2,054 research outputs found

    Paper Prototyping a Social Mobile Service

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    Methods for design and evaluation of interactive applications are not readily applicable to mobile services. By modifying an existing paper prototyping method we evaluated a mobile social service for providing user-based tips in a shopping mall. The evaluation showed that tips can be pushed to users and that they can accept that a complex user interface is presented on a small screen. Although the evaluation took place in an office environment, we received feedback on functionality of the service in the context of the shopping mall. Our evaluation indicates that simple prototyping techniques can be used for informative evaluations of mobile services that are heavily context dependent

    Assessing the effectiveness of multi-touch interfaces for DP operation

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    Navigating a vessel using dynamic positioning (DP) systems close to offshore installations is a challenge. The operator's only possibility of manipulating the system is through its interface, which can be categorized as the physical appearance of the equipment and the visualization of the system. Are there possibilities of interaction between the operator and the system that can reduce strain and cognitive load during DP operations? Can parts of the system (e.g. displays) be physically brought closer to the user to enhance the feeling of control when operating the system? Can these changes make DP operations more efficient and safe? These questions inspired this research project, which investigates the use of multi-touch and hand gestures known from consumer products to directly manipulate the visualization of a vessel in the 3D scene of a DP system. Usability methodologies and evaluation techniques that are widely used in consumer market research were used to investigate how these interaction techniques, which are new to the maritime domain, could make interaction with the DP system more efficient and transparent both during standard and safety-critical operations. After investigating which gestures felt natural to use by running user tests with a paper prototype, the gestures were implemented into a Rolls-Royce DP system and tested in a static environment. The results showed that the test participants performed significantly faster using direct gesture manipulation compared to using traditional button/menu interaction. To support the results from these tests, further tests were carried out. The purpose is to investigate how gestures are performed in a moving environment, using a motion platform to simulate rough sea conditions. The key results and lessons learned from a collection of four user experiments, together with a discussion of the choice of evaluation techniques will be discussed in this paper

    Tactile graphical display for the visually impaired information technology applications

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    This paper presents an interactive tactile graphical display, for the visually impaired information technology access applications. The display consists of a matrix of dots. Each dot is an electro rheological micro actuator. The actuator design and development process is presented in this paper. Prototype size 124x4 dots was manufactured. An advanced software tools and embedded system based on voltage matrix manipulation has been developed, to provide the display near real time control. The experimental tests carried out into the developed prototype showed that each actuator of the matrix was able to provide a vertical movement of 0.7 mm and vertical holding force of 100 to 200 mN. The stroke and dynamic response tests showed the practicability of the developed tactile display, for the visually impaired information technology applications

    Low-fi skin vision: A case study in rapid prototyping a sensory substitution system

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    We describe the design process we have used to develop a minimal, twenty vibration motor Tactile Vision Sensory Substitution (TVSS) system which enables blind-folded subjects to successfully track and bat a rolling ball and thereby experience 'skin vision'. We have employed a low-fi rapid prototyping approach to build this system and argue that this methodology is particularly effective for building embedded interactive systems. We support this argument in two ways. First, by drawing on theoretical insights from robotics, a discipline that also has to deal with the challenge of building complex embedded systems that interact with their environments; second, by using the development of our TVSS as a case study: describing the series of prototypes that led to our successful design and highlighting what we learnt at each stage

    Wicked Problems and Gnarly Results: Reflecting on Design and Evaluation Methods for Idiosyncratic Personal Information Management Tasks

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    This paper is a case study of an artifact design and evaluation process; it is a reflection on how right thinking about design methods may at times result in sub-optimal results. Our goal has been to assess our decision making process throughout the design and evaluation stages for a software prototype in order to consider where design methodology may need to be tuned to be more sensitive to the domain of practice, in this case software evaluation in personal information management. In particular, we reflect on design methods around (1) scale of prototype, (2) prototyping and design process, (3) study design, and (4) study population

