Academic literature on the topic 'Tangible user Interfaces, Interaction design'
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Journal articles on the topic "Tangible user Interfaces, Interaction design"
Shaer, Orit, Michael S. Horn, and Robert J. K. Jacob. "Tangible user interface laboratory: Teaching tangible interaction design in practice." Artificial Intelligence for Engineering Design, Analysis and Manufacturing 23, no. 3 (June 17, 2009): 251–61. http://dx.doi.org/10.1017/s0890060409000225.
Full textIok Fong, Chau, Jorge C. S. Cardoso, and Gerald Vincent Estadieu. "Design Explorations for 3D-Printed Modular Markers for eXtended-Reality Tangible User Interfaces." International Journal of Creative Interfaces and Computer Graphics 13, no. 1 (January 1, 2022): 1–15. http://dx.doi.org/10.4018/ijcicg.311426.
Full textDe Bérigny Wall, Caitilin, and Xiangyu Wang. "InterANTARCTICA: Tangible User Interface for Museum Based Interaction." International Journal of Virtual Reality 8, no. 3 (January 1, 2009): 19–24. http://dx.doi.org/10.20870/ijvr.2009.8.3.2737.
Full textCardoso, Jorge C. S., and Jorge M. Ribeiro. "Tangible VR Book: Exploring the Design Space of Marker-Based Tangible Interfaces for Virtual Reality." Applied Sciences 11, no. 4 (February 3, 2021): 1367. http://dx.doi.org/10.3390/app11041367.
Full textAlvarado, Oscar, Vero Vanden Abeele, David Geerts, and Katrien Verbert. "Towards Tangible Algorithms: Exploring the Experiences of Tangible Interactions with Movie Recommender Algorithms." Proceedings of the ACM on Human-Computer Interaction 6, CSCW2 (November 7, 2022): 1–30. http://dx.doi.org/10.1145/3555757.
Full textWilkinson, Alexander, Michael Gonzales, Patrick Hoey, David Kontak, Dian Wang, Noah Torname, Sam Laderoute, et al. "Design guidelines for human–robot interaction with assistive robot manipulation systems." Paladyn, Journal of Behavioral Robotics 12, no. 1 (January 1, 2021): 392–401. http://dx.doi.org/10.1515/pjbr-2021-0023.
Full textIslam, Zahid. "The Effect of Experience-Based Tangible User Interface on Cognitive Load in Design Education." International Journal of Virtual and Augmented Reality 4, no. 2 (July 2020): 1–13. http://dx.doi.org/10.4018/ijvar.2020070101.
Full textvan den Hoven, Elise, and Ali Mazalek. "Grasping gestures: Gesturing with physical artifacts." Artificial Intelligence for Engineering Design, Analysis and Manufacturing 25, no. 3 (July 11, 2011): 255–71. http://dx.doi.org/10.1017/s0890060411000072.
Full textFrid, Emma. "Accessible Digital Musical Instruments—A Review of Musical Interfaces in Inclusive Music Practice." Multimodal Technologies and Interaction 3, no. 3 (July 26, 2019): 57. http://dx.doi.org/10.3390/mti3030057.
Full textWang, Chao-Ming, Shih-Mo Tseng, and Chen-Siang Huang. "Design of an Interactive Nostalgic Amusement Device with User-Friendly Tangible Interfaces for Improving the Health of Older Adults." Healthcare 8, no. 2 (June 19, 2020): 179. http://dx.doi.org/10.3390/healthcare8020179.
Full textDissertations / Theses on the topic "Tangible user Interfaces, Interaction design"
Bijman, Nicolaas Peter. "Exploring affordances of tangible user interfaces for interactive lighting." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-248002.
Full textDen här studien utforskar gripbar (tangible) interaktionsdesign med fokus på ljus och belysning. Vid användning av ett gripbart (tangible) gränssnitt används den fysiska miljön som gränssnitt. Detta skiljer sig till stor del från interaktion med ett grafiskt användargränssnitt, där alla interaktioner sker och begränsas av en skärms egenskaper. Denna studie fokuserar på rumslig (spatial) interaktionsdesign, vilket är en del av gripbar interaktionsdesign. Rumslig interaktion refererar till översättning, rotation eller plats av objekt eller människor i ett utrymme. Ett användartest har utförts för att testa vad för effekt olika rumsliga indata och designegenskaper har på förväntad utdata för ljus och belysning. Resultatet från användartestet visar att starka affordances och begränsningar, tillsammans med överlappningen av rumslig indata och utdata för ljus och belysning, är de viktigaste egenskaperna för att designa tydliga övergångar.
