1,329 research outputs found

    Pervasive Displays Research: What's Next?

    Get PDF
    Reports on the 7th ACM International Symposium on Pervasive Displays that took place from June 6-8 in Munich, Germany

    DIY media architecture: open and participatory approaches to community engagement

    Get PDF
    Media architecture’s combination of the digital and the physical can trigger, enhance, and amplify urban experiences. In this paper, we examine how to bring about and foster more open and participatory approaches to engage communities through media architecture by identifying novel ways to put some of the creative process into the hands of laypeople. We review technical, spatial, and social aspects of DIY phenomena with a view to better understand maker cultures, communities, and practices. We synthesise our findings and ask if and how media architects as a community of practice can encourage the ‘open-sourcing’ of information and tools allowing laypeople to not only participate but become active instigators of change in their own right. We argue that enabling true DIY practices in media architecture may increase citizen control. Seeking design strategies that foster DIY approaches, we propose five areas for further work and investigation. The paper begs many questions indicating ample room for further research into DIY Media Architecture

    Prototyping tools for hybrid interactions

    Get PDF
    In using the term 'hybrid interactions', we refer to interaction forms that comprise both tangible and intangible interactions as well as a close coupling of the physical or embodied representation with digital output. Until now, there has been no description of a formal design process for this emerging research domain, no description that can be followed during the creation of these types of interactions. As a result, designers face limitations in prototyping these systems. In this thesis, we share our systematic approach to envisioning, prototyping, and iteratively developing these interaction forms by following an extended interaction design process. We share our experiences with process extensions in the form of toolkits, which we built for this research and utilized to aid designers in the development of hybrid interactive systems. The proposed tools incorporate different characteristics and are intended to be used at different points in the design process. In Sketching with Objects, we describe a low-fdelity toolkit that is intended to be used in the very early phases of the process, such as ideation and user research. By introducing Paperbox, we present an implementation to be used in the mid-process phases for fnding the appropriate mapping between physical representation and digital content during the creation of tangible user interfaces (TUI) atop interactive surfaces. In a follow-up project, we extended this toolkit to also be used in conjunction with capacitive sensing devices. To do this, we implemented Sketch-a-TUI. This approach allows designers to create TUIs on capacitive sensing devices rapidly and at low cost. To lower the barriers for designers using the toolkit, we created the Sketch-a-TUIApp, an application that allows even novice users (users without previous coding experience) to create early instantiations of TUIs. In order to prototype intangible interactions, we used open soft- and hardware components and proposed an approach of investigating interactivity in correlation with intangible interaction forms on a higher fdelity. With our fnal design process extension, Lightbox, we assisted a design team in systematically developing a remote interaction system connected to a media façade covering a building. All of the above-mentioned toolkits were explored both in real-life contexts and in projects with industrial partners. The evaluation was therefore mainly performed in the wild, which led to the adaptation of metrics suitable to the individual cases and contexts.Unter dem Sammelbegriff Hybrid Interactions verstehen wir Interaktionen, die physikalische oder immaterielle Bedienelemente einbeziehen. Diese Bezeichnung beinhaltet ausserdem eine enge Verbindung zwischen physikalischer oder verkörperter Interaktion und digitaler Darstellung der Nutzerschnittstelle. Es existiert jedoch kein allgemeingültiger Entwicklungsprozess den die mit der Gestaltung solcher Systeme betrauten Designer und Entwickler anwenden können. Eine Tatsache welche die systematische Entwicklung dieser neuartigen Interaktionsformen erschwert. In dieser Doktorarbeit präsentieren wir unseren Ansatz zur Erstellung hybrider Interaktionen mit der Hilfe von Designprozess-Werkzeugen. Unsere vorschlagen Werkzeuge können an verschiedenen Stellen im Design- Prozess eingesetzt zu werden: Mit Sketching with Objects präsentieren wir ein Werkzeug auf einer niedrigen Genauigkeitsstufe, das in sehr frühen Prozessphasen wie Ideenfndung und Nutzerforschung verwendet werden soll. Eine weitere Implementierung, Paperbox, bietet eine Methode für mittlere Designprozess-Phasen bei der Gestaltung von begreifbaren Interaktionen auf interaktiven Oberflächen. Im Verlauf unserer Forschungstätigkeit haben wir dieses Werkzeug erweitert, um auch in Verbindung mit graphischen, kapazitiven Oberflächen (z.B. iPad) verwendet werden zu können. Das für diesen Zweck erarbeitete Werkzeug Sketch-a-TUI ermöglicht Designern ein schnelles und kostengünstiges Entwerfen von interaktiven, physikalischen Objekten auf interaktiven Oberflächen. Für Nutzer ohne Programmierkenntnisse bietet die Sketch-a-TUIApp die Möglichkeit frühe Instanzen von begreifbaren Interaktionen selbständig zu erzeugen. Um hybride immaterielle Interaktionen systematisch zu gestalten, untersuchten wir die Verwendung von frei verfügbaren Soft- und Hardwarekomponenten. Durch diese Vorgehensweise stellen wir einen Ansatz zur prozessorientierten Erstellung von Prototypen in Verbindung mit immaterieller Interaktion vor. Ein weiteres Werkzeug für die Gestaltung von räumlich getrennten Interaktionen, Lightbox, unterstützte ein Designteam bei der Entwicklung einer räumlich getrennten (Nutzer-) Schnittstelle in Verbindung mit einer Medienfassade. Alle in dieser Doktorarbeit vorgestellten Werkzeuge wurden in Feldstudien durch Projekte mit Partnern aus der Industrie erforscht. Die Evaluation wurde daher hauptsächlich ausserhalb des Labors absolviert und resultierte in einer Anpassung der verwendeten Methoden im jeweiligen Kontext