    Applying a User-centred Approach to Interactive Visualization Design

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    Analysing users in their context of work and finding out how and why they use different information resources is essential to provide interactive visualisation systems that match their goals and needs. Designers should actively involve the intended users throughout the whole process. This chapter presents a user-centered approach for the design of interactive visualisation systems. We describe three phases of the iterative visualisation design process: the early envisioning phase, the global specification hase, and the detailed specification phase. The whole design cycle is repeated until some criterion of success is reached. We discuss different techniques for the analysis of users, their tasks and domain. Subsequently, the design of prototypes and evaluation methods in visualisation practice are presented. Finally, we discuss the practical challenges in design and evaluation of collaborative visualisation environments. Our own case studies and those of others are used throughout the whole chapter to illustrate various approaches

    Grasp-sensitive surfaces

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    Grasping objects with our hands allows us to skillfully move and manipulate them. Hand-held tools further extend our capabilities by adapting precision, power, and shape of our hands to the task at hand. Some of these tools, such as mobile phones or computer mice, already incorporate information processing capabilities. Many other tools may be augmented with small, energy-efficient digital sensors and processors. This allows for graspable objects to learn about the user grasping them - and supporting the user's goals. For example, the way we grasp a mobile phone might indicate whether we want to take a photo or call a friend with it - and thus serve as a shortcut to that action. A power drill might sense whether the user is grasping it firmly enough and refuse to turn on if this is not the case. And a computer mouse could distinguish between intentional and unintentional movement and ignore the latter. This dissertation gives an overview of grasp sensing for human-computer interaction, focusing on technologies for building grasp-sensitive surfaces and challenges in designing grasp-sensitive user interfaces. It comprises three major contributions: a comprehensive review of existing research on human grasping and grasp sensing, a detailed description of three novel prototyping tools for grasp-sensitive surfaces, and a framework for analyzing and designing grasp interaction: For nearly a century, scientists have analyzed human grasping. My literature review gives an overview of definitions, classifications, and models of human grasping. A small number of studies have investigated grasping in everyday situations. They found a much greater diversity of grasps than described by existing taxonomies. This diversity makes it difficult to directly associate certain grasps with users' goals. In order to structure related work and own research, I formalize a generic workflow for grasp sensing. It comprises *capturing* of sensor values, *identifying* the associated grasp, and *interpreting* the meaning of the grasp. A comprehensive overview of related work shows that implementation of grasp-sensitive surfaces is still hard, researchers often are not aware of related work from other disciplines, and intuitive grasp interaction has not yet received much attention. In order to address the first issue, I developed three novel sensor technologies designed for grasp-sensitive surfaces. These mitigate one or more limitations of traditional sensing techniques: **HandSense** uses four strategically positioned capacitive sensors for detecting and classifying grasp patterns on mobile phones. The use of custom-built high-resolution sensors allows detecting proximity and avoids the need to cover the whole device surface with sensors. User tests showed a recognition rate of 81%, comparable to that of a system with 72 binary sensors. **FlyEye** uses optical fiber bundles connected to a camera for detecting touch and proximity on arbitrarily shaped surfaces. It allows rapid prototyping of touch- and grasp-sensitive objects and requires only very