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Surgeons With Video Game Skill Appear To Perform Better March 5, 2007

Posted by reto wettach in physical interaction design, play.
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Just a short addendum to my talk at the TYPO-conference last year, which I gave together with the very smart journalist Ralph Grauel: we discussed the potentials and advantages of computer games:

Today I read this:
Surgeons With Video Game Skill Appear To Perform Better In Simulated Surgery Skills Course
“Those [surgeons] in the top one-third of video gaming skill made 47 percent fewer errors, performed 39 percent faster and scored 41 percent better on the overall Top Gun score than those in the bottom one-third.”
(source)

I know what to ask my doctor or dentist before my next treatment…

Multitouch and Multigesture November 17, 2006

Posted by reto wettach in innovative interfaces, physical interaction design.
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Jeff Han and his wonderful multitouch investigation is nothing new to the interaction design community. But this little video (produced by podtech)from Microsoft resarch is quite stunning, because it allows similar functionalities with a finger-tracking interface. I wonder how it feels to interaction with no tactile feedback…?
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(via NSTB)

Mobile Touch at Microsoft Research October 31, 2006

Posted by reto wettach in innovative interfaces, mobile, physical interaction design.
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Last week I had the chance to listen to Patrick Baudisch from Microsoft Research. At the Technical University in Berlin he gave a talk on “making sense on small screens” (slides). Within his talk he introduced his “summary thumbnail”, something like semantic zooming: Patrick developed an algorithm, which would scale down web-sites to the size of the screen on mobile phones, still keeping the most important fragments of the text readable.
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Patrick also talked about SOAP, a – as he said – very personal research project. He developed a “a mouse-like pointing device that works in mid-air”. His project is based on the observation that – when buying a mouse – we actually only purchase half of a pointing device: the other half is the surface, which is needed to operate a mouse.
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SOAP is basically the technology of a wireless infrared mouse put into a sock: the user can move this sock or skin over the internal technology containing object, which has the shape of a soap.  In the discussion afterwards somebody said that it reminded of playing with a foreskin. An interesting, but true statement.

Touch for Mobiles – Update October 31, 2006

Posted by reto wettach in innovative interfaces, mobile, physical interaction design.
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Touchsensitive areas or screens are one of the hot directions for mobile interaction.

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Not too new, but still interesting is Sony’s concept of Pre-Sense (Rekimoto, Ishizawa, Schwesig, et. al., 2003) , which basically combines a touch-pad with keys. Amongst other features, this technology allows interfaces, which are showing the user, what will happen, if he presses the key.

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Quite similar is a the phone PG2800 by the Korean company PanTech: This phone can recongnize finger writing on top of the keys.

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Another quite new patent is looking in using touch area surrounding the screen: Apple just filed this patent, which descibes an Electronic Device Having Display and Surrounding Touch Sensitive Bezel for User Interface and Control.
Through these interaction principles, the screen area will not be disturbed by some interacting fingers. Furthermore the screen might not get dirty of scratches through being used as an interface. (via hrmpf).

Talk at Carnegie Mellon August 11, 2006

Posted by reto wettach in physical interaction design.
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Today I gave a talk at the CyLab at Carnegie Mellon University in Pittsburgh/USA. The topic of my talk was “Physical Interaction Design”. I was invited by Prof. Yang Cai, who is heading the Ambient Intelligence Lab within this department.

I am impressed by CMU, especially as the boarders of faculties seem to be quite open. My friend and host, Yang, for example was also teaching a art class. I also met Suguru Ishizaki, who is a typographie professor, now teaching full time in the English Department: as communication is more than words, they wanted to have a designer in this department. Furthermore I visited the Human Computer Interaction Institute (HCII), which has staff from all kind of faculties.

A podcast of my talk is available here.

String-based Interfaces July 14, 2006

Posted by reto wettach in innovative interfaces, making the invisible visible, mobile, physical interaction design.
10 comments

A string is a nice way to represent a 1-dimensional set of data through length.

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This alarm clock by Duck Young Kong is set by pulling a string; the length of the string is representing the time remaining until the alarm goes off. This is interesting, because here input and feedback are done through the same media – the string. I am wondering why the designer did not add some kind of scale to the string so that reading becomes easier (in an earlier post I am describing a system, which does this).

