Journal articles on the topic 'Tangible user Interfaces, Interaction design'

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1

Shaer, Orit, Michael S. Horn, and Robert J. K. Jacob. "Tangible user interface laboratory: Teaching tangible interaction design in practice." Artificial Intelligence for Engineering Design, Analysis and Manufacturing 23, no. 3 (June 17, 2009): 251–61. http://dx.doi.org/10.1017/s0890060409000225.

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AbstractTangible interaction is an emerging field of human–computer interaction that links the digital and the physical worlds by embedding computation in physical artifacts and environments. This paper shares our experience teaching tangible interaction over the past 4 years in an interdisciplinary, project-based laboratory course at Tufts University. Although the course is offered through the Computer Science Department, it reflects the multidisciplinary nature of the field, merging product engineering practices with a design studio approach. With a diverse mix of students, this approach has fostered creativity and hands-on learning. Throughout the course students have created innovative interfaces that not only capture fundamental concepts of tangible interaction but also contribute novel techniques for supporting collaborative design. We discuss examples of student-created interfaces and illustrate the relationship between the methods employed in the course and the artifacts created. We also share our recommendations for implementing such a course in institutions with constraints similar to ours including a limited budget and minimal laboratory space.
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Iok Fong, Chau, Jorge C. S. Cardoso, and Gerald Vincent Estadieu. "Design Explorations for 3D-Printed Modular Markers for eXtended-Reality Tangible User Interfaces." International Journal of Creative Interfaces and Computer Graphics 13, no. 1 (January 1, 2022): 1–15. http://dx.doi.org/10.4018/ijcicg.311426.

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Various materials, objects, and sensors have been explored earlier for creating tangible user interfaces (TUIs). However, there is little work on 3D-printed TUIs based on visual markers for smartphone-based extended reality (XR) experiences. The combination of visual markers and smartphones results in cheap, accessible XR systems within reach of many people. Combined with 3D printing, it could foster do-it-yourself (DIY) projects for XR experiences, which may further expand and open-up possibilities for accessible and tangible interaction. This work explores the design space of modular 3D-printed tangibles for smartphone-based XR. The authors report the design exploration process, provide several interactive 3D-printed markers, and reflect on the resulting possibilities.
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De Bérigny Wall, Caitilin, and Xiangyu Wang. "InterANTARCTICA: Tangible User Interface for Museum Based Interaction." International Journal of Virtual Reality 8, no. 3 (January 1, 2009): 19–24. http://dx.doi.org/10.20870/ijvr.2009.8.3.2737.

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This paper presents the design and concept for an interactive museum installation, InterANTARCTICA. The museum installation is based on a gesture-driven spatially surrounded tangible user interface (TUI) platform. The TUI allows a technological exploration of environmental climate change research by developing the status of interaction in museum installation art. The aim of the museum installation is to produce a cross-media platform suited to TUI and gestural interactions. We argue that our museum installation InterANTARCTICA pursues climate change in an interactive context, thus reinventing museum installation art in an experiential multi-modal context (sight, sound, touch).
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Cardoso, Jorge C. S., and Jorge M. Ribeiro. "Tangible VR Book: Exploring the Design Space of Marker-Based Tangible Interfaces for Virtual Reality." Applied Sciences 11, no. 4 (February 3, 2021): 1367. http://dx.doi.org/10.3390/app11041367.

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Tangible User Interface (TUI) represents a huge potential for Virtual Reality (VR) because tangibles can naturally provide rich haptic cues which are often missing in VR experiences that make use of standard controllers. We are particularly interested in implementing TUIs for smartphone-based VR, given the lower usage barrier and easy deployment. In order to keep the overall system simple and accessible, we have explored object detection through visual markers, using the smartphone’s camera. In order to help VR experience designers, in this work we present a design space for marker-based TUI for VR. We have mapped this design space by developing several marker-based tangible interaction prototypes and through a formative study with professionals with different backgrounds. We then instantiated the design space in a Tangible VR Book which we evaluate with remote user studies inspired by the vignette methodology.
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Alvarado, Oscar, Vero Vanden Abeele, David Geerts, and Katrien Verbert. "Towards Tangible Algorithms: Exploring the Experiences of Tangible Interactions with Movie Recommender Algorithms." Proceedings of the ACM on Human-Computer Interaction 6, CSCW2 (November 7, 2022): 1–30. http://dx.doi.org/10.1145/3555757.

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Artificial Intelligence (AI) supports many of our everyday activities and decisions. However, personalized algorithmic recommendations often produce adverse experiences due to a lack of awareness, control, or transparency. While research has directed solutions on graphical user interfaces (GUIs), there are no explorations of Tangible User Interfaces (TUIs) to improve the experience with such systems, despite the valid existing academic arguments in favor of this exploration. Therefore, centering on transparency and control, we analyzed how 18 users of movie recommender systems perceived four different TUIs using individual co-design sessions and post-interview questionnaires. Through thematic analysis, we identified seven design considerations while designing TUIs to interact with algorithmic movie recommender systems: (1) Distinctions between TUIs and GUIs; (2) TUIs replacing predominant interfaces; (3) Preference for single-device TUIs; (4) The relevance of granular control for TUIs; (5) Apparent transparency limitations of TUIs; (6) TUIs and algorithmic social computing; and (7) Overview of specific design choices, including advantages and disadvantages of soft, hard, rounded, cubic, and humanoid interfaces. These findings inspired Recffy: the first functional TUI designed to enhance awareness and control in personalized movie recommendations. Based on this study, we propose the concept of Tangible Algorithms: TUIs dedicated to enhancing the interaction of algorithmic systems and their profiling processes or decisions in a specific context. Furthermore, we describe the relevance of tangible algorithms and design guidelines to promote them in diverse AI contexts. Finally, we invite the HCI and CSCW community to continue exploring tangible algorithms to address the interaction with algorithmic systems, including the collaborative and social computing dynamics they can promote in diverse AI contexts.
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Wilkinson, Alexander, Michael Gonzales, Patrick Hoey, David Kontak, Dian Wang, Noah Torname, Sam Laderoute, et al. "Design guidelines for human–robot interaction with assistive robot manipulation systems." Paladyn, Journal of Behavioral Robotics 12, no. 1 (January 1, 2021): 392–401. http://dx.doi.org/10.1515/pjbr-2021-0023.

