Rapid prototyping of physical user interfaces (original) (raw)
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TUIs, AR, gesture and voice recognition are just some of the ubiquitous computing (ubicomp) technologies that have quickly taken a centric place in our everyday lives. The vast surge of computing systems and commercial devices which use these technologies is increasing at a surprising rate. Hardware and software developers are quickly including innovations to supply the demand for new technology. However, very little has been done towards investigating plausible ways to integrate ubicomp technology in the design process. To obtain solutions that would fill the gap between the current development of tools and their integration in the design process will require research of not just the ubicomp technology, but also the design process, and the factors that determine when and if designers use techno-logical tools. This paper will consider the following questions: 1) What are the opportunities for integrating ubicomp technology in the design process? 2) What are the key components needed...
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Movements of interfaces can be analysed in terms of whether they are sensible, sensable and desirable. Sensible movements are those that users naturally perform; sensable are those that can be measured by a computer; and desirable movements are those that are required by a given application. We show how a systematic comparison of sensible, sensable and desirable movements, especially with regard to how they do not precisely overlap, can reveal potential problems with an interface and also inspire new features. We describe how this approach has been applied to the design of three interfaces: the Augurscope II, a mobile augmented reality interface for outdoors; the Drift Table, an item of furniture that uses load sensing to control the display of aerial photographs; and pointing flashlights at walls and posters in order to play sounds.
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The emergence of the ubiquitous computing paradigm in the early 1990s marked the beginning of a new era of computation in the workplace. Weiser envisioned a world in which we no longer focus our attention on a single box while we work with information; rather, the proliferation of small, powerful, connected computing devices would allow computation to "vanish into the background" .
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In this essay we will present a coherent way to create UbiComp applications. These are considered to consist of tangible objects, which carry the computing and networking technology required. By providing uniform abstractions and a supporting middleware, we treat objects as components of a UbiComp application. The component architecture is made directly visible and accessible via an Editor device that
The Interactive Workspaces project: experiences with ubiquitous computing rooms
IEEE Pervasive Computing, 2002
is a PhD candidate in the electrical engineering department at Stanford University and is one of the student leads in the interactive workspaces project. His research interests include genetic programming, computer networking, and computer graphics. He received a BA in computer science and a BS in electrical engineering and computer science from Cornell University, an MS in computer science from the University of Birmingham in England, and an MS in electrical engineering from Stanford University. Contact him at bjohanso@graphics.stanford.edu.
Emerging frameworks for tangible user interfaces
Ibm Systems Journal, 2000
For more than thirty years, people have relied primarily on screen-based text and graphics to interact with computers. Whether the screen is placed on a desk, held in one's hand, worn on one's head, or embedded in the physical environment, the screen has cultivated a predominantly visual paradigm of human-computer interaction. In this chapter, we discuss a growing space of interfaces in which physical objects play a central role as both physical representations and controls for digital information. We present an interaction model and key characteristics for such "tangible user interfaces," and explore these characteristics in a number of interface examples. This discussion supports a newly integrated view of both recent and previous work, and points the way towards new kinds of computationally-mediated interfaces that more seamlessly weave together the physical and digital worlds.