3,581 research outputs found

    Designing Hybrid Interactions through an Understanding of the Affordances of Physical and Digital Technologies

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    Two recent technological advances have extended the diversity of domains and social contexts of Human-Computer Interaction: the embedding of computing capabilities into physical hand-held objects, and the emergence of large interactive surfaces, such as tabletops and wall boards. Both interactive surfaces and small computational devices usually allow for direct and space-multiplex input, i.e., for the spatial coincidence of physical action and digital output, in multiple points simultaneously. Such a powerful combination opens novel opportunities for the design of what are considered as hybrid interactions in this work. This thesis explores the affordances of physical interaction as resources for interface design of such hybrid interactions. The hybrid systems that are elaborated in this work are envisioned to support specific social and physical contexts, such as collaborative cooking in a domestic kitchen, or collaborative creativity in a design process. In particular, different aspects of physicality characteristic of those specific domains are explored, with the aim of promoting skill transfer across domains. irst, different approaches to the design of space-multiplex, function-specific interfaces are considered and investigated. Such design approaches build on related work on Graspable User Interfaces and extend the design space to direct touch interfaces such as touch-sensitive surfaces, in different sizes and orientations (i.e., tablets, interactive tabletops, and walls). These approaches are instantiated in the design of several experience prototypes: These are evaluated in different settings to assess the contextual implications of integrating aspects of physicality in the design of the interface. Such implications are observed both at the pragmatic level of interaction (i.e., patterns of users' behaviors on first contact with the interface), as well as on user' subjective response. The results indicate that the context of interaction affects the perception of the affordances of the system, and that some qualities of physicality such as the 3D space of manipulation and relative haptic feedback can affect the feeling of engagement and control. Building on these findings, two controlled studies are conducted to observe more systematically the implications of integrating some of the qualities of physical interaction into the design of hybrid ones. The results indicate that, despite the fact that several aspects of physical interaction are mimicked in the interface, the interaction with digital media is quite different and seems to reveal existing mental models and expectations resulting from previous experience with the WIMP paradigm on the desktop PC

    Turn It This Way: Remote Gesturing in Video-Mediated Communication

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    Collaborative physical tasks are working tasks characterised by workers 'in-the-field' who manipulate task artefacts under the guidance of a remote expert. Examples of such interactions include paramedics requiring field-surgery consults from hospital surgeons, soldiers requiring support from distant bomb-disposal experts, technicians inspecting and repairing machinery under the guidance of a chief engineer or scientists examining artefacts with distributed colleagues. This thesis considers the design of technology to support such forms of distributed working. Early research in video-mediated communication (VMC) which sought to support such interactions presumed video links between remote spaces would improve collaboration. The results of these studies however, demonstrated that in such tasks audio-video links alone were unlikely to improve performance beyond that achievable by simpler audio-only links. In explanation of these observations a reading of studies of situated collaborative working practices suggests that to support distributed object-focussed interactions it is beneficial to not only provide visual access to remote spaces but also to present within the task-space the gestural actions of remote collaborators. Remote Gestural Simulacra are advanced video-mediated communication tools that enable remote collaborators to both see and observably point at and gesture around and towards shared task artefacts located at another site. Technologies developed to support such activities have been critiqued; their design often fractures the interaction between the collaborating parties, restricting access to aspects of communication which are commonly used in co-present situations to coordinate interaction and ground understanding. This thesis specifically explores the design of remote gesture tools, seeking to understand how remote representations of gesture can be used during collaborative physical tasks. In a series of lab-based studies, the utility of remote gesturing is investigated, both qualitatively, examining its collaborative function and quantitatively exploring its impact on both facets of task performance and collaborative language. The thesis also discusses how the configuration of remote gesture tools impacts on their usability, empirically comparing various gesture tool designs. The thesis constructs and examines an argument that remote gesture tools should be designed from a 'mixed ecologies' perspective (theoretically alleviating the problems engendered by 'fractured ecologies' in which collaborating partners are given access to the most salient and relevant features of communicative action that are utilised in face-to-face interaction, namely mutual and reciprocal awareness of commonly understood object-focussed actions (hand-based gestures) and mutual and reciprocal awareness of task-space perspectives. The thesis demonstrates experimental support for this position and concludes by presenting discussion of how the findings generated from the thesis research can be used to guide the design of future iterations of remote gesture tools, and presents directions for areas of further research

    Design and semantics of form and movement (DeSForM 2006)

