2004
DOI: 10.1007/s00779-004-0293-8
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Tangible products: redressing the balance between appearance and action

Abstract: Over the past decade, our group has approached interaction design from an industrial design point of view. In doing so, we focus on a branch of design called formgiving 1 .Traditionally, formgiving has been concerned with such aspects of objects as form, colour, texture and material. In the context of interaction design, we have come to see formgiving as the way in which objects appeal to our senses and motor skills. In this paper we first describe our approach to interaction design of electronic products. We … Show more

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Cited by 200 publications
(122 citation statements)
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“…Players may choose from alternatives and investigate how game functions are interrelated, thereby promoting discovery (Manninen 2002;Björk et al 2003). Increasing the degrees of freedom in which a game can be manipulated is considered to increase richness at a behavioral level (Ullmer and Ishii 2000) affecting the physicality of interaction (Djajadiningrat et al 2004) and promoting challenge when these rich behaviors are involved in goal attainment (Malone 1981). Increasing the amount of media within the appearance of a game is considered to affect richness at a sensorial level (Sutcliffe 2002).…”
Section: Introductionmentioning
confidence: 99%
“…Players may choose from alternatives and investigate how game functions are interrelated, thereby promoting discovery (Manninen 2002;Björk et al 2003). Increasing the degrees of freedom in which a game can be manipulated is considered to increase richness at a behavioral level (Ullmer and Ishii 2000) affecting the physicality of interaction (Djajadiningrat et al 2004) and promoting challenge when these rich behaviors are involved in goal attainment (Malone 1981). Increasing the amount of media within the appearance of a game is considered to affect richness at a sensorial level (Sutcliffe 2002).…”
Section: Introductionmentioning
confidence: 99%
“…The Resonant Bits concept has been developed as a method for informing the design of new Tangible User Interfaces [9] in particular with the aim of moving 'from data centred to perceptual-motor centred' tangible interaction [3]. This move promotes the development of rich and tightly coupled interactions with tangibles that encourage the 'challenge and pride that comes with acquiring and possessing motor skills' [2].…”
Section: Related Workmentioning
confidence: 99%
“…In Paul Dourish's book, Where the Action Is, he introduced the concept of embodied interaction to the field of HCI by arguing for an approach that takes into account the full spectrum of human skills [3]. This notion of Embodied Interaction has been utilized to understand the role of movement in supporting cognition, to investigate skillsbased approaches to movement, and to explore the semantic nature of movement interaction.…”
Section: Background and Related Workmentioning
confidence: 99%