement and design targeted changes to enhance user experience.
UX, ethnography and possibilities: for Libraries, Museums and ArchivesNed Potter
1) The document discusses how the University of York Library has used various user experience (UX) techniques like ethnographic observation and interviews to better understand user needs and behaviors.
2) Some changes implemented based on UX findings include installing hot water taps, changing hours, and adding blankets - aimed at improving the small details of user experience.
3) The presentation encourages other libraries, archives and museums to try incorporating UX techniques like behavioral mapping and cognitive interviews to inform design changes that enhance services for users.
Dr. Anneliese Poetz, KT Manager for NeuroDevNet shares knowledge and experiences about creating Knowledge Translation videos for KBHN. Practical tips and resources are contained within this slide deck.
In-Time On-Place Learning — Creation, Annotation and Sharing of Location-Base...Teemu Leinonen
Presentation in the 10th International Conference on Mobile Learning 2014, 28 February – 2 March, Madrid, Spain. The aim of the research is to look at how mobile video recording devices could support learning related to physical practices or places and situations at work. The paper discusses particular kind of workplace learning, namely learning using short video clips that are related to physical environment and tasks preformed in situ. The paper presents challenges of supporting learning as part of work practices taking place in the workplace, because learning has different attributes during work than in formal educational contexts: e.g. it is informal, just in time and social. The theoretical framework of the design is the tradition of pragmatism. We start with the concepts of experience, change of practices / habits and reflection, claiming that living through experiences suggest changes for practices and these trigger reflective processing of the situations. We present an Android application ‘Ach So!’ for creating and annotating short videos as potential solution for informal learning for physical work practices. The paper ends in proposing future steps in the development of the application. The co-design process for the application is lean and iterative, where the design receives feedback from the project partners, skilled workers, apprentices and managers of SMEs targeted to be the main users of the application.
Presentation on spatial audio for Augmented Reality given by Mark Billinghurst on July 14th 2016 at the Microsoft Research Faculty Summit. The presentation gives an overview of using spatial audio in Augmented Reality.
The Dark Art: Is Music Recommendation Science a Sciencempapish
The document discusses whether music recommendation is more of an art than a science. It outlines how early approaches to music information retrieval (MIR) were more scientific but limitations have been reached. Holistic metrics that measure user trust and satisfaction are suggested to better evaluate recommendations but are not fully objective or standardized. The field may be transitioning from a science to more of a practical challenge dominated by psychological and subjective factors, entering an "Age of the Dark Art". A way forward could involve focusing on unsolved MIR problems or adjourning the workshop discussions.
Similar to Research Exploration of Tangible User Interfaces (20)
The game is designed to simulate maintaining a healthy relationship over 90 seconds. The player must balance taking positive and negative influences to keep both their own health and the relationship health above certain thresholds. Taking too many negative influences will diminish the player's health, while allowing negative influences to permeate the relationship will decrease both player and relationship health. The goal is to cross the middle blue threshold line within 90 seconds without endangering the relationship or oneself. Losing occurs when time runs out, the player's health is diminished too much, or the relationship health crosses the low red threshold line. The artist's statement discusses how the game represents the dilemma of balancing one's own needs with maintaining a healthy relationship.
This document contains a portfolio of computational photography projects completed by Apurva Gupta at Georgia Tech. It includes 11 assignments on topics like photo mosaics, black and white conversion, camera obscura, gradient and edge detection, blending, feature matching, panoramas, HDR, and video textures. For each assignment, it provides details on the techniques used, parameters, and example outputs. The portfolio demonstrates Apurva's skills in computer vision and image processing techniques.
The installation uses a Kinect to detect a user's movements and translate those movements into movements of a character on screen within one of two designed scenes: an astronaut or grim reaper. The installation was iterated using SimpleOpenNI and Processing to first map user movements directly and then to track skeletal joints and paste body part images. Computational choices like trigonometry, translation, and scaling were used. Suggested improvements include smoother joint detection, face tracking, 3D motion capture, and using full-body user maps.
This document provides an overview of Flutter, an interactive game that generates text ("Fluent-Utter") based on the emotional score of the player. Players collect tweets from Twitter containing keywords like "I hate to" and "I love to" within a 45 second time limit. The tweets are then computationally transformed using Markov chains to generate the Flutter text. The idea generation process, technical implementation using concepts like Markov chains, and design choices are described at a high level. Insights around learning programming concepts like data structures while building the game are also shared.
