52 research outputs found

    Investigating the design space of smartwatches combining physical rotary inputs

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    Watches benefit from a long design history. Designers and engineers have successfully built devices using rotary physical inputs such as crowns, bezels, and wheels, separately or combined. Smart watch designers have explored the use of some of these inputs for interactions. However, a systematic exploration of their combinations has yet to be done. We investigate the design space of interactions with multiple rotary inputs through a three stages exploration. (1) We build upon observations of a collection of 113 traditional or electronic watches to propose a typology of physical rotary inputs for watches. (2) We conduct two focus groups to explore combination of physical rotary inputs. (3) We then build upon the output of these focus groups to design a low fidelity prototype, and further discuss the potential and challenges of rotary inputs combinations during a third focus group

    Blending the Material and Digital World for Hybrid Interfaces

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    The development of digital technologies in the 21st century is progressing continuously and new device classes such as tablets, smartphones or smartwatches are finding their way into our everyday lives. However, this development also poses problems, as these prevailing touch and gestural interfaces often lack tangibility, take little account of haptic qualities and therefore require full attention from their users. Compared to traditional tools and analog interfaces, the human skills to experience and manipulate material in its natural environment and context remain unexploited. To combine the best of both, a key question is how it is possible to blend the material world and digital world to design and realize novel hybrid interfaces in a meaningful way. Research on Tangible User Interfaces (TUIs) investigates the coupling between physical objects and virtual data. In contrast, hybrid interfaces, which specifically aim to digitally enrich analog artifacts of everyday work, have not yet been sufficiently researched and systematically discussed. Therefore, this doctoral thesis rethinks how user interfaces can provide useful digital functionality while maintaining their physical properties and familiar patterns of use in the real world. However, the development of such hybrid interfaces raises overarching research questions about the design: Which kind of physical interfaces are worth exploring? What type of digital enhancement will improve existing interfaces? How can hybrid interfaces retain their physical properties while enabling new digital functions? What are suitable methods to explore different design? And how to support technology-enthusiast users in prototyping? For a systematic investigation, the thesis builds on a design-oriented, exploratory and iterative development process using digital fabrication methods and novel materials. As a main contribution, four specific research projects are presented that apply and discuss different visual and interactive augmentation principles along real-world applications. The applications range from digitally-enhanced paper, interactive cords over visual watch strap extensions to novel prototyping tools for smart garments. While almost all of them integrate visual feedback and haptic input, none of them are built on rigid, rectangular pixel screens or use standard input modalities, as they all aim to reveal new design approaches. The dissertation shows how valuable it can be to rethink familiar, analog applications while thoughtfully extending them digitally. Finally, this thesis’ extensive work of engineering versatile research platforms is accompanied by overarching conceptual work, user evaluations and technical experiments, as well as literature reviews.Die Durchdringung digitaler Technologien im 21. Jahrhundert schreitet stetig voran und neue GerĂ€teklassen wie Tablets, Smartphones oder Smartwatches erobern unseren Alltag. Diese Entwicklung birgt aber auch Probleme, denn die vorherrschenden berĂŒhrungsempfindlichen OberflĂ€chen berĂŒcksichtigen kaum haptische QualitĂ€ten und erfordern daher die volle Aufmerksamkeit ihrer Nutzer:innen. Im Vergleich zu traditionellen Werkzeugen und analogen Schnittstellen bleiben die menschlichen FĂ€higkeiten ungenutzt, die Umwelt mit allen Sinnen zu begreifen und wahrzunehmen. Um das Beste aus beiden Welten zu vereinen, stellt sich daher die Frage, wie neuartige hybride Schnittstellen sinnvoll gestaltet und realisiert werden können, um die materielle und die digitale Welt zu verschmelzen. In der Forschung zu Tangible User Interfaces (TUIs) wird die Verbindung zwischen physischen Objekten und virtuellen Daten untersucht. Noch nicht ausreichend erforscht wurden hingegen hybride Schnittstellen, die speziell darauf abzielen, physische GegenstĂ€nde des Alltags digital zu erweitern und anhand geeigneter Designparameter und EntwurfsrĂ€ume systematisch zu untersuchen. In dieser Dissertation wird daher untersucht, wie MaterialitĂ€t und DigitalitĂ€t nahtlos ineinander ĂŒbergehen können. Es soll erforscht werden, wie kĂŒnftige Benutzungsschnittstellen nĂŒtzliche digitale Funktionen bereitstellen können, ohne ihre physischen Eigenschaften und vertrauten Nutzungsmuster in der realen Welt zu verlieren. Die Entwicklung solcher hybriden AnsĂ€tze wirft jedoch ĂŒbergreifende Forschungsfragen zum Design auf: Welche Arten von physischen Schnittstellen sind es wert, betrachtet zu werden? Welche Art von digitaler Erweiterung verbessert das Bestehende? Wie können hybride Konzepte ihre physischen Eigenschaften beibehalten und gleichzeitig neue digitale Funktionen ermöglichen? Was sind geeignete Methoden, um verschiedene Designs zu erforschen? Wie kann man Technologiebegeisterte bei der Erstellung von Prototypen unterstĂŒtzen? FĂŒr eine systematische Untersuchung stĂŒtzt sich die Arbeit auf einen designorientierten, explorativen und iterativen Entwicklungsprozess unter Verwendung digitaler Fabrikationsmethoden und neuartiger Materialien. Im Hauptteil werden vier Forschungsprojekte vorgestellt, die verschiedene visuelle und interaktive Prinzipien entlang realer Anwendungen diskutieren. Die Szenarien reichen von digital angereichertem Papier, interaktiven Kordeln ĂŒber visuelle Erweiterungen von UhrarmbĂ€ndern bis hin zu neuartigen Prototyping-Tools fĂŒr intelligente KleidungsstĂŒcke. Um neue DesignansĂ€tze aufzuzeigen, integrieren nahezu alle visuelles Feedback und haptische Eingaben, um Alternativen zu Standard-EingabemodalitĂ€ten auf starren Pixelbildschirmen zu schaffen. Die Dissertation hat gezeigt, wie wertvoll es sein kann, bekannte, analoge Anwendungen zu ĂŒberdenken und sie dabei gleichzeitig mit Bedacht digital zu erweitern. Dabei umfasst die vorliegende Arbeit sowohl realisierte technische Forschungsplattformen als auch ĂŒbergreifende konzeptionelle Arbeiten, Nutzerstudien und technische Experimente sowie die Analyse existierender Forschungsarbeiten

