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Phidgets: easy development of physical interfaces through physical widgets
- In UIST ’01: Proceedings of the 14th annual ACM symposium on User interface software and technology
, 2001
"... Physical widgets or phidgets are to physical user interfaces what widgets are to graphical user interfaces. Similar to widgets, phidgets abstract and package input and output devices: they hide implementation and construction details, they expose functionality through a well-defined API, and they ha ..."
Abstract
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Cited by 171 (21 self)
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Physical widgets or phidgets are to physical user interfaces what widgets are to graphical user interfaces. Similar to widgets, phidgets abstract and package input and output devices: they hide implementation and construction details, they expose functionality through a well-defined API, and they have an (optional) on-screen interactive interface for displaying and controlling device state. Unlike widgets, phidgets also require: a connection manager to track how devices appear on-line; a way to link a software phidget with its physical counterpart; and a simulation mode to allow the programmer to develop, debug and test a physical interface even when no physical device is present. Our evaluation shows that everyday programmers using phidgets can rapidly develop physical interfaces.
Ambiguity as a Resource for Design
, 2003
"... Ambiguity is usually considered anathema in Human Computer Interaction. We argue, in contrast, that it is a resource for design that can be used to encourage close personal engagement with systems. We illustrate this with examples from contemporary arts and design practice, and distinguish three br ..."
Abstract
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Cited by 125 (8 self)
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Ambiguity is usually considered anathema in Human Computer Interaction. We argue, in contrast, that it is a resource for design that can be used to encourage close personal engagement with systems. We illustrate this with examples from contemporary arts and design practice, and distinguish three broad classes of ambiguity according to where they are located in the interpretative relationship linking person and artefact. Ambiguity of information finds its source in the artefact itself, ambiguity of context in the sociocultural discourses that are used to interpret it, and ambiguity of relationship in the interpretative and evaluative stance of the individual. For each of these categories, we describe tactics for emphasising ambiguity that may help designers and other practitioners understand and craft its use.
At Home with Ubiquitous Computing: Seven Challenges
, 2001
"... Abstract. The smart home offers a new opportunity to augment people's lives with ubiquitous computing technology that provides increased communications, awareness, and functionality. Recently, a number of trends have increased the likelihood that the aware home can soon become a reality. We examine ..."
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Cited by 103 (7 self)
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Abstract. The smart home offers a new opportunity to augment people's lives with ubiquitous computing technology that provides increased communications, awareness, and functionality. Recently, a number of trends have increased the likelihood that the aware home can soon become a reality. We examine a number of challenges from the technical, social, and pragmatic domains that we feel must be overcome before the vision of the smart home, posited by ubiquitous computing research, can become a reality. Our hope in raising these issues is to create a conversation among researchers in the varied disciplines that make up ubiquitous computing. In particular, we hope to raise awareness of the existing literature on the adoption, use, and history of domestic technologies, as well as the use of situated studies, and the benefits that these can bring to bear on the design and evaluation of technologies for the home
Supporting Group Collaboration with Inter-Personal Awareness Devices
- In: Personal Technologies, Special Issue on Handheld CSCW
, 1999
"... or wearable device designed to support awareness and collaboration between people who are in the physical vicinity of each other. An IPAD is designed to supply constant awareness information to users in any location without relying on an underlying infrastructure. We have constructed one such device ..."
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Cited by 99 (9 self)
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or wearable device designed to support awareness and collaboration between people who are in the physical vicinity of each other. An IPAD is designed to supply constant awareness information to users in any location without relying on an underlying infrastructure. We have constructed one such device, the Hummingbird, which gives members of a group continuous aural and visual indication when other group members are close. We have used the Hummingbirds in several different situations to explore how they affect group awareness. These experiences indicated that the Hummingbird increased awareness between group members, and that it could complement other forms of communication such as phone and e-mail. In particular, we found the Hummingbird to be useful when a group of people were in an unfamiliar location, for instance during a trip, where no other communication support was available. We argue that IPADs such as the Hummingbird may provide important functions in modern work situations.
Designing and Deploying an Information Awareness Interface
- In Proceedings of CSCW 2002
, 2002
"... The concept of awareness has received increasing attention over the past several CSCW conferences. Although many awareness interfaces have been designed and studied, most have been limited deployments of research prototypes. In this paper we describe Sideshow, a peripheral awareness interface that w ..."
