12,141 research outputs found
Autonomous behaviour in tangible user interfaces as a design factor
PhD ThesisThis thesis critically explores the design space of autonomous and actuated artefacts, considering
how autonomous behaviours in interactive technologies might shape and influence usersâ
interactions and behaviours.
Since the invention of gearing and clockwork, mechanical devices were built that both fascinate
and intrigue people through their mechanical actuation. There seems to be something magical
about moving devices, which draws our attention and piques our interest. Progress in the
development of computational hardware is allowing increasingly complex commercial products
to be available to broad consumer-markets. New technologies emerge very fast, ranging from
personal devices with strong computational power to diverse user interfaces, like multi-touch
surfaces or gestural input devices. Electronic systems are becoming smaller and smarter, as they
comprise sensing, controlling and actuation. From this, new opportunities arise in integrating
more sensors and technology in physical objects.
These trends raise some specific questions around the impacts smarter systems might have
on people and interaction: how do people perceive smart systems that are tangible and what
implications does this perception have for user interface design? Which design opportunities are
opened up through smart systems? There is a tendency in humans to attribute life-like qualities
onto non-animate objects, which evokes social behaviour towards technology. Maybe it would be
possible to build user interfaces that utilise such behaviours to motivate people towards frequent
use, or even motivate them to build relationships in which the users care for their devices. Their
aim is not to increase the efficiency of user interfaces, but to create interfaces that are more
engaging to interact with and excite people to bond with these tangible objects.
This thesis sets out to explore autonomous behaviours in physical interfaces. More specifically, I
am interested in the factors that make a user interpret an interface as autonomous. Through a
review of literature concerned with animated objects, autonomous technology and robots, I have
mapped out a design space exploring the factors that are important in developing autonomous
interfaces. Building on this and utilising workshops conducted with other researchers, I have
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developed a framework that identifies key elements for the design of Tangible Autonomous
Interfaces (TAIs). To validate the dimensions of this framework and to further unpack the
impacts on users of interacting with autonomous interfaces I have adopted a âresearch through
designâ approach. I have iteratively designed and realised a series of autonomous, interactive
prototypes, which demonstrate the potential of such interfaces to establish themselves as social
entities. Through two deeper case studies, consisting of an actuated helium balloon and desktop
lamp, I provide insights into how autonomy could be implemented into Tangible User Interfaces.
My studies revealed that through their autonomous behaviour (guided by the framework) these
devices established themselves, in interaction, as social entities. They furthermore turned out to
be acceptable, especially if people were able to find a purpose for them in their lives. This thesis
closes with a discussion of findings and provides specific implications for design of autonomous
behaviour in interfaces
Design Strategies for Adaptive Social Composition: Collaborative Sound Environments
In order to develop successful collaborative music systems a variety
of subtle interactions need to be identified and integrated. Gesture
capture, motion tracking, real-time synthesis, environmental
parameters and ubiquitous technologies can each be effectively used
for developing innovative approaches to instrument design, sound
installations, interactive music and generative systems. Current
solutions tend to prioritise one or more of these approaches, refining
a particular interface technology, software design or compositional
approach developed for a specific composition, performer or
installation environment. Within this diverse field a group of novel
controllers, described as âTangible Interfacesâ have been developed.
These are intended for use by novices and in many cases follow a
simple model of interaction controlling synthesis parameters through
simple user actions. Other approaches offer sophisticated
compositional frameworks, but many of these are idiosyncratic and
highly personalised. As such they are difficult to engage with and
ineffective for groups of novices. The objective of this research is to
develop effective design strategies for implementing collaborative
sound environments using key terms and vocabulary drawn from the
available literature. This is articulated by combining an empathic
design process with controlled sound perception and interaction
experiments. The identified design strategies have been applied to
the development of a new collaborative digital instrument. A range
of technical and compositional approaches was considered to define
this process, which can be described as Adaptive Social Composition.