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The string has also been one of the earliest expamles for Ambient Interfaces: the LiveWire by Natalie Jeremijenko. In her case, she not using the lenght to communicate information, but the activity of the wire: the more the wire dangles, the more net work traffic is happening in the building in this moment. (image by Marek Plichta)

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An interface based on a rectractable string was recently presented by Gabor Blasko et.al.: in this case not only the length of the pulled string is used to receive information, but also the angle in a polar coordinate system. Additionally Blasko is adding LEDs to the string to create a “1-D-display”. Scenarios of how to work with this interface include mail reading and calendar checking.
(images are courtesy of Gabor Blasko)

New Mobile Services July 5, 2006

Posted by reto wettach in innovative interfaces, mobile, physical interaction design, rfid.
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Vancouver one can finally pay his parking fee via phone – powered by Verrus. Call a number and type the number of minutes you want to park. Nice additional feature: if you leave early, you can call the number again and cancel the remaining minutes…

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I am wondering, whether it would be nice to have gestures for these kind of services – gestures as in table whacking.

Buscom from Finland is doing a trial with Nokian on this issue: One can pay the bus fare with a simple gesture with the mobile phone:

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Challenging Interfaces July 5, 2006

Posted by reto wettach in biofeedback, innovative interfaces, physical interaction design.
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During the two teaching projects on alarm clocks, which I taught in Ivrea and Potsdam, we came across various “challenging interfaces”, which would force the user into a state of higher concentration/attention.

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Well known is CLOCKY, a robotic alarm clock, which runs away and hides, so that the user is forced out of bed.

During the classes I was teaching, my students also came up with some interesting “challenging interfaces”:

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Hayat Benchenaa developed SEFRA, an alarm clock hanging from the ceiling, which is switched off by hitting is. Each time one hits the clock during the snooze function, it would rise toward the ceiling and therefore force you out of the bed.

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Blanc-o-matic by Eva Burneleit and Katrin Lütkemöller is a blanket, which would after each time switching off the snooze-function be torn down in the direction of your feets by 20 cm. Works only in winter.

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Another commercial product for a “challenging interface” is the “Pattern Clock“, which forces the user to play a round of Simon-Says.

Similar to the samples above is the Dead Man’s Switch, which is used in trains and should guarantee the the operator is not incapacitated (or asleep). There are different levels of complexity for this function, as reacting to beep.

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Another kind of a “challenging interface” is the part in onlineregistration processes, where you need to prove that you are human through recognizing some strange words (images taken from the yahoo mail registration).

Are there more challenging interfaces? And what can we learn from them? And why are we not using physilogical sensors for this task?
To be continued…

POUTS-The Physical World talks back June 18, 2006

Posted by reto wettach in innovative interfaces, physical interaction design.
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I am quite interested inTangible Interfaces in our daily lifes. Quite nice are in this sense the Fridge Magnets by Microsoft research, which are augmenting your family’s information source by blinking after a certain time. 

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Even more interesting are the POUTS (2005) from the University of Nottingham. Just to explaing the word: “PINS push in and POUTS pop out” – finally the revenge of the physical world!

I really like the idea of notes falling down from a pinboard after the expired!

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Braille for Non-Blinds… June 14, 2006

Posted by reto wettach in biofeedback, innovative interfaces, physical interaction design.
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Oren Horev, one of the last generation student at IDII, is exploring in his MA thesis the potential of ShapeShifters.

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Inspired by the concept of the toy PinPression (here a digital version from 2003) Oren developed the idea of the tactile representation of information on a mobile phone. He is suggesting to having a tactile display area on the back of the mobile, which – from my point of view – makes more sense than the visual display – at least while talking on the phone. Oren is calling his phone the TactoPhone.

In a video prototype Oren is exploring different shapes for tactile icons, or Tactons as he is calling it.

Oren also developed application scenarios, which he is showing through short videos. I especially like the idea of using the Tactons also as input by pressing them like buttons.

When watching one of the video scenarios, I was surprise to see how the hand of the user is interacting with the device: the finger tips are waiting in one row until something tactile sensation arrives. Then they start exploring the surrounding environment. I think that the user would always want to try to grasp the entire area by putting as much as possible of his hand on the area.

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Oren's project is an interesting exploration of Ivan Poupyrev's LUMEN, which is a working prototype of such a display plus the idea of making each tactive pixel also a visual pixel.