Tangible bits: towards seamless interfaces between people, bits and atoms
Proceedings of the ACM 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
Affordance, conventions, and design
interactions
DataTiles: a modular platform for mixed physical and graphical interactions
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Phidgets: easy development of physical interfaces through physical widgets
Proceedings of the 14th annual ACM symposium on User interface software and technology
Forming interactivity: a tool for rapid prototyping of physical interactive products
DIS '02 Proceedings of the 4th conference on Designing interactive systems: processes, practices, methods, and techniques
As we may print: new directions in output devices and computational crafts for children
Proceedings of the 2003 conference on Interaction design and children
Proceedings of the 2nd international conference on Tangible and embedded interaction
Sketching User Experiences: Getting the Design Right and the Right Design
Sketching User Experiences: Getting the Design Right and the Right Design
Needs, affect, and interactive products - Facets of user experience
Interacting with Computers
Tangible User Interfaces
Beyond affordance: tangibles' hybrid nature
Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction
Sketch-a-TUI: low cost prototyping of tangible interactions using cardboard and conductive ink
Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction
Sketching User Experiences: The Workbook
Sketching User Experiences: The Workbook
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There is a well-established culture of early prototyping when designing digital interactive systems, such as paper prototyping and wireframe methods. The culture of designing physical objects is somewhat different: early explorations of form is still prototyped via 2D sketches or renderings, but - mostly because of the construction effort involved - prototyping of actual physical objects is deferred to later stages. A problem occurs when designing mixed physical-digital systems, such as tangible user interfaces (TUIs) on interactive surfaces: the high degree of interactivity means that early prototyping is vital, yet there is no viable process for prototyping both the physical and digital aspects simultaneously on a low-fidelity (low-fi) level. Our solution is Paperbox, a toolkit for exploring design ideas for tangible interaction on interactive surfaces. It supports the early exploration of different form factors and immediately provides digital interactivity for the low-fidelity TUI prototypes built with it. We observed our toolkit in use in various settings: as a brainstorming tool by junior designers; in the development of a consumer electronics product in a large industrial company by senior designers; and in a usability study comparing the effect of different levels of fidelity on the outcome. The lessons learnt will enable others to replicate and extend our approach.