4 research outputs found

    Working with an Autonomous Interface: Exploring the Output Space of an Interactive Desktop Lamp

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    Increasing sophistication and ubiquity of digital devices is creating potential for the development of new kinds of actuated interfaces. In this paper, we explore the design space around movement as a form of gestural communication for information output, in simple actuated desktop devices. We were curious as to how people might envision interacting with autonomous technology in the office. Accordingly, we focused our attentions on one prevalent desktop object, an interactive lamp, with three actuated joints, which allowed us to explore the interaction space of such devices. We invited 13 participants to design and enact movements with the lamp to communicate 20 simple messages. We explored a subset of these generated gestures, using the lamp as a personal cueing device in an office setting with 14 new participants. We present our qualitative findings from both studies that let users imagine the usage of an interactive desktop lamp through actuation

    Autonomous behaviour in tangible user interfaces as a design factor

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    PhD ThesisThis thesis critically explores the design space of autonomous and actuated artefacts, considering how autonomous behaviours in interactive technologies might shape and influence users’ 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 vi 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 ‘research through design’ 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 and emotional expressiveness of Gertie (an open hardware robotic desk lamp)

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    This paper introduces Gertie the Robotic Desk Lamp, a novel research platform that has five degrees of freedom, and is equipped with a camera and microphone in its lamp shade. These features mean that Gertie is a flexible and low-cost resource for conducting research into cognitive products and human-robot interaction. It will be available as an open hardware on http://www.opengertie.org/. Gertie was designed from first principles, and assembled using off the shelf electronic components and parts fabricated using a 3D printer. In this paper, the design of Gertie is presented, and its application as a research platform is described. Gertie has already been used to investigate a problem of simple object tracking, building on computer vision algorithms. Furthermore, it has also been used to investigate and replicate emotional body language. By imitating human body language Gertie is capable of expressing four of the basic Ekman emotions: 1) joy; 2) sadness; 3) surprise; and 4) fear. This work was validated using an online study, which investigates how well the emotions expressed by Gertie are recognized by human audiences. In total 84 participants were shown one video for each of the four emotions and they were asked to choose from a list of seven emotions, which they thought was displayed by Gertie. While joy and sadness were recognized very reliably with 81% and 88% of all people giving the correct answer, fear and surprise were more commonly misinterpreted as surprise and disgust. However, all emotions were recognized above the chance level percentage of 14%

    Reoriented Illustration: Towards the Networked Image

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    In recent years there has emerged an increasing theoretical and contextual impetus from within the discipline of illustration that would seek to define the practice by authorial approaches to the production and distribution of illustrated content. The priority of this investigation is the attempt to imagine a theoretical landscape or environment in which an ‘authorial turn’ within the discipline might emerge and anchor itself to strategies outside of persisting colloquial or industrial notions of illustration practice. Specifically, this paper aims to tie such thinking to existing practices and concepts relevant to the contemporary construction, distribution and exchange of networked images
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