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Abstract The design of user interfaces (UIs) for assistive robot systems can be improved through the use of a set of design guidelines presented in this article. As an example, the article presents two different UI designs for an assistive manipulation robot system. We explore the design considerations from these two contrasting UIs. The first is referred to as the graphical user interface (GUI), which the user operates entirely through a touchscreen as a representation of the state of the art. The second is a type of novel UI referred to as the tangible user interface (TUI). The TUI makes use of devices in the real world, such as laser pointers and a projector–camera system that enables augmented reality. Each of these interfaces is designed to allow the system to be operated by an untrained user in an open environment such as a grocery store. Our goal is for these guidelines to aid researchers in the design of human–robot interaction for assistive robot systems, particularly when designing multiple interaction methods for direct comparison.
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Islam, Zahid. "The Effect of Experience-Based Tangible User Interface on Cognitive Load in Design Education." International Journal of Virtual and Augmented Reality 4, no. 2 (July 2020): 1–13. http://dx.doi.org/10.4018/ijvar.2020070101.

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Inclusion of tangible user interfaces can facilitate learning through contextual experience, interaction with the provided information, and epistemic actions, resulting in effecting learning in design education. The goal of this study is to investigate how tangible user interface (TUI) affects design learning through the cognitive load. Extended reality-based TUI and traditional desktop-based GUI were utilized to deliver the same information to two groups of students. The NASA TLX tool was used to measure students' perceived cognitive load after receiving information through the two modalities. Contemporary design pedagogy, the potential use of XR, design cognition, today's design learners experience-oriented lifestyle were combined to provide a theoretical framework to understand how information delivery modalities affect design learning. The results reveal that the use of XR-based TUIs decreases cognitive load resulting in enhanced experience and effective learning in design studios.
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van den Hoven, Elise, and Ali Mazalek. "Grasping gestures: Gesturing with physical artifacts." Artificial Intelligence for Engineering Design, Analysis and Manufacturing 25, no. 3 (July 11, 2011): 255–71. http://dx.doi.org/10.1017/s0890060411000072.

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AbstractGestures play an important role in communication. They support the listener, who is trying to understand the speaker. However, they also support the speaker by facilitating the conceptualization and verbalization of messages and reducing cognitive load. Gestures thus play an important role in collaboration and also in problem-solving tasks. In human–computer interaction, gestures are also used to facilitate communication with digital applications, because their expressive nature can enable less constraining and more intuitive digital interactions than conventional user interfaces. Although gesture research in the social sciences typically considers empty-handed gestures, digital gesture interactions often make use of hand-held objects or touch surfaces to capture gestures that would be difficult to track in free space. In most cases, the physical objects used to make these gestures serve primarily as a means of sensing or input. In contrast, tangible interaction makes use of physical objects as embodiments of digital information. The physical objects in a tangible interface thus serve as representations as well as controls for the digital information they are associated with. Building on this concept, gesture interaction has the potential to make use of the physical properties of hand-held objects to enhance or change the functionality of the gestures made. In this paper, we look at the design opportunities that arise at the intersection of gesture and tangible interaction. We believe that gesturing while holding physical artifacts opens up a new interaction design space for collaborative digital applications that is largely unexplored. We provide a survey of gesture interaction work as it relates to tangible and touch interaction. Based on this survey, we define the design space of tangible gesture interaction as the use of physical devices for facilitating, supporting, enhancing, or tracking gestures people make for digital interaction purposes, and outline the design opportunities in this space.
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Frid, Emma. "Accessible Digital Musical Instruments—A Review of Musical Interfaces in Inclusive Music Practice." Multimodal Technologies and Interaction 3, no. 3 (July 26, 2019): 57. http://dx.doi.org/10.3390/mti3030057.

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Current advancements in music technology enable the creation of customized Digital Musical Instruments (DMIs). This paper presents a systematic review of Accessible Digital Musical Instruments (ADMIs) in inclusive music practice. History of research concerned with facilitating inclusion in music-making is outlined, and current state of developments and trends in the field are discussed. Although the use of music technology in music therapy contexts has attracted more attention in recent years, the topic has been relatively unexplored in Computer Music literature. This review investigates a total of 113 publications focusing on ADMIs. Based on the 83 instruments in this dataset, ten control interface types were identified: tangible controllers, touchless controllers, Brain–Computer Music Interfaces (BCMIs), adapted instruments, wearable controllers or prosthetic devices, mouth-operated controllers, audio controllers, gaze controllers, touchscreen controllers and mouse-controlled interfaces. The majority of the AMDIs were tangible or physical controllers. Although the haptic modality could potentially play an important role in musical interaction for many user groups, relatively few of the ADMIs (14.5%) incorporated vibrotactile feedback. Aspects judged to be important for successful ADMI design were instrument adaptability and customization, user participation, iterative prototyping, and interdisciplinary development teams.
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Wang, Chao-Ming, Shih-Mo Tseng, and Chen-Siang Huang. "Design of an Interactive Nostalgic Amusement Device with User-Friendly Tangible Interfaces for Improving the Health of Older Adults." Healthcare 8, no. 2 (June 19, 2020): 179. http://dx.doi.org/10.3390/healthcare8020179.