    WearPut : Designing Dexterous Wearable Input based on the Characteristics of Human Finger Motions

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    Department of Biomedical Engineering (Human Factors Engineering)Powerful microchips for computing and networking allow a wide range of wearable devices to be miniaturized with high fidelity and availability. In particular, the commercially successful smartwatches placed on the wrist drive market growth by sharing the role of smartphones and health management. The emerging Head Mounted Displays (HMDs) for Augmented Reality (AR) and Virtual Reality (VR) also impact various application areas in video games, education, simulation, and productivity tools. However, these powerful wearables have challenges in interaction with the inevitably limited space for input and output due to the specialized form factors for fitting the body parts. To complement the constrained interaction experience, many wearable devices still rely on other large form factor devices (e.g., smartphones or hand-held controllers). Despite their usefulness, the additional devices for interaction can constrain the viability of wearable devices in many usage scenarios by tethering users' hands to the physical devices. This thesis argues that developing novel Human-Computer interaction techniques for the specialized wearable form factors is vital for wearables to be reliable standalone products. This thesis seeks to address the issue of constrained interaction experience with novel interaction techniques by exploring finger motions during input for the specialized form factors of wearable devices. The several characteristics of the finger input motions are promising to enable increases in the expressiveness of input on the physically limited input space of wearable devices. First, the input techniques with fingers are prevalent on many large form factor devices (e.g., touchscreen or physical keyboard) due to fast and accurate performance and high familiarity. Second, many commercial wearable products provide built-in sensors (e.g., touchscreen or hand tracking system) to detect finger motions. This enables the implementation of novel interaction systems without any additional sensors or devices. Third, the specialized form factors of wearable devices can create unique input contexts while the fingers approach their locations, shapes, and components. Finally, the dexterity of fingers with a distinctive appearance, high degrees of freedom, and high sensitivity of joint angle perception have the potential to widen the range of input available with various movement features on the surface and in the air. Accordingly, the general claim of this thesis is that understanding how users move their fingers during input will enable increases in the expressiveness of the interaction techniques we can create for resource-limited wearable devices. This thesis demonstrates the general claim by providing evidence in various wearable scenarios with smartwatches and HMDs. First, this thesis explored the comfort range of static and dynamic touch input with angles on the touchscreen of smartwatches. The results showed the specific comfort ranges on variations in fingers, finger regions, and poses due to the unique input context that the touching hand approaches a small and fixed touchscreen with a limited range of angles. Then, finger region-aware systems that recognize the flat and side of the finger were constructed based on the contact areas on the touchscreen to enhance the expressiveness of angle-based touch input. In the second scenario, this thesis revealed distinctive touch profiles of different fingers caused by the unique input context for the touchscreen of smartwatches. The results led to the implementation of finger identification systems for distinguishing two or three fingers. Two virtual keyboards with 12 and 16 keys showed the feasibility of touch-based finger identification that enables increases in the expressiveness of touch input techniques. In addition, this thesis supports the general claim with a range of wearable scenarios by exploring the finger input motions in the air. In the third scenario, this thesis investigated the motions of in-air finger stroking during unconstrained in-air typing for HMDs. The results of the observation study revealed details of in-air finger motions during fast sequential input, such as strategies, kinematics, correlated movements, inter-fingerstroke relationship, and individual in-air keys. The in-depth analysis led to a practical guideline for developing robust in-air typing systems with finger stroking. Lastly, this thesis examined the viable locations of in-air thumb touch input to the virtual targets above the palm. It was confirmed that fast and accurate sequential thumb touch can be achieved at a total of 8 key locations with the built-in hand tracking system in a commercial HMD. Final typing studies with a novel in-air thumb typing system verified increases in the expressiveness of virtual target selection on HMDs. This thesis argues that the objective and subjective results and novel interaction techniques in various wearable scenarios support the general claim that understanding how users move their fingers during input will enable increases in the expressiveness of the interaction techniques we can create for resource-limited wearable devices. Finally, this thesis concludes with thesis contributions, design considerations, and the scope of future research works, for future researchers and developers to implement robust finger-based interaction systems on various types of wearable devices.ope

