tangibles

tangibles and technology

two realms [1997]

our physical environment

cyberspace

bits leaked through screens as photons

lack of coupling

traditional GUI desktops and laptops

two realms [2022]

constantly wired to both

smartphones

touch interaces

interacting with
physical objects

rich set of skills and practices

neglected in HCI

lack of diversity of input/output

moving beyond GUI

beyond GUI

rectangular display, mouse, and keyboard

touch devices

towards ubiquitous computing

tangible user interfaces (TUIs)

augment physical world by coupling digital information to physical objects

shift from desktops to bodies and environments

take advantage of natural affordances

seamlessness of interaction between people and information

tangible bits

goals of tangible bits

bridge gap between digital and physical environments

by making digital information tangible

make bits accessible through physical environment

interactive surfaces

transformation of each surface into an active interface

coupling bits and atoms

seamless coupling of everyday graspable objects with digital information

ambient media

use of ambient media such as sound, light, and airflow at the periphery

physical matter into interfaces

solids, liquids, gases

improving quality and bandwidth of interaction

grasp and manipulate foreground bits with physical objects

awareness of background bits through ambient media

foreground vs background activity

foreground: intentional activities

background: take place in the periphery

HCI focus on foreground

tangible bits: smooth transition between foreground and background

research prototypes

metaDESK

transBOARD

ambientROOM

metaDESK

push back from GUIs

push forward from unaugmented physical world

inherit from historical instruments

physical instantiations of GUI elements in TUI

physical models of landmarks as phicons

placing phicon on desk brings up a map

map is positioned so landmark is at phicon

phicons: containers and handles

container of bits representing campus

handle for manipulating the map

rotation and translation

transforms both 2D and 3D views

interacting with three spaces

second phicon

rotates and scales map, both bound locations appear at phicons

two handles allowing simulatenous scale, rotate, and translate

bimanual interaction for single user

cooperative with multiple users

locus of control

no single point as in GUI-based interfaces

constrained by physical environment

multiple pathways for different numbers of users

activeLENS displays 3D view
of campus

grasping and moving activeLENS to navigate 3D representation

passiveLENS

interact with satellite imagery

future/past-time overlay views

magic lens metaphor

magic lens

ambientROOM

ambient media

ambient light, shadow, sound, airflow, waterflow

periphery of human attention

subtly display and communicate information in background

transitions between background and foreground

phicons as handles

sources and sinks of information

move phicon into proximity of sink

example

toy manufacture

new toy car just advertised on website

place toy car next to speaker (sink)

rainfall sounds indicate number of visitors to website

bring toy car to metaDESK to see website activity information

transBOARD

physical whiteboard

networked and digitally-enhanced

interactive surface

absorbs information from the physical world

transforms information into bits

drawing activity

distributed users to view realtime and recorded

ambient expression through scratching sounds

one-way filter

absorbs bits from physical world into digital

metaDESK is bidirectional

now we have digital whiteboards

mixed reality

hyperCARDS

magnetic cards that attach to whiteboard

store digital strokes created while attached

remote users can monitor with identical card

transportable

summary

tangible interaction: coupling physical and digital

support both foreground and background interaction

tangible bits: smooth transition between foreground and background

physical affordances and familiarity

form of mixed reality with focus on physical

questions?

next class:
high-fidelity prototype presentations