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To help older adults achieve active aging, an interactive device with tangible interfaces is proposed, which combines human–machine interaction techniques and older adults’ life experiences to provide three functions: nostalgia, leisure, and entertainment. Firstly, by a review of related theories and studies, principles for designing a desirable interactive device were established. Accordingly, a prototype device with an interactive game was constructed, which was then tested in a field experiment and improved according to the users’ opinions collected by interviews. Subsequently, in a second experiment the users’ and some experts’ feedback about the system’s usability and user interaction satisfaction was collected and analyzed, and found to be reliable and valid for further evaluations of the effectiveness of the proposed system, resulting in the following findings about the older adults who have played the game: the participants become more willing to use technological devices; involving them in the game creates positive aging effects; participants become more receptive to technology products; the participating older adults’ cognitive abilities are trained and their body exercises increased, creating sensory stimulation and health promotion effects; and considering users with cognitive impairments who have stress and difficulty operating the device, the system needs to be improved in the future.
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Jofre, Ana, Steve Szigeti, and Sara Diamond. "Materializing data." DAT Journal 1, no. 2 (December 27, 2016): 2–14. http://dx.doi.org/10.29147/2526-1789.dat.2016v1i2p2-14.

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The visualization of data elucidates trends and patterns in the phenomena that the data represents, and opens accessibility to understanding complicated human and natural processes represented by data sets. Research indicates that interacting with a visualization amplfies cognition and analysis. A single visualization may show only one facet of the data. To examine the data from multiple perspectives, engaged citizens need to be able to construct their own visualizations from a data set. Many tools for data visualization have responded to this need, allowing non-data experts to manipulate and gain insights into their data, but most of these tools are restricted to the computer screen, keyboard, and mouse. Cognition and analysis may be strengthened even more through embodied interaction with data, whether through data sculpture or haptic and tangible interfaces. We present here the rationale for the design of a tool that allows users to probe a data set, through interactions with graspable (tangible) three-dimensional objects, rather than through a keyboard and mouse interaction. We argue that the use of tangibles facilitates understanding abstract concepts, and facilitates many concrete learning scenarios. Another advantage of using tangibles over screen-based tools is that they foster collaboration, which can promote a productive working and learning environment.
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Antle, Alissa N., and Alyssa F. Wise. "Getting Down to Details: Using Theories of Cognition and Learning to Inform Tangible User Interface Design." Interacting with Computers 25, no. 1 (January 2013): 1–20. http://dx.doi.org/10.1093/iwc/iws007.

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Pietroni, Eva, Alfonsina Pagano, Luigi Biocca, and Giacomo Frassineti. "Accessibility, Natural User Interfaces and Interactions in Museums: The IntARSI Project." Heritage 4, no. 2 (April 4, 2021): 567–84. http://dx.doi.org/10.3390/heritage4020034.

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In a museum context, people have specific needs in terms of physical, cognitive, and social accessibility that cannot be ignored. Therefore, we need to find a way to make art and culture accessible to them through the aid of Universal Design principles, advanced technologies, and suitable interfaces and contents. Integration of such factors is a priority of the Museums General Direction of the Italian Ministry of Cultural Heritage, within the wider strategy of museum exploitation. In accordance with this issue, the IntARSI project, publicly funded, consists of a pre-evaluation and a report of technical specifications for a new concept of museology applied to the new Museum of Civilization in Rome (MuCIV). It relates to planning of multimedia, virtual, and mixed reality applications based on the concept of “augmented” and multisensory experience, innovative tangible user interfaces, and storytelling techniques. An inclusive approach is applied, taking into account the needs and attitudes of a wide audience with different ages, cultural interests, skills, and expectations, as well as cognitive and physical abilities.
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Ng, Yiing Y’ng, Chee Weng Khong, and Robert Jeyakumar Nathan. "Evaluating Affective User-Centered Design of Video Games Using Qualitative Methods." International Journal of Computer Games Technology 2018 (June 4, 2018): 1–13. http://dx.doi.org/10.1155/2018/3757083.

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In recent years, researchers and practitioners in the human-computer interaction (HCI) community have placed a lot of focus in developing methods and processes for use in the gaming field. Affective user-centered design (AUCD) plays an important role in the game industry because it promotes emotional and mental communication, hence improving the interaction modes between users and video games. This paper looks at the development of a suitable AUCD guideline to determine if the expressed emotion, semantics, and mental concept of a tangible and intangible video gaming interface are well received by its intended users. Approaching AUCD in video games requires investigating multiple data to obtain a reliable data especially when assessing and interpreting affect and emotion. They present a challenge due to many ambiguities related to affect definition and measuring affective emotion can be very tedious due to its complexity and unpredictability. In this paper, we describe the methods and techniques used to assess affective user-centered design in video games. We also discuss our approaches within the context of existing affective gaming and user-centered design theory and data gathering procedures, including the factors affecting internal and external validity and the data analysis techniques.
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Morreale, Fabio, Raul Masu, and Antonella De Angeli. "The Influence of Coauthorship in the Interpretation of Multimodal Interfaces." Wireless Communications and Mobile Computing 2019 (April 24, 2019): 1–12. http://dx.doi.org/10.1155/2019/9234812.

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This paper presents a model to codesign interpretively flexible artefacts. We present the case study of Beatfield, a multimodal system that allows users to control audiovisual material by means of tangible interaction. The design of the system was coauthored by individuals with different background and interests to encourage a range of difference interpretations. The capability of Beatfield to foster multiple interpretations was evaluated in a qualitative study with 21 participants. Elaborating on the outcome of this study, we present a new design model that can be used to stimulate heterogeneous interpretations of interactive artefacts.
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Vaucelle, Cati, and Hiroshi Ishii. "Play-it-by-eye! Collect movies and improvise perspectives with tangible video objects." Artificial Intelligence for Engineering Design, Analysis and Manufacturing 23, no. 3 (June 17, 2009): 305–16. http://dx.doi.org/10.1017/s0890060409000262.

