collecTable (original) (raw)
Related papers
Icandy: a tangible user interface for itunes
CHI'08 extended abstracts on Human factors in …, 2008
For more than half a century, musicians used artwork as a way of visually describing the contents of an album. "Cover art" attracts attention, reminds the listener of the contents, and when printed on the album cover, provides a tangible representation of the music that's easily used for organization and sharing. Over the past few decades, the benefits of the physical album "package" were lost as it changed from a 12 inch vinyl album to an electronic file and thumbnail image downloaded from an online music store. In this demonstration we present a tangible user interface called iCandy that restores the benefits of physical albums for the electronic music in the iTunes multimedia application and provides a method for easy access to recorded media. The system also includes several desktop visualizations that enhance the overall experience especially when dealing with large collections of music and video.
Presenting Physical Things Digitally: New Collecting Practices
2017
The motivations for collecting and the idiosyncrasies of physical and digital collections have been long studied. However, how they are presented in the digital space is an unresolved challenge. To help better understand this problem from a design perspective, we built Thinga.Me. Thinga.Me is a system which allows users to capture photographs of physical objects and then cut them out, place them into digital collections, and share them. By segmenting the object from the background the interface creates the illusion of a physical item, giving a sense of carrying your stuff with you in your pocket. Following two years of development, iteration and feedback, we discuss uses of the app and the implications it can have for changing the way we reflect on physical things in our lives. In particular, we focus on how digital collection are presented and displayed in a realistic way as a way of providing more meaning and helping shape users’ identities. Demonstrating the importance of visual ...
MusicCube: making digital music tangible
2005
To some extent listening to digital music via storage devices has led to a loss of part of the physical experience associated with earlier media formats such as CDs and LPs. For example, one could consider the role of album covers in music appreciation. Previous efforts at making music interaction more tangible have focused mainly on access issues. A case study is presented in which several content attributes of Mp3 formatted music as well as control access are made more visible and tangible. Play lists, music rhythm, volume, and navigational feedback were communicated via multicolored light displayed in a tangible interface. Users were able to physically interact with music collections via the MusicCube, a wireless cube-like object, using gestures to shuffle music and a rotary dial with a button for song navigation and volume control. Speech and non-speech feedback were given to communicate current mode and song title. The working prototype was compared to an Apple iPod, along the dimensions of trust, engagement, ergonomic and hedonic qualities, and appeal. Subjects rated the MusicCube higher on scales associated with hedonic qualities, while the iPod was preferred for ergonomic qualities. Results on trust measures were found to correlate with ergonomic qualities, while sense of engagement related to hedonic aspects. Subjects generally valued the expressive and tangible interaction with music collections. Next design steps will focus on increasing ergonomic aspects of the MusicCube while maintaining a high hedonic rating.
The digital age has led to the advent of electronic collections with millions or even billions of items. This paper examines the types of interfaces that are emerging for large-scale collections, specifically addressing what a large collection looks like online, and how it can be managed by users. In examining these questions, we propose some features that we feel are universally desirable in interfaces to collections. Overall, there appear to be two sets of features that help users effectively use and sort online content: tools to view, organize and navigate collections; and tools to customize and manage user-created sub-collections.
Physical Playlist: Bringing Back the Mix-Tape
Lecture Notes in Computer Science, 2015
To those of a certain age the concept of the mix-tape holds fond memories, and generally not of the musical content they contained, but rather the emotional and physical connection they represented with either its creator or recipient. They provided an embodiment of the time and effort it its creation and thus presented the same qualities of other handmade gifts. The advent of digital content, and particularly the mp3, for storage and streaming meant that audio content could be shared more quickly and easily than ever before. However, the creation of a digital playlist does not embody the same qualities present in a mix-tape and thus has not gained the same cultural significance. This research re-imagines the mix-tape for digital content as physical customizable jewellery that can once again embody values not generally attributed to digital content. Through a discussion of the design process and the results of preliminary evaluation, the potential benefits on the user experience of sharing digital content through physical objects have been highlighted.
2014
Abstract--Modern Information Science deals with tasks which include classifying, searching and browsing large numbers o f digital objects. The problem today is that our computerized tools are poorly adapted to our needs as they are often too formal: we illustrate this matter in the first section of this article with the example of multimedia collections. We then propose a software tool, ReCollection, for dealing with digital collections in a less formal and more sustainable manner. Finally, we explain how our software design is strongly backed up by both artistic and psychological knowledge concerning the ancient human activity of collecting, which we will see can be described as a metaphor for categorization in which two irreducible cognitive modes are at play: aspectual similarity and spatio-temporal proximity.
Tangible needle, digital haystack
Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction, 2013
This paper presents the design process of a desk-set tangible user interface for the navigation and manipulation of media content organized by content-based similarity with offthe-shelf/flea market devices. For intra-media navigation, a refurbished portable vinyl player has its inside mechanics replaced by a webcam monitoring circular gray code analyzed through computer vision for position/speed tracking. For inter-media navigation, a 3D force-feedback controller is mounted in upright position on a truss with cell clamps, repurposed as trackpad. For media recomposition, motorized faders recall the effect presets of the closest/last selected media item.