A comparison of input devices in element pointing and dragging tasks
CHI '91 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The influence of muscle groups on performance of multiple degree-of-freedom input
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
Research through design as a method for interaction design research in HCI
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Playful toothbrush: ubicomp technology for teaching tooth brushing to kindergarten children
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Reflecting human behavior to motivate desirable lifestyle
Proceedings of the 7th ACM conference on Designing interactive systems
Experiencing the Affective Diary
Personal and Ubiquitous Computing
Molarcropolis: a mobile persuasive game to raise oral health and dental hygiene awareness
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
TUIs vs. GUIs: comparing the learning potential with preschoolers
Personal and Ubiquitous Computing
How to design for transformation of behavior through interactive materiality
Proceedings of the 7th Nordic Conference on Human-Computer Interaction: Making Sense Through Design
Measuring and adapting behavior during product interaction to influence affect
Personal and Ubiquitous Computing
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To counteract the increased tendency in skill learning addressing our cognitive abilities we discuss an opportunity on how performance skills can be trained by means of inherent feed forward through interactive materiality. We address this approach in the context of designing an interactive toothbrush that supports users in learning a complex brushing technique by relying solely on their perceptual motor skills. We discuss how we designed a natural coupling according to the Frogger framework in the action-perception loops with the interactive toothbrush. We evaluated the toothbrush in context. The experimental results indicate that complex movements can be learned by providing inherent feed forward on the actions of users in skill training. This supports our argument and vision that the design-inspired approach or interactive materiality may offer new opportunities for behavioral transformation.