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AbstractWe present an alternative video-making framework for children with tools that integrate video capture with movie production. We propose different forms of interaction with physical artifacts to capture storytelling. Play interactions as input to video editing systems assuage the interface complexities of film construction in commercial software. We aim to motivate young users in telling their stories, extracting meaning from their experiences by capturing supporting video to accompany their stories, and driving reflection on the outcomes of their movies. We report on our design process over the course of four research projects that span from a graphical user interface to a physical instantiation of video. We interface the digital and physical realms using tangible metaphors for digital data, providing a spontaneous and collaborative approach to video composition. We evaluate our systems during observations with 4- to 14-year-old users and analyze their different approaches to capturing, collecting, editing, and performing visual and sound clips.
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Sánchez, Alfredo J., Soraia S. Prietch, Silvia B. Fajardo-Flores, and Laura S. Gaytán-Lugo. "A tangible interface approach to the codesign of a literacy platform for deaf users." Avances en Interacción Humano-Computadora, no. 1 (November 30, 2022): 5. http://dx.doi.org/10.47756/aihc.y7i1.118.

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We report initial results of the codesign process of a software platform aimed to support the development of reading and writing skills among deaf students at the elementary level. This platform is one of the main outcomes set out for a broad multi-institutional, multi-disciplinary deaf literacy project. As one of the initial user research activities, we held a co-creation workshop with six deaf participants, one sign language interpreter, and four hearing researchers. In this workshop we explored the application of a design technique intended to enhance participation and communication by relying on low-tech tangible representations of interface components that can be combined to generate interaction designs. Through observation during the workshop and analysis of video recordings we have derived adaptations and adjustments to our approach for its application in upcoming codesign activities.
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Song, Meehae, Thomas Elias, Wolfgang Mueller-Wittig, and Tony K. Y. Chan. "Using the Chinese Calligraphy brush as a tangible user interface tool in virtual heritage scenarios." Computers & Graphics 29, no. 1 (February 2005): 41–48. http://dx.doi.org/10.1016/j.cag.2004.11.006.

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Lund, Henrik Hautop, and Patrizia Marti. "Physical and conceptual constructions in advanced learning environments." Interaction Studies 5, no. 2 (September 6, 2004): 271–301. http://dx.doi.org/10.1075/is.5.2.06lun.

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I-BLOCKS are an innovative concept of building blocks allowing users to manipulate conceptual structures and compose atomic actions while building physical constructions. They represent an example of enabling technologies for tangible interfaces since they emphasise physicality of interaction through the use of spatial and kinaesthetic knowledge. The technology presented in this paper is integrated in physical building blocks augmented with embedded and invisible microprocessors. Connectivity and behaviour of such structures are defined by the physical connectivity between the blocks. These are general purpose, constructive, tangible user interface devices that can have a variety of applications. Unlike other approaches, I-BLOCKS do not only specify a computation that is performed by the target system but perform at the same time the computation and the associated action/functionality. Manipulating I-BLOCKS do not only mean constructing physical or conceptual structures but also composing atomic actions into complex behaviours. To illustrate this concept, the paper presents different scenarios in which the technology has been applied: storytelling performed through the construction of physical characters exhibiting emotional states, and learning activities for speech therapy in cases of dyslexia and aphasia. The scenarios are presented; discussing both the features of the technology used and the related interaction design issues. The paper concludes by reporting about informal trials that have been conducted with children. It should be noted that, even if both trials represent application scenarios for children, the I-BLOCKS technology is in principle open to different kinds of applications and target users like, for example, games for adults or brainstorming activities.
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Kitagawa, Shingo, Shun Hasegawa, Naoya Yamaguchi, Kei Okada, and Masayuki Inaba. "Miniature Tangible Cube: Concept and Design of Target-Object-Oriented User Interface for Dual-Arm Telemanipulation." IEEE Robotics and Automation Letters 6, no. 4 (October 2021): 6977–84. http://dx.doi.org/10.1109/lra.2021.3096475.

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Fremont, Vincent Hocine Jean, Jens Eklinder Frick, Lars-Johan Åge, and Aihie Osarenkhoe. "Interaction through boundary objects: controversy and friction within digitalization." Marketing Intelligence & Planning 37, no. 1 (February 4, 2019): 111–24. http://dx.doi.org/10.1108/mip-04-2018-0135.

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Purpose The purpose of this paper is to analyze friction and controversies with interaction processes and their effects on forming new resource interfaces, through the lens of boundary objects. Design/methodology/approach The empirical setting consists of two organizations that are trying to enhance their competitive advantage through digitalization. During the process of data collection four different boundary objects were identified. The study illustrates how these boundary objects were characterized in terms of their modularity, standardization, abstractness and tangibility. This paper provides an analysis of how respondents perceived that the development of these boundary objects affected the creation of novel resource interfaces, and the resulting friction and controversy between new and old structures. Findings The study concludes that within a producer–user setting a focal boundary object will take on tangible and standardized properties, and the interaction process will expose friction in terms of both power struggles and resource incompatibilities. On the other hand, a boundary object’s modularity gives the actors central to the interaction room to maneuver and avoid resource incompatibilities and the development setting will hence be characterized by controversies. Originality/value The analysis indicates that the way individuals perceive boundary objects is central to interaction processes, answering calls for studies that investigate the role of objects within subject-to-object interaction.
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Hirokawa, Eleuda, and Kenji Suzuki. "Design of a Huggable Social Robot with Affective Expressions Using Projected Images." Applied Sciences 8, no. 11 (November 19, 2018): 2298. http://dx.doi.org/10.3390/app8112298.