The document describes a project to sonify the movie Kung Fu Panda by mapping pixel values from frames of the movie to musical notes and sounds. Pixels were mapped to specific audio files based on their red, green, and blue values and volume was scaled based on pixel brightness. Scenes from the movie were divided into measures and mapped to different character themes to add texture. Computational choices like nested for loops and conditionals were used to place audio files on the soundtrack based on pixel values. The process involved exploring ideas, converting pixel data to arrays, and creating the musical composition through pixel to audio mapping and assigning character themes. Problems encountered included the difficulty of expressing ideas musically and adhering to code structure while focused on
The document compares vibrotactile feedback for navigation using a head-mounted device versus an abdomen-mounted device. It discusses prior research showing the head is more sensitive to vibration than the abdomen. An experiment was conducted with 9 participants performing a simulated navigation task with both devices. Results showed the head-mounted device had greater accuracy, shorter completion times, and faster response times, though some participants found it less comfortable. The study provides insights into whether a head-mounted or abdomen-mounted tactile display is better for navigation assistance.
Beverage companies are shifting their marketing strategies away from sports drinks and toward healthier options like bottled water and teas as consumers demand healthier choices. They aim to inspire happier moments and make a positive difference through their beverage offerings.
In 1886, Dr. John Pemberton created Coca-Cola, a distinctive tasting soft drink. The Coca-Cola Company was incorporated in 1919 as a beverage company that owns or licenses over 500 nonalcoholic beverage brands, primarily sparkling beverages. The company's logo has evolved over time alongside their contour bottle and advertisements as they have expanded their brand portfolio and increased their market share globally against competitors.
The document describes a mobile game called "Battle Infect" created by Team 9. The game's objective is to have the player's character collect fruits, medical coins, and handwash while avoiding junk food, pathogens, and garbage dumps. Screenshots show the gameplay on a phone where the player navigates the character and can view menus for settings and high scores.
The document describes the features and functionality of the Travler app. It includes:
1) Sign up and login options using email, Facebook, LinkedIn, or Twitter.
2) Capture and upload photos and videos to the Travler profile or save to the phone. Photos can be recognized, have notes added, and be shared on social networks.
3) Recognize people in photos and view their Travler profile which includes interests, gallery, schedule, and linked social profiles.
4) Update the Travler profile, check confirmations and pending requests, and add photos and notes.
The document provides step-by-step instructions for each feature and screenshots to
An Introduction to Housing: Core Concepts and Historical Evolution from Prehi...Aditi Sh.
This comprehensive PDF explores the definition and fundamental core of housing neighborhoods, tracing the evolution of housing from prehistoric times 2.5 million years ago to the early 19th century Industrial Revolution. It delves into the various stages of housing development, highlighting key innovations, cultural influences, and technological advancements that shaped the way humans have built and inhabited homes throughout history. This document serves as an essential resource for understanding the dynamic history of human habitation and the ongoing transformation of housing neighborhoods.
Best Vashikaran Specialist In Delhi Dial Now +91 0000//0000 Astrologer in Delhibookkdreamsgirls
Best Vashikaran Specialist In Delhi Dial Now +91 0000//0000 Astrologer in Delhi
Website For Rent :- ranjeetsinginfo009@gmail.com
Call:- 000000000000
Whatsapp Now: 00000000000
This PowerPoint presentation demonstrates my beginner skills in creating product showcases. It provides an overview of a specific product, showing my ability to gather key information and present it clearly. The presentation highlights my efforts to organize content logically and use basic visual aids effectively.
Mastering Web Design: Essential Principles and Techniques for Modern WebsiteswebOdoctor Inc
Dive into the dynamic world of web design with our comprehensive guide that covers everything from foundational principles to advanced techniques. Whether you're a beginner looking to understand the basics or a seasoned designer aiming to refine your skills, this article offers invaluable insights. Explore topics such as responsive design, user experience (UX) optimization, color theory, typography essentials, and the latest trends shaping the digital landscape. Gain practical knowledge and actionable tips to create visually appealing, functional, and user-friendly websites that stand out in today's competitive online environment. Perfect for designers, developers, and anyone passionate about crafting compelling web experiences, this guide equips you with the tools needed to elevate your web design proficiency to new heights.
Right Choice Landscaping offers exceptional villa landscape maintenance servi...rightchoicelandscapi
"Right Choice Landscaping offers exceptional villa landscape maintenance services in Dubai. Our dedicated team ensures that your villa’s outdoor spaces are beautifully maintained, enhancing both the aesthetic appeal and the value of your property. We offer landscaping and Garden design services to commercial property owners and homeowners all over the UAE.
