Sunday, April 2, 2017

Designing Tangible Interaction - Response

Designing Tangible Interaction


It is good to follow principled design. This is making a decision based on some kind of collective wisdom about design rather than personal preference. Tangible user interfaces can be designed using complex sensor based data collection, conductive fabrics, mechanical devices and physical computing. Many installations of tangible interaction use an interactive space that uses sensors to track users behaviors and can also integrate tangible object in the space as well. Movements of the human body can provide direct input into interactive technologies. Our hand motion or even where our eyes look can be recorded motion data that can be can used to make physical object more interactive. Application areas with this technology could be in learning and education, domestic appliances, games, interactive music installations or instruments, museum installations, tools to support planning and decision making and health and fitness gyms. The four major design principles this article mentions are, tangibility and materiality, physical embodiment of data, bodily interaction and embeddedness in real spaces and contexts. This article also gave some really good questions to ask yourself when designing for tangible interaction. There where roughly 30 questions but out of those some that stood out to me as important where: Do people and objects meet and invite into interaction? How can the human body relate with the space? Can you communicate through your body movement? Are actions publicly available? Can you hand over control anytime and fluidly share an activity? These are all really important types of questions to ask yourself in order to make a successful design in tangible interaction.

Tangible Bits: Towards Seamless Interfaces between People, Bits and Atoms - Response

Tangible Bits: Towards Seamless Interfaces between People, Bits and Atoms.


Human Computer Interaction, or "Tangible Bits", enables users to be aware of background bits at the periphery of human perception using ambient display media such as light, sound, airflow and water movement in an augmented space. Tangible bits are used to bridge the gaps between both cyberspace and the physical environment. To create a background for human activities. We humans are now almost constantly wired to some form of tangible bits by always have cyberspace in out physical environment. This article raised an interesting question of how can we move past the graphic user interfaces (GUIs) that is shown on computers and other rectangular displays and make it all truly ubiquitous and invisible. A way to make this possible is by wireless networking combined with tangible user interfaces (TUIs). A form of TUI would be installing interactive surfaces into a living, teaching and meeting environment. This could be transforming each surface in an architectural space, (walls, ceilings, doors, windows) into an active interface between the physical and virtual worlds. To make cyberspace even more connected to the periphery of human perception, we can use ambient media which is the use of sound, light, airflow, and water movement for background interfaces to make all the technology feel and seem more natural to a user. The use of water in an ambient media of tangible interaction could be having a sink running and running your finger up and down the stream of water to change the temperature so that you can feel and have control of the heat of water at the same time just by touching it. This article ends with studies in all this information can allow users to grasp and manipulate foreground bits by coupling bits with physical objects, and enabling users to be aware of background bits at the periphery using ambient media in an augmented space. This is all really cool in understanding how we can merge technology into our everyday lives without even knowing it. The delivery of computation should be transparent in the future. The most common approach to augmented reality is by sending digital visual information to a head mounted display device or video projection. ClearBoard is a way to make architectural spaces more real virtual and interactive. A graspable user interface allows direct control of virtual objects through physical handles called "bricks". Bricks can be attached to virtual objects making a virtual reality more physical and graspable. LiveWire is a wire connected to a network of bits flowing through it and is tangibly interactive through motion, sound and even touch. ambientROOM is a graphically intensive interaction using light, shadow, sound, airflow and water flow as a means for communication information to the human perception. A cool question this made me think of is, how can you make a user feel rain through an augmented reality without getting wet? Using all these functions in an ambientROOM takes advantage of our brains natural abilities to work as a parallel processor and attention manager. This article mentions that the most compelling interface in spanning virtual and physical space is through optical stimulation using bits to manipulate light and shadows. However, GUIs still fall short of embracing the richness of human senses and skills people have developed through a lifetime of interaction with the physical world. 

Tangible User Interface for Children - An Overview - Response.

Tangible User Interface for Children - An Overview


This article starts off strong by stating technology should support their curiosities, their love of repetition and their need for control. Advances in ubiquitous computing, or "the method of enhancing computer use by making many computers available throughout the physical environment, but making them effectively invisible to the use." will bring a more heuristic learning environment to children. Ubiquitous computing is an integration of human factors, computer science, engineering and social sciences. All combine offer lots of stimulus to enhance the curiosity in children. Computers and networks are already encouraged in schools by governments. A very popular form of this is called Edutainment. This is a game-like educational environment which is fun to children. If kids can have fun then they can learn a lot easier. A way to make edutainment possible is by putting a tangible user interface (TUI) into the schools learning material. TUIs requires little time to learn how to use which benefits children learning. TUIs offer an alternative way of interaction which is fun for children. TUIs support trial and error activity and also support teamwork development and supply a fun social experience. This is all important because physical action benefits learning. Physical materials give rise to mental images which can then guide and constrain future problem solving. This is a great article in further understanding how technology can enhance our learning capability by stimulating the curiosity with TUI environments making learning more heuristic all around.

Interaction Design: What is it, and How can we use it? - Response.

Interaction Design: What is it, and How can we use it? 

Interaction design is about shaping digital things for people to use. It is the practice of designing interactive digital products, environments, systems and services. It connects the digital words to the human one. The concepts and principles are relatively the same in good interactive design. This article gave some great examples for some of these such as:
Motion, Space, Time, Sounds, Aesthetics, Space, Color, Typography, Contrast and Readability. These are all pretty self taught in understanding through New Media. There is a phycological way in which the brain can respond positively to color contrast, sounds, and all those examples to which can be put in an interactive product, environment, systems and services. Going over these concepts will definitely further ones understanding in interaction design. 

An Encompassing View on Tangible Interaction: A Framework: RESPONSE

An Encompassing View on Tangible Interaction:  A Framework:

This article talked about the design process in both digital and physical systems. It talked about a data centered view, an expressive movement centered view and space centered view in design. The Data centered view defines tangible user interfaces as utilizing physical representation and manipulation of digital data, offering interacting coupling of physical artifacts with computationally mediated digital information. The Expressive Movement centered view emphasizes bodily interactions with objects, exploiting the "sensory richness and action potential of physical objects", so that "meaning is created in the interaction. The Space centered view focuses on combining real space and real objects with digital displays or sound installations. Tangible interaction as we understand is giving physical form to digital information. To start designing something with tangible interaction, you must start with the frameworks. A framework systematically maps out an abstract design space with showing the human interaction experience in it. The framework should focus on the social interaction experience. The social interaction and collaboration is the most important feature of tangible interaction. There are four types of tangible interaction. 
These are: Tangible Manipulation, Spatial Interaction, Embodied Facilitation, and Expressive Representation. These are all good areas to study when attempting to expand the use of technological externalization. Externalization is if users can think and talk with or through objects, using them as props to act with. Are physical and digital representations seemingly naturally coupled? Willow glass is a great new invention where touchscreen flexible glass can be attached to any surface thus expanding ones technological mind with tangible manipulation working with spatial interaction. Refrigerators and table tops will be wirelessly connected to you phone making technology more ubiquitous in our everyday environment.