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We introduce Pepita, a caricatured huggable robot capable of sensing and conveying affective expressions by means of tangible gesture recognition and projected avatars. This study covers the design criteria, implementation and performance evaluation of the different characteristics of the form and function of this robot. The evaluation involves: (1) the exploratory study of the different features of the device, (2) design and performance evaluation of sensors for affective interaction employing touch, and (3) design and implementation of affective feedback using projected avatars. Results showed that the hug detection worked well for the intended application and the affective expressions made with projected avatars were appropriated for this robot. The questionnaires analyzing users’ perception provide us with insights to guide the future designs of similar interfaces.
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Wang, Chao-Ming, Cheng-Hao Shao, and Cheng-En Han. "Construction of a Tangible VR-Based Interactive System for Intergenerational Learning." Sustainability 14, no. 10 (May 17, 2022): 6067. http://dx.doi.org/10.3390/su14106067.

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The recent years have witnessed striking global demographic shifts. Retired elderly people often stay home, seldom communicate with their grandchildren, and fail to acquire new knowledge or pass on their experiences. In this study, digital technologies based on virtual reality (VR) with tangible user interfaces (TUIs) were introduced into the design of a novel interactive system for intergenerational learning, aimed at promoting the elderly people’s interactions with younger generations. Initially, the literature was reviewed and experts were interviewed to derive the relevant design principles. The system was constructed accordingly using gesture detection, sound sensing, and VR techniques, and was used to play animation games that simulated traditional puppetry. The system was evaluated statistically by SPSS and AMOS according to the scales of global perceptions of intergenerational communication and the elderly’s attitude via questionnaire surveys, as well as interviews with participants who had experienced the system. Based on the evaluation results and some discussions on the participants’ comments, the following conclusions about the system effectiveness were drawn: (1) intergenerational learning activities based on digital technology can attract younger generations; (2) selecting game topics familiar to the elderly in the learning process encourages them to experience technology; and (3) both generations are more likely to understand each other as a result of joint learning.
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Rodriguez-Conde, Ivan, and Celso Campos. "Towards Customer-Centric Additive Manufacturing: Making Human-Centered 3D Design Tools through a Handheld-Based Multi-Touch User Interface." Sensors 20, no. 15 (July 30, 2020): 4255. http://dx.doi.org/10.3390/s20154255.

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Seeking a more flexible and efficient production, additive manufacturing (AM) has emerged as a major player in the industrial field, streamlining the fabrication of custom tangible assets by directly 3D printing them. However, production still takes too long due to printing, but also due to the product design stage, in which the customer works together with an expert to create a 3D model of the targeted product by means of computer-aided design (CAD) software. Skipping intermediate agents and making customers responsible for the design process will reduce waiting times and speed up the manufacturing process. This work is conceived as a first step towards that optimized AM model, being aimed at bringing CAD tools closer to clients through an enhanced user experience, and consequently at simplifying pre-manufacturing design tasks. Specifically, as an alternative to the traditional user interface operated with the keyboard and mouse duo, standard in CAD and AM, the paper presents a comprehensive multi-touch interaction system conceived as a customer-centric human-machine interface. To depict the proposed solutions, we adopt furniture manufacturing as a case study and, supported by a CAD-like software prototype for 3D modeling of custom cabinets introduced in a previous work of the authors, we assess our approach’s validity in terms of usability by conducting in-lab and remote user studies. The comparison between the designed multi-touch interaction and its desktop alternative yields promising results, showing improved performance and higher satisfaction of the end-user for the touch-based approach, that lay the groundwork for a smarter factory vision based on remotely-operated AM.
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Grabowski, Patrick J., Drew N. Rutherford, and Andrea H. Mason. "Modeling Prehension for Physical Collaboration in Virtual Environments." Presence: Teleoperators and Virtual Environments 20, no. 6 (December 1, 2011): 577–90. http://dx.doi.org/10.1162/pres_a_00083.

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The modeling of human movement is vital for a complete understanding of complex human–computer interaction. As three-dimensional collaborative tangible user interfaces (TUIs) evolve, research is needed to understand how people physically interact with each other within a virtual environment. Previous study of physical collaboration in virtual environments has utilized Fitts' law to model gross upper-extremity movement in a passing task. However, no study has modeled passing tasks that require precision grasp with the human hand, an important feature of human–computer interaction in TUIs. The purpose of this study was to evaluate the validity of Fitts' law in modeling movement time for a precision passing task in a 3D TUI, and to assess the coordination between passer and receiver using kinematic parameters. In this experiment, 12 participants (six male, mean age 22.6 years) performed a prehensile passing task within a desktop virtual environment. Results detail the kinematic events required to achieve the necessary temporal and spatial coordination specific to the passing task. Further, results indicate that Fitts' model does not adequately explain movement time for this task (R 2 = .51). This finding challenges the external validity of previous results. We argue that the task-specific complexity of human neuromotor control should be considered when using predictive models in 3D TUI design.
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Malhotra, Arushi, and Ranjana Dobriyal. "Fostering Interactions at Public Open Spaces. The Role of Physical Interface in Facilitating User Interactions in the UAE." Journal of Public Space, Vol. 6 n. 1 (April 30, 2021): 167–84. http://dx.doi.org/10.32891/jps.v6i1.1337.

