Tangible User Interfaces Seminar Vernetzte Systeme Prof. Friedemann - - PowerPoint PPT Presentation

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Tangible User Interfaces Seminar Vernetzte Systeme Prof. Friedemann - - PowerPoint PPT Presentation

Tangible User Interfaces Seminar Vernetzte Systeme Prof. Friedemann Mattern Von: Patrick Frigg Betreuer: Michael Rohs Outline Introduction ToolStone Motivation Design Interaction Techniques Taxonomy for Tangible User Interfaces Examples


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SLIDE 1

Tangible User Interfaces

Seminar Vernetzte Systeme

  • Prof. Friedemann Mattern

Von: Patrick Frigg Betreuer: Michael Rohs

slide-2
SLIDE 2

Outline

Introduction ToolStone

Motivation Design Interaction Techniques

Taxonomy for Tangible User Interfaces

Examples The 2-D Tangibility Space TUI examples in the Taxonomy

Conclusions

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SLIDE 3

Introduction

  • Tangible, graspable, physical, embodied

and others.

  • Tangible is the most broadly accepted
  • expression. (Personal and Ubiquitous

Computing Magazine: Introduction) “The use of physical objects as manipulability representations of information.”

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SLIDE 4

Key Influences

  • Ubiquitous computing
  • Augmented reality
  • Bishop’s 1992 Marble Answering

Machine. Tangible user interfaces (TUIs) have been a very active topic in human-computer interaction for much of the last decade.

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SLIDE 5

Taking Advantage of TUIs

  • They can intuitively be used

by non professionals.

  • TUIs dramatically extend the

design space of traditional GUIs.

  • Shape, size, color, weight,

smell, texture...

  • Make use of a human’s rich

manipulation skills.

  • Chunks of physical operations.
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SLIDE 6

Outline

Introduction ToolStone

Motivation Design Interaction Techniques

Taxonomy for Tangible User Interfaces

Examples The 2-D Tangibility Space TUI examples in the Taxonomy

Conclusions

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SLIDE 7

To Handle Complex Software

  • Complexity of software

increases.

  • Many tool bars, scroll bars,

pop-up menus or tool palettes.

  • Selection requires physical and

visual efforts.

  • Every tool takes

up screen space.

  • Bigger screens

require more time-consuming mouse movements.

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SLIDE 8

Free Your Screen and the Rest Will Follow

  • Make use of the non-dominant hand.
  • Physical tools allow use of a human’s

rich manipulation skills.

  • Chunks of physical operation.
  • Select a tool by the way the user

holds the device. Rich-Action Input (RAI)

  • Visual Attention is not required.
  • Mouse movements are minimized.
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SLIDE 9

An Effective Input Device: ToolStone

  • Jun Rekimoto.
  • Semi-6DOF input device.
  • Detect x-y position, orientation and

touching face (tilting).

  • Perceive orientation by touch.
  • Small bar at one lower edge.
  • Width, height, depth are

all different.

  • Device for the

non-dominant hand in bimanual interfaces.

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SLIDE 10

Interaction Techniques

  • Directions separated by 45

degrees. 8 tool palettes

  • Flipping the stone.

6 different set of tools

  • 8 × 6 = 48 different tool palettes

selectable by physical action.

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SLIDE 11

Visual Supply

  • ToolGlass like functionality.
  • Move tool palette in order to minimize mouse

movements.

  • Labels around the tool palette indicate

available functions attached to the same face.

  • Labels printed on ToolStone for novice users.
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SLIDE 12

More Interaction Techniques

Some interactions need to control parameters with a dimension < 2. E.g. color space (hue-saturation-brightness) Existing tools often force unintuitive operations because of the bad mapping of the parameters to the 2-D tool palette space.

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SLIDE 13

More Interaction Techniques

  • Select color space.
  • Manipulate brightness with ToolStone.
  • Zooming and panning of the workspace.
  • Rotate to zoom move to scroll.
  • 3-D rotation of an object.
  • Move to change rotation axis.
  • Virtual camera control.
  • Dominant hand device available to change

parameters.

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SLIDE 14

Demo Movie

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SLIDE 15

Outline

Introduction ToolStone

Motivation Design Interaction Techniques

Taxonomy for Tangible User Interfaces

Examples The 2-D Tangibility Space TUI examples in the Taxonomy

Conclusions

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SLIDE 16

A Taxonomy to Analyze Tangible Interfaces

  • Kenneth P. Fishkin

TUIs have been largely an “I know one when I see one” field.

  • This work proceeds beyond “proof of

concept” examples. Provide a framework to compare works in the space.

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SLIDE 17

Three Examples of TUIs - No1

  • “The Great Dome” - Ishii & Ullmer

(1997)

  • Augmented desktop displays a map.
  • Map changes the view accordingly to the

movements of a model of the MIT Great Dome building on the desktop.

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SLIDE 18

Three Examples of TUIs - No2

  • “Shakepad” - Levin & Yarin (1999)
  • Key chain computer based device.
  • Display can be cleared by shaking.
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SLIDE 19

Three Examples of TUIs - No3

  • “ToonTown” - Singer et al. (1999)
  • Toon figures representing users of an

audio chat system.

  • While moving the figures the audio levels

are adjusted.

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SLIDE 20

2-D Tangibility Space

  • The examples show how different

tangible interfaces can be.

  • Fishkin found no useful binary

characteristic function. Instead he sees “tangibility” as a multi-valued attribute.

  • 2 Dimensions

Metaphor Metaphor Embodiment Embodiment more more tangible tangible ≠ ≠better better

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SLIDE 21

First Axis: Embodiment

Extend the user thinks the states of the system being “inside” the object they are manipulating.