    Designing for Cross-Device Interactions

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    Driven by technological advancements, we now own and operate an ever-growing number of digital devices, leading to an increased amount of digital data we produce, use, and maintain. However, while there is a substantial increase in computing power and availability of devices and data, many tasks we conduct with our devices are not well connected across multiple devices. We conduct our tasks sequentially instead of in parallel, while collaborative work across multiple devices is cumbersome to set up or simply not possible. To address these limitations, this thesis is concerned with cross-device computing. In particular it aims to conceptualise, prototype, and study interactions in cross-device computing. This thesis contributes to the field of Human-Computer Interaction (HCI)—and more specifically to the area of cross-device computing—in three ways: first, this work conceptualises previous work through a taxonomy of cross-device computing resulting in an in-depth understanding of the field, that identifies underexplored research areas, enabling the transfer of key insights into the design of interaction techniques. Second, three case studies were conducted that show how cross-device interactions can support curation work as well as augment users’ existing devices for individual and collaborative work. These case studies incorporate novel interaction techniques for supporting cross-device work. Third, through studying cross-device interactions and group collaboration, this thesis provides insights into how researchers can understand and evaluate multi- and cross-device interactions for individual and collaborative work. We provide a visualization and querying tool that facilitates interaction analysis of spatial measures and video recordings to facilitate such evaluations of cross-device work. Overall, the work in this thesis advances the field of cross-device computing with its taxonomy guiding research directions, novel interaction techniques and case studies demonstrating cross-device interactions for curation, and insights into and tools for effective evaluation of cross-device systems

    Design Principles of Mobile Information Systems in the Digital Transformation of the Workplace - Utilization of Smartwatch-based Information Systems in the Corporate Context

