Auflistung nach Schlagwort "Tangible User Interface"
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- WorkshopbeitragImproving UX and Productivity through TUIs in Work Environments(Mensch und Computer 2016 - Tagungsband, 2016) Zagel, Christian; Herpich, Stefan; Eskofier, Björn; Bodendorf, FreimutThis paper presents research in progress and describes the prototype and evaluation of an RFID-based tangible user interface with the target of enhancing user experience and productivity while working with a complex product management system of a sporting goods manufacturer. While results do not show significant improvements of the user experience criteria, it is possible to achieve a significant decrease in time required to complete given tasks.
- KonferenzbeitragEine Sandbox zur physisch-virtuellen Exploration von Ausgrabungsstätten(Mensch und Computer 2017 - Workshopband, 2017) Biefang, Kai; Kunkel, Johannes; Loepp, Benedikt; Ziegler, JürgenIn diesem Beitrag stellen wir die Archäologische Sandbox vor: Ein Tangible User Interface (TUI) mit dem archäologische Ausgrabungsstätten und dort gefundene Artefakte exploriert werden können. Das System zielt auf den Einsatz in Museen ab, die ihren Besuchern den Zusammenhang von ausgestellten Exponaten und der Ausgrabungsstätte näherbringen möchten, an der diese gefunden wurden. Den Kern des TUIs bildet eine mit Sand gefüllte Box, auf dessen Oberfläche eine geografische Karte projiziert wird. Durch das Graben im Sand an der richtigen Stelle werden Informationen zu an diesem Ort gefundenen Ausstellungsstücken abgerufen. Eine durchgeführte qualitative Interviewstudie bestätigt die intuitive Bedienbarkeit und die intrinsisch motivierenden Interaktionsmöglichkeiten des Systems.
- KonferenzbeitragTangible Interfaces Support Young Children’s Goal Interdependence(Mensch und Computer 2022 - Tagungsband, 2022) Li, Yanhong; Gao, Zhenhan; Egger, Sabrina; Mayer, Sven; Hussmann, HeinrichUnderstanding how to contribute to group work is challenging, especially for young children. To have a productive group process, we need to know the mechanism of positive interdependence, which is a fundamental element of successful collaboration. Unfortunately, although there are many suggestions for promoting positive interdependence with tangible technologies, there are few guidelines for structuring children’s interdependent collaboration. Therefore, we designed two tangible games, UnitRry and CollabMaze, using weak and strong goal interdependent designs. We conducted two user studies with 32 children. Our investigation revealed three main findings. First, weak and strong goal interdependent interfaces had high enjoyment and interdependence. Second, tangible interfaces help young children have more idea communication and need less time to solve the tasks. Finally, young children using tangible interfaces were more engaged in the tasks. In the long run, our results can improve the design of tangible interfaces for young children’s collaboration and help them have a better collaborative experience. Furthermore, our findings showed the value of tangible technologies compared with tablet applications in facilitating children’s collaboration.
- TextdokumentA Tangible Object for General Purposes in Mobile Augmented Reality Applications(INFORMATIK 2020, 2021) Rau, Linda; Horst, Robin; Liu, Yu; Dörner, Ralf; Spierling, UlrikeSmartphones and tablets are common technologies within today's private living environments. They are well-suited to serve as a platform for mobile Augmented Reality (AR). Tangible AR is a subclass of AR which includes tangible objects and can make interactions intuitive. With this, new options for human-computer interaction become available at home. Based on literature research and design rationale, we identify requirements that help to develop a tangible object which can intuitively be used as tangible user interface (TUI) for mobile AR applications. Users should be able to handle the tangible object comfortably. Additionally, it needs to be reliably trackable with today's tracking algorithms. The tangible object should also offer affordances to the users. We strive to develop a single, versatile object that is usable in different application scenarios at home. Our approach is to design a tangible object that combines different surfaces and shapes to offer various affordances and interaction possibilities. A physical instance of this object can be created with a 3D printer. We argue that this allows users to trigger actions intuitively in an AR environment or to manipulate virtual content.