Black Magic Specialist in Delhi +91 0000//0000 Astrologer In Delhiantxmodels60
Black Magic Specialist in Delhi +91 0000//0000 Astrologer In Delhi
Website For Rent :- ranjeetsinginfo009@gmail.com
Call:- 000000000000
Whatsapp Now: 00000000000
Exploring Writer's Studio Interior Design: A Prototype Case StudyAditi Sh.
This PowerPoint presentation delves into a comprehensive case study and prototype study of a Writer's Studio, focusing on understanding the psychology of the writer through the spaces they use. The study emphasizes the innovative concepts of flexibility and small space optimization tailored specifically for the creative process. By analyzing the spatial dynamics, ergonomic considerations, and aesthetic choices within the studio, the presentation aims to uncover how environment influences creativity and productivity. Through detailed examination and visual documentation, it explores various design strategies employed to enhance functionality without compromising on comfort and inspiration. This presentation is ideal for architects, interior designers, and anyone interested in the intersection of psychology, design, and creative workspaces. It offers insights into designing spaces that foster concentration, creativity, and overall well-being for individuals engaged in intensive writing and creative endeavors.
3. Scientific Discovery
Phase 1 – Literature Survey
Adventure
Phase 2 – Analysis, Identification of research
area & research question
Evil
Phase 3 – Experimentation, Plan for next
semester
6. “A Tangible User Interface gives physical form to digital
information and computation, salvaging the bits from the bottom
of the water, setting them afloat, and making them directly
manipulable with human hands.”
-by Hiroshi Ishii
7. The TUI timeline
past works in TUI
Tangible Bits by Ishii
TUI = Graspable Object +
Ambient Media
Emerging framework for
TUI by Ullmer, Ishii
TAC Paradigm
MCRpd. Object coupling wiith
digital rep. and digital info.
Improvise mapping
Emphasis on person-product
interaction in Interaction
frogger
Tokens, Containers, Tools by
Holmquist
Mapping physical object to digital
information.
Another improved
definition by Koleva
et al.
Graspable
Interfaces by
Fritzmaurice
1994
96
Shaer et al.
98
2000
02
Themes of TUI by
Eva H. et al.
04
06
Monograph by Eva
Hornecker et al.
08
10
12
2014
9. TUI Domain and context
Spatial, Relational or
Constructive
Prototype (Evaluation
and deployment)
Iconic or Symbolic and
Metaphors
Method of Coupling
Input
Input Sensing Technology
Embodiment Axis
Feedback
Broader domain of which project is a part
of and the specific context in which it is
used.
Microcontroller, Camera Vision and RFID are 3
major technologies used for TUI projects.
Tangible Tools
Tokens and Containers
Static or Dynamic Binding
Embodiment Axis is relation between input and
output device.
TUI System
Direct-Manipulation, Behavioral Specifications or
Communication Channels
Device and Interaction Language used for
providing Input
Device, modality and type of feedback
Output
Device and modality used for providing
output
14. Chemicable
Tangible Rings
TUIs have been mostly used in field of
Entertainment, Play and Edutainment and Problem
Solving and Planning
Dirty Tangible Interfaces
Tern
Slingshot
Music Mixing Interface
LumiTouch
Tangible Tiles
15. Chemicable
Dirty Tangible Interfaces
Urp (Iconic)
Iconic representation is increasing in projects and
whereas use of Symbolic representation is more or
less constant.
Ninja Tracks (Symbolic)
16. Tangible Rings (Spatial)
Spatial properties are explored in many projects.
This can be also due to spatial advantage of TUIs
over GUI. But there are very few projects that use
all the three (Spatial, Relational and Cognitive)
capabilities of TUIs.
Siftables (Relational)
Tangible Triangles (Constructive)
17. Slurp (Audio + Visual + Tactile)
Visual is more preferred medium for Output
whereas tactile is preferred more for feedback.
Almost 25% of projects read did not have any kind
of feedback.
Tangible Rings (Visual)
Music Cubes (Audio)
UnitedPulse (Tactile)
Haptic Cues (Audio + Tactile)
CurlyBot (Visual + Tactile)
Music Mixing (Visual + Audio)
Smell and taste were not chosen as feedback or
output modality in any of the papers read.