    Touch or Touchless? Evaluating Usability of Interactive Displays for Persons with Autistic Spectrum Disorders

    Get PDF
    Interactive public displays have been exploited and studied for engaging interaction in several previous studies. In this context, applications have been focused on supporting learning or entertainment activities, specifically designed for people with special needs. This includes, for example, those with Autism Spectrum Disorders (ASD). In this paper, we present a comparison study aimed at understanding the difference in terms of usability, effectiveness, and enjoyment perceived by users with ASD between two interaction modalities usually supported by interactive displays: touch-based and touchless gestural interaction. We present the outcomes of a within-subject setup involving 8 ASD users (age 18-25 y.o., IQ 40-60), based on the use of two similar user interfaces, differing only by the interaction modality. We show that touch interaction provides higher usability level and results in more effective actions, although touchless interaction is more effective in terms of enjoyment and engagemen

    From users to citizens: Some thoughts on designing for polity and civics

    Get PDF
    This paper presents an essay aimed at prompting broad discussion crucial in keeping the interaction design discourse fresh, critical, and in motion. We trace the changing role of people who have advanced from consumers to producers, from stationary office workers to mobile urban nomads, from passive members of the plebs to active instigators of change. Yet, interaction designers often still refer to them only as ‘users.’ We follow some of the historic developments from the information superhighway to the smart city in order to provide the backdrop in front of which we critically analyse three core areas. First, the issue of echo chambers and filter bubbles in social media results in a political polarisation that jeopardises the formation of a functioning public sphere. Second, pretty lights and colourful façades in media architecture are increasingly making way for situated installations and interventions fostering community engagement. And third, civic activism is often reduced to forms of slacktivism. We synthesise our discussion to propose ‘citizen-ability’ as an alternative goal for interaction designers to aspire to in order to create new polities and civics for a better quality of life

    Harvesting the Interactive Potential of Digital Displays in Public Space: The Poetics of Public Interaction

    Get PDF
    A digital public display is a platform of media architecture that can either take the form of a large-size stand-alone screen, which relies on LED, LCD or plasma technology, or else a video projection that illuminate the façades of buildings in dark settings. Like nondigital advertising billboards since the nineteenth-century, digital public displays typically tend to be used to deliver commercial content, publicize news and offer context-relevant information in accordance with the elementary one-way transmission model of communication. As a result, until recently, most public media displays remained non-interactive. But now that computational systems can support digitally-mediated interactions on this platform, interactive screen technology is becoming an increasingly common component of new urban digital infrastructures in semi-public and public space. This doctoral research examines how the interactive potential of digital public displays might be unleashed at the scale of the built environment if designers were to focus on their public vocation and their social affordances. In the past decade, display-based systems have mostly been studied, designed and produced top-down style by experts. However, some researchers have called for new methodologies that could help effectively bridge the gap between the top-down prescriptive design approaches and the bottom-up appropriative digital practices that shape the in situ usages of this urban technology. This doctoral work strives to take up this challenge by demonstrating that multisited design is an approach that can be used to shape the conception and function of interactive digital public displays in the context of urban infrastructural planning. An interpretive outcome of participant observation, this dissertation also reports on field observations made over two years, presented as a narrative punctuated with micro-analyses on design research. This further contributes to the literature by, first, implicitly suggesting throughout that the concept of real time public interaction can provide an abstraction that facilitates thinking about the design of interactive digital public displays; second, presenting thick descriptions that evoke four new possible purposes for this platform; and third, developing the concept of social affordances tailored to public space

    Constructing living buildings: a review of relevant technologies for a novel application of biohybrid robotics

    Get PDF
    Biohybrid robotics takes an engineering approach to the expansion and exploitation of biological behaviours for application to automated tasks. Here, we identify the construction of living buildings and infrastructure as a high-potential application domain for biohybrid robotics, and review technological advances relevant to its future development. Construction, civil infrastructure maintenance and building occupancy in the last decades have comprised a major portion of economic production, energy consumption and carbon emissions. Integrating biological organisms into automated construction tasks and permanent building components therefore has high potential for impact. Live materials can provide several advantages over standard synthetic construction materials, including self-repair of damage, increase rather than degradation of structural performance over time, resilience to corrosive environments, support of biodiversity, and mitigation of urban heat islands. Here, we review relevant technologies, which are currently disparate. They span robotics, self-organizing systems, artificial life, construction automation, structural engineering, architecture, bioengineering, biomaterials, and molecular and cellular biology. In these disciplines, developments relevant to biohybrid construction and living buildings are in the early stages, and typically are not exchanged between disciplines. We, therefore, consider this review useful to the future development of biohybrid engineering for this highly interdisciplinary application.publishe
    • …
    corecore