  • Full
  • Most common type in the physical

world.

  • E.g. shaking, tilting, bending a PDA.

The output is in the input device.

  • Nearby
  • E.g. light pen altering the display

content. Output is tightly coupled to the focus

  • f input.

Embodiment

Full Nearby Env. Distant

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SLIDE 22

Embodiment cont.

  • Enivronmental
  • E.g. sound, ambient light or heat

levels. Output is around the user.

  • Distant
  • E.g. TV remote control.

Output is “over there” on a display

  • r

even in another room.

  • Visual attention has to be switched.
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SLIDE 23

Second Axis: Metaphor

Extend the user experiences the system effect

  • f his action being analogous to the real-world

effect of similar actions.

  • 1. None
  • E.g. command line interface or keyboard.

Metaphor None

Noun Verb Noun and Verb Full

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SLIDE 24

Metaphor cont.

  • 2A. Noun
  • Shape, look, sound, feel analogy. But analogy

ends with the appearance. (Interaction differs) “An <X> in our system is like an <X> in the real world.”

  • E.g. “windows/desktop” systems or invoking

actions by bringing objects close to the computer.

  • 2B. Verb
  • Analogy of the act being performed. But shapes of

the object are largely irrelevant.

  • “<X>-ing in our system is like <X>-ing in the real

world.”

  • E.g. embodied user interfaces (next week)
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SLIDE 25

Metaphor cont.

  • 3. Noun and verb
  • “<X>-ing an <A> in our system is like <X>-

ing something <A>-ish in the real world.”

  • E.g. drag-and-drop into the wastebasket

(Debate on Apple’s floppy disk eject)

  • 4. Full
  • No need for analogy because in the users

mind the virtual system is the physical system.

  • E.g. pen computers (stylus is altering doc)
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SLIDE 26

Taxonomy by Fishkin

Metaphor Embodiment

None Noun Verb Noun and Verb Full Full Nearby Env. Distant

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SLIDE 27

Analyzing the Examples

Metaphor Embodiment

None Noun Verb Noun and Verb Full Full Nearby Env. Distant

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SLIDE 28

Analyzing the Examples

Metaphor Embodiment

None Noun Verb Noun and Verb Full Full Nearby Env. Distant

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SLIDE 29

Analyzing the Examples

Metaphor Embodiment

None Noun Verb Noun and Verb Full Full Nearby Env. Distant

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SLIDE 30

Analyzing the Examples

Metaphor Embodiment

None Noun Verb Noun and Verb Full Full Nearby Env. Distant

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SLIDE 31

Analyzing the Examples

Metaphor Embodiment

None Noun Verb Noun and Verb Full Full Nearby Env. Distant

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SLIDE 32

Analyzing the Examples

Metaphor Embodiment

None Noun Verb Noun and Verb Full Full Nearby Env. Distant

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SLIDE 33

Even More Examples

Metaphor Embodiment

None Noun Verb Noun and Verb Full Full Nearby Env. Distant

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SLIDE 34

Even More Examples

Metaphor Embodiment

None Noun Verb Noun and Verb Full Full Nearby Env. Distant

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SLIDE 35

Even More Examples

Metaphor Embodiment

None Noun Verb Noun and Verb Full Full Nearby Env. Distant

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SLIDE 36

Even More Examples

Metaphor Embodiment

None Noun Verb Noun and Verb Full Full Nearby Env. Distant

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SLIDE 37

Back to the ToolStone

  • To which categories does the ToolStone

belong to?

  • What is the level of embodiment?
  • Which metaphors are used?
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SLIDE 38

Analyzing the ToolStone

Metaphor Embodiment

None Noun Verb Noun and Verb Full Full Nearby Env. Distant

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SLIDE 39

Analyzing the ToolStone

Metaphor Embodiment

None Noun Verb Noun and Verb Full Full Nearby Env. Distant

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SLIDE 40

Analyzing the ToolStone

Metaphor Embodiment

None Noun Verb Noun and Verb Full Full Nearby Env. Distant

  • Nearby
  • Tool palette is visible on the screen.
  • No serious visual distraction.
  • Verb
  • E.g. “Moving the stone is like moving the

camera.”

  • But shapes are not (yet) analogized to any

real-world physical object.

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SLIDE 41

Outline

Introduction ToolStone

Motivation Design Interaction Techniques

Taxonomy for Tangible User Interfaces

Examples The 2-D Tangibility Space TUI examples in the Taxonomy

Conclusions

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SLIDE 42

Conclusions

  • ToolStone as a powerful extension for

the non-dominant hand.

  • Simultaneously feedback important.
  • Taxonomy may not drawn sharp

enough.

  • One need deep knowledge in the theory

and in the project.

  • Single project get different values for its

different functions.

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SLIDE 43

Conclusions

  • Leaving the conceptional computer virtual

world, taking steps into the physical world.

  • Away from computer-human interfaces into

the realm of human interfaces in general.

  • Greater design space. Lower barrier for non-

professionals.

  • ‘Tangible user interface’ might someday

sound like ‘horseless carriage’. (D. Bishop)

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SLIDE 44

Thank you for your attention!

Questions & Discussion

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SLIDE 45

The Marble Answering Machine

Metaphor Embodiment

None Noun Verb Noun and Verb Full Full Nearby Env. Distant

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SLIDE 46

The Marble Answering Machine

Metaphor Embodiment

None Noun Verb Noun and Verb Full Full Nearby Env. Distant

? ? ? ?

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SLIDE 47

The Marble Answering Machine

Metaphor Embodiment

None Noun Verb Noun and Verb Full Full Nearby Env. Distant