Phidgets: easy development of physical interfaces through physical widgets
Proceedings of the 14th annual ACM symposium on User interface software and technology
Where the action is: the foundations of embodied interaction
Where the action is: the foundations of embodied interaction
Contextual Design: Defining Customer-Centered Systems
Contextual Design: Defining Customer-Centered Systems
The Inmates Are Running the Asylum: Why High Tech Products Drive Us Crazy and How to Restore the Sanity (2nd Edition)
Urban probes: encountering our emerging urban atmospheres
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Tangible user interface input: tools and techniques
Tangible user interface input: tools and techniques
Reflective physical prototyping through integrated design, test, and analysis
UIST '06 Proceedings of the 19th annual ACM symposium on User interface software and technology
Environments for creativity: a lab for making things
Proceedings of the 6th ACM SIGCHI conference on Creativity & cognition
Tangible user interface laboratory: Teaching tangible interaction design in practice
Artificial Intelligence for Engineering Design, Analysis and Manufacturing
CSCL'07 Proceedings of the 8th iternational conference on Computer supported collaborative learning
A general education course in tangible interaction design
Proceedings of the fourth international conference on Tangible, embedded, and embodied interaction
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Increasingly, user experiences are addressing our interactions in the world---the physical, the social, and the situated. This sketch presents our experiences introducing embodied interaction themes to a project-based Interaction Design studio course. We present and discuss examples of student-created designs, illustrating the relationship between these design methods, domains, and artifacts created. These in-the-world domains and methods appealed to budding interaction designers because it encouraged them to transcend the computer screen and design for the world at large. However, the challenge of effectively evaluating in-the-world interactions inhibited iteration. Balancing observation, craft, and evaluation was critical to project success, and we are exploring how to help students navigate these process tradeoffs.