limited electronics knowledge. For FlyEye I developed a *relative calibration* algorithm that allows determining the locations of groups of sensors whose arrangement is not known. **TDRtouch** extends Time Domain Reflectometry (TDR), a technique traditionally used for inspecting cable faults, for touch and grasp sensing. TDRtouch is able to locate touches along a wire, allowing designers to rapidly prototype and implement modular, extremely thin, and flexible grasp-sensitive surfaces. I summarize how these technologies cater to different requirements and significantly expand the design space for grasp-sensitive objects. Furthermore, I discuss challenges for making sense of raw grasp information and categorize interactions. Traditional application scenarios for grasp sensing use only the grasp sensor's data, and only for mode-switching. I argue that data from grasp sensors is part of the general usage context and should be only used in combination with other context information. For analyzing and discussing the possible meanings of grasp types, I created the GRASP model. It describes five categories of influencing factors that determine how we grasp an object: *Goal* -- what we want to do with the object, *Relationship* -- what we know and feel about the object we want to grasp, *Anatomy* -- hand shape and learned movement patterns, *Setting* -- surrounding and environmental conditions, and *Properties* -- texture, shape, weight, and other intrinsics of the object I conclude the dissertation with a discussion of upcoming challenges in grasp sensing and grasp interaction, and provide suggestions for implementing robust and usable grasp interaction.Die Fähigkeit, Gegenstände mit unseren Händen zu greifen, erlaubt uns, diese vielfältig zu manipulieren. Werkzeuge erweitern unsere Fähigkeiten noch, indem sie Genauigkeit, Kraft und Form unserer Hände an die Aufgabe anpassen. Digitale Werkzeuge, beispielsweise Mobiltelefone oder Computermäuse, erlauben uns auch, die Fähigkeiten unseres Gehirns und unserer Sinnesorgane zu erweitern. Diese Geräte verfügen bereits über Sensoren und Recheneinheiten. Aber auch viele andere Werkzeuge und Objekte lassen sich mit winzigen, effizienten Sensoren und Recheneinheiten erweitern. Dies erlaubt greifbaren Objekten, mehr über den Benutzer zu erfahren, der sie greift - und ermöglicht es, ihn bei der Erreichung seines Ziels zu unterstützen. Zum Beispiel könnte die Art und Weise, in der wir ein Mobiltelefon halten, verraten, ob wir ein Foto aufnehmen oder einen Freund anrufen wollen - und damit als Shortcut für diese Aktionen dienen. Eine Bohrmaschine könnte erkennen, ob der Benutzer sie auch wirklich sicher hält und den Dienst verweigern, falls dem nicht so ist. Und eine Computermaus könnte zwischen absichtlichen und unabsichtlichen Mausbewegungen unterscheiden und letztere ignorieren. Diese Dissertation gibt einen Überblick über Grifferkennung (*grasp sensing*) für die Mensch-Maschine-Interaktion, mit einem Fokus auf Technologien zur Implementierung griffempfindlicher Oberflächen und auf Herausforderungen beim Design griffempfindlicher Benutzerschnittstellen. Sie umfasst drei primäre Beiträge zum wissenschaftlichen Forschungsstand: einen umfassenden Überblick über die bisherige Forschung zu menschlichem Greifen und Grifferkennung, eine detaillierte Beschreibung dreier neuer Prototyping-Werkzeuge für griffempfindliche Oberflächen und ein Framework für Analyse und Design von griff-basierter Interaktion (*grasp interaction*). Seit nahezu einem Jahrhundert erforschen Wissenschaftler menschliches Greifen. Mein Überblick über den Forschungsstand beschreibt Definitionen, Klassifikationen und Modelle menschlichen Greifens. In einigen wenigen Studien wurde bisher Greifen in alltäglichen Situationen untersucht. Diese fanden eine deutlich größere Diversität in den Griffmuster als in existierenden Taxonomien beschreibbar. Diese Diversität erschwert es, bestimmten Griffmustern eine Absicht des Benutzers zuzuordnen. Um verwandte Arbeiten und eigene Forschungsergebnisse zu strukturieren, formalisiere ich einen allgemeinen Ablauf der Grifferkennung. Dieser besteht aus dem *Erfassen* von Sensorwerten, der *Identifizierung* der damit verknüpften Griffe und der *Interpretation* der Bedeutung des Griffes. In einem umfassenden Überblick über verwandte Arbeiten