readings


Week 1


Weaving Fire into Form: Ch. 1
- up to p.48 [UG & G]


Abstract: The study of Tangible and Embodied Interaction (TEI) spans philosophy, psychology, and theory; computing; electrical and mechanical engineering; making, design, art, culture; and well beyond. The creators of tangible interfaces include book binders, circuit benders, glass blowers, performing artists, weavers of code and fibers, and observers of humans in past, present, and future modes of engaging each other and our world.



Weaving Fire into Form: Ch. 3
- sections 3.1 & 3.3 [UG & G]


Abstract: The first two chapters provided a broad overview of tangible and embodied interaction, laying the groundwork for a deeper investigation of four key facets: concept, cognition, design and technology, and aspirations. This chapter examines the evolving concept of tangible and embodied interaction (TEI).



Tangible Bits: Towards Seamless Interfaces between
People, Bits and Atoms [UG & G]


Abstract: This paper presents our vision of Human Computer Interaction (HCI): “Tangible Bits.” Tangible Bits allows users to “grasp & manipulate” bits in the center of users’ attention by coupling the bits with everyday physical objects and architectural surfaces.



Weaving Fire into Form: Ch. 4
- section 4.4 [UG], whole chapter [G]


Abstract: In this chapter we delve into the cognition facet that influenced and informed the concept of tangible and embodied interaction. In particular, we focus on the notions of cognition that recognize that we are physical beings, and that our existence is grounded in the physical world and is processed through our sensory and motor interactions with the space around us and with the things and people that exist within it.



Emerging Frameworks for Tangible User Interfaces [G]


Abstract: We introduce the MCRpd interaction model for tangible interfaces, which relates the role of physical and digital representations, physical control, and underlying digital models. This model serves as a foundation for identifying and discussing several key characteristics of tangible user interfaces.



Week 2


Weaving Fire into Form: Ch. 5
- sections 5.1, 5.2, & 5.3 [UG & G]


Abstract: Most TEI systems are fundamentally entangled with physical artifacts. Where we have dis- cussed many grounding examples and theories, the question of how tangibles are designed, fabricated, and brought to life is deeply central. Each of these topics is independently wor- thy of dedicated book(s). Here, we seek to provide a high-level overview, focused largely on mediating technologies, with some high-level consideration of design and fabrication.



Weaving Fire into Form: Ch. 6
- sections 6.1, 6.3, 6.4, & 6.5 [UG & G]


Abstract: This chapter focuses on designing tangible and embodied interaction. How to create meaningful interactions, and how to ride the notion of tangibility and embodiment (or should we say animacy after Ingold [2013]), and how to play with the richness and subtleties of materials and dynamics to fit the skills and modalities of a person?



Tangible VR: Diegetic Tangible Objects
for Virtual Reality Narratives [G]


Abstract: We present a system for diegetic tangible objects in virtual reality (VR) narratives. The system integrates a custom- designed sensor unit, built with low-cost off-the-shelf hardware, to track objects in VR and to support a variety of custom-made and found tangibles. For the field of tangible narratives, we expand the current use of diegetic objects.



Tangible Augmented Reality [G]


Abstract: This paper advocates a new metaphor for designing three-dimensional Augmented Reality (AR) applications, Tangible Augmented Reality (Tangible AR). We define what Tangible AR interfaces are, present some design guidelines and prototype interfaces based on these guidelines.


Links to Additional Readings