IEEE Computer Graphics and Applications
Interactive storytelling environments: coping with cardiac illness at Boston's Children's Hospital
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Teddy: a sketching interface for 3D freeform design
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
DiamondTouch: a multi-user touch technology
Proceedings of the 14th annual ACM symposium on User interface software and technology
Participatory Design: Principles and Practices
Participatory Design: Principles and Practices
Design at Work: Cooperative Design of Computer Systems
Design at Work: Cooperative Design of Computer Systems
Making Space for Voice: Technologies to Support Children’s Fantasy and Storytelling
Personal and Ubiquitous Computing
StoryMat: a play space for collaborative storytelling
CHI '99 Extended Abstracts on Human Factors in Computing Systems
Multi-finger and whole hand gestural interaction techniques for multi-user tabletop displays
Proceedings of the 16th annual ACM symposium on User interface software and technology
Roles of Orientation in Tabletop Collaboration: Comprehension, Coordination and Communication
Computer Supported Cooperative Work
Fluid integration of rotation and translation
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Low-cost multi-touch sensing through frustrated total internal reflection
Proceedings of the 18th annual ACM symposium on User interface software and technology
Rotation and Translation Mechanisms for Tabletop Interaction
TABLETOP '06 Proceedings of the First IEEE International Workshop on Horizontal Interactive Human-Computer Systems
Keepin' it real: pushing the desktop metaphor with physics, piles and the pen
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
TNT: improved rotation and translation on digital tables
GI '06 Proceedings of Graphics Interface 2006
Mediating Group Dynamics through Tabletop Interface Design
IEEE Computer Graphics and Applications
How pairs interact over a multimodal digital table
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Shallow-depth 3d interaction: design and evaluation of one-, two- and three-touch techniques
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Bringing physics to the surface
Proceedings of the 21st annual ACM symposium on User interface software and technology
Supporting medical conversations between deaf and hearing individuals with tabletop displays
Proceedings of the 2008 ACM conference on Computer supported cooperative work
The prevention of mode errors through sensory feedback
Human-Computer Interaction
Sticky tools: full 6DOF force-based interaction for multi-touch tables
Proceedings of the ACM International Conference on Interactive Tabletops and Surfaces
SandCanvas: a multi-touch art medium inspired by sand animation
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
INTERACT'11 Proceedings of the 13th IFIP TC 13 international conference on Human-computer interaction - Volume Part III
At home with surface computing?
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the Designing Interactive Systems Conference
People, sensors, decisions: Customizable and adaptive technologies for assistance in healthcare
ACM Transactions on Interactive Intelligent Systems (TiiS) - Special issue on highlights of the decade in interactive intelligent systems
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We present the iterative design of a virtual sandtray application for a tabletop display. The purpose of our prototype is to support sandtray therapy, a form of art therapy typically used for younger clients. A significant aspect of this therapy is the insight gained by the therapist as they observe the client interact with the figurines they use to create a scene in the sandtray. In this manner, the therapist can gain increased understanding of the client's psyche. We worked with three sandtray therapists throughout the evolution of our prototype. We describe the details of the three phases of this design process: initial face-to-face meetings, iterative design and development via distance collaboration, and a final face-to-face feedback session. This process revealed that our prototype was sufficient for therapists to gain insight about a person's psyche through their interactions with the virtual sandtray.