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Cited by 79 (1 self)
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The concept of awareness has received increasing attention over the past several CSCW conferences. Although many awareness interfaces have been designed and studied, most have been limited deployments of research prototypes. In this paper we describe Sideshow, a peripheral awareness interface that was rapidly adopted by thousands of people in our company. Sideshow provides regularly updated peripheral awareness of a broad range of information from virtually any accessible web site or database. We discuss Sideshow's design and the experience of refining and redesigning the interface based on feedback from a rapidly expanding user community.
Informative art: using amplified artworks as information displays
- Proceedings of DARE 2000 (Designing Augmented Reality Environments
, 2000
"... Informative art is computer augmented, or amplified, works of art that not only are aesthetical objects but also information displays, in as much as they dynamically reflect information about their environment. Informative art can be seen as a kind of slow technology, i.e. a technology that promotes ..."
Abstract
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Cited by 75 (9 self)
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Informative art is computer augmented, or amplified, works of art that not only are aesthetical objects but also information displays, in as much as they dynamically reflect information about their environment. Informative art can be seen as a kind of slow technology, i.e. a technology that promotes moments of concentration and reflection. Our aim is to present the design space of informative art. We do so by discussing its properties and possibilities in relation to work on information visualisation, novel information display strategies, as well as art. A number of examples based on different kinds of mapping relations between information and the properties of the composition of an artwork are described.
The information percolator: Ambient information display in a decorative object
- Proceedings of the ACM Symposium on User Interface Software and Technology (UIST
, 1999
"... Most current interface designs require that the user focus their attention on them in order to be of value. However, as the price of computation falls, and computational capabilities make their way into many everyday objects, the demand for attention from many different directions may begin to serio ..."
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Cited by 64 (2 self)
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Most current interface designs require that the user focus their attention on them in order to be of value. However, as the price of computation falls, and computational capabilities make their way into many everyday objects, the demand for attention from many different directions may begin to seriously reduce the usefulness of these computational objects. Ambient information displays are intended to fit in a part of the interface design space that does not have this property. They are designed to convey background or context information that the user may or may not wish to attend to at any given time. Ambient Displays are designed to work primarily in the periphery of a user’s awareness, moving to the center of attention only when appropriate and desirable. This paper describes a new ambient information display that is designed to give a rich medium of expression placed within an aesthetically pleasing decorative object. This display – the Information Percolator – is formed by air bubbles rising up tubes of water. By properly controlling the release of air, a set of pixels which scroll up the display is created. This allows a rendition of any (small, black and white) image to be displayed. The detailed design and construction of this display device will be considered, along with several applications.
Interactive Public Ambient Displays: Transitioning from Implicit to Explicit, Public to Personal, Interaction with Multiple Users
- UIST
, 2004
"... We develop design principles and an interaction framework for sharable, interactive public ambient displays that support the transition from implicit to explicit interaction with both public and personal information. A prototype system implementation that embodies these design principles is describe ..."
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Cited by 64 (5 self)
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We develop design principles and an interaction framework for sharable, interactive public ambient displays that support the transition from implicit to explicit interaction with both public and personal information. A prototype system implementation that embodies these design principles is described. We use novel display and interaction techniques such as simple hand gestures and touch screen input for explicit interaction and contextual body orientation and position cues for implicit interaction. Techniques are presented for subtle notification, self-revealing help, privacy controls, and shared use by multiple people each in their own context. Initial user feedback is also presented, and future directions discussed.
The Human Experience
- IEEE Pervasive Computing
, 2002
"... To address Weiser’s human-centered vision of ubiquitous computing, the authors focus on physical interaction, general application features, and theories of design and evaluation for this new mode of human–computer interaction. ..."
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Cited by 55 (0 self)
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To address Weiser’s human-centered vision of ubiquitous computing, the authors focus on physical interaction, general application features, and theories of design and evaluation for this new mode of human–computer interaction.
Establishing Tradeoffs That Leverage Attention For Utility: Empirically Evaluating Information Display In Notification Systems
, 2003
"... Designing and evaluating notification systems represents an emerging challenge in the study of human--computer interaction. Users rely on notification systems to present potentially interruptive information in an efficient and effective manner to enable appropriate reaction and comprehension. Little ..."
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Cited by 47 (8 self)
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Designing and evaluating notification systems represents an emerging challenge in the study of human--computer interaction. Users rely on notification systems to present potentially interruptive information in an efficient and effective manner to enable appropriate reaction and comprehension. Little is known about the effects of these systems on ongoing computer tasks. As the research community strives to understand information design suitable for opposing usage goals, few existing efforts lend themselves to extensibility.

