Showing posts with label interaction. Show all posts
Showing posts with label interaction. Show all posts

Monday, 14 May 2012

Introduction to the special issue on interaction beyond the desktop

After coming back from CHI2012 in Austin I found my paper copy of the April 2012 issue of IEEE Computer magazine in my letter box. This is our special issue on interaction beyond the desktop. Having the physical copy is always nice (it is because I probably grew up with paper magazines ;-).

This guest editors’ introduction [1] is an experiment as we include photos from all papers on the theme. The rational is, that probably most people will not have the paper copy in their hand. When having the digital version the overview of the papers is harder to manage, that is why we think including the photos helps to make readers curious to look at the papers in the issue. Please let us know if you think this is a good idea…

[1] Albrecht Schmidt and Elizabeth Churchill. Interaction Beyond the Keyboard. IEEE Computer, April 2012, pp. 21–24. (PDF). Link to the article in Computing Now.

Monday, 11 July 2011

cfp: IEEE Special Issue on Interaction Beyond the Keyboard

IEEE Computer will have a special issue on "Interaction beyond the Keyboard" ... and till Nov 1st 2011 you still have a chance to submit :-)

--- from the call (http://www.computer.org/portal/web/computingnow/cocfp4) ---
Final submissions due: 1 November 2011
Publication date: April 2012

IEEE Computer seeks submissions for an April 2012 special issue on interaction beyond the keyboard.

Interaction with computers has become an integral part of daily life for most people. When making a phone call, listening to music, taking a photo, getting money from an ATM, or driving a car, we operate computer systems with complex functionalities. As technologies progress, the proliferation of computing technologies increases, and simple user interfaces and ease of use are becoming key success factors for a wide range of products.

Although the keyboard and mouse are still the dominant user interfaces in home and office environments, with the massive increase in mobile device usage and the many new interaction technologies available, the way we interact with computers is becoming richer and more diverse. Touch-enabled surfaces, natural gestures, implicit interaction, and tangible user interfaces mark some of these trends.

The overall goal of interaction beyond the keyboard is to create natural and intuitive forms of human-computer interaction that make it easier for people to achieve their goals while using computers as tools.

For this special issue, we seek original research that describes groundbreaking new devices, methods, and approaches to human-computer interaction in a world of ubiquitous computer use. In particular, we're looking for exciting work that is concerned with the following topics:
  • interactive surfaces and tabletop computing;
  • mobile computing user interfaces and interaction while on the go;
  • tangible interaction and graspable user interfaces;
  • embedded user interfaces and embodied interaction;
  • natural interaction and gestures; and
  • user interfaces based on physiological sensors and actuators.
Articles should be understandable to a broad audience of computing science and engineering professionals. The writing should be practical and original, avoiding a focus on theory, mathematics, jargon, and abstract concepts. All manuscripts are subject to peer-review on both technical merit and relevance to Computer's readership. Accepted papers will be professionally edited for content and style.

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please see: http://www.computer.org/portal/web/computingnow/cocfp4

Monday, 7 March 2011

Interesting touch technology: PhotoelasticTouch

Hideki Koike talked at the Symposium on Interaction with Smart Artifacts in Tokyo. One of the examples he showed is the PhotoelasticTouch technology. The idea is to use a transparent gel and the effect of photoelasticity to detect interaction on a surface, see [1] for details. [2] give a brief overview (the picture below is taken from this publication).
There is a nice youtube videp the shows the concept very well: http://www.youtube.com/watch?v=RJaEg0xB98E

[1] Toshiki Sato, Haruko Mamiya, Hideki Koike, and Kentaro Fukuchi. 2009. PhotoelasticTouch: transparent rubbery tangible interface using an LCD and photoelasticity. In Proceedings of the 22nd annual ACM symposium on User interface software and technology (UIST '09). ACM, New York, NY, USA, 43-50. DOI=10.1145/1622176.1622185 http://doi.acm.org/10.1145/1622176.1622185

[2] One page abstract: http://www.vogue.is.uec.ac.jp/PET/photoelasticTouch1Page.pdf

Tuesday, 25 January 2011

TEI2011 Keynote: Bounce Back by Gilian Crampton Smith

Gilian Crampton Smith is one of the people that massively influenced the field of interaction design from the very beginning. She is currently working in Venice: www.interaction-venice.com. Nearly 20 years back in London Durrell Bishop was one of her students. She pointed out that the central insight of the early work was "We know how to control objects by physical means". This insight has since become a basic motivation for tangible interfaces and embodied interaction. Closely linked to this is the complexity of interaction. To me one great point with designing tangible user interfaces is that you are forced to come up with a simple solution. Overall the argument was that embodied interaction works because it draws on knowledge we have. An example is that two physical things cannot be in exactly the same place and another one is that things stay where they are if there is no force moving them. There are clear limitations to the interaction with physical objects that give indications how to use it; she referenced a paper on an exploration of physical manipulation [1].

