Category: interaction design

  • 25JanInteraction design from product design

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    In Sept. 2006, I referred to the work of Tom Djajadiningrat. Tom Djajadiningrat is both industrial designer and researcher. He works on interaction design and considers product design methods.



    Figure extracted from the paper on Rich Interaction: issues.

    I selected two other papers of his that look at interaction design from a product design point of view.

  • Frens, J.W., Djajadiningrat, J.P., & Overbeeke, C.J. (2004). Rich Interaction: issues. EUSAI2004, pp.271-278.

    Abstrat The topic of this paper is rich interaction. Rich interaction borrows from tangible interaction and the concept of affordances. This is achieved through integral design of form, interaction and function of products. It is applied to interactive consumer products. A digital camera with a rich user interface (RUI) was designed and compared in a user study to a digital camera with a more conventional user interface. Several issues concerning rich interfaces are discussed.

    Link

  • Wensveen, S.A.G., Overbeeke, C.J., Djajadiningrat, J.P., & Kyffin, S.H.M. (2004). Freedom of fun, freedom of interaction. Interactions Magazine, september + october, pp.59-61.

    Introduction The modernist tradition still drives our society and our scientific endeavors. Modernity stood for technology push, progress through industry, linearity, money, the abstract, and the logical. But it has resulted in a feeling of uneasiness, even coldness. That is why, we think, there is now such a drive to get human and societal values back in the equation: Think of human-centered engineering, the experience economy, funology, and the like. In this article we give an exam- ple of the direction interaction-design research might take. We describe an approach that exploits all human skills, including perceptual-motor and emotional skills. We then reflect on the question of why industry has been slow to adopt this approach.

    Link


  • 18JanPlayPals: Tangible Interfaces for Remote Communication and Play

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    PlayPals are a set of wireless figurines with their electronic accessories that provide children with a playful way to communicate between remote locations. PlayPals is designed for children aged 5-8 to share multimedia experiences and virtual co-presence. We learned from our pilot study that embedding digital communication into existing play pattern enhances both remote play and communication

    The project PlayPals is a team and class project for the Tangible Media class mid-term assignment at MIT Media Lab taught by Dr Hiroshi Ishii. It was presented as an extended Abstract of Conference on Human Factors in Computing Systems (CHI ‘06), (Montreal, Quebec, Canada. April 22-27, 2006) by Bonanni, L., Lieberman, J., Vaucelle, C., Zuckerman, O. (alphabetical order).

    Our concept poster

    On this picture I interact with the doll, Leo being on the other end

    Our implementation poster

    By Cati in computational toy design


  • 29MarHealth care and product design : Sleep & Recovery Enhancer by André Kongevold

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    SRE – Sleep & Recovery Enhancer by André Kongevold

    Today, stress-related sleeping problems are increasingly common. More and more people experience difficulties falling asleep at bedtime. The SRE will guide the user through autogenous exercises to lower the stress-level and reduce time to fall asleep. This in turn will improve sleep quality and minimize daytime effects.

    More info


  • 29MarThe Hug : interaction design

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    The Hug is A visionary robotic product concept developped by Carl DiSalvo, Carl DiSalvo, Francine Gemperle, Willy Yonkers, Elliott Montgomery, and Jamie Divine.

    The Hug is a soft, huggable product that uses sensing technology and wireless telephony to provide social and emotional support for distant family members. Thisrobotic product uses verbal communications along with touch and physical interaction to create a sense of presence. The Hug uses technology in a way that profoundly addresses an observed human need — the need for a sense of presence during intimate communication.

    descriptive paper and technical details published at RO-MAN (IEEE International Workshop on Robots and Human Interactive Communication), another one on the design form, and a case sketch.



    More info


  • 29MarThe Hug : interaction design

    If you’re new here, you may want to subscribe to my RSS feed to receive the latest Architectradure’s articles in your reader or via email. Thanks for visiting!

    The Hug is A visionary robotic product concept developped by Carl DiSalvo, Carl DiSalvo, Francine Gemperle, Willy Yonkers, Elliott Montgomery, and Jamie Divine.

    The Hug is a soft, huggable product that uses sensing technology and wireless telephony to provide social and emotional support for distant family members. Thisrobotic product uses verbal communications along with touch and physical interaction to create a sense of presence. The Hug uses technology in a way that profoundly addresses an observed human need — the need for a sense of presence during intimate communication.

    descriptive paper and technical details published at RO-MAN (IEEE International Workshop on Robots and Human Interactive Communication), another one on the design form, and a case sketch.



    More info


  • 19MayTouchcasting

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    We will present Touchcasting at the Sartorial Flux exhibit in Chicago september 7 – october 21 curated by Valerie Lamontagne (the author of the fabulous Peau d’ne techno-clothing).

    In exciting news


  • 06JunThe Texture of Light at Siggraph 2006

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    My research poster The Texture of Light has been accepted at Siggraph 2006. The reviews are very encouraging and I have been recommended to suggest it to a Emergency Technology session . It will be part of the Art and Design tools category.

    Abstract : The Texture of Light is research on lighting principles and the exploration of life feed video metamorphosis in the public space using reflection of light on transparent materials. The Texture of Light is an attempt to fight the boredom of everyday life. This project employs the simple use of chemistry, Plexiglas, and plastic patterns to form a reconstruction of reality, giving it a texture and expressive form. The transformation of life feed video comes from physical, plastic circles that act as different masks of reality. These masks can be moved around and swapped by the public, enabling collective expression. This metamorphosis of the public space is presented in real time as a moving painting and is projected on city walls. The public can record video clips of their ‘moving painting’ and project them back on different city locations.

