332 research outputs found

    Using Design Fiction to Inform Shape-Changing Interface Design and Use

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    Shape-changing interfaces are tangible, physically dynamic devices which enable user-experience beyond 2D screens. Within Human Computer Interaction, researchers are developing these from low-resolution, low-fidelity prototypes, toward a vision of a truly malleable world. The main focus is in producing and testing hardware, and basic user interactions, which leaves the question unanswered: what are shape-changing interfaces good for? In response, we propose the use of design fiction to investigate potential applications for this technology: to create and analyse artifacts relating to future use-scenarios for shape-change. Whilst research within shape-change often proposes future use-cases for prototypes during discussion, they are seldom in a form that presents them as everyday artifacts. Here, we present and discuss a printed game-play instruction manual for a truly high resolution shape-changing game entitled First Hand, which aims to draw parallels between current gaming practices and the tangible nature of shape-changing interfaces

    Using Design Fiction to Inform Shape-Changing Interface Design and Use

    Get PDF
    Shape-changing interfaces are tangible, physically dynamic devices which enable user-experience beyond 2D screens. Within Human Computer Interaction, researchers are developing these from low-resolution, low-fidelity prototypes, toward a vision of a truly malleable world. The main focus is in producing and testing hardware, and basic user interactions, which leaves the question unanswered: what are shape-changing interfaces good for? In response, we propose the use of design fiction to investigate potential applications for this technology: to create and analyse artifacts relating to future use-scenarios for shape-change. Whilst research within shape-change often proposes future use-cases for prototypes during discussion, they are seldom in a form that presents them as everyday artifacts. Here, we present and discuss a printed game-play instruction manual for a truly high resolution shape-changing game entitled First Hand, which aims to draw parallels between current gaming practices and the tangible nature of shape-changing interfaces

    Using Design Fiction to Inform Shape-Changing Interface Design and Use

    Get PDF
    Shape-changing interfaces are tangible, physically dynamic devices which enable user-experience beyond 2D screens. Within Human Computer Interaction, researchers are developing these from low-resolution, low-fidelity prototypes, toward a vision of a truly malleable world. The main focus is in producing and testing hardware, and basic user interactions, which leaves the question unanswered: what are shape-changing interfaces good for? In response, we propose the use of design fiction to investigate potential applications for this technology: to create and analyse artifacts relating to future use-scenarios for shape-change. Whilst research within shape-change often proposes future use-cases for prototypes during discussion, they are seldom in a form that presents them as everyday artifacts. Here, we present and discuss a printed game-play instruction manual for a truly high resolution shape-changing game entitled First Hand, which aims to draw parallels between current gaming practices and the tangible nature of shape-changing interfaces

    Analysis and Classification of Shape-Changing Interfaces for Design and Application-based Research

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    Shape-changing interfaces are physically tangible, interactive devices, surfaces, or spaces that allow for rich, organic, and novel experiences with computational devices. Over the last 15 years, research has produced functional prototypes over many use applications; reviews have identified themes and possible future directions but have not yet looked at possible design or application-based research. Here, we gather this information together to provide a reference for designers and researchers wishing to build upon existing prototyping work, using synthesis and discussion of existing shape-changing interface reviews and comprehensive analysis and classification of 84 shape-changing interfaces. Eight categories of prototype are identified alongside recommendations for the field

    LiftTiles: Constructive Building Blocks for Prototyping Room-scale Shape-changing Interfaces

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    Large-scale shape-changing interfaces have great potential, but creating such systems requires substantial time, cost, space, and efforts, which hinders the research community to explore interactions beyond the scale of human hands. We introduce modular inflatable actuators as building blocks for prototyping room-scale shape-changing interfaces. Each actuator can change its height from 15cm to 150cm, actuated and controlled by air pressure. Each unit is low-cost (8 USD), lightweight (10 kg), compact (15 cm), and robust, making it well-suited for prototyping room-scale shape transformations. Moreover, our modular and reconfigurable design allows researchers and designers to quickly construct different geometries and to explore various applications. This paper contributes to the design and implementation of highly extendable inflatable actuators, and demonstrates a range of scenarios that can leverage this modular building block.Comment: TEI 202

