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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 l.jpg

Exploring tangible interaction

Research presentation

at ID-Studiolab

Philip Ross

28-10-2002


Contents l.jpg
contents

  • Introduction

  • Research area

  • Set up

    • Poco

    • Moto

  • Filmpjes

  • Experiments

  • Results

  • Conclusions


Introduction l.jpg
Introduction

We don’t understand the VCR and

the VCR doesn’t understand us


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Introduction

Why is this?


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Introduction

The VCR sees us as mere cognitive beings. And greatly overestimates our abilities and efforts


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Introduction

People are more than cognitive beings.

Communication is thinking, doing and feeling

Products should capitalize on all these skills


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Introduction

Thinking

Doing Feeling

Aesthetic interaction


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Research area

Aesthetic


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Research area

Aesthetic

Tangible


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Research area

Aesthetic

Tangible

Direct


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Research area

Aesthetic

Tangible

Direct

Semantic


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Research area

Aesthetic

Tangible

Direct

Semantic

Interaction ->

meaning


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Research area

Aesthetic

Tangible

Direct

Semantic

Interaction ->

meaning

Experience &

translation ->

meaning


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Research area

Aesthetic

Tangible

?

Direct

semantic


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Research set-up

Functional aesthetic installation

Coppia Espressiva:

2 music products

Experiments

Observation,

questionnaires &

statistics


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Coppia Espressiva

Poco

tangible

Musical

Semantic approach

Moto

tangible

Musical

Direct approach


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Poco

  • From music term Poco a Poco (bit by bit)

  • Phycons (physical icons)

  • Expressive forms


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Moto

  • Derived from music term Con moto (with movement)

  • Using gestures & tools

  • Dynamic


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Demonstration films

  • Films can be downloaded from this URL:

    (ID-Studiolab site)

  • Poco demo.mov (10.1 MB)

  • Moto demo.mov (16.8 MB)


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Experiments

  • Creative session

    • 8 students expressing moods

  • Matching session

    • 22 subj rating expressions


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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


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Creative session- results

Poco:

Clear & controllable

Natural mappings

Very usable

Very enjoyable


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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


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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


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Matching session

  • 22 subjects

  • Same mood induction

  • 10 music clips per mood

    • 5 intended

    • 5 random distracters

  • Rate appropriateness


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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)


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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)


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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


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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.


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Conclusions

  • in both direct and semantic interaction: ‘Attractive things work better’ (Norman)

    Experiencing aesthetics contributes to enjoyment AND results


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More info

See www.studiolab.io.tudelft.nl/ross/project

or e-mail p.r.ross@student.tudelft.nl