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Over the past few decades, the importance of public open spaces has been substantially increased due to rapid urbanization and developments. Likewise, cities and communities in the Arab world are also going through urban transformation; driven by the global context in which cities are being reshaped along with the modernization of urban planning themes. Over the last 15 years, Dubai has emerged as one of the world’s fastest growing cities. It has been associated with the desire to build tall buildings as a statement of modernity, globalization, and economic prosperity, which lead to a rapid growth in population. This expansion has caused many environmental and urban planning challenges. Hasty urbanization, demographic, and economic growth alongside land privatization process has progressively changed the nature and theme of public open spaces within the UAE which in turn creates a gap between social life and community urban planning. The regeneration of public open spaces in cities of the UAE is a major issue as multiple factors must be taken into consideration during the design stages. This paper aims at understanding the role of physical interface of the public open spaces in context of UAE and its transformation over the years. These spaces act as a catalyst which accelerate this transformation of urban scenario and there by citizens life. Open places play an important role for bringing people closer and act as a socio-cultural entity for the sake of improving social life and interactivity. Social well-being arises from a sense of security, belonging, familiarity, support, cohesion, and integration of social groups, based on respect for different cultures, traditions, and backgrounds. Hence this research analyzes the influence of such tangible and intangible elements in the public open spaces, through which the social interaction happens and offers unprecedented experience to the users, visitors and urban community alike.
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Buchanan, George. "The usability of digital documents – A barrier to digital scholarship." International Journal of Humanities and Arts Computing 4, no. 1-2 (October 2010): 125–39. http://dx.doi.org/10.3366/ijhac.2011.0012.

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Documents of all forms have always been at the centre of research in the humanities and arts. As more literature becomes available electronically, the impact of the digital medium on reading and research also grows. This article provides a review of key research on the limitations of digital reading, spanning a twenty-year period. Most of this literature is from the computer science field of human-computer interaction. From this backdrop, this article reports the main findings of a series of detailed studies that have investigated the current difficulties and limitations of digital document reader software. These studies, all conducted in the last four years, demonstrate that there are major limitations in digital document reader software that impede a number of simple interactions between user and document. It is also demonstrated that the current problems with this software can be overcome through a re-design of the human-computer interface. Ultimately, the current shortcomings of digital document reader software are a major impediment to realising the full potential of digital humanities. However, there is ample scope to make tangible improvements and progress is urgently needed.
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Lopes, Laís, Ana Rodrigues, Diogo Cabral, and Pedro Campos. "From Monitoring to Assisting: A Systematic Review towards Healthier Workplaces." International Journal of Environmental Research and Public Health 19, no. 23 (December 3, 2022): 16197. http://dx.doi.org/10.3390/ijerph192316197.

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Long-term stress is associated with a decline in global health, affecting social, intellectual, and economic development alike. Although comprehensive action plans have been implemented to provide people access to mental health services and promote mental well-being, employees’ mental health generally takes second place to productivity and profit in business settings. This review paper offers an overview of the current interactive approaches used for relieving work-related stress associated with mental health. Results from the 38 included studies show that affective computing is used mainly for monitoring purposes and is usually combined with tangible interfaces that collect workers’ physiological changes. Although the ability to sense and predict employees’ affective states can potentially improve mental health in the workplace, there is a substantial disparity between monitoring one’s health and the delivery of practical interventions to mitigate stress found in the surveyed studies. Designing systems that capitalize on embodied interaction principles is paramount, especially in the post-pandemic context, as the concepts of physical and mental safety take on new meanings that must be consciously and carefully addressed, particularly in workplace settings. Finally, this paper highlights the main design implications for the effective implementation of interfaces to help mitigate stress in the workplace.
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Holmquist, Lars Erik. "The future of tangible user interfaces." Interactions 26, no. 5 (August 22, 2019): 82–85. http://dx.doi.org/10.1145/3352157.

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Carroll, Joanne, and Louise Hopper. "62 Engaging Older Adults in Co-Creating a Virtual Coaching Assistant (CAPTAIN) to Support Independent Living at Home." Age and Ageing 48, Supplement_3 (September 2019): iii1—iii16. http://dx.doi.org/10.1093/ageing/afz102.13.

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Abstract Background As population age increases (CSO, 2016), the CAPTAIN project aims to prevent premature or unnecessary transfer to long-term residential care by offering a safe environment where older adults can retain their autonomy, dignity and independence. CAPTAIN (Coach Assistant via Projected and Tangible Interface) will develop a virtual eCoaching assistant to facilitate independence in the home using augmented reality projections, voice and speech recognition, artificial intelligence and a user interface designed by older adults with their peers in mind. Methods Using Design Thinking and participatory research principles, older adults (n=10), caregivers (n=3) and healthcare professionals (HCPs) (n=2) co-create the CAPTAIN system with the research team. Co-creation occurs in cycles. Two co-design cycles use participatory workshops to identify older adults’ needs through discussion of typical older adult ‘personas’, examine how technology can support these needs and translate these outputs into system requirements. Four co-production cycles will evaluate CAPTAIN prototypes (hardware and software) to determine the effectiveness of personalised recommendations, usability and acceptability. The evaluation (involves additional caregivers, HCPs and stakeholder groups) combines observed CAPTAIN use, system-generated data, self-report measures, participatory group workshops and one-to-one interviews. Results Participants found the personas helpful in terms of generating conversation in the co-design sessions. They confidently described older adult needs, suggested where technology could provide useful support, and features they thought CAPTAIN should offer. Requirements across seven thematic areas (health, nutrition, physical and cognitive activity, accessibility, social interaction, education and safety) have now been sent to technical developers. Data from each cycle will continue to inform the development of CAPTAIN until system completion. Conclusion Participant contributions have ensured the continued development of an accessible, easy-to-use assistive technology system that will facilitate independent living and support older adults “…to do the things they want to do, when they want to do them”.
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Bong, Way Kiat, Weiqin Chen, and Astrid Bergland. "Tangible User Interface for Social Interactions for the Elderly: A Review of Literature." Advances in Human-Computer Interaction 2018 (2018): 1–15. http://dx.doi.org/10.1155/2018/7249378.