Stenbacka, Erik. "Cubieo : Observations of Explorative User Behavior with an Abstract Tangible Interface." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-19639.
Full textMerrad, Walid. "Interfaces tangibles et réalité duale pour la résolution collaborative de problèmes autour de tables interactives distribuées." Thesis, Valenciennes, Université Polytechnique Hauts-de-France, 2020. http://www.theses.fr/2020UPHF0010.
Full textIn everyday life, new interactions are gradually replacing the standard computer keyboardand mouse, by using the human body gestures (hands, fingers, head, etc.) as alternativesof interactions on surfaces and in-air. Another type of interaction resides within the manipulationof everyday objects to interact with digital systems. Interactive tabletops haveemerged as new platforms in several domains, offering better usability and facilitatingmulti-user collaboration, thanks to their large display surface and different interactiontechniques on their surfaces, such as multi-touch and tangible. Therefore, improving interaction(s) on these devices and combining it (respectively them) with other conceptscan prove more useful and helpful in the everyday life of users and designers.The topic of this thesis focuses on studying user interactions on tangible interactivetabletops, in a context of use set in a dual reality environment. Tangible User Interfacesoffer users the possibility to apprehend and grasp the meaning of digital information bymanipulating insightful tangible representations in our physical world. These interactionmetaphors are bridging both environments that constitute the dual reality: the physicalworld and the virtual world.In this perspective, this work presents a theoretical contribution along with itsapplications. We propose to combine tangible interaction on tabletops and dual realityin a conceptual framework, basically intended for application designers, that models andexplains interactions and representations, which operate in dual reality setups. First ofall, we expose various works carried out in the field of tangible interaction in general,then we focus on existing work conducted on tabletops. We also propose to list 112interactive tabletops, classified and characterized by several criteria. Next, we presentthe dual reality concept and its possible application domains. Second, we design ourproposal of the framework, illustrate and explain its composing elements, and how itcan adapt to various situations of dual reality, particularly with interactive tabletopsequipped with RFID technology. Finally, and as application contributions, we show casestudies that we designed based on our proposal, which illustrate implementations ofelements from our proposed framework. Research perspectives are finally highlighted atthe end of the manuscript
De, Oliveira Clarissa C. "Experience Programming: an exploration of hybrid tangible-virtual block based programming interaction." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22279.
Full textSirera, I. Pulido Judith. "Designing A Tangible Device for Re-Framing Unproductivity." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-285518.
Full textI rapporten redogör vi utformningen av ett fysiskt verktyg vars syfte är att öka acceptansen för icke-produktiv tid. Först användes intervjuer för att skapa en bättre förståelse och insikt i vad en “produktiv upplevelse” är. Intervjuerna visade att, samtidigt som idéen av att vara produktiv kan ge positiva känslor i form av “uppfyllnad”, så kan hanteringen av icke-produktiv tid vara jobbig och därmed negativt påverka människors humör och självkänsla. Insikterna från intervjuerna användes som stöd för designen och implementationen av RU, ett fysiskt verktyg vars användning är menad att härleda till reflektion samt tid för självvård. Prototypen är en fysisk representation av vad som anses var den stereotypiska bilden av ett produktivt sinne. Prototypen spelar på idéen av att koppla samman och ge energi i syfte om att motivera användaren att uppleva oproduktiv tid som självvård. I en ytterligare exekverad studie använde deltagarna RU under 5 dagar där resultatet indikerade på att verktyget motiverar till reflektion i aktiviteter bortom jobb och en ökad medvetenhet om vikten i att ta sig tiden för självvård.
Myra, Jess. "Memorality: The Future of Our Digital Selves." Thesis, Umeå universitet, Institutionen Designhögskolan, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-74466.
Full textTaylor, Jennyfer Lawrence. "Ngana Wubulku Junkurr-Jiku Balkaway-Ka: The intergenerational co-design of a tangible technology to keep active use of the Kuku Yalanji Aboriginal language strong." Thesis, Queensland University of Technology, 2020. https://eprints.qut.edu.au/206447/1/Jennyfer_Taylor_Thesis.pdf.
Full textIezzi, Valeria. "Connectedness : Designing interactive systems that foster togetherness as a form of resilience for people in social distancing during Covid-19 pandemic. Exploring novel user experiences in the intersection between light perception, tangible interactions and social interaction design (SxD)." Thesis, Malmö universitet, Malmö högskola, Institutionen för konst, kultur och kommunikation (K3), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-37697.
