34 research outputs found

    Productive Frictions: Moving from Digital to Material Prototyping and Low-Volume Production for Design Research

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    In this paper we discuss the low-volume production of an interaction design research product known as the tilting bowl. The form of the tilting bowl was designed with 3D modeling tools and utilized digital fabrication for rapid prototyping. The final form was produced in a small number of glazed ceramic forms with embedded electronics and actuators. We focus on the lessons we learned from the challenges and design opportunities that arose in moving from digital processes to ceramic processes. We reflected on these lessons and developed thematic notions we refer to as frictions. These include shifting constraints, naĂŻve expertise, manual automation, and dynamic materiality. The contributions of this paper are new design insights into the combination of digital and material processes for studio based prototyping and low-volume production and adds to the emerging relevance of digital fabrication, physical fabrication, and physical materials to interaction design and HCI research

    Flights in my hands : coherence concerns in designing Strip'TIC, a tangible space for air traffic controllers

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    Best Paper Honorable Mention awardInternational audienceWe reflect upon the design of a paper-based tangible interactive space to support air traffic control. We have observed, studied, prototyped and discussed with controllers a new mixed interaction system based on Anoto, video projection, and tracking. Starting from the understanding of the benefits of tangible paper strips, our goal is to study how mixed physical and virtual augmented data can support the controllers' mental work. The context of the activity led us to depart from models that are proposed in tangible interfaces research where coherence is based on how physical objects are representative of virtual objects. We propose a new account of coherence in a mixed interaction system that integrates externalization mechanisms. We found that physical objects play two roles: they act both as representation of mental objects and as tangible artifacts for interacting with augmented features. We observed that virtual objects represent physical ones, and not the reverse, and, being virtual representations of physical objects, should seamlessly converge with the cognitive role of the physical object. Finally, we show how coherence is achieved by providing a seamless interactive space

    ICS Materials

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    This present book covers a series of outstanding reputation researchers’ contributions on the topic of ICS Materials: a new class of emerging materials with properties and qualities concerning interactivity, connectivity and intelligence. In the general framework of ICS Materials’ domain, each chapter deals with a specific aspect following the characteristic perspective of each researcher. As result, methods, tools, guidelines emerged that are relevant and applicable to several contexts such as product, interaction design, materials science and many more
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