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The global population is ageing rapidly. The ageing population faces not only the risk of health-related problems but also the challenge of social isolation and loneliness. While mainstream technology is designed to improve daily life, elderly people’s unique needs are often neglected. These technology designs can be difficult for older adults to learn and use. Tangible user interface (TUI) gives physical form to digital information, with the aim of bridging the gap between the digital world and the physical world. Thus, it can be a more natural and intuitive interface for the older adults. The objective of this research is to review the existing research on TUI for enhancing the social interactions of elderly people. Results show that very little research has been published, given that the TUI concept was introduced 20 years ago. Our systematic literature review also resulted in several recommendations for future research, which includes getting elderly people involved in the process, from designing to evaluating the prototype and investigating the effect of TUI on older adults’ social interactions and health.
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Won, Hayoun. "Designs for Sensing Radiation: Deployment of a Tangible Interface and a Visual Projection Interface for User Interaction." Archives of Design Research 33, no. 2 (May 31, 2020): 57–71. http://dx.doi.org/10.15187/adr.2020.05.33.2.57.

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Shaer, Orit. "Tangible User Interfaces: Past, Present, and Future Directions." Foundations and Trends® in Human–Computer Interaction 3, no. 1-2 (2009): 1–137. http://dx.doi.org/10.1561/1100000026.

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Jeng, Taysheng, and Chia-Hsun Lee. "Tangible Design Media: Toward An Interactive CAD Platform." International Journal of Architectural Computing 1, no. 2 (June 2003): 153–68. http://dx.doi.org/10.1260/147807703771799157.

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This paper presents an interactive CAD platform that uses a tangible user interface to visualize and modify 3D geometry through manipulation of physical artifacts. The tangible user interface attempts to move away from the commonly used non-intuitive desktop CAD environment to a 3D CAD environment that more accurately mimics traditional desktop drawing and pin-up situations. An important goal is to reduce the apparent complexity of CAD user interfaces and reduce the cognitive load on designers. Opportunities for extending tangible design media toward an interactive CAD platform are discussed.
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Pyykkönen, Mikko, Jukka Riekki, Ismo Alakärppä, Ivan Sanchez, Marta Cortes, and Sonja Saukkonen. "Designing Tangible User Interfaces for NFC Phones." Advances in Human-Computer Interaction 2012 (2012): 1–12. http://dx.doi.org/10.1155/2012/575463.

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The increasing amount of NFC phones is attracting application developers to utilize NFC functionality. We can hence soon expect a large amount of mobile applications that users command by touching NFC tags in their environment with their NFC phones. The communication technology and the data formats have been standardized by the NFC Forum, but there are no conventions for advertising to the users NFC tags and the functionality touching the tags triggers. Only individual graphical symbols have been suggested when guidelines for advertising a rich variety of functionality are called for. In this paper, we identify the main challenges and present our proposal, a set of design guidelines based on more than twenty application prototypes we have built. We hope to initiate discussion and research resulting in uniform user interfaces for NFC-based services.
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Tellioğlu, Hilda, Lisa Ehrenstrasser, and Wolfgang Spreicer. "Multimodality in Design of Tangible Systems." i-com 11, no. 3 (November 2012): 19–23. http://dx.doi.org/10.1524/icom.2012.0033.

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AbstractIn this paper we present how we applied and analyzed multimodality in design of tangible communication systems for elderly. First we define six categories of multimodality (aural, visual, tactile, gesture, posture, and space), which we integrate in our design processes and design artifacts. We illustrate how user interaction has been established, especially when multimodality is central to our approach. We also discuss multimodal design in context of user experiences, user-centered design, and participatory design approaches. We show the added value and change of focus through multimodality in design processes. We analyze our findings before we conclude our paper.
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Reinschlüssel, Anke, Dmitry Alexandrovsky, Tanja Döring, Angelie Kraft, Maike Braukmüller, Thomas Janßen, David Reid, Estela Vallejo, Angelika Bikner-Ahsbahs, and Rainer Malaka. "Multimodal Algebra Learning: From Math Manipulatives to Tangible User Interfaces." i-com 17, no. 3 (December 19, 2018): 201–9. http://dx.doi.org/10.1515/icom-2018-0027.

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AbstractWhile manipulatives have played an important role in children’s mathematics development for decades, employing tangible objects together with digital systems in the classroom has been rarely explored yet. In a transdisciplinary research project with computer scientists, mathematics educators and a textbook publisher, we investigate the potentials of using tangible user interfaces for algebra learning and develop as well as evaluate a scalable system for different use cases. In this paper, we present design implications for tangible user interfaces for algebra learning that were derived from a comprehensive field study in a grade 9 classroom and an expert study with textbook authors, who also are teachers. Furthermore, we present and discuss the resulting system design.
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Henderson, S., and S. Feiner. "Opportunistic Tangible User Interfaces for Augmented Reality." IEEE Transactions on Visualization and Computer Graphics 16, no. 1 (January 2010): 4–16. http://dx.doi.org/10.1109/tvcg.2009.91.

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Bouabid, Amira, Sophie Lepreux, and Christophe Kolski. "Design and evaluation of distributed user interfaces between tangible tabletops." Universal Access in the Information Society 18, no. 4 (December 12, 2017): 801–19. http://dx.doi.org/10.1007/s10209-017-0602-4.

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Ishii, H., C. Ratti, B. Piper, Y. Wang, A. Biderman, and E. Ben-Joseph. "Bringing Clay and Sand into Digital Design — Continuous Tangible user Interfaces." BT Technology Journal 22, no. 4 (October 2004): 287–99. http://dx.doi.org/10.1023/b:bttj.0000047607.16164.16.

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Shaer, Orit, and Robert J. K. Jacob. "A specification paradigm for the design and implementation of tangible user interfaces." ACM Transactions on Computer-Human Interaction 16, no. 4 (November 2009): 1–39. http://dx.doi.org/10.1145/1614390.1614395.

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Takouachet, Nawel, Nadine Couture, Patrick Reuter, Pierre Joyot, Guillaume Rivière, and Nicolas Verdon. "Tangible user interfaces for physically-based deformation: design principles and first prototype." Visual Computer 28, no. 6-8 (April 19, 2012): 799–808. http://dx.doi.org/10.1007/s00371-012-0695-y.

