Customizable physical interfaces for interacting with conventional applications
Proceedings of the 15th annual ACM symposium on User interface software and technology
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
UIST '06 Proceedings of the 19th annual ACM symposium on User interface software and technology
Designing Interactions
Hacking, Mashing, Gluing: Understanding Opportunistic Design
IEEE Pervasive Computing
COVER STORY: Tangible interaction = form + computing
interactions - Tangible Interaction = Form + Computing
Sonic souvenirs: exploring the paradoxes of recorded sound for family remembering
Proceedings of the 2010 ACM conference on Computer supported cooperative work
Phones and MP3 Players as the Core Component in Future Appliances
IEEE Pervasive Computing
Using ARToolKit markers to build tangible prototypes and simulate other technologies
INTERACT'05 Proceedings of the 2005 IFIP TC13 international conference on Human-Computer Interaction
Beyond affordance: tangibles' hybrid nature
Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction
Digital Christmas: an exploration of festive technology
Proceedings of the Designing Interactive Systems Conference
Crafting technology: Reimagining the processes, materials, and cultures of electronics
ACM Transactions on Computer-Human Interaction (TOCHI)
Enclosed: a component-centric interface for designing prototype enclosures
Proceedings of the 7th International Conference on Tangible, Embedded and Embodied Interaction
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In order to better explore the opportunities for tangible interaction in new areas such as the home or cultural heritage sites, we used multiple rapidly-developed prototypes that take advantage of existing technology. Physical prototypes allow us to give form to ideas and to evaluate the integration of form and function, two core components of tangible interaction. We discuss potentials and pitfalls when using off-the-shelf digital devices (by embedding a device, cracking it open and building on it, or collating board and parts) through six prototypes developed in two studies. Hacking devices to materialize our ideas proved excellent for fast prototyping. Technology imposed constraints and prompted different design solutions than initially intended offering unexpected ways to engage. On the basis of this experience we outline a process and offer guidelines for the fast prototyping of tangible interactions.