As one example Gilian showed the marble answering machine concept video from 1992. To me this video is a great example that shows the power of a concept video. Using a simple animation in this concept video enables viewers to understand the idea and interactions very quickly. I like the simplicity and clarity of this video - it would be very useful for teaching. Hopefully it will made publicly available; see below the bad-quality copy I took with my mobile. A good quality version ist at http://vimeo.com/19930744

One interesting point was a reflection on the shortcomings of the traditional view of interaction being based on input and output. Gilian argued that output should be separated in feedback and results. Input is categorized in according the interaction required, such as simple (e.g. text, minimal movement), medium (e.g. GUI), maximum (e.g. musical instrument, movement of the whole body). The feedback is related to the sense human have, and includes modalities such as visual, auditory, tangible, kinesthetic, proprioception. Results are related to feedback but are oriented on the outcome. Results may be visual (e.g. symbolic, words, icon, films); auditory (e.g. sounds, words or music) or physical such as touch (e.g. massage machine) or movement.

Gilian went on to the question: "Why aren't tangible, embedded and embodied interfaces out there in our everyday world?" For me the most important answer she gave is that it is hard to do them. It is very difficult to created sensor based interaction in a way that users understand it and that it feels natural to use. Counter examples where people got it wrong are those many lights that go on when you are already half way up the stairs or the automatic doors where people wave their hands in order to open them. As much of the interaction technology in such systems is not visible people have a hard time figuring out how things work. Based on their (incomplete) experience base on a few interactions they will create their mental modal … which is often wrong and potentially leads to frustration. A further point she made is that creating physical interactive objects and things is difficult and involves a lot of different skills. In combination with the function it is difficult to get the aesthetics right. One very good example is how hard it is to the aesthetics of feel is right, as it includes a well balanced design taking into account touch, weight, balance, movement, and sound. Overall this requires a great passion for detail to get the quality of engineering right; Gilians examples for this was the AUDI advert where an Engineer opens and closes the car door and listens carefully. I think I have seen in 8 years back in the UK as part of the ad-campain "Vorsprung durch Technik". If anyone has a link to a copy please post it.

When I was in 2002 (or around this time) visiting her at Ivrea near Torino I was very much impressed by the creativity and inventiveness. In her talk she explained one approach to teaching I really like. The students get a device (e.g. an alarm clock, answering machine) without manual with the task to figure out how it works. While exploring the functionality they film themselves. Based on this they reflect on the design and then go on to do a completely new design for a device with a similar functionality (with the constraint that it cannot have buttons).

I like a reference to something Bruce Steering wrote. In short it basically says research is like crime; you need Means, Motivation and Opportunity.

Some further example she showed:
  • A communication device based candle: ceramic liaison. It is a bi-directional 1-bit communication device, that is esthetically pleasing. The state of the candle (real wax with fire) on either side is reflected by lighting up some ceramics on the other side.
  • A full body experience interaction device for controlling games: Collawobble. Using two bouncing balls a packman game can be controlled. One user controls with the bouncing X and the other Y.
update:
Ellen Do posted 2 clips that were shown in the keynote and suggested a further one: http://www.youtube.com/watch?v=oS6pwQqSY70

the marble answering machine video on http://vimeo.com/19930744

[1] Andrew Manches, Claire O'Malley, and Steve Benford. 2009. Physical manipulation: evaluating the potential for tangible designs. In Proceedings of the 3rd International Conference on Tangible and Embedded Interaction (TEI '09). ACM, New York, NY, USA, 77-84. DOI=10.1145/1517664.1517688 http://doi.acm.org/10.1145/1517664.1517688

Monday, 24 January 2011

TEI growing up, Dinner with Hiroshi Ishii and Don Norman

This is now the 5th TEI conference and it has about 300 people attending. It is still a very young community, with many students attending, but also the "big names" are at the conference. When Brygg and I started with a small conference in 2007 (in Baton Rouge) and 2008 (in Bonn) we considered there is a need for tangible and embedded interaction work to find a venue but we did not expect that the community was growing so rapidly. Looking at the presentations and contributions show at this year's conference it is clear that the conference is growing up - without losing its exciting mix of contributions.