Full textPederson, Thomas. "From Conceptual Links to Causal Relations — Physical-Virtual Artefacts in Mixed-Reality Space." Doctoral thesis, Umeå : Univ, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-137.
Full textKnibbe, Cédric. "Concevoir avec des technologies émergentes pour la construction conjointe des pratiques et des artefacts : apports d’une méthodologie participative à l’innovation technologique et pédagogique." Thesis, Paris, CNAM, 2016. http://www.theses.fr/2016CNAM1123/document.
Full textInformation and Communication Technologies have the potential for deeply transforming teachers’ practices. However, this requires design solutions to be adapted to these practices and, at the same time, to foster innovations, in terms of improvements for teaching and learning activities. This thesis aims at highlighting design factors that allow the articulation between these goals, in the context of a design project with emerging technologies for education. The research focuses onthe design process: joint definition of a technical system (an application on an interactive tabletop) and of teaching practices (via pedagogical scenarios); involvement of future users; design hypothesis assessment modalities; framing the scope of design possibilities. Our hypotheses concern the potential effects of these factors on the reaching of a compromise between integration and innovation related goals.Analyses cover the entire design process, in order to longitudinally examine the various design techniques used and the design process advancement. In particular, design choices related to some of the features of the artifact are analyzed to investigate the links between design factors and integration/innovation related goals.Results show that: (i) using and redefining pedagogical scenarios, involving users as co-designers, confronting the design solutions with prototypes and simulations and identifying users’ needs facilitate the technical definition of the application and its integration in future teaching activities; (ii) defining the technical properties of an artifact, involving teachers as experimenters, identifying their needs and simulating on the design solution foster the adaptation of teachers’ practices to the specificities of the technologies and optimize its integration ; (iii) allowing participants to interact with the emerging technology in different ways and the mutual learning processes between designers, regarding tabletops technical and interactional potential,help them capitalize on this potential ; (iv) identifying the innovative features of tabletops, anticipating their potential uses, testing prototypes in real class situations and involving teachers, to let them learn how to use an emerging technology and to express the existing limits of in their teaching practices, foster innovation in their pedagogical scenarios and, thus, can improve teaching and learning activities
Books on the topic "Tangible user Interfaces, Interaction design"
Helen, Sharp, and Preece Jenny 1949-, eds. Interaction design: Beyond human-computer interaction. 3rd ed. Hoboken, N.J: Wiley, 2011.
Find full textSTUDIO: STructured User-interface Design for Interaction Optimisation. New York: Prentice Hall, 1994.
Find full textRobert, Reimann, and Cronin Dave 1972-, eds. About face 3: The essentials of interaction design. Indianapolis, IN: Wiley Pub., 2007.
Find full textPertti, Saariluoma, and Isomäki Hannakaisa, eds. Future interaction design II. London: Springer, 2009.
Find full text1953-, Hancock Peter A., and Chignell Mark, eds. Intelligent interfaces: Theory, research, and design. Amsterdam: North-Holland, 1989.
Find full textSilver, Marc. Exploring interface design. Clifton Park, NY: Thomson/Delmar Learning, 2005.
Find full textAbout face 2.0: The essentials of interaction design. Indianapolis, IN: Wiley, 2003.
Find full textBook chapters on the topic "Tangible user Interfaces, Interaction design"
Pielot, Martin, Niels Henze, Wilko Heuten, and Susanne Boll. "Tangible User Interface for the Exploration of Auditory City Maps." In Haptic and Audio Interaction Design, 86–97. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-76702-2_10.
Full textde la Guía, Elena, María D. Lozano, and Víctor M. R. Penichet. "Distributed and Tangible User Interfaces to Design Interactive Systems for People with Cognitive Disabilities." In Human–Computer Interaction Series, 129–40. London: Springer London, 2013. http://dx.doi.org/10.1007/978-1-4471-5499-0_11.
Full textRamos Aguiar, Luis Roberto, and Francisco Javier Álvarez Rodríguez. "METUIGA “Methodology for the Design of Systems Based on Tangible User Interfaces and Gamification Techniques”." In Universal Access in Human-Computer Interaction. Applications and Practice, 229–45. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-49108-6_17.
Full textRamos Aguiar, Luis Roberto, and Francisco Javier Álvarez Rodríguez. "Correction to: METUIGA “Methodology for the Design of Systems Based on Tangible User Interfaces and Gamification Techniques”." In Universal Access in Human-Computer Interaction. Applications and Practice, C1. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-49108-6_45.