zeige ich, dass die Implementierung von griffempfindlichen Oberflächen immer noch ein herausforderndes Problem ist, dass Forscher regelmäßig keine Ahnung von verwandten Arbeiten in benachbarten Forschungsfeldern haben, und dass intuitive Griffinteraktion bislang wenig Aufmerksamkeit erhalten hat. Um das erstgenannte Problem zu lösen, habe ich drei neuartige Sensortechniken für griffempfindliche Oberflächen entwickelt. Diese mindern jeweils eine oder mehrere Schwächen traditioneller Sensortechniken: **HandSense** verwendet vier strategisch positionierte kapazitive Sensoren um Griffmuster zu erkennen. Durch die Verwendung von selbst entwickelten, hochauflösenden Sensoren ist es möglich, schon die Annäherung an das Objekt zu erkennen. Außerdem muss nicht die komplette Oberfläche des Objekts mit Sensoren bedeckt werden. Benutzertests ergaben eine Erkennungsrate, die vergleichbar mit einem System mit 72 binären Sensoren ist. **FlyEye** verwendet Lichtwellenleiterbündel, die an eine Kamera angeschlossen werden, um Annäherung und Berührung auf beliebig geformten Oberflächen zu erkennen. Es ermöglicht auch Designern mit begrenzter Elektronikerfahrung das Rapid Prototyping von berührungs- und griffempfindlichen Objekten. Für FlyEye entwickelte ich einen *relative-calibration*-Algorithmus, der verwendet werden kann um Gruppen von Sensoren, deren Anordnung unbekannt ist, semi-automatisch anzuordnen. **TDRtouch** erweitert Time Domain Reflectometry (TDR), eine Technik die üblicherweise zur Analyse von Kabelbeschädigungen eingesetzt wird. TDRtouch erlaubt es, Berührungen entlang eines Drahtes zu lokalisieren. Dies ermöglicht es, schnell modulare, extrem dünne und flexible griffempfindliche Oberflächen zu entwickeln. Ich beschreibe, wie diese Techniken verschiedene Anforderungen erfüllen und den *design space* für griffempfindliche Objekte deutlich erweitern. Desweiteren bespreche ich die Herausforderungen beim Verstehen von Griffinformationen und stelle eine Einteilung von Interaktionsmöglichkeiten vor. Bisherige Anwendungsbeispiele für die Grifferkennung nutzen nur Daten der Griffsensoren und beschränken sich auf Moduswechsel. Ich argumentiere, dass diese Sensordaten Teil des allgemeinen Benutzungskontexts sind und nur in Kombination mit anderer Kontextinformation verwendet werden sollten. Um die möglichen Bedeutungen von Griffarten analysieren und diskutieren zu können, entwickelte ich das GRASP-Modell. Dieses beschreibt fünf Kategorien von Einflussfaktoren, die bestimmen wie wir ein Objekt greifen: *Goal* -- das Ziel, das wir mit dem Griff erreichen wollen, *Relationship* -- das Verhältnis zum Objekt, *Anatomy* -- Handform und Bewegungsmuster, *Setting* -- Umgebungsfaktoren und *Properties* -- Eigenschaften des Objekts, wie Oberflächenbeschaffenheit, Form oder Gewicht. Ich schließe mit einer Besprechung neuer Herausforderungen bei der Grifferkennung und Griffinteraktion und mache Vorschläge zur Entwicklung von zuverlässiger und benutzbarer Griffinteraktion

    Pouch Motors: Printable Soft Actuators Integrated with Computational Design

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    We propose pouch motors, a new family of printable soft actuators integrated with computational design. The pouch motor consists of one or more inflatable gas-tight bladders made of sheet materials. This printable actuator is designed and fabricated in a planar fashion. It allows both easy prototyping and mass fabrication of affordable robotic systems. We provide theoretical models of the actuators compared with the experimental data. The measured maximum stroke and tension of the linear pouch motor are up to 28% and 100 N, respectively. The measured maximum range of motion and torque of the angular pouch motor are up to 80° and 0.2 N, respectively. We also develop an algorithm that automatically generates the patterns of the pouches and their fluidic channels. A custom-built fabrication machine streamlines the automated process from design to fabrication. We demonstrate a computer-generated life-sized hand that can hold a foam ball and perform gestures with 12 pouch motors, which can be fabricated in 15 min.National Science Foundation (U.S.) (1240383)National Science Foundation (U.S.) (1138967)United States. Department of Defens
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