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    During the last decades, smartwatches emerged as an innovative and promising technology and hit the consumer market due to the accessibility of affordable devices and predominant acceptance caused by the considerable similarity to common wristwatches. With the unique characteristics of permanent availability, unobtrusiveness, and hands-free operation, they can provide additional value in the corporate context. Thus, this thesis analyzes use cases for smartwatches in companies, elaborates on the design of smartwatch-based information systems, and covers the usability of smartwatch applications during the development of smartwatch-based information systems. It is composed of three research complexes. The first research complex focuses on the digital assistance of (mobile) employees who have to execute manual work and have been excluded so far from the benefits of the digitalization since they cannot operate hand-held devices. The objective is to design smartwatch-based information systems to support workflows in the corporate context, facilitate the daily work of numerous employees, and make processes more efficient for companies. During a design science research approach, smartwatch-based software artifacts are designed and evaluated in use cases of production, support, security service, as well as logistics, and a nascent design theory is proposed to complement theory according to mobile information system research. The evaluation shows that, on the one hand, smartwatches have enormous potential to assist employees with a fast and ubiquitous exchange of information, instant notifications, collaboration, and workflow guidance while they can be operated incidentally during manual work. On the other hand, the design of smartwatch-based information systems is a crucial factor for successful long-term deployment in companies, and especially limitations according to the small form-factor, general conditions, acceptance of the employees, and legal regulations have to be addressed appropriately. The second research complex addresses smartwatch-based information systems at the office workplace. This broadens and complements the view on the utilization of smartwatches in the corporate context in addition to the mobile context described in the first research complex. Though smartwatches are devices constructed for mobile use, the utilization in low mobile or stationary scenarios also has benefits due they exhibit the characteristic of a wearable computer and are directly connected to the employee’s body. Various sensors can perceive employee-, environment- and therefore context-related information and demand the employees’ attention with proactive notifications that are accompanied by a vibration. Thus, a smartwatch-based and gamified information system for health promotion at the office workplace is designed and evaluated. Research complex three provides a closer look at the topic of usability concerning applications running on smartwatches since it is a crucial factor during the development cycle. As a supporting element for the studies within the first and second research complex, a framework for the usability analysis of smartwatch applications is developed. For research, this thesis contributes a systemization of the state-of-the-art of smartwatch utilization in the corporate context, enabling and inhibiting influence factors of the smartwatch adoption in companies, and design principles as well as a nascent design theory for smartwatch-based information systems to support mobile employees executing manual work. For practice, this thesis contributes possible use cases for smartwatches in companies, assistance in decision-making for the introduction of smartwatch-based information systems in the corporate context with the Smartwatch Applicability Framework, situated implementations of a smartwatch-based information system for typical use cases, design recommendations for smartwatch-based information systems, an implementation of a smartwatch-based information system for the support of mobile employees executing manual work, and a usability-framework for smartwatches to automatically access usability of existing applications providing suggestions for usability improvement

    Dynamic motion coupling of body movement for input control

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    Touchless gestures are used for input when touch is unsuitable or unavailable, such as when interacting with displays that are remote, large, public, or when touch is prohibited for hygienic reasons. Traditionally user input is spatially or semantically mapped to system output, however, in the context of touchless gestures these interaction principles suffer from several disadvantages including memorability, fatigue, and ill-defined mappings. This thesis investigates motion correlation as the third interaction principle for touchless gestures, which maps user input to system output based on spatiotemporal matching of reproducible motion. We demonstrate the versatility of motion correlation by using movement as the primary sensing principle, relaxing the restrictions on how a user provides input. Using TraceMatch, a novel computer vision-based system, we show how users can provide effective input through investigation of input performance with different parts of the body, and how users can switch modes of input spontaneously in realistic application scenarios. Secondly, spontaneous spatial coupling shows how motion correlation can bootstrap spatial input, allowing any body movement, or movement of tangible objects, to be appropriated for ad hoc touchless pointing on a per interaction basis. We operationalise the concept in MatchPoint, and demonstrate the unique capabilities through an exploration of the design space with application examples. Finally, we explore how users synchronise with moving targets in the context of motion correlation, revealing how simple harmonic motion leads to better synchronisation. Using the insights gained we explore the robustness of algorithms used for motion correlation, showing how it is possible to successfully detect a user's intent to interact whilst suppressing accidental activations from common spatial and semantic gestures. Finally, we look across our work to distil guidelines for interface design, and further considerations of how motion correlation can be used, both in general and for touchless gestures

    Deep Learning Algorithms for Time Series Analysis of Cardiovascular Monitoring Systems

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    This thesis investigates and develops methods to enable ubiquitous monitoring of the most examined cardiovascular signs, blood pressure, and heart rate. Their continuous measurement can help improve health outcomes, such as the detection of hypertension, heart attack, or stroke, which are the leading causes of death and disability. Recent research into wearable blood pressure monitors sought predominately to utilise a hypothesised relationship with pulse transit time, relying on quasiperiodic pulse event extractions from photoplethysmography local signal characteristics and often used only a fraction of typically bivariate time series. This limitation has been addressed in this thesis by developing methods to acquire and utilise fused multivariate time series without the need for manual feature engineering by leveraging recent advances in data science and deep learning methods that showed great data analysis potential in other domains

    Toward New Ecologies of Cyberphysical Representational Forms, Scales, and Modalities

