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A tangible user interface (TUI) is a user interface in which a person interacts with digital information through the physical environment. The initial name was Graspable User Interface, which no longer is used. One of the pioneers in tangible user interfaces is Hiroshi Ishii, a professor in the MIT Media Laboratory who heads the Tangible Media Group. His particular vision for tangible UIs, called Tangible Bits, is to give physical form to digital information, making bits directly manipulable and perceptible. Tangible bits pursues seamless coupling between these two very different worlds of bits and atoms. This book is your ultimate resource for Tangible User Interfaces. Here you will find the most up-to-date information, analysis, background and everything you need to know. In easy to read chapters, with extensive references and links to get you to know all there is to know about Tangible User Interfaces right away, covering: Tangible User Interface, Surface computer, Surface computing, DiamondTouch, Microsoft Surface, MT-50 Multitouch Table, Multi-Touch Collaboration Wall, Philips Entertaible, Reactable, SixthSense, TouchLight, TouchTable, 3D Interaction, Accelerator (Internet Explorer), Accelerator table, Adjustment handles, Alt-Tab, Attentive user interface, Augmented reality, Balloon help, Bounce keys, Brace matching, Brain-computer interface, Breadcrumb (navigation), Canned response, Capacitive sensing, Caret navigation, Clipboard (software), Command-line completion, Command-line interface, Computer-mediated reality, Context awareness, Cover Flow, Crossing-based interface, Cursor (computers), Cut, copy, and paste, Dasher, Delimited search, Desktop metaphor, Digital puppetry, Direct manipulation interface, Direct Voice Input, Dock (computing), Dock (Mac OS X), Docky, Double-click, Drag-and-drop, Expose (Mac OS X), Flip page, Focus (computing), Form (web), Gesture recognition, Graffiti (Palm OS), Graffiti 2, Grayed out, Hands-free computing, Incremental search, Input method, Inspector window, Intelligent form, Interaction technique, Interactive voice response, IODD, Keyboard shortcut, List of dock applications, Location awareness, Lock key, Marching ants, Media space, Eric Michelman, Miller Columns, Mixed reality, Mnemonics (keyboard), Mode (computer interface), Modifier key, Moodbar, Mouse chording, Mouse keys, Multi-factor authentication, Multi-touch, Multi-touch gestures, MultiFinder, Multiple document interface, Multiple frames interface, Navigation controls, Optogenetics, Page zooming, Pen computing, Personalization, Pie menu, Point-and-click, Pointing device gesture, Post-WIMP, Progress indicator, Progressive disclosure, Projection augmented model, Publish and Subscribe, Query by Example, Responsiveness, Rhizome Navigation, Screen labeled function keys, Scroll lock, Scroll wheel, Scrolling, Selection (user interface), ShapeWriter, Silent speech interface, SlideIT, Slow keys, Smart tag (Microsoft), SmartAction, Spatial Contextual Awareness, Spatial file manager, Spatial navigation, Speech recognition, Split screen (computer graphics), Spoken dialog system, Stacks (software), State Bag, StickyKeys, Stylus (computing), Swiflet, Switch access, Swype, Syntax highlighting, T9 (predictive text), Tab (GUI), Tabbing navigation, Table of keyboard shortcuts, Taskbar, Telexistence, Text entry interface, Text-based (computing), Three-pane interface, Tiling window manager, Timed Text, Tip of the day, Tooltip, Treemapping, Triple-click, Typeahead, The Unfinished Revolution, Universal Scrolling, User interface, User persona, Virtual desktop, Virtual reality, Voice user interface, WIMP (computing)...and much more This book explains in-depth the real drivers and workings of Tangible User Interfaces. It reduces the risk of your technology, time and resources investment decisions by enabling you to compare your understanding of Tangible User Interfaces with the objectivity of experienced professionals.
In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in order to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User Interfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this field. We then present TUIs in a broader context, survey application domains, and review frameworks and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, psychology, and philosophy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limitations of TUIs and chart directions for future research.
