Affordances for manipulation of physical versus digital media on interactive surfaces
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
It's Mine, Don't Touch!: interactions at a large multi-touch display in a city centre
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The anatomy of prototypes: Prototypes as filters, prototypes as manifestations of design ideas
ACM Transactions on Computer-Human Interaction (TOCHI)
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In this paper the creative design process of a collaborative content creation application on a multi-touch surface is presented. Based on a series of three low fidelity tests sessions using different techniques, the design of a high fidelity application prototype was informed. The research is approached from the designer's point of view and presents a process of how a designer can be involved in a multitouch design process without having to go through technical development first. The paper concludes with the added value of this approach from both the designers' as the developer's point of view.