18. Slurp (Audio + Visual + Tactile)
Tangible Rings (Visual)
Music Cubes (Audio)
UnitedPulse (Tactile)
Haptic Cues (Audio + Tactile)
CurlyBot (Visual + Tactile)
Music Mixing (Visual + Audio)
Output- Visual followed by equal preference of
auditory and tactile. Feedback- Tactile, Visual and
then auditory.
Combination of Visual + Auditory was preferred for
Output while combination of Tactile + Auditory was
preferred for feedback.
25. How the TUI system differ for novice user or experienced user?
Can the same system perform easy to complex tasks or do we need to make modifications based on the
level of experience of the user.
Comparing TUI and GUI on following parameters:
Computational, Work load, Task Complexity, Ergonomics, Entry threshold for the system, Contexts, Technological
literacy of the user (as defined by innovation adoption curve) For above mentioned
Is TUI better than GUI, or a hybrid solution makes a better option?
Input and output of a system could be co-located and coincident or spaced differently in time and space.
Study could be undertaken to understand how does concurrence of input/output space affects users
perception, experience etc.
28. Visual is more preferred medium for Output
whereas tactile is preferred more for feedback.
Almost 25% of projects read did not have any kind
of feedback.
Smell and taste were not chosen as feedback or
output modality in any of the papers read.
Output- Visual followed by equal preference of
auditory and tactile. Feedback- Tactile, Visual and
then auditory.
Combination of Visual + Auditory was preferred for
Output while combination of Tactile + Auditory was
preferred for feedback.
Slurp (Audio + Visual + Tactile)
Tangible Rings (Visual)
Music Cubes (Audio)
UnitedPulse (Tactile)
Haptic Cues (Audio + Tactile)
CurlyBot (Visual + Tactile)
Music Mixing (Visual + Audio)
30. Using Data obtained from analysis of projects
and Points from the theoretical papers
31. Effectiveness of materiality as feedback modality over
tactile, audio, etc.
PneUI
Inherent Feedback v/s Augmented FeedbackHow does user performance change?
Slingshot
Music Cubes
Reactable
Music Mixing (Advanced User)
Importance of Feedback for first time user v/s
experienced user?
47. Radical Atoms
“Radical Atoms” is vision of human interactions with the future dynamic physical materials that
are transformable, conformable and informable.
Radical Atoms should fulfill the following three requirements:
• Transform its shape to reflect underlying computational state and user input;
• Conform to constraints imposed by the environment and user input; and
• Inform users of its transformational capabilities (dynamic affordances).
51. Environment
•
•
Contextual
deployment
Controlled lab
Users
•
•
•
•
•
Tasks
•
•
Tasks which justify
change in texture
Task which is symbolic
Experimentation
New users / conditioned
users
Illiterate-rural / Educatedurban
Age group
Gender
Past experience
Tests
•
•
Parameters
•
•
•
•
Time of task completion
Time between 2 tasks
Preference of the user
Error rates in task
execution
•
•
Effectiveness of change in material
properties as output modality over
audio/visual output modality
Time taken for user to understand the
meaning of the output
Effect of change in users (any point under
the users mentioned above)
Effect of change in environment
(controlled / contextual)
52. Material Properties
Color
Rigidity (If the object is stiff or soft)
Sound of object (wood and steel differ in sound)
Texture
Shape
• Dimensional (changing
length/breadth/height)
• Organic (cube ---> amoeba-like shape)
Smell of the object
Weight
State (Liquid/solid/gas)
Temperature
Colour
Rigidity
Sound of object
Texture
Dimensional Change
Organic Change
Smell of Object
Weight
State Change
Temperature
53. Aim of the Experiment:
1.
•
•
•
2.
•
3.
Investigation of (feedback) influence on overall performance on
Task completion time
Error Rates
Satisfaction
Understanding how well the user understands the task
Task completion time
User preference of feedback modalities
Mode of the Experiment: 5 point Likert Scale
54. Ho: Feedback has no influence on overall performance with respect to task
completion. [1]
H1: Feedback represented through visual modality has better performance
rates than feedback through physical manifestation . [2]
H2: Feedback represented through visual feedback will have a higher user
preference than physical manifestation. [2]
1.
2.
Hausen, D., Wagner, C., Boring, S., & Butz, A. (2013, April). Comparing modalities and feedback for peripheral interaction. In CHI'13
Extended Abstracts on Human Factors in Computing Systems (pp. 1263-1268). ACM.
Shimojo, S., & Shams, L. (2001). Sensory modalities are not separate modalities: plasticity and interactions. Current opinion in
neurobiology, 11(4), 505-509.