Tangible User Interfaces
Tangible User Interfaces
1561/1100000026
Orit Shaer
Wellesley College
Wellesley, MA 02481
USA
[email protected]
Eva Hornecker
University of Strathclyde
Scotland, G1 1XH
UK
[email protected]
Boston – Delft
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The preferred citation for this publication is O. Shaer and E. Hornecker, Tangible
User Interfaces: Past, Present, and Future Directions, Foundations and Trends
R
in
Human–Computer Interaction, vol 3, nos 1–2, pp 1–137, 2009
ISBN: 978-1-60198-328-2
c 2010 O. Shaer and E. Hornecker
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Editor-in-Chief:
Ben Bederson
Human–Computer Interaction Lab
University of Maryland
3171 A. V. Williams Bldg
20742, College Park, MD
Editors
Gregory Abowd (Georgia Institute of Technology)
Jonathan Grudin (Microsoft Research)
Clayton Lewis (University of Colorado)
Jakob Nielsen (Nielsen Norman Group)
Don Norman (Nielsen Norman Group and Northwestern University)
Dan Olsen (Brigham Young University)
Gary Olson (UC Irvine)
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Editorial Scope
1
Wellesley College, 106 Central St., Wellesley, MA, 02481, USA,
[email protected]
2
University of Strathclyde, 26 Richmond Street, Glasgow, Scotland,
G1 1XH, UK, [email protected]
Abstract
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 monograph examines the existing body of work on Tangible
User Interfaces. We start by sketching the history of tangible user inter-
faces, 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
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Contents
1 Introduction 1
4 Application Domains 21
4.1 TUIs for Learning 22
4.2 Problem Solving and Planning 26
4.3 Information Visualization 30
4.4 Tangible Programming 32
4.5 Entertainment, Play, and Edutainment 35
4.6 Music and Performance 38
4.7 Social Communication 42
4.8 Tangible Reminders and Tags 43
ix
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6 Conceptual Foundations 61
7 Implementation Technologies 73
7.1 RFID 74
7.2 Computer Vision 75
7.3 Microcontrollers, Sensors, and Actuators 77
7.4 Comparison of Implementation Technologies 79
7.5 Tool Support for Tangible Interaction 81
11 Summary 121
Acknowledgments 123
References 125
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1
Introduction
1
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2 Introduction
interaction styles. Novel input devices that draw on users’ skill of inter-
action with the real non-digital world gain increasing popularity (e.g.,
the Wii Remote controller, multi-touch surfaces). Simultaneously, an
invisible revolution takes place: computers become embedded in every-
day objects and environments, and products integrate computational
and mechatronic components,
This monograph provides a survey of the research on Tangible
User Interfaces (TUIs), an emerging post-WIMP interface type that
is concerned with providing tangible representations to digital infor-
mation and controls, allowing users to quite literally grasp data with
their hands. Implemented using a variety of technologies and materi-
als, TUIs computationally augment physical objects by coupling them
to digital data. Serving as direct, tangible representations of digital
information, these augmented physical objects often function as both
input and output devices providing users with parallel feedback loops:
physical, passive haptic feedback that informs users that a certain phys-
ical manipulation is complete; and digital, visual or auditory feedback
that informs users of the computational interpretation of their action
[237]. Interaction with TUIs is therefore not limited to the visual and
aural senses, but also relies on the sense of touch. Furthermore, TUIs
are not limited to two-dimensional images on a screen; interaction
can become three-dimensional. Because TUIs are an emerging field of
research, the design space of TUIs is constantly evolving. Thus, the
goal of this monograph is not to bound what a TUI is or is not. Rather,
it describes common characteristics of TUIs and discusses a range of
perspectives so as to provide readers with means for thinking about
particular designs.
Tangible Interfaces have an instant appeal to a broad range of users.
They draw upon the human urge to be active and creative with one’s
hands [257], and can provide a means to interact with computational
applications in ways that leverage users’ knowledge and skills of inter-
action with the everyday, non-digital, world [119].
TUIs have become an established research area through the con-
tributions of Hiroshi Ishii and his Tangible Media Group as well as
through the efforts of other research groups worldwide. The word ‘tan-
gible’ now appears in many calls for papers or conference session titles.
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References
125
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126 References
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