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Even Further Beyond the Screen CoMotion thesis: shape-changing - PowerPoint PPT Presentation

Even Further Beyond the Screen CoMotion thesis: shape-changing technologies allow computation to be literally interwoven with the fabric of everyday life ubicomp genre: interaction problem: usefulness, necessity, purpose


  1. Even Further Beyond the Screen

  2. CoMotion • thesis: “shape-changing technologies allow computation to be literally interwoven with the fabric of everyday life” • ubicomp genre: interaction • problem: usefulness, necessity, purpose

  3. CoMotion: design and research approach • explore people’s experience encountering a shape- changing object to see how the change has social behavior • designed to blend in to dispel initial notions of behavior

  4. CoMotion

  5. CoMotion

  6. CoMotion: in the “wild”

  7. CoMotion: Evaluating the Experience • McCarthy and Wright’s Framework • anticipating • connecting • interpreting • reflecting • appropriating • recounting

  8. CoMotion: Evaluating the Experience • McCarthy and Wright’s Framework • anticipating • connecting • interpreting • reflecting • appropriating • recounting • exploring

  9. “Was it the bench that moved? I have just had a virus causing balance disorder, and I thought it was flaring. I wanted to go home straight away” –female 60’s

  10. CoMotion: ethical concerns • no choice on whether you are affected by shape changing of a certain object • unexpected behavior that could shock and overwhelm certain people

  11. CoMotion: strengths and weaknesses • shows the potential for technology in everyday objects • we may not want all everyday objects to be combined with technology… sometimes a couch should just be a couch • no strong purpose

  12. Possible real world application?

  13. Possible real world application?

  14. Possible real world application?

  15. AirWave • thesis: at-a-distance interaction comes with a loss of sensation and realism • ubicomp genre: interaction • problem: creating sustained force over long distances, ability to target

  16. AirWave

  17. AirWave: technique • the slug • formalizes tradeoffs for ubicomp researchers

  18. AirWave: theory of op. • the slug • formalizes tradeoffs for ubicomp researchers

  19. AirWave: evaluation • some canned examples to validate

  20. AirWave: evaluation • 10 users • single environment • randomized • single shot • pink noise

  21. AirWave: strengths and weaknesses • good use of equations and theory of operation • good feasibility study of force and targeting • “okay” perceptual study • limiting factors? environments? • exploration of perception, sliding, buttons, double tap • overall use in a system not evaluated

  22. More Haptic feedback

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