A pattern approach to interaction design
DIS '00 Proceedings of the 3rd conference on Designing interactive systems: processes, practices, methods, and techniques
Papier-Mache: toolkit support for tangible input
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
DART: a toolkit for rapid design exploration of augmented reality experiences
Proceedings of the 17th annual ACM symposium on User interface software and technology
A multitouch software architecture
Proceedings of the 5th Nordic conference on Human-computer interaction: building bridges
Squidy: a zoomable design environment for natural user interfaces
CHI '09 Extended Abstracts on Human Factors in Computing Systems
Proceedings of the 1st ACM SIGCHI symposium on Engineering interactive computing systems
reacTIVision and TUIO: a tangible tabletop toolkit
Proceedings of the ACM International Conference on Interactive Tabletops and Surfaces
PyMT: a post-WIMP multi-touch user interface toolkit
Proceedings of the ACM International Conference on Interactive Tabletops and Surfaces
Tool support for testing complex multi-touch gestures
ACM International Conference on Interactive Tabletops and Surfaces
A pattern language for interactive tabletops in collaborative workspaces
Proceedings of the 15th European Conference on Pattern Languages of Programs
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Interactive surfaces (IS) like digital tabletop systems offer a cornucopia of input possibilities like touch gestures or interaction with physical objects. Additionally, multiple users can interact simultaneously allowing for a collaborative setting. These aspects have increased the complexity of designing such interfaces as compared to WIMP interfaces. However, existing UI design approaches fall short of taking these aspects into account and existing design approaches for IS focus on software development. We introduce the EMIL environment that allows authors of design teams to create multi-touch and tangible user interfaces. In its core, EMIL consists of a software framework that provides interaction components (for instance, widgets like images or maps as well as interaction concepts like gestures) that are especially suited for IS. Authors like UI designers collaboratively create software prototypes directly at the IS without the need to write code. For this purpose, they use and adapt the components of the software framework in an authoring application. Authors collect and retrieve information about the interaction components in a knowledge database employing a tablet computer app. In a qualitative evaluation interview, EMIL has been well received by a design team of an advertising agency.