A survey of design issues in spatial input
UIST '94 Proceedings of the 7th annual ACM symposium on User interface software and technology
Activity theory as a potential framework for human-computer interaction research
Context and consciousness
Phidgets: easy development of physical interfaces through physical widgets
Proceedings of the 14th annual ACM symposium on User interface software and technology
Making sense of sensing systems: five questions for designers and researchers
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
iStuff: a physical user interface toolkit for ubiquitous computing environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Papier-Mache: toolkit support for tangible input
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Emerging frameworks for tangible user interfaces
IBM Systems Journal
The calder toolkit: wired and wireless components for rapidly prototyping interactive devices
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
Tangible products: redressing the balance between appearance and action
Personal and Ubiquitous Computing
On tangible user interfaces, humans and spatiality
Personal and Ubiquitous Computing
A taxonomy for and analysis of tangible interfaces
Personal and Ubiquitous Computing
The TAC paradigm: specifying tangible user interfaces
Personal and Ubiquitous Computing
Extending tangible interfaces for education: digital montessori-inspired manipulatives
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Expected, sensed, and desired: A framework for designing sensing-based interaction
ACM Transactions on Computer-Human Interaction (TOCHI)
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
A framework for designing sensor-based interactions to promote exploration and reflection in play
International Journal of Human-Computer Studies
Reflective physical prototyping through integrated design, test, and analysis
UIST '06 Proceedings of the 19th annual ACM symposium on User interface software and technology
The CTI framework: informing the design of tangible systems for children
Proceedings of the 1st international conference on Tangible and embedded interaction
CookieFlavors: Rapid Composition Framework for Tangible Media
NGMAST '07 Proceedings of the The 2007 International Conference on Next Generation Mobile Applications, Services and Technologies
Tangible User Interfaces: Past, Present, and Future Directions
Foundations and Trends in Human-Computer Interaction
Pipet: a design concept supporting photo sharing
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
Exploring peripheral interaction design for primary school teachers
Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction
MARBOWL: increasing the fun experience of shooting marbles
Personal and Ubiquitous Computing
Embodied metaphors in tangible interaction design
Personal and Ubiquitous Computing
Personal and Ubiquitous Computing
Acting by hand: Informing interaction design for the periphery of people's attention
Interacting with Computers
Proceedings of the 7th International Conference on Tangible, Embedded and Embodied Interaction
Things to imagine with: designing for the child's creativity
Proceedings of the 12th International Conference on Interaction Design and Children
An analysis of input-output relations in interaction with smart tangible objects
ACM Transactions on Interactive Intelligent Systems (TiiS) - Special issue on interaction with smart objects, Special section on eye gaze and conversation
Hi-index | 0.00 |
Tangible interaction is a growing area of human–computer interaction research that has become popular in recent years. Yet designers and researchers are still trying to comprehend and clarify its nature, characteristics, and implications. One approach has been to create frameworks that help us look back at and categorize past tangible interaction systems, and look forward at the possibilities and opportunities for developing new systems. To date, a number of different frameworks have been proposed that each provide different perspectives on the tangible interaction design space, and which can guide designers of new systems in different ways. In this paper, we map the space of tangible interaction frameworks. We order existing frameworks by their general type, and by the facets of tangible interaction design they address. One of our main conclusions is that most frameworks focus predominantly on the conceptual design of tangible systems, whereas fewer frameworks abstract the knowledge gained from previous systems, and hardly any framework provides concrete steps or tools for building new tangible systems. In addition, the facets most represented in existing frameworks are those that address the interactions with or the physicality of the designed systems. Other facets, such as domain-specific technology and experience, are rare. This focus on design, interaction, and physicality is interesting, as the origins of the field are rooted in engineering methods and have only recently started to incorporate more design-inspired approaches. As such, we expected more frameworks to focus on technologies and to provide concrete building suggestions for new tangible interaction systems.