Plans and situated actions: the problem of human-machine communication
Plans and situated actions: the problem of human-machine communication
The DigitalDesk calculator: tangible manipulation on a desk top display
UIST '91 Proceedings of the 4th annual ACM symposium on User interface software and technology
Evolution of a reactive environment
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
Illuminating light: an optical design tool with a luminous-tangible interface
Proceedings of the 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
Where the action is: the foundations of embodied interaction
Where the action is: the foundations of embodied interaction
CoBuild '98 Proceedings of the First International Workshop on Cooperative Buildings, Integrating Information, Organization, and Architecture
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In a University course on phenomenology, embodiment and tangible interaction, students were asked to design and build installations that can be played. This article describes some of their works and the concept of the course. The results are critically discussed. The aim of the course was to invite and motivate students to connect phenomenological ideas with their own work. Students were invited to uncover phenomenological theories, to explore them on their own and to integrate their findings with their practice. We attempted to establish a feedback loop of practical work and theoretical reasoning, in a natural way, a holistic approach. The course appears to have worked to get basic ideas of phenomenology across and to offer students a new perspective. The relevance and significance of phenomenological concepts for interaction design were shown. Many students successfully explored these and found their own access and focus. The works show some interesting ideas, and it is exciting to see first use of this powerful position in students' own creative work within the domain of interactive systems.