Dan Livingston
A first approach to understanding and measuring naturalness in driver-car interaction
With technology changing the nature of the driving task, qualitative methods can help designers understand and measure driver-car interaction naturalness. Fifteen drivers were interviewed at length in their own parked cars using ethnographically-inspired questions probing issues of interaction salience, expectation, feelings, desires and meanings. Thematic analysis and content analysis found five distinct components relating to 'rich physical' aspects of natural feeling interaction typified by richer physical, analogue, tactile styles of interaction and control. Further components relate to humanlike, intelligent, assistive, socially-aware 'perceived behaviours' of the car. The advantages and challenges of a naturalness-based approach are discussed and ten cognitive component constructs of driver-car naturalness are proposed. These may eventually be applied as a checklist in automotive interaction design.This research was fully funded by a research grant from Jaguar Land Rover, and partially funded by project
n.220050/F11 granted by Research Council of Norway
Gaming techniques and the product development process : commonalities and cross-applications
The use of computer-based tools is now firmly embedded within the product development process, providing a wide range of uses from visualisation to analysis. However, the specialisation required to make effective use of these tools has led to the compartmentalisation of expertise in design teams, resulting in communication problems between individual members. This paper therefore considers how computer gaming techniques and strategies could be used to enhance communication and group design activities throughout the product design process
Dynamic Composite Data Physicalization Using Wheeled Micro-Robots
This paper introduces dynamic composite physicalizations, a new class of physical visualizations that use collections of self-propelled objects to represent data. Dynamic composite physicalizations can be used both to give physical form to well-known interactive visualization techniques, and to explore new visualizations and interaction paradigms. We first propose a design space characterizing composite physicalizations based on previous work in the fields of Information Visualization and Human Computer Interaction. We illustrate dynamic composite physicalizations in two scenarios demonstrating potential benefits for collaboration and decision making, as well as new opportunities for physical interaction. We then describe our implementation using wheeled micro-robots capable of locating themselves and sensing user input, before discussing limitations and opportunities for future work
INTERFACE DESIGN FOR A VIRTUAL REALITY-ENHANCED IMAGE-GUIDED SURGERY PLATFORM USING SURGEON-CONTROLLED VIEWING TECHNIQUES
Initiative has been taken to develop a VR-guided cardiac interface that will display and deliver information without affecting the surgeonsâ natural workflow while yielding better accuracy and task completion time than the existing setup. This paper discusses the design process, the development of comparable user interface prototypes as well as an evaluation methodology that can measure user performance and workload for each of the suggested display concepts.
User-based studies and expert recommendations are used in conjunction to es tablish design guidelines for our VR-guided surgical platform. As a result, a better understanding of autonomous view control, depth display, and use of virtual context, is attained. In addition, three proposed interfaces have been developed to allow a surgeon to control the view of the virtual environment intra-operatively. Comparative evaluation of the three implemented interface prototypes in a simulated surgical task scenario, revealed performance advantages for stereoscopic and monoscopic biplanar display conditions, as well as the differences between three types of control modalities. One particular interface prototype demonstrated significant improvement in task performance. Design recommendations are made for this interface as well as the others as we prepare for prospective development iterations
Spatial audio in small display screen devices
Our work addresses the problem of (visual) clutter in mobile device interfaces. The solution we propose involves the translation of technique-from the graphical to the audio domain-for expliting space in information representation. This article presents an illustrative example in the form of a spatialisedaudio progress bar. In usability tests, participants performed background monitoring tasks significantly more accurately using this spatialised audio (a compared with a conventional visual) progress bar. Moreover, their performance in a simultaneously running, visually demanding foreground task was significantly improved in the eye-free monitoring condition. These results have important implications for the design of multi-tasking interfaces for mobile devices
A Tabletop Board Game Interface for Multi-User Interaction with a Storytelling System
The Interactive Storyteller is an interactive storytelling system with a multi-user tabletop interface. Our goal was to design a generic framework combining emergent narrative, where stories emerge from the actions of autonomous intelligent agents, with the social aspects of traditional board games. As a visual representation of the story world, a map is displayed on a multi-touch table. Users can interact with the story by touching an interface on the table surface with their fingers and by moving tangible objects that represent the characters. This type of interface, where multiple users are gathered around a table with equal access to the characters and the story world, offers a more social setting for interaction than most existing interfaces for AI-based interactive storytelling
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