We present a new interaction space for wearables by integrating interactive elements, in the form of buttons, into outdoor clothing, specifically jackets and coats. Interactive buttons, or "iButtons", allow users to perform specific tasks using subtle, inconspicuous gestures. They are intended for outdoor settings, where reaching for a mobile phone or an other device may not be convenient or appropriate. Different types of buttons serve dedicated functions, and appropriate placement of these buttons make them easily accessible, without requiring visual contact. By adding context sensitivity, these buttons can also be repurposed to fit other functions. By linking multiple buttons, it is possible to create workflows for specific tasks. We provide a description of an initial iButton design space and highlight some scenarios to illustrate the envisioned usage of interactive buttons.
Posts tagged: Mobile
ReHoblet - A home-based rehabilitation game on the tablet
Raising awareness on smartphone privacy issues with SASQUATCH, and solving them with PrivacyPolice
Smartphones leak personal information about their owner when they use it to connect to the Internet. Despite recent coverage of these issues in popular media, raising awareness remains problematic since it remains largely invisible to the users. We designed a system, SASQUATCH, consisting of a network scanner and a public display, to draw the visitor's attention and inform them about these issues. SASQUATCH first gathers private information about previous whereabouts, and then shows an anonymized version of this data on the public display to draw the visitor's attention. Next, SASQUATCH offers an interactive component that allows people to view the information their own smartphone is leaking in private, and then provides solutions (including a fully-automated smartphone application) for securing against future privacy leaks. A set of initial field trails has shown that SASQUATCH is highly effective in raising awareness.
Paddle: Highly deformable mobile devices with physical controls
Paddle is a highly deformable mobile device that leverages engineering principles from the design of the Rubik's Magic, a folding plate puzzle. The various transformations supported by Paddle bridges the gap between differently sized mobile devices available nowadays, such as phones, armbands, tablets and game controllers. Besides this, Paddle can be transformed to different physical controls in only a few steps, such as peeking options, a ring to scroll through lists and a book-like form factor to leaf through pages. These special-purpose physical controls have the advantage of providing clear physical affordances and exploiting people's innate abilities for manipulating objects in the real world. We investigated the benefits of these interaction techniques in detail in [1]. In contrast to traditional touch screens, physical controls are usually less flexible and therefore less suitable for mobile settings. Paddle, shows how mobile devices can be designed to bring physical controls to mobile devices and thus combine the flexibility of touch screens with the physical qualities that real world controls provide. Our current prototype is tracked with an optical tracking system and uses a projector to provide visual output. In the future, we envision devices similar to Paddle that are entirely self-contained, using tiny integrated displays.
Paddle: Highly deformable mobile devices with physical controls
Touch screens have been widely adopted in mobile devices. Although touch input is very flexible in that it can be used for a wide variety of applications on mobile devices, they do not provide physical affordances, encourage eyes-free use or utilize the full dexterity of our hands due to the lack of physical controls. On the other hand, physical controls are often tailored to the task at hand, making them less flexible and therefore less suitable for general purpose use in mobile settings. In this paper, we show how to combine the flexibility of touch screens with the physical qualities that real world controls provide in a mobile context. We do so using a deformable device that can be transformed into various special-purpose physical controls. We present Paddle, a highly deformable device that can be transformed to different shapes. Paddle bridges the gap between differently sized mobile available devices nowadays, such as phones and tablets. Additionally, Paddle demonstrates a novel opportunity for deformable devices to transform into differently shaped physical controls that provide clear physical affordances for the task at hand. Physical controls have the advantage of exploiting people's innate abilities for manipulating physical objects in the real world. We designed and implemented a prototyped system of which the engineering principles are based on the design of the Rubik's magic, a folding plate puzzle. Additionally, we explore the interaction techniques enabled by this concept and conduct an in-depth study to evaluate our transformable physical controls. Our findings show that these physical controls provide several benefits over traditional touch interaction techniques commonly used on mobile devices.
iDiscover: Towards the next generation of contextualised mobile museum guides
In this paper we present a conceptual reference framework – the iDiscover framework – to make informed decisions on integrating technology in a museum environment in order to enhance the visitor experience. Our framework presents four dimensions of context that have proven to be indispensible for situation the most appropriate solutions for a specific cultural heritage site: the degree of mobility, the degree of personalisation, the degree of interaction with the environment and the degree of social interactions. Three cases are described in which we succesfully used this reference framework for creating mobile guides that fit both with the context of use and with the needs of the cultural heritage institute.
The design of context-specific educational mobile games
Plug-and-design: Embracing mobile devices as part of the design environment
Due to the large amount of mobile devices that continue to appear on the consumer market, mobile user interface design becomes increasingly important. The major issue with many existing mobile user interface design approaches is the time and effort that is needed to deploy a user interface design to the target device. In order to address this issue, we propose the plug-and-design tool that relies on a continuous multi-device mouse pointer to design user interfaces directly on the mobile target device. This will shorten iteration time since designers can continuously test and validate each design action they take. Using our approach, designers can empirically learn the specialities of a target device which will help them while creating user interfaces for devices they are not familiar with.
Mobiele ICT en erfgoed: De bezoekerservaring verrijken met mobiele gidsen
Gedurende de laatste jaren steeg de populariteit van mobiele computers om de bezoekerservaring te verrijken en vonden deze apparaten hun weg naar musea en andere erfgoedinstellingen. De voordelen van het gebruik van mobiele computers zijn duidelijk: informatie kan op een dynamische manier via het toestel gepresenteerd worden, zonder dat de fysieke ruimte zelf erdoor wordt verstoord. Bovendien kan de presentatie op een multimediale manier gebeuren: een mobiele computer kan verscheidene media tonen, zoals foto's, audio- en videofragmenten, tekst, … Omdat de bezoeker op verschillende manieren met het toestel kan interageren, worden ook interactieve spelen mogelijk. De dynamiek en autonomie die met deze toestellen behaald kunnen worden, zorgen er bovendien voor dat gebruikers hun eigen tempo kunnen aanhouden en informatie kunnen verkrijgen die afgestemd is op het persoonlijk interesseprofel.