Augmenting fun and beauty: a pamphlet
DARE '00 Proceedings of DARE 2000 on Designing augmented reality environments
Abstracting Craft: The Practiced Digital Hand
Abstracting Craft: The Practiced Digital Hand
Textile displays: using textiles to investigate computational technology as design material
Proceedings of the second Nordic conference on Human-computer interaction
Slow Technology – Designing for Reflection
Personal and Ubiquitous Computing
Super cilia skin: an interactive membrane
CHI '03 Extended Abstracts on Human Factors in Computing Systems
DIS '02 Proceedings of the 4th conference on Designing interactive systems: processes, practices, methods, and techniques
Hands-only scenarios and video action walls: novel methods for tangible user interaction design
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
Tangible products: redressing the balance between appearance and action
Personal and Ubiquitous Computing
Designing the user actions in tangible interaction
Proceedings of the 4th decennial conference on Critical computing: between sense and sensibility
4dspace: Interactive Architecture (Architectural Design)
4dspace: Interactive Architecture (Architectural Design)
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Easy doesn't do it: skill and expression in tangible aesthetics
Personal and Ubiquitous Computing
Making things talk
PLANKS: a computational composite
Proceedings of the 5th Nordic conference on Human-computer interaction: building bridges
COVER STORY: Tangible interaction = form + computing
interactions - Tangible Interaction = Form + Computing
Texturing the "material turn" in interaction design
Proceedings of the fourth international conference on Tangible, embedded, and embodied interaction
Material computing: computing materials
Proceedings of the 12th ACM international conference adjunct papers on Ubiquitous computing - Adjunct
Personal and Ubiquitous Computing
Multi-field relations in designing for short-range RFID
Personal and Ubiquitous Computing
Immaterial materials: designing with radio
Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction
Methodology for materiality: interaction design research through a material lens
Personal and Ubiquitous Computing
Intangibles wear materiality via material composition
Personal and Ubiquitous Computing
Structures, forms, and stuff: the materiality and medium of interaction
Personal and Ubiquitous Computing
Hybrid crafting: towards an integrated practice of crafting with physical and digital components
Personal and Ubiquitous Computing
Crafting interaction: The epistemology of modern programming
Personal and Ubiquitous Computing
Methodology for materiality: interaction design research through a material lens
Personal and Ubiquitous Computing
PUC theme issue: material interactions
Personal and Ubiquitous Computing
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The computer is no longer the center of attention. Thus, what we design is no longer the interface to the computer. Rather, what we design is a thing or an environment in which a computer might be used to create certain desired effects. Indeed, interaction design in a sense becomes the practice of giving form to artifacts or environments rather like any of the other design disciplines that we have know for centuries. However, giving form to computational things is highly complex and somewhat different than most other form-giving practices due to its temporal form element--its ability to change between states. Thus, an interaction design practice needs to encompass this temporal form giving in combination with physical form giving and performances of the interaction gestalt. In this paper, I propose this trinity of forms as a framework to unfold the practice of interaction design. I further demonstrate how computational composites present a way to work with the temporal form and the physical form in a process not too different from any traditional form-giving practice. Lastly, I point to some tools and techniques to deal with the interdependencies of the three form elements and thereby also demonstrate that a form-giving practice of interaction design is already well under way.