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    Research on tangible user interfaces commonly focuses on tangible interfaces acting alone or in comparison with screen-based multi-touch or graphical interfaces. In contrast, hybrid approaches can be seen as the norm for established mainstream interaction paradigms. This dissertation describes interfaces that support complementary information mediations, representational forms, and scales toward an ecology of systems embodying hybrid interaction modalities. I investigate systems combining tangible and multi-touch, as well as systems combining tangible and virtual reality interaction. For each of them, I describe work focusing on design and fabrication aspects, as well as work focusing on reproducibility, engagement, legibility, and perception aspects

    On the critical role of the sensorimotor loop on the design of interaction techniques and interactive devices

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    People interact with their environment thanks to their perceptual and motor skills. This is the way they both use objects around them and perceive the world around them. Interactive systems are examples of such objects. Therefore to design such objects, we must understand how people perceive them and manipulate them. For example, haptics is both related to the human sense of touch and what I call the motor ability. I address a number of research questions related to the design and implementation of haptic, gestural, and touch interfaces and present examples of contributions on these topics. More interestingly, perception, cognition, and action are not separated processes, but an integrated combination of them called the sensorimotor loop. Interactive systems follow the same overall scheme, with differences that make the complementarity of humans and machines. The interaction phenomenon is a set of connections between human sensorimotor loops, and interactive systems execution loops. It connects inputs with outputs, users and systems, and the physical world with cognition and computing in what I call the Human-System loop. This model provides a complete overview of the interaction phenomenon. It helps to identify the limiting factors of interaction that we can address to improve the design of interaction techniques and interactive devices.Les humains interagissent avec leur environnement grĂące Ă  leurs capacitĂ©s perceptives et motrices. C'est ainsi qu'ils utilisent les objets qui les entourent et perçoivent le monde autour d'eux. Les systĂšmes interactifs sont des exemples de tels objets. Par consĂ©quent, pour concevoir de tels objets, nous devons comprendre comment les gens les perçoivent et les manipulent. Par exemple, l'haptique est Ă  la fois liĂ©e au sens du toucher et Ă  ce que j'appelle la capacitĂ© motrice. J'aborde un certain nombre de questions de recherche liĂ©es Ă  la conception et Ă  la mise en Ɠuvre d'interfaces haptiques, gestuelles et tactiles et je prĂ©sente des exemples de contributions sur ces sujets. Plus intĂ©ressant encore, la perception, la cognition et l'action ne sont pas des processus sĂ©parĂ©s, mais une combinaison intĂ©grĂ©e d'entre eux appelĂ©e la boucle sensorimotrice. Les systĂšmes interactifs suivent le mĂȘme schĂ©ma global, avec des diffĂ©rences qui forme la complĂ©mentaritĂ© des humains et des machines. Le phĂ©nomĂšne d'interaction est un ensemble de connexions entre les boucles sensorimotrices humaines et les boucles d'exĂ©cution des systĂšmes interactifs. Il relie les entrĂ©es aux sorties, les utilisateurs aux systĂšmes, et le monde physique Ă  la cognition et au calcul dans ce que j'appelle la boucle Humain-SystĂšme. Ce modĂšle fournit un aperçu complet du phĂ©nomĂšne d'interaction. Il permet d'identifier les facteurs limitatifs de l'interaction que nous pouvons aborder pour amĂ©liorer la conception des techniques d'interaction et des dispositifs interactifs

    Quantified vehicles: data, services, ecosystems

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    Advancing digitalization has shown the potential of so-called Quantified Vehicles for gathering valuable sensor data about the vehicle itself and its environment. Consequently, (vehicle) Data has become an important resource, which can pave the way to (Data-driven) Services. The (Data-driven Service) Ecosystem of actors that collaborate to ultimately generate services, has only shaped up in recent years. This cumulative dissertation summarizes the author's contributions and includes a synopsis as well as 14 peer-reviewed publications, which contribute to answer the three research questions.Die Digitalisierung hat das Potenzial fĂŒr Quantified Vehicles aufgezeigt, um Sensordaten ĂŒber das Fahrzeug selbst und seine Umgebung zu sammeln. Folglich sind (Fahrzeug-)Daten zu einer wichtigen Ressource der Automobilindustrie geworden, da sie auch (datengetriebene) Services ermöglichen. Es bilden sich Ökosysteme von Akteuren, die zusammenarbeiten, um letztlich Services zu generieren. Diese kumulative Dissertation fasst die BeitrĂ€ge des Autors zusammen und enthĂ€lt eine Synopsis sowie 14 begutachtete Veröffentlichungen, die zur Beantwortung der drei Forschungsfragen beitragen
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