It is great to talk to Don Norman and Hiroshi Ishii over dinner and seeing them engaging with this young community. They both have made major contributions to this community and have inspired my personal research some 10 years back. If you have not done so I recommend to read some of their early contributions, such as Hiroshi's CHI1997 paper [1,2] and Don's invisible computing book [3,4]. Both have published and publish many interesting articles and books which are central to the HCI literature, check out their web pages: Hiroshi Ishii and Don Norman.

[1] Ishii, H. and Ullmer, B., "Tangible Bits: Towards Seamless Interfaces between People, Bits and Atoms," Proceedings of Conference on Human Factors in Computing Systems (CHI '97), ACM, Atlanta, March 1997, pp. 234-241.

[2] Fitzmaurice, G., Ishii, H., Buxton, W., "Bricks: Laying the Foundations for Graspable User Interfaces," Proceedings of Conference on Human Factors in Computing Systems (CHI '95), ACM, Denver, May 1995, pp. 442-449.

[3] Donald Norman, The Invisible Computer. 1998, Cambridge MA, MIT Press

[4] Donald Norman, The design of Everyday Objects, 2002 Basic Books (Perseus)

Friday, 23 April 2010

Sharing your Alarm Clock Settings and Interaction

We recently discussed more ideas on sharing alarm clock settings and sharing of the interaction with the alarm clock. Conceptually we have created a design some years back: the networked alarm clock that we published at the 3AD conference [1]. 2008 there was a interesting paper at CSCW that look in more detail what such designs can enable for group communication [2].

As many people (and I heard that the most used function on a phone is the alarm clock) use their phone as their alarm clock it could be the right time to put some of these idea into reality...

[1] Schmidt, A. 2006. Network alarm clock (The 3AD International Design Competition). Personal Ubiquitous Comput. 10, 2-3 (Jan. 2006), 191-192. DOI= http://dx.doi.org/10.1007/s00779-005-0022-y

[2] Kim, S., Kientz, J. A., Patel, S. N., and Abowd, G. D. 2008. Are you sleeping?: sharing portrayed sleeping status within a social network. In Proceedings of the 2008 ACM Conference on Computer Supported Cooperative Work (San Diego, CA, USA, November 08 - 12, 2008). CSCW '08. ACM, New York, NY, 619-628. DOI= http://doi.acm.org/10.1145/1460563.1460660

Thursday, 5 November 2009

Tangible, Embedded, and Reality-Based Interaction

Together with Antonio's group we looked at new forms of interaction beyond the desktop. The journal paper Tangible, Embedded, and Reality-Based Interaction [1] gives overview and examples of recent trends in human computer interaction and is a good starting point to learn about these topics.

Abstract: Tangible, embedded, and reality-based interaction are among novel concepts of interaction design that will change our usage of computers and be part of our daily life in coming years. In this article, we present an overview of the research area of tangible, embedded, and reality-based interaction as an area of media informatics. Potentials and challenges are demonstrated with four selected case studies from our research work.

[1] Tanja Döring, Antonio Krüger, Albrecht Schmidt, Johannes Schöning: Tangible, Embedded, and Reality-Based Interaction. it - Information Technology 51 (2009) 6 , S. 319-324. (pdf)
http://www.it-information-technology.de/

Thursday, 14 May 2009

Rubber-like stretchable display

Jörg just sent me a link on a rubber-like stretchable display that is published in Nature Material. There is a previous press release with some photos [2]. This is a significant step towards new nteractive devices, such as the one suggested in the GUMMI project [3].

[1] Stretchable active-matrix organic light-emitting diode display using printable elastic conductors, Tsuyoshi Sekitani et al., Nature Materials, doi: 10.1038/nmat2459
http://www.nature.com/nmat/journal/vaop/ncurrent/abs/nmat2459.html

[2] http://www.ntech.t.u-tokyo.ac.jp/Archive/Archive_press_release/press_stretchable/documents/press_release_en.pdf

[3] Schwesig, C., Poupyrev, I., and Mori, E. 2004. Gummi: a bendable computer. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (Vienna, Austria, April 24 - 29, 2004). CHI '04. ACM, New York, NY, 263-270. DOI= http://doi.acm.org/10.1145/985692.985726