Auflistung nach Schlagwort "tangible interaction"
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- ZeitschriftenartikelBegreifbare Learning Environments - A Framework of Interaction Design for Reflective Experience(i-com: Vol. 17, No. 3, 2018) Robben, Bernard; Herzig, Bardo; Klar, Tilman-Mathies; Schelhowe, HeidiWe propose a framework of Interaction Design for Reflective Experience (RED). “Begreifbare” (graspable, in the sense of tangible and comprehensible) learning environments embody a designed experience that combines abstraction and concreteness, perception and cognition, and thus emphasizes both the impact of tangible, embodied interactions and the importance of symbols and signs for reflective experience. Our framework is based on the categories of space and experience, model and reflection.
- KonferenzbeitragCarpet Tiles Interactive and Modular Carpets to Support International Students in Shared Dorms to Feel at Home(Mensch und Computer 2021 - Tagungsband, 2021) Breunig, Julien; Arias, Paola Stephania Calderón; Mudavanhu, Phillip; Syal, Abhay; Schulte, Britta; Hornecker, EvaMoving to another country to study can be daunting and is connected to practical and emotional challenges. Here we present the results of an exploratory study on how smart textiles could be used to support international students in student housing to feel at home. We undertook seven situated interviews. Based on three key findings - the importance of social connections, cultural elements (food and carpets) and the limited duration of stay – the concept of a modular carpet with different interactive elements was developed. The carpet offers a social space, where students can spend time with friends. Its modularity allows personalization to the available space and room layout. With a proof of concept prototype we aim to open up a design space for tangible (textile) interventions.
- KonferenzbeitragDesigning human-god interfaces(Mensch und Computer 2020 - Tagungsband, 2020) Hemmert, Fabian; Bell, Andreas; Glöß, Miriam; Klaiß, Maximilian; Kurm, Katharina; Linde, Ina van der; Neumann, Kathrin; Orak, Gürkan; Sommer, Katlin; Dui, Thanh Ta; Wagner, Paulina; Weier, Becky; Zalesak, MichaelIn this paper, we report the results from the `Human-God Interfaces' project, which aimed to redesign traditional Catholic rituals, based on the principles of Tangible Interaction. Seven prototypes are presented. We discuss our learnings from the design process, highlighting how all prototypes follow the same recipe of incorporating a Catholic belief into a well-known everyday object and adding an `unknowable' element.
- KonferenzbeitragEliciting tangible and gestural user interactions with and on a cooking pan(Mensch und Computer 2020 - Tagungsband, 2020) Beruscha, Frank; Mueller, Katharina; Sohnke, ThorstenEmbedding computational capabilities in everyday objects enables novel interaction concepts that are seamlessly integrated in users’ everyday tasks. We conducted an elicitation study to investigate how subjects use a pan to control functions related to cooking. The primary focus of the study was to identify whether the elicited proposals tend towards tangible (i.e. moving or rotating the pan) or gestural (i.e. tapping or swiping on the pan handle) interactions. We present an analysis of over 500 interaction proposals from 20 subjects. While priming and used pan handle did not affect the amount or type of elicited interactions, we found statistically significant differences for different types of task. While pan interaction is suitable for controlling cook top temperature, subjects have a rejecting attitude towards using a pan to interact with the cooker hood or a digital cookbook.We derive recommendations for when and how to interact with a pan during the cooking process.
- KonferenzbeitragExtending Augmented Sandboxes with Virtual Reality Interaction(Mensch und Computer 2017 - Workshopband, 2017) Stabbert, Timo; Fröhlich, Thomas; Alexandrovsky, Dmitry; Malaka, RainerAugmented sandboxes are often used as educative tools to create, explore and understand complex models. For the use case of a water cycle simulation, we extend the interaction space of augmented sandboxes into virtual reality to overcome limitations of current systems that include non-interactive 2D projections and shadow problems. We present our ongoing research and the prototypical setup of our VR sandbox consisting of a triple Kinect setup, depth sensing, VR, and hand tracking using Leap Motion. The setup shall help us to explore the space of haptic redirection. Further, we discuss our water cycle simulation use case and interaction scenarios that facilitate VR interaction and visualization.
- ZeitschriftenartikelMultimodality in Design of Tangible Systems(i-com: Vol. 11, No. 3, 2012) Tellioğlu, Hilda; Ehrenstrasser, Lisa; Spreicer, WolfgangIn 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.
- WorkshopbeitragSketching with Hardware: A course for teaching Interactive Hardware Prototyping to Computer Science Students(Mensch und Computer 2019 - Workshopband, 2019) Schmid, Andreas; Wimmer, RaphaelSketching with Hardware is an undergraduate university course with the goal to teach students how to build prototypes for tangible user interfaces. Goals of this course are to create awareness for tangible interaction among students and prepare them to realize advanced projects like bachelor’s and master’s theses in this field. In this paper, authors share their experience teaching the concepts of tangible interaction, electronics and prototyping to computer science students in a two week course. The course’s content, structure and goals are explained, and needed material and infrastructure are described. The long-term effect of the course has been evaluated by conducting a survey among former participants.
- muc: kurzbeitrag (poster)Tangible Twitter Search: A Multiuser Multitouch Tabletop Interface(Mensch & Computer 2013: Interaktive Vielfalt, 2013) Lingnau, Andreas; Hornecker, Eva; Coyle, KenethSocial Media has become an integral part of our society that is no longer limited to private exchange and contacts but has also grown into business and commercial application and even culture and learning. Nevertheless, the representation of information is a crucial part and is currently dominated by chronological representations that can be found in Twitter, Facebook, Google+ and the like. Although these interfaces are usually offering dedicated filtering mechanisms and sorting, there is a potential for using information from social media platforms in various contexts that have different requirements than a chronological order, such as reviewing posts about social events (e.g. concerts, museum exhibitions or festivals) which can be distributed over a longer period. In this paper we present a prototype and some use case examples of a search term based, multi-user enabled visualisation of twitter postings.
- KonferenzbeitragUsing Commercial Children's Smart Pens for Prototyping Interactive Science Communication Media in the Digital Transformation of Production(Mensch und Computer 2023 - Tagungsband, 2023) Brauner, Philipp; Schmeckel, Tim; Vervier, Luisa; Liehner, Gian Luca; Ziefle, MartinaThe Tiptoi smart pen has a huge fan following among children and their parents. Interacting with the pen makes it easy to see why: the pen has been designed to help children learn and explore complex information about a vast array of topics, from farms to learning about the human body. This work examined whether the Tiptoi pen could be similarly used to communicate science to the general public, taking a research project on the digital transformation of production as an example. Following an iterative design approach, we created an interactive book that allows self-directed engagement with the general research motivation, partners, and objectives of the project. Building on a SWOT analysis, we conducted qualitative semi-structured interviews with four subjects to evaluate the prototype. The evaluation was generally positive. Participants recognized the playful and appealing design, and the vivid and tangible knowledge transfer as strengths but were unhappy with the pen’s toy-like appearance. They also identified potential functions such as real factory sounds and narrative techniques to enhance storytelling as opportunities and mobile learning apps and virtual reality applications as threats. The article concludes with alternative use cases for smart pens and actionable implementation guidelines.