11 research outputs found

    Autonomous behaviour in tangible user interfaces as a design factor

    Get PDF
    PhD ThesisThis thesis critically explores the design space of autonomous and actuated artefacts, considering how autonomous behaviours in interactive technologies might shape and influence users’ interactions and behaviours. Since the invention of gearing and clockwork, mechanical devices were built that both fascinate and intrigue people through their mechanical actuation. There seems to be something magical about moving devices, which draws our attention and piques our interest. Progress in the development of computational hardware is allowing increasingly complex commercial products to be available to broad consumer-markets. New technologies emerge very fast, ranging from personal devices with strong computational power to diverse user interfaces, like multi-touch surfaces or gestural input devices. Electronic systems are becoming smaller and smarter, as they comprise sensing, controlling and actuation. From this, new opportunities arise in integrating more sensors and technology in physical objects. These trends raise some specific questions around the impacts smarter systems might have on people and interaction: how do people perceive smart systems that are tangible and what implications does this perception have for user interface design? Which design opportunities are opened up through smart systems? There is a tendency in humans to attribute life-like qualities onto non-animate objects, which evokes social behaviour towards technology. Maybe it would be possible to build user interfaces that utilise such behaviours to motivate people towards frequent use, or even motivate them to build relationships in which the users care for their devices. Their aim is not to increase the efficiency of user interfaces, but to create interfaces that are more engaging to interact with and excite people to bond with these tangible objects. This thesis sets out to explore autonomous behaviours in physical interfaces. More specifically, I am interested in the factors that make a user interpret an interface as autonomous. Through a review of literature concerned with animated objects, autonomous technology and robots, I have mapped out a design space exploring the factors that are important in developing autonomous interfaces. Building on this and utilising workshops conducted with other researchers, I have vi developed a framework that identifies key elements for the design of Tangible Autonomous Interfaces (TAIs). To validate the dimensions of this framework and to further unpack the impacts on users of interacting with autonomous interfaces I have adopted a ‘research through design’ approach. I have iteratively designed and realised a series of autonomous, interactive prototypes, which demonstrate the potential of such interfaces to establish themselves as social entities. Through two deeper case studies, consisting of an actuated helium balloon and desktop lamp, I provide insights into how autonomy could be implemented into Tangible User Interfaces. My studies revealed that through their autonomous behaviour (guided by the framework) these devices established themselves, in interaction, as social entities. They furthermore turned out to be acceptable, especially if people were able to find a purpose for them in their lives. This thesis closes with a discussion of findings and provides specific implications for design of autonomous behaviour in interfaces

    Diri - the actuated helium balloon

    Get PDF
    Research on actuated interfaces has shown that people respond in certain socialized ways to interfaces that exhibit autonomous behaviours. We wished to explore the elements of design that drive people to regard an autonomous, interactive system as a social agent. To explore perceptions of autonomous behaviour in interfaces we created Diri - an autonomous helium balloon, used to document activity in spaces. We implemented two different technological sophistications of Diri, to compare the outcomes of our design decisions. We present our design process, technical details and evaluation workshops, concluding with implications for designing for autonomous behaviour in interfaces

    Interactive phone call: synchronous remote collaboration and projected interactive surfaces

    No full text
    Smartphones provide large amounts of personal data, functionalities, and apps and make a substantial part of our daily communication. But during phone calls the phone cannot be used much beyond voice communication and does not offer support for synchronous collaboration. This is owed to the fact that first, despite the availability of alternatives, the phone is typically held at one's ear; and second that the small mobile screen is less suited to be used with existing collaboration software. This paper presents a novel in-call collaboration system that leverages projector phones as they provide a large display that can be used while holding the phone to the ear to project an interactive interface anytime and anywhere. The system uses a desktop metaphor user interface and provides a private and a shared space, live mirroring of the shared space and user defined access rights to shared content. We evaluated the system in a comparative user study. The results of the user study highlight the general benefits of synchronous in-call collaboration and in particular the advantages of the projected display and our developed concepts. Our findings inform future designers of synchronous remote collaboration software for interactive surfaces

