324 research outputs found

    WRISTBAND.IO:expanding input and output spaces of a Smartwatch

    Get PDF
    Smartwatches are characterized by their small size designed for wearability, discretion, and mobile interactions. Most of the interactivity, however, is limited to the size of the display, introducing issues such as screen occlusion and limited information density. We introduce Wristband.io, a smartwatch with an extended interaction space along the wristband, enabling (i) back-of-band interaction using a touchpad, (ii) a low resolution ambient watchband display for offscreen notification, and (iii) tangible buttons for quick, eyes-free input. Insights gained through a study show that back-of-band input increases accuracy and task completion rates for smaller on-screen targets. We probe the design space of Wristband.io with three applications

    CurationSpace:Cross-Device Content Curation Using Instrumental Interaction

    Get PDF
    For digital content curation of historical artefacts, curators collaboratively collect, analyze and edit documents, images, and other digital resources in order to display and share new representations of that information to an audience. Despite their increasing reliance on digital documents and tools, current technologies provide little support for these specific collaborative content curation activities. We introduce CurationSpace - a novel cross-device system - to provide more expressive tools for curating and composing digital historical artefacts. Based on the concept of Instrumental Interaction, CurationSpace allows users to interact with digital curation artefacts on shared interactive surfaces using personal smartwatches as selectors for instruments or modifiers (applied to either the whole curation space, individual documents, or fragments). We introduce a range of novel interaction techniques that allow individuals or groups of curators to more easily create, navigate and share resources during content curation. We report insights from our user study about people's use of instruments and modifiers for curation activities

    WRISTBAND.IO:expanding input and output spaces of a Smartwatch

    Get PDF
    Smartwatches are characterized by their small size designed for wearability, discretion, and mobile interactions. Most of the interactivity, however, is limited to the size of the display, introducing issues such as screen occlusion and limited information density. We introduce Wristband.io, a smartwatch with an extended interaction space along the wristband, enabling (i) back-of-band interaction using a touchpad, (ii) a low resolution ambient watchband display for offscreen notification, and (iii) tangible buttons for quick, eyes-free input. Insights gained through a study show that back-of-band input increases accuracy and task completion rates for smaller on-screen targets. We probe the design space of Wristband.io with three applications

    The Challenges of Using an Existing Cross-Device Interaction Prototype for Supporting Actual Curation Practices

    Get PDF
    Volunteer-driven organisations curating historic documents, such as societies and charities, often work within a bring-your-own-device (BYOD) practice and their meetings are in varying situations. A recurring challenge is finding lightweight ways to enable them to share and collectively work with documents using their own devices while in situ. We are working on building novel interaction techniques and applications (prototyped with a custom developer toolkit) for supporting the curation of digital collections – for example, historic documents. We discuss the pros and cons of using an existing prototype system for this purpose and points to consider when taking a prototype from the lab into the wild

    MakeMe, codeme, connectus: Learning digital fluency through tangible magic cubes

    Get PDF
    Recent years have seen an increased empirical interest in designing new approaches to teaching digital fluency to wide audiences. Tangible physical computing interfaces provide much scope for teaching abstract digital fluency concepts in an engaging and playful way. However, questions remain as to how both the form factor and the corresponding task types of such interfaces can be best designed to support learning. In this hands-on workshop, participants will explore how digital fluency topics might be taught through making, discovery learning and coding by interacting with the tangible Magic Cubes toolkit (Figure 1). The workshop will culminate in a discussion of how tangible toolkits for learning can be better designed to encourage collaborative and engaging learning experiences

    CurationSpace: Cross-Device Content Curation Using Instrumental Interaction

    Get PDF
    For digital content curation of historical artefacts, curators collaboratively collect, analyze and edit documents, images, and other digital resources in order to display and share new representations of that information to an audience. Despite their increasing reliance on digital documents and tools, current technologies provide little support for these specific collaborative content curation activities. We introduce CurationSpace – a novel cross-device system – to provide more expressive tools for curating and composing digital historical artefacts. Based on the concept of Instrumental Interaction, CurationSpace allows users to interact with digital curation artefacts on shared interactive surfaces using personal smartwatches as selectors for instruments or modifiers (applied to either the whole curation space, individual documents, or fragments). We introduce a range of novel interaction techniques that allow individuals or groups of curators to more easily create, navigate and share resources during content curation. We report insights from our user study about people’s use of instruments and modifiers for curation activities

    Investigating Practices When Using an Overview Device in Collaborative Multi-Surface Trip-Planning

    Get PDF
    The availability of mobile device ecologies enables new types of ad-hoc co-located decision-making and sensemak-ing practices in which people find, collect, discuss, and share information. However, little is known about what kind of device configurations are suitable for these types of tasks. This paper contributes new insights into how people use configurations of devices for one representative example task: collaborative co-located trip-planning. We present an empirical study that explores and compares three strategies to use multiple devices: no-overview, overview on own device, and a separate overview device. The results show that the overview facilitated decision- and sensemaking during a collaborative trip-planning task by aiding groups to iterate their itinerary, organize locations and timings efficiently, and discover new insights. Groups shared and discussed more opinions, resulting in more democratic decision-making. Groups provided with a separate overview device engaged more frequently and spent more time in closely-coupled collaboration

    Designing for Cross-Device Interactions

    Get PDF
    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

    Spatial heterogeneity of tectonic stress and friction in the crust

    Get PDF
    The complex geometry of faults, seismicity, and diversity of earthquake mechanisms suggest that the stress and strength in Earth's crust are spatially heterogeneous. We investigated the degree of heterogeneity using the following two end-member models. In one end-member model, we assumed that the orientation of stress is uniform in the crust as is assumed in many stress inversion studies. In this model, the variability of earthquake mechanisms means that friction during faulting must vary for each event. We computed friction μ from the ratio of the resolved shear stress to the effective normal stress on the fault plane with the assumption of hydrostatic pore pressure. The values of μ vary over a large range from 0 to 1.5. In the other extreme model we assumed optimally oriented slip and a constant μ = 0.6, as is suggested by Byerlee's law, for all the earthquakes, and determined the local stress orientation for each earthquake. The orientation of the stress changes drastically from one earthquake to another, and the assumption of uniform stress field commonly used in stress inversion is not warranted. An important conclusion is that a regionally uniform stress field and constant friction on optimally oriented faults are mutually exclusive. The actual situation in the crust is most likely to be intermediate between these two end-member models. From the existing data alone, we cannot determine the degree of heterogeneity uniquely, but both μ and the local stress field near earthquake faults are likely to vary substantially, and studies on earthquake rupture dynamics must take these heterogeneities into consideration
    corecore