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    Design and Semantics of Form and Movement (DeSForM) grew from applied research exploring emerging design methods and practices to support new generation product and interface design. The products and interfaces are concerned with: the context of ubiquitous computing and ambient technologies and the need for greater empathy in the pre-programmed behaviour of the ‘machines’ that populate our lives. Such explorative research in the CfDR has been led by Young, supported by Kyffin, Visiting Professor from Philips Design and sponsored by Philips Design over a period of four years (research funding £87k). DeSForM1 was the first of a series of three conferences that enable the presentation and debate of international work within this field: • 1st European conference on Design and Semantics of Form and Movement (DeSForM1), Baltic, Gateshead, 2005, Feijs L., Kyffin S. & Young R.A. eds. • 2nd European conference on Design and Semantics of Form and Movement (DeSForM2), Evoluon, Eindhoven, 2006, Feijs L., Kyffin S. & Young R.A. eds. • 3rd European conference on Design and Semantics of Form and Movement (DeSForM3), New Design School Building, Newcastle, 2007, Feijs L., Kyffin S. & Young R.A. eds. Philips sponsorship of practice-based enquiry led to research by three teams of research students over three years and on-going sponsorship of research through the Northumbria University Design and Innovation Laboratory (nuDIL). Young has been invited on the steering panel of the UK Thinking Digital Conference concerning the latest developments in digital and media technologies. Informed by this research is the work of PhD student Yukie Nakano who examines new technologies in relation to eco-design textiles

    Turn It This Way: Remote Gesturing in Video-Mediated Communication

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    Collaborative physical tasks are working tasks characterised by workers 'in-the-field' who manipulate task artefacts under the guidance of a remote expert. Examples of such interactions include paramedics requiring field-surgery consults from hospital surgeons, soldiers requiring support from distant bomb-disposal experts, technicians inspecting and repairing machinery under the guidance of a chief engineer or scientists examining artefacts with distributed colleagues. This thesis considers the design of technology to support such forms of distributed working. Early research in video-mediated communication (VMC) which sought to support such interactions presumed video links between remote spaces would improve collaboration. The results of these studies however, demonstrated that in such tasks audio-video links alone were unlikely to improve performance beyond that achievable by simpler audio-only links. In explanation of these observations a reading of studies of situated collaborative working practices suggests that to support distributed object-focussed interactions it is beneficial to not only provide visual access to remote spaces but also to present within the task-space the gestural actions of remote collaborators. Remote Gestural Simulacra are advanced video-mediated communication tools that enable remote collaborators to both see and observably point at and gesture around and towards shared task artefacts located at another site. Technologies developed to support such activities have been critiqued; their design often fractures the interaction between the collaborating parties, restricting access to aspects of communication which are commonly used in co-present situations to coordinate interaction and ground understanding. This thesis specifically explores the design of remote gesture tools, seeking to understand how remote representations of gesture can be used during collaborative physical tasks. In a series of lab-based studies, the utility of remote gesturing is investigated, both qualitatively, examining its collaborative function and quantitatively exploring its impact on both facets of task performance and collaborative language. The thesis also discusses how the configuration of remote gesture tools impacts on their usability, empirically comparing various gesture tool designs. The thesis constructs and examines an argument that remote gesture tools should be designed from a 'mixed ecologies' perspective (theoretically alleviating the problems engendered by 'fractured ecologies' in which collaborating partners are given access to the most salient and relevant features of communicative action that are utilised in face-to-face interaction, namely mutual and reciprocal awareness of commonly understood object-focussed actions (hand-based gestures) and mutual and reciprocal awareness of task-space perspectives. The thesis demonstrates experimental support for this position and concludes by presenting discussion of how the findings generated from the thesis research can be used to guide the design of future iterations of remote gesture tools, and presents directions for areas of further research

    A Foundation for Emotional Expressivity

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    To express emotions to others in mobile text messaging in our view require designs that can both capture some of the ambiguity and subtleness that characterizes emotional interaction and keep the media specific qualities. Through the use of a body movement analysis and a dimensional model of emotion experiences, we arrived at a design for a mobile messaging service, eMoto. The service makes use of the sub-symbolic expressions; colors, shapes and animations, for expressing emotions in an open-ended way. Here we present the design process and a user study of those expressions, where the results show that the use of these sub-symbolic expressions can work as a foundation to use as a creative tool, but still allowing for the communication to be situated. The inspiration taken from body movements proved to be very useful as a design input. It was also reflected in the way our subjects described the expressions

    Investigating the Feasibility of Digitally Created Industrial Design Sketchbooks

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    Capturing Synchronous Collaborative Design Activities: A State-Of-The-Art Technology Review

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    IMPROVE: collaborative design review in mobile mixed reality

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    In this paper we introduce an innovative application designed to make collaborative design review in the architectural and automotive domain more effective. For this purpose we present a system architecture which combines variety of visualization displays such as high resolution multi-tile displays, TabletPCs and head-mounted displays with innovative 2D and 3D Interaction Paradigms to better support collaborative mobile mixed reality design reviews. Our research and development is motivated by two use scenarios: automotive and architectural design review involving real users from Page\Park architects and FIAT Elasis. Our activities are supported by the EU IST project IMPROVE aimed at developing advanced display techniques, fostering activities in the areas of: optical see-through HMD development using unique OLED technology, marker-less optical tracking, mixed reality rendering, image calibration for large tiled displays, collaborative tablet-based and projection wall oriented interaction and stereoscopic video streaming for mobile users. The paper gives an overview of the hardware and software developments within IMPROVE and concludes with results from first user tests
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