    Tilting\Plate and Bending\Arches: Shape-Changing Interfaces as Expressive Forms

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    How can designers gain a better sensibility for designing more sensory engaging and aesthetically pleasing objects as well as for the expressive richness and potentials of shape-change? The two exploratory prototypes, Tilting\Plate and Bending\Arches, investigate the visceral, aesthetic dimensions of shape-changing interfaces. While shape-change is currently receiving a lot of attention in Human–Computer Interaction (HCI) and interaction design, less attention has been given to the expressive qualities of such interfaces. The prototypes presented here focus on the immediate, aesthetic potentials of shape-change and illustrate the expressional diversity and richness of actuation. Aesthetic explorations can also help to identify radically new applicational uses of shape-change as a design modality.

    GHOST : exploring the subtleties 'of' and 'interaction with' shape-changing interfaces

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    This research explores how to design for the aesthetics of interaction with shape-changing interfaces from a phenomenological point of view. Using shape-change as both in- and output we want to explore it as a new layer of communication between (systems) of intelligent products and people. We envision that shape-change allows for a continuous action-perception loop in which for instance just noticeable differences can transform people's behavior and feelings. The research continuously works towards opening up the design opportunities of shape-change for expert designers and students. To this end we adopt a research through design approach that is supported with user studies to evaluate emergent interaction phenomena and patterns. The research will deliver a means to communicate about shape-change between designers, industry and end-users and create tools that allow for a high-level design of shape-change

    Morphino: A nature-inspired tool for the design of shape-changing interfaces

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    The HCI community has a strong and growing interest in shape-changing interfaces (SCIs) that can offer dynamic af- fordance. In this context, there is an increasing need for HCI researchers and designers to form close relationships with dis- ciplines such as robotics and material science in order to be able to truly harness the state-of-the-art in morphing technolo- gies. To help these synergies arise, we present Morphino: a card-based toolkit to inspire shape-changing interface designs. Our cards bring together a collection of morphing mechanisms already established in the multidisciplinary literature and illustrate them through familiar examples from nature. We begin by detailing the design of the cards, based on a review of shape-change in nature; then, report on a series of design sessions conducted to demonstrate their usefulness in generating new ideas and in helping end-users gain a better understanding of the possibilities for shape-changing materials

    A Characterization of Actuation Techniques for Generating Movement in Shape-Changing Interfaces

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    Abstract This article characterizes actuation techniques for generating movement in shape-changing displays with physically reconfigurable geometry. To date, few works in Human Computer Interaction literature provide detailed and reflective descriptions of the implementation techniques used in shape-changing displays. This hinders the rapid development of novel interactions as researchers must initially spend time understanding technologies before prototyping new interactions and applications. To bridge this knowledge gap, we propose a taxonomy that classifies actuator characteristics and simplifies the process for designers to select appropriate technologies that match their requirements for developing shape-displays. We scope our investigation to linear actuators that are used in grid configurations. The taxonomy is validated by (a) examining current implementation techniques of motorized, pneumatic, hydraulic, magnetic, and shape-memory actuators in the literature, (b) constructing prototypes to address limited technical details and explore actuator capabilities in depth, (c) describing a use-case scenario through a case study that details the construction of a 10 ? 10 actuator shape-display, and (d) a set of guidelines to aid researchers in selecting actuation techniques for shape-changing applications. The significance of our taxonomy is twofold. First, we provide an original contribution that enables HCI researchers to appropriately select actuation techniques and build shape-changing applications. This is situated amongst other past works that have investigated broader application scenarios such as a shape-changing vocabulary, a framework for shape transformations, material properties, and technical characteristics of various actuators. Second, we carry out in-depth investigations to validate our taxonomy and expand the knowledge of vertical actuation in shape-changing applications to enable rapid development
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