The recent digital and mobile revolutions are a minor blip compared to the next wave of technological change, as everything from robot swarms to skin-top embeddable computers and bio printable organs start appearing in coming years. In this collection of inspiring essays, designers, engineers, and researchers discuss their approaches to experience design for groundbreaking technologies. Design not only provides the framework for how technology works and how it’s used, but also places it in a broader context that includes the total ecosystem with which it interacts and the possibility of unintended consequences. If you’re a UX designer or engineer open to complexity and dissonant ideas, this book is a revelation. Contributors include: Stephen Anderson, PoetPainter, LLC Lisa Caldwell, Brazen UX Martin Charlier, Independent Design Consultant Jeff Faneuff, Carbonite Andy Goodman, Fjord US Camille Goudeseune, Beckman Institute, University of Illinois at Urbana-Champaign Bill Hartman, Essential Design Steven Keating, MIT Media Lab, Mediated Matter Group Brook Kennedy, Virginia Tech Dirk Knemeyer, Involution Studios Barry Kudrowitz, University of Minnesota Gershom Kutliroff, Omek Studio at Intel Michal Levin, Google Matt Nish-Lapidus, Normative Erin Rae Hoffer, Autodesk Marco Righetto, SumAll Juhan Sonin, Involution Studios Scott Stropkay, Essential Design Scott Sullivan, Adaptive Path Hunter Whitney, Hunter Whitney and Associates, Inc. Yaron Yanai, Omek Studio at Intel
User Interfaces for All is the first book dedicated to the issues of Universal Design and Universal Access in the field of Human-Computer Interaction (HCI). Universal Design (or Design for All) is an inclusive and proactive approach seeking to accommodate diversity in the users and usage contexts of interactive products, applications, and services, starting from the design phase of the development life cycle. The ongoing paradigm shift toward a knowledge-intensive information society is already bringing about radical changes in the way people work and interact with each other and with information. The requirement for Universal Design stems from the growing impact of the fusion of the emerging technologies, and from the different dimensions of diversity, which are intrinsic to the information society. This book unfolds the various aspects of this ongoing evolution from a variety of viewpoints. It's a collection of 30 chapters written by leading international authorities, affiliated with academic, research, and industrial organizations, and non-market institutions. The book provides a comprehensive overview of the state of the art in the field, and includes contributions from a variety of theoretical and applied disciplines and research themes. This book can also be used for teaching purposes in HCI courses at the undergraduate as well as graduate level. Students will be introduced to the human-, organizational-, and technology-oriented dimensions that call for a departure from traditional approaches to user interface development. Students will also get an overview of novel methods, techniques, tools, and frameworks for the design, implementation, and evaluation of user interfaces that are universally accessible and usable by the broadest possible end-user population. This comprehensive book is targeted to a broad readership, including HCI researchers, user interface designers, computer scientists, software engineers, ergonomists and usability engineers, Human Factors researchers and practitioners, organizational psychologists, system/product designers, sociologists, policy- and decision makers, scientists in government, industry and education, as well as assistive technology and rehabilitation experts.
"This book provides a good grounding of the main concepts and terminology for Augmented Reality (AR), with an emphasis on practical AR techniques (from tracking-algorithms to design principles for AR interfaces). The targeted audience is computer-literate readers who wish to gain an initial understanding of this exciting and emerging technology"--Provided by publisher.
Digitalization and automation are leading to fundamental changes in the industrial landscape. In the German-speaking countries, this development is often summarized under the term Industry 4.0. Simultaneously, interaction technologies have made huge developments in the last decades. The use of mobile devices and touch screens is ubiquitous, augmented and virtual reality technologies have made their way into the market and new interaction concepts have become established. While new interaction technologies offer new possibilities for organizing or executing work in the context of Industry 4.0, the transformation of industrial processes also creates a need for new work practices. This book sheds light on the interplay of Industry 4.0 and new interaction technologies. It presents selected research articles on the topic of Human-Technology Interaction in the context of Industry 4.0. Researchers from various disciplines present the current state of research with regard to future interactions with production environments to develop a common vision of how to design future interactions in the industrial domain. In this context, various topics are covered: a detailed overview on assistive systems for supporting manual work is given, including technological and design aspects as well as implementation strategies. Industrial use-cases for extended reality (XR) technologies such as augmented and virtual reality (AR and VR) are presented, also covering aspects of how to author content in XR environments. The role of new work practices is examined, for example, by presenting concepts of gamification and human-machine teamwork for supporting well-being. Finally, topics of trust and technology acceptance are discussed in the context of Industry 4.0. Given this broad perspective, a vision is sketched of how to design future human-technology interactions in a way that realizes their full technical and human potential.
The Design of Future Educational Interfaces provides a new multidisciplinary synthesis of educational interface research. It explains how computer interfaces can be redesigned to better support our ability to produce ideas, think, and solve problems successfully in national priority areas such as science and mathematics. Based on first-hand research experience, the author offers a candid analysis of emerging technologies and their impact, highlighting communication interfaces that stimulate thought. The research results will surprise readers and challenge their assumptions about existing technology and its ability to support our performance. In spite of a rapid explosion of interest in educational technologies, there remains a poor understanding of what constitutes an effective educational interface for student cognition and learning. This book provides valuable insights into why recent large-scale evaluations of existing educational technologies have frequently not shown demonstrable improvements in student performance. The research presented here is grounded in cognitive science and experimental psychology, linguistic science and communications, cross-cultural cognition and language, computer science and human interface design, and the learning sciences and educational technology.
This book reports on research and developments in human-technology interaction. A special emphasis is given to human-computer interaction, and its implementation for a wide range of purposes such as healthcare, aerospace, telecommunication, and education, among others. The human aspects are analyzed in detail. Timely studies on human-centered design, wearable technologies, social and affective computing, augmented, virtual and mixed reality simulation, human rehabilitation and biomechanics represent the core of the book. Emerging technology applications in business, security, and infrastructure are also critically examined, thus offering a timely, scientifically-grounded, but also professionally-oriented snapshot of the current state of the field. The book is based on contributions presented at the 1st International Conference on Human Interaction and Emerging Technologies, IHIET 2019, held on August 22-24, in Nice, France. It offers a timely survey and a practice-oriented reference guide to systems engineers, psychologists, sport scientists, physical therapists, as well as decision-makers, designing or dealing with the new generation of service systems. User Experience of a Social Media Based Knowledge Sharing System in Industry Work, Chapter of this book is available open access under a CC BY 4.0 license at link.springer.com