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Proton: Multitouch Gestures as Regular Expressions
"... Current multitouch frameworks require application developers to write recognition code for custom gestures; this code is split across multiple event-handling callbacks. As the number of custom gestures grows it becomes increasingly difficult to 1) know if new gestures will conflict with existing ges ..."
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Current multitouch frameworks require application developers to write recognition code for custom gestures; this code is split across multiple event-handling callbacks. As the number of custom gestures grows it becomes increasingly difficult to 1) know if new gestures will conflict with existing gestures, and 2) know how to extend existing code to reliably recognize the complete gesture set. Proton is a novel framework that addresses both of these problems. Using Proton, the application developer declaratively specifies each gesture as a regular expression over a stream of touch events. Proton statically analyzes the set of gestures to report conflicts, and it automatically creates gesture recognizers for the entire set. To simplify the creation of complex multitouch gestures, Proton introduces gesture tablature, a graphical notation that concisely describes the sequencing of multiple interleaved touch actions over time. Proton contributes a graphical editor for authoring tablatures and automatically compiles tablatures into regular expressions. We present the architecture and implementation of Proton, along with three proofof-concept applications. These applications demonstrate the expressiveness of the framework and show how Proton simplifies gesture definition and conflict resolution.
Amarino: a toolkit for the rapid prototyping of mobile ubiquitous computing
- In Proceedings of the 12th international
, 2010
"... Ubicomp applications increasingly involve smart phones that control or communicate with embedded systems. Compelling examples in this space include tangible interfaces, environmental sensor networks, game controllers and automated homes. Across research, design, and hobbyist communities there is cle ..."
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Ubicomp applications increasingly involve smart phones that control or communicate with embedded systems. Compelling examples in this space include tangible interfaces, environmental sensor networks, game controllers and automated homes. Across research, design, and hobbyist communities there is clearly a desire to build applications that involve combinations of mobile and non-mobile technologies. However, constructing these applications is a laborious process that requires considerable breadth and depth of expertise in programming, electronics, industrial and interaction design. Amarino is a toolkit that enables the rapid prototyping of such applications by connecting the Android operating system to the Arduino microcontroller platform. It consists of an Android application, an Arduino library, and a collection of documentation and examples. This suite of tools allows users to: 1) access Android events (ie: compass orientation, accelerometer data, and text messages received) and send them to Arduino microcontrollers without doing any Android programming, and 2) quickly develop Android applications that receive data (ie: environmental sensor data) from (and send data to) Arduino microcontrollers. This paper introduces Amarino and presents the results of a preliminary user study.
Model-based Design and Implementation of Interactive Spaces for Information Interaction
"... Abstract. Interactive spaces with multiple networked devices and interactive surfaces are an effective means to support multi-user collocated collaboration. In these spaces, surfaces like tablet PCs, tabletops, or display walls can be combined to allow users to interact naturally with their personal ..."
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Abstract. Interactive spaces with multiple networked devices and interactive surfaces are an effective means to support multi-user collocated collaboration. In these spaces, surfaces like tablet PCs, tabletops, or display walls can be combined to allow users to interact naturally with their personal or shared information, e.g. during presentation, discussion, or annotation. However, designing and implementing such interactive spaces is a challenging task due to the lack of appropriate interaction abstractions and the shortcomings of current user interface toolkits. We believe that these challenges can be addressed by revisiting model-based design techniques for object-oriented user interfaces (OOUI). We discuss the potential of OOUIs for the design of interactive spaces and introduce our own object-oriented design and implementation approach. Furthermore we introduce the ZOIL (Zoomable Object-Oriented Information Landscape) paradigm that we have used as an experimental testbed. While our approach does not provide automated model-driven procedures to create user interfaces without human intervention, we illustrate how it provides efficient support throughout design and implementation. We conclude with the results from a case study in which we collected empirical data on the utility and ease of use of our approach.
Five Key Challenges in End-User Development for Tangible and Embodied Interaction
"... As tangible and embodied systems are making the transition from the labs to everyday life, there is a growth in the applications related research and design work in this field. We argue that the potential of these technologies can be even further leveraged by enabling domain experts such as teachers ..."
