In everyday life, we are able to perceive information and perform physical actions in the background or periphery of attention. Inspired by this observation, several researchers have studied interactive systems that display digital information in the periphery of attention. To broaden the scope of this research direction, a few recent studies have focused on interactive systems that can not only be perceived in the background but also enable users to physically interact with digital information in their periphery. Such peripheral interaction designs can support computing technology to fluently embed in and become a meaningful part of people's everyday routines. With the increasing ubiquity of technology in our everyday environment, we believe that this direction is highly relevant nowadays. This paper presents an in-depth analysis of three case studies on peripheral interaction. These case studies involved the design and development of peripheral interactive systems and deployment of these systems in the real context of use for a number of weeks. Based on the insights gained through these case studies, we discuss generalized characteristics and considerations for peripheral interaction design and evaluation. The aim of the work presented in this paper is to support interaction design researchers and practitioners in anticipating and facilitating peripheral interaction with the designs they are evaluating or developing.
This paper explores the concept of peripheral interactions; interactions with technology that take place in the background or periphery of the attention. We present two designs for a classroom setting. CawClock makes selected time frames audible in order to provide teachers with awareness of time. NoteLet is designed to support the teacher in observing children's behavior, by enabling him or her to take pictures of the classroom through straightforward interactions on a bracelet. A qualitative, two-week exploration of both systems in a classroom revealed that the soundscapes of CawClock indeed shifted to the periphery of the attention and supported the teacher's time awareness. The actions with NoteLet did not shift to the periphery. However, the tangible aspects of NoteLet seemed to facilitate the interaction to be quick and simple, which may indicate that it could shift to the periphery with more practice. Tangible interaction therefore seems a promising interaction style for this purpose.
For centuries, learning and development has been supported by physical activity and manipulating physical objects. With the introduction of embedded technologies, opportunities for employing tangible or embodied interaction for learning and development have emerged. As a result of previous research, we have seen that interaction models based on embodied knowledge (through embodied metaphors) can support children's learning in abstract domains. Although metaphorical mappings are promoted in tangible and embodied interaction research, little is known about how to identify embodied metaphors, or how to implement them effectively into interaction models. In this paper, we introduce a people-centered, iterative approach to the design of tangible learning systems with embodied metaphor-based mappings. As a design case, we implemented our approach to the design of Moving Sounds (MoSo) Tangibles; a tangible system for learning abstract sound concepts. The system consists of a set of interactive tangibles with which children can manipulate pitch, volume, and tempo of ongoing tones. In a user study with 39 participants, we found that all children were able to reproduce sound samples with MoSo Tangibles.
Figure 1. (a)(b): ClassBeacons system (c): each lamp depicts how long the teacher has been around it by changing from yellow (no time spent) to green (440 seconds spent) (d): the system supports teachers' reflection-in-action on how they have divided time and attention over students in the classroom (e): the display is based on teachers' real-time positioning data.
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