Technologies for shape-changing user interfaces are rapidly evolving, but our understanding of the design space of such interfaces is still limited. We report a repertory grid study that aims to describe the design space from the users' point of view by eliciting personal constructs about shapechange. The study is based on six similar-sized, shapechanging artifacts that combine simple sensing of users with actuation that change volume, texture, and orientation. Our results show that the 18 respondents distinguish artifacts on dimensions that differ from those of most models of shape change. For instance, they characterize shape-change in terms of personality, territoriality, and state of mind, in addition to more common categories such as appearance and product properties. We discuss how the dimensions derived from users might be used to design shape-changing interfaces.
Abstract. This paper describes the process of designing and developing an intuitive controller that helps lower the threshold for novice gamers to play Halo 3. To help novices to master the controller, most controls have been replaced with rich and meaningful interaction. To help novices understand the game, extra feedback channels have been added to reinforce information given onscreen so critical information is not missed.
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Abstract. In the era of distributed digital media, technology is moving to the background and interoperability between devices increases. The handles for users to explore, make and break connections between devices seem to disappear in overly complex menu structures displayed on small screens. Two prototypes have been developed that introduce a tangible approach towards exploring, making and breaking connections between devices in a home environment. Findings suggest that users are better able to project their mental model of how the system works on decentralized representations and that a tangible solution is not necessarily a better one.
This research explores how to design for the aesthetics of interaction with shape-changing interfaces from a phenomenological point of view.Using shape-change as both in-and output we want to explore it as a new layer of communication between (systems) of intelligent products and people. We envision that shape-change allows for a continuous action-perception loop in which for instance just noticeable differences can transform people's behavior and feelings.The research continuously works towards opening up the design opportunities of shape-change for expert designers and students. To this end we adopt a research through design approach that is supported with user studies to evaluate emergent interaction phenomena and patterns. The research will deliver a means to communicate about shapechange between designers, industry and end-users and create tools that allow for a high-level design of shapechange.
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