Bricks: laying the foundations for graspable user interfaces
CHI '95 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The metaDESK: models and prototypes for tangible user interfaces
Proceedings of the 10th annual ACM symposium on User interface software and technology
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
ambientROOM: integrating ambient media with architectural space
CHI 98 Cconference Summary on Human Factors in Computing Systems
The coming age of calm technolgy
Beyond calculation
Topobo: a constructive assembly system with kinetic memory
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Emerging frameworks for tangible user interfaces
IBM Systems Journal
A toolkit for managing user attention in peripheral displays
Proceedings of the 17th annual ACM symposium on User interface software and technology
Extending tangible interfaces for education: digital montessori-inspired manipulatives
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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
BodyBeats: whole-body, musical interfaces for children
CHI '06 Extended Abstracts on Human Factors in Computing Systems
The reacTable: exploring the synergy between live music performance and tabletop tangible interfaces
Proceedings of the 1st international conference on Tangible and embedded interaction
Yesterday’s tomorrows: notes on ubiquitous computing’s dominant vision
Personal and Ubiquitous Computing
Playing with the sound maker: do embodied metaphors help children learn?
IDC '08 Proceedings of the 7th international conference on Interaction design and children
Hangsters: tangible peripheral interactive avatars for instant messaging
Proceedings of the 3rd International Conference on Tangible and Embedded Interaction
Peripheral tangible interaction by analytic design
Proceedings of the 3rd International Conference on Tangible and Embedded Interaction
Framing tangible interaction frameworks
Artificial Intelligence for Engineering Design, Analysis and Manufacturing
Contact through canvas: an entertaining encounter
Personal and Ubiquitous Computing
Whack gestures: inexact and inattentive interaction with mobile devices
Proceedings of the fourth international conference on Tangible, embedded, and embodied interaction
Tangible User Interfaces: Past, Present, and Future Directions
Foundations and Trends in Human-Computer Interaction
Moving on from weiser's vision of calm computing: engaging ubicomp experiences
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
Exploring peripheral interaction design for primary school teachers
Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction
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
Focused and casual interactions: allowing users to vary their level of engagement
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Overt or subtle? Supporting group conversations with automatically targeted directives
Proceedings of the 19th international conference on Intelligent User Interfaces
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Interactions in and with the physical world have enabled us to perform everyday activities in the periphery of our attention. Even though digital technologies are becoming increasingly present in the everyday environment, interaction with these technologies usually requires people's focused attention. In the realm of the vision of calm technology, we think that designing interactions with the digital world inspired by our peripheral interaction with the physical world, will enable digital technologies to better blend into our everyday lives. However, for such interaction design to be effective, a detailed understanding of the everyday periphery is required. In this paper, we therefore present a qualitative study on everyday activities that may take place in the periphery of the attention. We provide a broad range of examples of such everyday activities and cluster them to present the conditions under which they may be performed peripherally. Furthermore, we discuss how our findings may be relevant for the design of peripheral interactions with digital technologies, and present two conceptual designs that are based on our findings.