Is paper safer? The role of paper flight strips in air traffic control
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on interface design for safety-critical interactive systems: when there is no room for user error
Where the action is: the foundations of embodied interaction
Where the action is: the foundations of embodied interaction
Emerging frameworks for tangible user interfaces
IBM Systems Journal
From turtles to Tangible Programming Bricks: explorations in physical language design
Personal and Ubiquitous Computing
A taxonomy for and analysis of tangible interfaces
Personal and Ubiquitous Computing
Human-Machine Reconfigurations: Plans and Situated Actions
Human-Machine Reconfigurations: Plans and Situated Actions
Image schemas and their metaphorical extensions: intuitive patterns for tangible interaction
Proceedings of the 1st international conference on Tangible and embedded interaction
A design theme for tangible interaction: embodied facilitation
ECSCW'05 Proceedings of the ninth conference on European Conference on Computer Supported Cooperative Work
Proceedings of the 2nd international conference on Tangible and embedded interaction
Reality-based interaction: a framework for post-WIMP interfaces
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Sad is heavy and happy is light: population stereotypes of tangible object attributes
Proceedings of the 3rd International Conference on Tangible and Embedded Interaction
Interactions around a contextually embedded system
Proceedings of the fourth international conference on Tangible, embedded, and embodied interaction
Actions speak loudly with words: unpacking collaboration around the table
Proceedings of the ACM International Conference on Interactive Tabletops and Surfaces
The design of eco-feedback technology
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Using F-formations to analyse spatial patterns of interaction in physical environments
Proceedings of the ACM 2011 conference on Computer supported cooperative work
Designing eco-feedback systems for everyday life
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Bridging the gap: attribute and spatial metaphors for tangible interface design
Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction
Beyond affordance: tangibles' hybrid nature
Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction
Tangible interaction and learning: the case for a hybrid approach
Personal and Ubiquitous Computing
Embodied metaphors in tangible interaction design
Personal and Ubiquitous Computing
Of BATs and APEs: an interactive tabletop game for natural history museums
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Translating Roberto to Omar: computational literacy, stickerbooks, and cultural forms
Proceedings of the 12th International Conference on Interaction Design and Children
RoyoBlocks: an exploration in tangible literacy learning
Proceedings of the 12th International Conference on Interaction Design and Children
Dr. Wagon: a 'stretchable' toolkit for tangible computer programming
Proceedings of the 12th International Conference on Interaction Design and Children
Interaction design, books, and cultural forms
Proceedings of the 12th International Conference on Interaction Design and Children
Ghost hunter: parents and children playing together to learn about energy consumption
Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction
Skeu the evolution: skeuomorphs, style, and the material of tangible interactions
Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction
Beyond video games for social change
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I suggest an approach to tangible interaction design that builds on social and cultural foundations. Specifically, I propose that designers can evoke cultural forms as a means to tap into users' existing cognitive, physical, and emotional resources. The emphasis is less on improving the usability of an interface and more on improving the overall experience around an interactive artifact by cueing productive patterns of social activity. My use of the term cultural form is derived from the work of Geoffrey Saxe and his form-function shift framework. This framework describes a process through which individuals appropriate cultural forms and restructure them to serve new functions in light of shifting goals and expectations. I describe Saxe's framework and then illustrate the use of cultural forms in design with three examples.