Full textAldawood, Salma, Faisal Aleissa, Almaha Almalki, Tarfah Alrashed, Tariq Alhindi, Riyadh Alnasser, Mohammad K. Hadhrawi, Anas Alfaris, and Areej Al-Wabi. "Collaborative Tangible Interface (CoTI) for Complex Decision Support Systems." In Design, User Experience, and Usability: Users and Interactions, 415–24. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-20898-5_40.
Full textMontero, Francisco, and Víctor López-Jaquero. "IdealXML: An Interaction Design Tool." In Computer-Aided Design of User Interfaces V, 245–52. Dordrecht: Springer Netherlands, 2007. http://dx.doi.org/10.1007/978-1-4020-5820-2_20.
Full textStigberg, Susanne Koch. "Human Computer Interfaces Reconsidered: A Conceptual Model for Understanding User Interfaces." In Human-Computer Interaction. Design and User Experience, 160–71. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-49059-1_12.
Full textTakacs, Barnabas, Lajos Simon, and Matthias Peissner. "Sensing User Needs: Recognition Technologies and User Models for Adaptive User Interfaces." In Human-Computer Interaction. Design and Development Approaches, 498–506. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-21602-2_54.
Full textHöök, Kristina. "User-Centred Design and Evaluation of Affective Interfaces." In Human-Computer Interaction Series, 127–60. Dordrecht: Springer Netherlands, 2004. http://dx.doi.org/10.1007/1-4020-2730-3_5.
Full textGobena, Dagmawi L., Gonçalo N. P. Amador, Abel J. P. Gomes, and Dejene Ejigu. "Delegation Theory in the Design of Cross-Platform User Interfaces." In Human-Computer Interaction: Interaction Technologies, 519–30. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-20916-6_48.
Full textConference papers on the topic "Tangible user Interfaces, Interaction design"
Doering, Tanja. "Material-centered design and evaluation of tangible user interfaces." In TEI'11: Fifth International Conference on Tangible, Embedded, and Embodied Interaction. New York, NY, USA: ACM, 2010. http://dx.doi.org/10.1145/1935701.1935819.
Full textReyes-Flores, Alessandra, Carmen Mezura-Godoy, and Edgard Benítez-Guerrero. "Understanding social interactions for the design of tangible user interfaces." In CLIHC '19: IX Latin American Conference on Human Computer Interaction. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3358961.3358968.
Full textTscharn, Robert. "Design of Age-Inclusive Tangible User Interfaces Using Image-Schematic Metaphors." In TEI '17: Eleventh International Conference on Tangible, Embedded, and Embodied Interaction. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3024969.3025036.
Full textAljammaz, Khawla, and Chris Baber. "Human-Centred Principles for the Design of Shape-Changing Tangible User Interfaces." In Human Interaction and Emerging Technologies (IHIET-AI 2022) Artificial Intelligence and Future Applications. AHFE International, 2022. http://dx.doi.org/10.54941/ahfe100864.
Full textIgarashi, Takeo. "Design Everything By Yourself User Interfaces For Graphics, CAD Modeling, and Robots." In TEI '16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2839462.2883589.
Full textAudinot, Alexandre, Emeric Goga, Vincent Goupil, Carl-Johan Jorqensen, Adrien Reuzeau, and Ferran Argelaguet. "Climb, Fly, Stack: Design of Tangible and Gesture-Based Interfaces for Natural and Efficient Interaction." In 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 2018. http://dx.doi.org/10.1109/vr.2018.8446244.
Full textDoshi, Sonia, Kimiya Hojjat, Anita Lin, and Paulo Blikstein. "Cool Cities A Tangible User Interface for Thinking Critically about Climate Change." In IDC '17: Interaction Design and Children. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3078072.3091986.
Full text"Co-StiCap: System based on Distributed and Tangible User Interfaces to Improve Skills in Children with ADHD." In 2nd International Workshop on Interaction Design in Educational Environments. SciTePress - Science and and Technology Publications, 2013. http://dx.doi.org/10.5220/0004602800640073.
Full textGohlke, Kristian. "Exploring Bio-Inspired Soft Fluidic Actuators and Sensors for the Design of Shape Changing Tangible User Interfaces." In TEI '17: Eleventh International Conference on Tangible, Embedded, and Embodied Interaction. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3024969.3025039.
Full textPiya, Cecil, and Karthik Ramani. "Proto-TAI: Quick Design Prototyping Using Tangible Assisted Interfaces." In ASME 2014 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2014. http://dx.doi.org/10.1115/detc2014-35442.
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