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Kim, Mi Jeong, and Mary Lou Maher. "The impact of tangible user interfaces on spatial cognition during collaborative design." Design Studies 29, no. 3 (May 2008): 222–53. http://dx.doi.org/10.1016/j.destud.2007.12.006.

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König, Werner A., Roman Rädle, and Harald Reiterer. "Interactive design of multimodal user interfaces." Journal on Multimodal User Interfaces 3, no. 3 (February 19, 2010): 197–213. http://dx.doi.org/10.1007/s12193-010-0044-2.

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Back, Maribeth, Takashi Matsumoto, and Anthony Dunnigan. "Prototyping a tangible tool for design: Multimedia e-paper sticky notes." Artificial Intelligence for Engineering Design, Analysis and Manufacturing 23, no. 3 (June 17, 2009): 263–74. http://dx.doi.org/10.1017/s0890060409000237.

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AbstractModern design embraces digital augmentation, especially in the interplay of digital media content and the physical dispersion and handling of information. Based on the observation that small paper memos with sticky backs (such as Post-Its™) are a powerful and frequently used design tool, we have created Post-Bits, a new interface device with a physical embodiment that can be handled as naturally as paper sticky notes by designers, yet add digital information affordances as well. A Post-Bit is a design prototype of a small electronic paper device for handling multimedia content, with interaction control and display in one thin flexible sheet. Tangible properties of paper such as flipping, flexing, scattering, and rubbing are mapped to controlling aspects of the multimedia content such as scrubbing, sorting, or up- or downloading dynamic media (images, video, text). In this paper we discuss both the design process involved in building a prototype of a tangible interface using new technologies, and how the use of Post-Bits as a tangible design tool can impact two common design tasks: design ideation or brainstorming, and storyboarding for interactive systems or devices.
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Ghalwash, Atef Zaki, and Sara Khaled Nabil. "Organic User Interfaces: Framework, Interaction Model and Design Guidelines." International Journal of Ad hoc, Sensor & Ubiquitous Computing 4, no. 4 (August 31, 2013): 39–58. http://dx.doi.org/10.5121/ijasuc.2013.4404.

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MacLean, Karon E. "Haptic Interaction Design for Everyday Interfaces." Reviews of Human Factors and Ergonomics 4, no. 1 (October 2008): 149–94. http://dx.doi.org/10.1518/155723408x342826.

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This chapter sets about to provide the background and orientation needed to set a novice designer on his or her way to bringing haptics successfully into an interactive product. To define appropriate roles for haptic interaction, it is necessary to integrate a basic awareness of human capabilities on one hand and current device technology on the other. Here, I explore this integration by first summarizing the most salient constraints imposed by both humans and hardware. I then proceed to relate perceptual, motor, and attentional capabilities to a selection of emerging application contexts chosen to be relevant to contemporary design trends and opportunities. These include abstract communication and notification, augmentation of graphical user interfaces, expressive control, affective communication, and mobile and handheld computing.
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Everitt, Aluna, Anne Roudaut, Kasper Hornbæk, Mike Fraser, and Jason Alexander. "Investigating pointing performance for tangible surfaces with physical 3D targets." Proceedings of the ACM on Human-Computer Interaction 6, ISS (November 14, 2022): 617–39. http://dx.doi.org/10.1145/3567736.

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One of the most fundamental interactions –pointing– is well understood on flat surfaces. However, pointing performance on tangible surfaces with physical targets is still limited for Tangible User Interfaces (TUIs). We investigate the effect of a target’s physical width, height, and distance on user pointing performance. We conducted a study using a reciprocal tapping task ( n =19) with physical rods arranged in a circle. We compared our data with five conventional interaction models designed for 2D/3D tasks rather than tangible targets. We show that variance in the movement times was only satisfactorily explained by a model established for volumetric displays ( r 2 =0.954). Analysis shows that movement direction and height should be included as parameters to this model to generalize for 3D tangible targets. Qualitative feedback from participants suggests that pointing at physical targets involves additional human factors (e.g., perception of sharpness or robustness) that need to be investigated further to understand how performance with tangible objects is affected.
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Maquil, Valérie. "Towards Understanding the Design Space of Tangible User Interfaces for Collaborative Urban Planning." Interacting with Computers 28, no. 3 (March 16, 2015): 332–51. http://dx.doi.org/10.1093/iwc/iwv005.

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Uhrík, Martin, Alexander Kupko, Michaela Krpalová, and Roman Hajtmanek. "Augmented reality and tangible user interfaces as an extension of computational design tools." Architecture Papers of the Faculty of Architecture and Design STU 27, no. 4 (December 1, 2022): 18–27. http://dx.doi.org/10.2478/alfa-2022-0021.

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Abstract The paper envisions the use of Augmented Reality (AR) as an interactive and communication tool utilized in the architectural design research, education, and practice. It summarises the current knowledge and various applications of this immersive technology in both the theoretical and practical field and focuses on a particular type of the AR implementation – tangible user interfaces (TUI) – in a computational design context. The outcome of the research is an adaptation of the originally GRASS-GIS-powered Tangible Landscape tool into Grasshopper 3D environment, which is more accurate and suitable for the architectural design workflow with respect to 3D computation, algorithmic modelling and different scale management. The newly prototyped tool is reactive to the modifications of the physical model and projects the computed additional information on it in real time and thus can communicate with the designer or observer, which results in a more interactive, haptic man-machine interface. The projected and visualised data on the physical model are the outcome of the computing algorithm designed in Grasshopper that allows for a wide range of applications, including the visualisation of shadows and solar potential analysis and thus depicts the physical model in multiple dimensions. Furthermore, the article discusses the potential and further development of this tool as well as the possibilities of layering different AR technologies in the subsequent research.
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