    I plan to develop it on a larger scale such as building-size panels the public could mechanically control using remote devices. Each panel will be pattern and transparent material specific. Two Plexiglas sheets could embed a water-fall, or viscous transparent material the user could distribute along his/her selected point of view. The software will allow media distribution among cities so that the outcomes of the public performances could be exposed on the panels of other cities …

    More about the project by Regine Debatty.

    In tangible video in the public space


  • 06JunThe Texture of Light at Siggraph 2006

    If you’re new here, you may want to subscribe to my RSS feed to receive the latest Architectradure’s articles in your reader or via email. Thanks for visiting!

    My research poster The Texture of Light has been accepted at Siggraph 2006. The reviews are very encouraging and I have been recommended to suggest it to a Emergency Technology session . It will be part of the Art and Design tools category.

    Abstract : The Texture of Light is research on lighting principles and the exploration of life feed video metamorphosis in the public space using reflection of light on transparent materials. The Texture of Light is an attempt to fight the boredom of everyday life. This project employs the simple use of chemistry, Plexiglas, and plastic patterns to form a reconstruction of reality, giving it a texture and expressive form. The transformation of life feed video comes from physical, plastic circles that act as different masks of reality. These masks can be moved around and swapped by the public, enabling collective expression. This metamorphosis of the public space is presented in real time as a moving painting and is projected on city walls. The public can record video clips of their ‘moving painting’ and project them back on different city locations.

    I plan to develop it on a larger scale such as building-size panels the public could mechanically control using remote devices. Each panel will be pattern and transparent material specific. Two Plexiglas sheets could embed a water-fall, or viscous transparent material the user could distribute along his/her selected point of view. The software will allow media distribution among cities so that the outcomes of the public performances could be exposed on the panels of other cities …

    More about the project by Regine Debatty.

    In tangible video in the public space


  • 21JulFramework for Haptic Psycho Therapy

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    Hurt Me prototype



    Cool Me Down prototype

    It is a pity that just the excellent personalities suffer most from the adverse effects of the atmosphere -Goethe

    Together with Leo we wrote a paper on a framework for Haptic Psycho Therapy. We presented our research at the Health Pervasive Systems Workshop of the IEEE International Conference of Pervasive Services 2006.

    Download the powerpoint slides of our presentation

    Abstract: A growing body of evidence supports touch-based therapy for assisting sensory issues stemming from common social and psychological problems. Simulating touch through haptic devices can complement existing treatments for mental illness by providing soothing sensations that help to ground the senses. We introduce the concept of using computerized touch stimulation as a means for psychological therapy, and present a haptic device that allows touch information to be captured, broadcast and replayed in a wearable garment. To be effective outside the home or care-giving facility, this new type of therapeutic wearable needs to be highly customizable, easily controlled by the user and discrete enough to be worn in public.

    We developped four prototypes that will be exhibited at the A + D Gallery in Chicago, September 7 – October 21, 2006

    The Touchcasting serie consists of:

    COOL ME DOWN – An Electronic Cold Wrap for the Treatment of Schizophrenia

    More info about Cool Me Down

    – Patent pending –

    HURT ME – A Bracelet that Generates Controlled Pain for Psycho-Therapy

    More info about Hurt Me

    – Patent pending –

    SQUEEZE ME – A Vest that Simulates Therapeutic Holding

    More info about Squeeze Me

    – Patent pending –

    TOUCH ME – A System and Method for the Remote Application of Touch Therapy

    More info about Push My Buttons

    – Patent pending –

    I now working independently on Seamless Sensory Interventions for the treatment of mental and neurological disorders.

    My current research proposes haptics as the key to bringing treatment into the social sphere through devices, and providing new ways to mediate between the patient and the therapist both in and outside of therapy. Self-mutilation is a perfect test-case, because of the definitive “physicality” of the symptoms. However, the broader solutions that I am proposing have implications for diseases as diverse as autism, depression, and schizophrenia.


  • 24JulFeedback for people with OCD

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    UBICOMP TO PROVIDE FEEDBACK FOR PEOPLE WITH OBSESSIVE-COMPULSIVE DISORDER

    Obsessive-Compulsive Disorder (OCD): Patients are Impaired in Remembering Temporal Order and in Judging Their Own Performance, J. Clinical and Experimental Neuropsychology, vol. 24, no. 3, 2002, pp. 261–269.

    Today, Rob Van Kranenburg sent me an interesting article he wrote in 2003 on how ubicom applications could provide feedback for people with OCD. He is developing solutions in the framework of contemporary performance and theatrical practice.

    The paper can be found here.

    The paper mentions that in the US and Netherlands, one in 50 adults currently has OCD, and twice as many have had it at some point in their lives.

    How could ubicomp be instrumental here? Phase 1 is researching if ubicomp applications can assess if a person has a tendency for audio, visual, tactile, or other kinds of feedback that would signal the task scenario’s closure. In Phase 2, we would have to access, for example, if visual feedback on clothing or another appliance could break the chain of repetition for a person who functions on visual feedback but is dealing with an apparatus that does not provide such feedback. Working closely with psychiatrists and OCD patients, in Phase 3 we could test whether such ubiquitous computing applications could break the loop of repetition, assuming that it is the kind of feedback that is responsible for the taskloop’s nonclosure.

    Finally the paper concludes that ubicomp applications could focus on temporal markers and serendipitous feedback scripting into various scenarios to raise self-awareness.

    In pervasive computing