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As tangible and embodied systems are making the transition from the labs to everyday life, there is a growth in the applications related research and design work in this field. We argue that the potential of these technologies can be even further leveraged by enabling domain experts such as teachers, therapists and home owners to act as end-user developers in order to modify and create content for their tangible interactive systems. However, there are important issues that need to be addressed if we want to enable these end users to act as developers. In this paper we identify five key challenges for meta-designers in enabling end-users to develop for tangible and embodied interaction.
Comparing Graphical and Tangible User Interfaces for a Tower Defense Game
"... This paper presents the design and test results of a tabletop Tangible User Interface (TUI) for a real-time strategy game. An experiment was conducted comparing the TUI and Graphical User Interface (GUI) versions of the same tower defense game application. The results show that users performed bette ..."
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This paper presents the design and test results of a tabletop Tangible User Interface (TUI) for a real-time strategy game. An experiment was conducted comparing the TUI and Graphical User Interface (GUI) versions of the same tower defense game application. The results show that users performed better with the GUI and found it easier to use, but reported more interest and enjoyment with the TUI. Overall, however, preference was split evenly between the two interface types. Analysis of qualitative user feedback provided further insight into these results, and based on this, suggestions are made for future research in the area of Tangible User Interfaces.
Modiquitous 2011 Proceedings Models Transformations for Ubiquitous System Design
"... Many different models and tools exist for supporting the design of ubiquitous interactive systems. Each of them deals with a different point of view. As a result designing such systems has to involve a set of models rather than just one. In this paper we first provide an overview on existing models ..."
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Many different models and tools exist for supporting the design of ubiquitous interactive systems. Each of them deals with a different point of view. As a result designing such systems has to involve a set of models rather than just one. In this paper we first provide an overview on existing models dedicated to Mixed Interactive Systems, one form of ubiquitous systems. Then, to facilitate the elicitation of the most appropriate model, we organize them along the steps of the development process. Finally, to smoothly guide the use of these different design resources along the development process, we provide an overview of different linking mechanisms between design models for ubiquitous systems and highlight their characteristics.
Model Assisted Creativity Sessions for the Design of Mixed Interactive Systems: a Protocol Analysis
"... Abstract. To help designers face the complexity of mixed interaction and identifying original and adapted solutions, we developed and evaluated an original approach to interaction design. This approach, called Model Assisted Creativity Sessions (MACS), aims to combine the best elements of both a mod ..."
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Abstract. To help designers face the complexity of mixed interaction and identifying original and adapted solutions, we developed and evaluated an original approach to interaction design. This approach, called Model Assisted Creativity Sessions (MACS), aims to combine the best elements of both a model of mixed interaction, and a collaborative and creative session. The objective is twofold: to support the exploration of the design space, and to establish a common language between participants. To assess the viability of this approach, we relied on a protocol analysis of the verbal recordings of two existing design situations. Results show that the model impacts the generation of ideas and that participants use the model concepts to share their thoughts during the session.
Media Interaction Lab
"... Creating novel user interfaces that are “natural ” and distributed is challenging for designers and developers. “Natural ” interaction techniques are barely standardized and in combination with distributed UIs additional technical difficulties arise. In this paper we present the lessons we have lear ..."
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Creating novel user interfaces that are “natural ” and distributed is challenging for designers and developers. “Natural ” interaction techniques are barely standardized and in combination with distributed UIs additional technical difficulties arise. In this paper we present the lessons we have learned in developing several natural and distributed user interfaces and propose design patterns to support development of such applications. Author Keywords Post-WIMP, natural user interfaces, distributed user interfaces, zoomable user interfaces, design patterns. ACM Classification Keywords
Design and Implementation of Post-WIMP Distributed User Interfaces with ZOIL
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This article may be used for research, teaching, and private study purposes. Any substantial or systematic reproduction, redistribution, reselling, loan, sub-licensing, systematic supply, or distribution in any form to anyone is expressly forbidden. The publisher does not give any warranty express or implied or make any representation that the contents will be complete or accurate or up to date. The accuracy of any instructions, formulae, and drug doses should be independently verified with primary sources. The publisher shall not be liable for any loss, actions, claims, proceedings, demand, or costs or damages whatsoever or howsoever caused arising directly or indirectly in connection with or arising out of the use of this material.