1 The case of sculpting atmospheres: towards design principles for expressive tangible interaction in control of ambient systems Pers Ubiquit Comput (2007)

Slides:



Advertisements
Similar presentations
Cognitive-metacognitive and content-technical aspects of constructivist Internet-based learning environments: a LISREL analysis 指導教授:張菽萱 報告人:沈永祺.
Advertisements

Benchmarking Industry – Science Relationships Based on the OECD report, March 2002 Presented by: Inês Costa Vanessa Figueiredo.
Object-Oriented Analysis and Design
CONCLUSIONS and SUGGESTIONS. The Conclusions and Suggestions drawn up in this section includes the opinions about the general approaches for the applications.
1 Affective Learning with an EEG Approach Xiaowei Li School of Information Science and Engineering, Lanzhou University, Lanzhou, China
User-Centered Design Prof. dr. Matthias Rauterberg IPO Center for User-System Interaction TU/e Eindhoven University of Technology.
What is HCI? CSE/ISE 323 Spring 2011 Tony Scarlatos.
ST01 - Introduction 1 Introduction Lecturer: Smilen Dimitrov Sensors Technology – MED4.
1 ISE 412 Usability Testing Purpose of usability testing:  evaluate users’ experience with the interface  identify specific problems in the interface.
The Evolution of ICT-Based Learning Environments: Which Perspectives for School of the Future? Reporter: Lee Chun-Yi Advisor: Chen Ming-Puu Bottino, R.
User-System Interaction: from gesture to action Prof. dr. Matthias Rauterberg IPO - Center for User-System Interaction TU/e Eindhoven University of Technology.
Mixed Reality: A Model of Mixed Interaction Céline Coutrix, Laurence Nigay User Interface Engineering Team CLIPS-IMAG Laboratory, University of Grenoble.
Friday, October 15 Objective: Students will be able to present information they have found on an engineering career. Bell Ringer: Quick Write: What is.
Computer Supported Collaborative Sports An Emerging Paradigm Volker Wulf, Florian ‘Floyd’ Müeller, Eckehard F. Moritz, Gunnar Stevens, Martin R. Gibbs.
Design and Evaluation of an Ambient Display to Support Time Management during Meetings Valentina Occhialini, Harm van Essen, Berry Eggen Intelligent Lighting.
Challenging students to acquire deeper knowledge in HCI course N. Ackovska and M. Kostoska 15 th Workshop on “Software Engineering and Reverse Engineering”
WP6 Emotion in Interaction Embodied Conversational Agents WP6 core task: describe an interactive ECA system with capabilities beyond those of present day.
ECO 365 Entire Course For more classes visit ECO 365 Week 1 Discussion Question 1 ECO 365 Week 1 Discussion Question 2 ECO 365 Week.
An instructional design theory for interactions in web-based learning environments 指導教授 : 陳 明 溥 研 究 生 : 許 良 村 Lee, M.& Paulus, T. (2001). An instructional.
INTRODUCTION TO HUMAN COMPUTER INTERACTION
1 Team Skill 3 Defining the System Part 1: Use Case Modeling Noureddine Abbadeni Al-Ain University of Science and Technology College of Engineering and.
Context Rich Systems Market to Global Analysis and Forecasts by Component, Device and Vertical No of Pages: 150 Publishing Date: Jan 2017 Single.
Context Rich Systems Market to Global Analysis and Forecasts by Component, Device and Vertical No of Pages: 150 Publishing Date: Feb 2017 Single.
Technical Communication: Concepts and Features
CompSci 280 S Introduction to Software Development
Evaluation Of and For Learning
WoPANets: Decision-support Tool for real-time Networks Design
Carol Levin, PhD Department of Global Health
Principle Of Learning and Education Course NUR 315
Articulating Your Practice C3 - Session #3
Finnish Curriculum Reform Building the Future
Classroom Assessment A Practical Guide for Educators by Craig A
Thomas Russack Susanne Menges
E-Learning The Role Model Technology
Computer Graphics.
Advanced Higher Drama Unit and Course Assessment
Community Project Overview
Using Victorian Curriculum to plan Visual Arts & Visual Communication learning Webinar, 10 November 2016.
Introduction to New Product Development (Feasibility Plans)
ME886.3 Topic 1: System and System Design (II)
Creativity and Innovation
Efficiency of English for Academic Purposes Activity in Students’ Language Education: Developing the System of the External and Internal Perspectives.
Training Module Summary
Kenneth Baclawski et. al. PSB /11/7 Sa-Im Shin
ASSESSMENT OF STUDENT LEARNING
Lesson Design Study Leading Lesson Study.
UNECE Work Session on Gender Statistics, Belgrade,
Articulating Your Practice C3 - Session #3
AP computer science PRINCIPLES
© Copyright Showeet.com ORAL PRESENTATION Nº1 Subject: Curriculum Evaluation Date: May 11 th, 2018 Cycle: VI Topic: Unit 1: Evaluation and Innovation and.
Welcome to IBDP History
KEY PRINCIPLES OF THINKING SYSTEMICALLY
PERFORMANCE AND POTENTIAL APPRAISAL
Teaching Styles.
Introduction to Interior Design
Introduction UI designer stands for User Interface designer. UI designing is a type of process that is used for making interfaces in the software or the.
COURSE DEVELOPMENT PROCESS OVERVIEW AND GUIDELINES
MYP Middle Years Programme
Use Cases CS/SWE 421 Introduction to Software Engineering Dan Fleck
Teaching Styles.
Ying Dai Faculty of software and information science,
Use Cases CS/SWE 421 Introduction to Software Engineering Dan Fleck
By the end of this chapter, you should:
NCF 2005 and Teaching at Elementary Level
The Discourse of Civic Entrepreneurs
Use Cases CS/SWE 421 Introduction to Software Engineering Dan Fleck
Perspectives in Art Dorchester County Public Schools
HUMAN COMPUTER INTERACTION. The main aims of the chapter are to: Explain the difference between good and poor interaction design. Describe what interaction.
Enhancing Learning in Practice
LEARNER-CENTERED PSYCHOLOGICAL PRINCIPLES. The American Psychological Association put together the Leaner-Centered Psychological Principles. These psychological.
Presentation transcript:

1 The case of sculpting atmospheres: towards design principles for expressive tangible interaction in control of ambient systems Pers Ubiquit Comput (2007) Philip Ross Department of Industrial Design, Eindhoven University of Technology David V. Keyson Faculty of Industrial Design Engineering, Delft University of Technology

2 Outline Introduction Design principles for an expressive tangible interface Case study Conclusions and reflection on design principles

3 Introduction (1/4) This paper focuses on :  Tangible expressive interaction as one possible approach towards linking everyday experiences to intuitive forms of interaction.  Presenting a number of principles for expressive interaction design in this field.

4 Introduction (2/4) From ‘use to presence’ What is a use perspective? Ex: Dialing, ringing, opening an audio channel. → functional aspects of a system or device

5 Introduction (3/4) From ‘use to presence’ What is a presence perspective? Ex: Mobile communication technology offers a feeling of social connectivity.

6 Introduction (4/4) From task-oriented to experience driven design  Most of the ambient systems have a display-only function and do not offer the user with a level of interactive control on the input side. More creativity and personal expression are fostered.

7 Design principles for an expressive tangible interface (1/5) Map and relate human expressiveness to physical interaction possibilities 1. Understand what a person may wish to express via the interface, given common descriptive dimensions. 2. Devise a model that allows a computational system to describe the human expressiveness.

8 Design principles for an expressive tangible interface (2/5) 3. Design physical interaction possibilities that allow a person to express the relevant expressive dimensions. 4. Design a model to interpret the expressive behavior elicited by the physical device. Map and relate human expressiveness to physical interaction possibilities

9 Design principles for an expressive tangible interface (3/5) Capitalize on the expressiveness of form, materials and movement  Physical objects can have a rich variety of expressive properties, such as weight, texture and elasticity. close it gently slam it shut

10 Design principles for an expressive tangible interface (4/5) Make actual experience pivotal in the design process  Real-life ‘experiential’ testing is crucial to learn how design decisions may influence the interaction experience of people.

11 Design principles for an expressive tangible interface (5/5) Consider the subjective nature of expression In ambient systems, subjectivity is salient in two ways: 1.An individual’s experience of the ambient system’s output is subjective. 2. The expressive input of individuals needs to be interpreted by the system, taking individual differences into account.

12 Case study (1/11) An expressive tangible living room atmosphere controller

13 Case study (2/11) Design steps Step 1: atmosphere scaling  Subjects judged mood boards of atmospheres along 13 dimensions in a semantic differential experiment.  Results of a factor analysis yielded three primary factors: 1. Activity level 2. Warmth level 3. Attention level

14 Case study (3/11) Step 2: create a functional atmosphere projection system Arrange video-art, light and music

15 Case study (4/11) Step 3: gesturing workshop

16 Case study (5/11) Step 4: development of interface through mock-ups and user evaluation

17 Case study (6/11) Step 5: Design and build a fully functional prototype of the expressive tangible interface

18 Case study (7/11)

19 First experiment Case study (8/11) Step 6: conduct user studies involving the functional prototype  Two experiments were conducted using a group of seven adults: 1. Seven basic atmospheres were displayed with 14 subtle variants of each basic atmosphere. 2. Each condition was presented at random. 3. Subjects were instructed to rate each projected atmosphere along 13 semantic scales.

20 Case study (9/11) Second experiment 1. Subjects were asked to use the tangible interface to express the same atmospheres that were presented to them in the first experiment. 2. The flag orientations and the rotation speed were sampled and logged at 25 times per second.

21 Case study (10/11) Results and discussion of experiments  The participants were consistent, since they made similar expressions on the Carrousel for similar atmospheres.  The rotation speed turned out to be the strongest parameter to express an atmosphere dimension (activity).

22 Case study (11/11)  Differences between subjects were found both in their experience of atmospheres in terms of warmth, activity and attention.  Interacting with the Carrousel triggered their imagination and allowed them to be creative.

23 Conclusions and reflection on design principles (1/2) Role of design principles in the case study  The design principles provided guidance, which led to the design of a subjectively perceived innovative interface.  The design principles contributed to both the design decisions and conception of the design process.

24 Conclusions and reflection on design principles (2/2) Reflection on design principles  The design principles mainly focus on creating a context for an interaction experience, rather than focusing on technological issues or ergonomic issues.  They can provide a useful basis for structuring design knowledge, generated through design practice.