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Exploring tangible interaction Research presentation at ID-Studiolab Philip Ross 28-10-2002 contents Introduction Research area Set up Poco Moto Filmpjes Experiments Results Conclusions Introduction We don’t understand the VCR and the VCR doesn’t understand us Introduction
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Exploring tangible interaction Research presentation at ID-Studiolab Philip Ross 28-10-2002
contents • Introduction • Research area • Set up • Poco • Moto • Filmpjes • Experiments • Results • Conclusions
Introduction We don’t understand the VCR and the VCR doesn’t understand us
Introduction Why is this?
Introduction The VCR sees us as mere cognitive beings. And greatly overestimates our abilities and efforts
Introduction People are more than cognitive beings. Communication is thinking, doing and feeling Products should capitalize on all these skills
Introduction Thinking Doing Feeling Aesthetic interaction
Research area Aesthetic
Research area Aesthetic Tangible
Research area Aesthetic Tangible Direct
Research area Aesthetic Tangible Direct Semantic
Research area Aesthetic Tangible Direct Semantic Interaction -> meaning
Research area Aesthetic Tangible Direct Semantic Interaction -> meaning Experience & translation -> meaning
Research area Aesthetic Tangible ? Direct semantic
Research set-up Functional aesthetic installation Coppia Espressiva: 2 music products Experiments Observation, questionnaires & statistics
Coppia Espressiva Poco tangible Musical Semantic approach Moto tangible Musical Direct approach
Poco • From music term Poco a Poco (bit by bit) • Phycons (physical icons) • Expressive forms
Moto • Derived from music term Con moto (with movement) • Using gestures & tools • Dynamic
Demonstration films • Films can be downloaded from this URL: (ID-Studiolab site) • Poco demo.mov (10.1 MB) • Moto demo.mov (16.8 MB)
Experiments • Creative session • 8 students expressing moods • Matching session • 22 subj rating expressions
Creative session 1. Learning (40 min) 2. Test assignment 3. Mood induction (4 moods induced by using film clips) rating of mood (SAM) 4. Expressing the moods rating of effort rating of satisfaction measuring time needed 5. Evaluation
Creative session- results Poco: Clear & controllable Natural mappings Very usable Very enjoyable
Creative session- results Poco: Clear & controllable Natural mappings Very usable Very enjoyable Moto: Complex 2 tools didn’t work More involvement More possibilities 2 groups
Creative session- results Poco: Clear & controllable Natural mappings Very usable Very enjoyable Moto: Complex 2 tools didn’t work More involved More possibilities 2 groups Time, effort, satisfaction insignificant
Matching session • 22 subjects • Same mood induction • 10 music clips per mood • 5 intended • 5 random distracters • Rate appropriateness
Matching session - results • Poco and Moto clips were rated differently (X^2=14.121, p=0.03) • Poco clips were rated higher (Mean rank Poco vs Moto: 453 vs 419. Mann-Whitney U=87429, p=0.031)
Matching session - results • Focusing on Moto-users: • 2 groups: 5 were able to express feelings, 3 were not • 5 made better clips on Moto than Poco! Mann-Whitney U= 38983, p=0.004)
Conclusions • Direct and semantic approach: • both suitable for intuitive, aesthetic & expressive interaction • Semantic approach: • phycons not only meaningful when referring, also powerful way of communicating expressive meaning • Mutual understanding of expressive meaning has positive effect on usability and joy of use
Conclusions • Direct approach: • elicits more extreme experiences • requires more subtlety • can easily become too complex. • When natural relation between cause and effect disappears, feeling of control disappears.
Conclusions • in both direct and semantic interaction: ‘Attractive things work better’ (Norman) Experiencing aesthetics contributes to enjoyment AND results
More info See www.studiolab.io.tudelft.nl/ross/project or e-mail p.r.ross@student.tudelft.nl