    In situ 13C solid-state polarization transfer NMR to follow starch transformations in food

    Get PDF
    Convenience food products tend to alter their quality and texture while stored. Texture-giving food components are often starch-rich ingredients, such as pasta or rice. Starch transforms depending on time, temperature and water content, which alters the properties of products. Monitoring these transformations, which are associated with a change in mobility of the starch chain segments, could optimize the quality of food products containing multiple ingredients. In order to do so, we applied a simple and efficient in situ 13C solid-state magic angle spinning (MAS) NMR approach, based on two different polarization transfer schemes, cross polarization (CP) and insensitive nuclei enhanced by polarization transfer (INEPT). The efficiency of the CP and INEPT transfer depends strongly on the mobility of chain segments—the time scale of reorientation of the CH-bond and the order parameter. Rigid crystalline or amorphous starch chains give rise to CP peaks, whereas mobile gelatinized starch chains appear as INEPT peaks. Comparing 13C solid-state MAS NMR experiments based on CP and INEPT allows insight into the progress of gelatinization, and other starch transformations, by reporting on both rigid and mobile starch chains simultaneously with atomic resolution by the 13C chemical shift. In conjunction with 1H solid-state MAS NMR, complementary information about other food components present at low concentration, such as lipids and protein, can be obtained. We demonstrate our approach on starch-based products and commercial pasta as a function of temperature and storage

    Seeing (movement) is believing: the effect of motion on perception of automatic systems performance

    No full text
    In this article, we report on one lab study and seven follow-up studies on a crowdsourcing platform designed to investigate the potential of animation cues to influence users’ perception of two smart systems: a handwriting recognition and a part-of-speech tagging system. Results from the first three studies indicate that animation cues can influence a participant’s perception of both systems’ performance. The subsequent three studies, designed to try and identify an explanation for this effect, suggest that this effect is related to the participants’ mental model of the smart system. The last two studies were designed to characterize the effect more in detail, and they revealed that different amounts of animation do not seem to create substantial differences and that the effect persists even when the system’s performance decreases, but only when the difference in performance level between the systems being compared is small.</p

    Dataset for Seeing (Movement) is Believing: The Effect of Motion on Perception of Automatic Systems Performance

    No full text
    Dataset supports: Garc&iacute;a Garc&iacute;a, Pedro et al (2018) Seeing (Movement) is Believing: The Effect of Motion on Perception of Automatic Systems Performance, Human&ndash;Computer Interaction.</span

    Touchbugs:actuated tangibles on multi-touch tables

    No full text
    We present a novel approach to graspable interfaces using Touchbugs, actuated physical objects for interacting with interactive surface computing applications. Touchbugs are active tangibles that are able to move across surfaces by employing vibrating motors and can communicate with camera based multi-touch surfaces using infrared LEDs. Touchbug's embedded inertial sensors and computational capabilities open a new interaction space by providing autonomous capabilities for tangibles that allow goal directed behavior

    Challenges for Designing new Technology for Health and Wellbeing in a Complex Mental Healthcare Context

    Get PDF
    This paper describes the challenges and lessons learned in the experience-centered design (ECD) of the Spheres of Wellbeing, a technology to promote the mental health and wellbeing of a group of women, suffering from significant mental health problems and living in a medium secure hospital unit. First, we describe how our relationship with mental health professionals at the hospital and the aspirations for person-centric care that we shared with them enabled us, in the design of the Spheres, to innovate outside traditional healthcare procedures. We then provide insights into the challenges presented by the particular care culture and existing services and practices in the secure hospital unit that were revealed through our technology deployment. In discussing these challenges, our design enquiry opens up a space to make sense of experience living with complex mental health conditions in highly constrained contexts within which the deployment of the Spheres becomes an opportunity to think about wellbeing in similar contexts
    corecore