A rational design process: how and why to fake it
Proceedings of the International Joint Conference on Theory and Practice of Software Development (TAPSOFT) on Formal Methods and Software, Vol.2: Colloquium on Software Engineering (CSE)
Tangible bits: towards seamless interfaces between people, bits and atoms
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Urp: a luminous-tangible workbench for urban planning and design
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
The role of kinesthetic reference frames in two-handed input performance
Proceedings of the 12th annual ACM symposium on User interface software and technology
Instrumental interaction: an interaction model for designing post-WIMP user interfaces
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Illuminating clay: a 3-D tangible interface for landscape analysis
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Where the action is: the foundations of embodied interaction
Where the action is: the foundations of embodied interaction
Graspable user interfaces
Fast Radial Symmetry for Detecting Points of Interest
IEEE Transactions on Pattern Analysis and Machine Intelligence
Getting a grip on tangible interaction: a framework on physical space and social interaction
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Image schemas and their metaphorical extensions: intuitive patterns for tangible interaction
Proceedings of the 1st international conference on Tangible and embedded interaction
The reacTable: exploring the synergy between live music performance and tabletop tangible interfaces
Proceedings of the 1st international conference on Tangible and embedded interaction
Towards a new set of ideals: consequences of the practice turn in tangible interaction
Proceedings of the 2nd international conference on Tangible and embedded interaction
Moving on from weiser's vision of calm computing: engaging ubicomp experiences
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
Creative idea exploration within the structure of a guiding framework: the card brainstorming game
Proceedings of the fourth international conference on Tangible, embedded, and embodied interaction
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Tangible User Interfaces: Past, Present, and Future Directions
Foundations and Trends in Human-Computer Interaction
Do not disturb: physical interfaces for parallel peripheral interactions
INTERACT'11 Proceedings of the 13th IFIP TC 13 international conference on Human-computer interaction - Volume Part II
Portico: tangible interaction on and around a tablet
Proceedings of the 24th annual ACM symposium on User interface software and technology
Exploring peripheral interaction design for primary school teachers
Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction
Acting by hand: Informing interaction design for the periphery of people's attention
Interacting with Computers
FireFlies: supporting primary school teachers through open-ended interaction design
Proceedings of the 24th Australian Computer-Human Interaction Conference
Proceedings of the 7th International Conference on Tangible, Embedded and Embodied Interaction
Comparing modalities and feedback for peripheral interaction
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Evaluating peripheral interaction
Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction
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Tangible User Interfaces (TUIs) are commonly accepted as those in which the configuration of physical objects embodies digital system state, providing "graspable" digital media that can be manipulated in the focus of users' attention. In this paper we offer an alternative perspective on the use of tangibility in interaction, in which meaning is created not through precise manipulations of a computationally-interpreted spatial syntax, but through imprecise interactions with independently meaningful, digitally-augmented physical tokens. Users are free to arrange such tokens around the periphery of their workspace, away from their normal centre of attention, ready to selectively and fluidly engage them in loosely related, dispersed episodes of use. We call this concept "peripheral tangible interaction", and in this paper we describe both our analytic approach to designing a personal desktop TUI supporting such an interaction style, and user responses to its analytically-inspired features during extended deployment in a real office context.