Pick-and-Drop: A Direct-manipulation Technique for Multiple-Computer Environments January 31, 2007
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Pick-and-Drop is an extended concept of the commonly used drag-and-drop. With this technique, a user picks up an object on one computer display with a stylus, then drop it on a (possibly different) computer display. For example, a user can select or create a text on one’s own PDA and pick-and-drop it at the desired location on the whiteboard. From the implementation point of view, the data is transferred through the network, but from the user-interface point of view, this technique allows a user to pick up digital data as if it were a physical object.
http://www.csl.sony.co.jp/person/rekimoto/pickdrop/
German researchers develop another transparent OLED technique January 30, 2007
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Researchers, located at the Technical University of Braunschweig, are claiming the development of entirely transparent OLED (organic light emitting diode) pixels.
How It Works
Their approach is to use transparent TFTs (thin-film transistors) made of a 100-nanometer-thick layer of zinc-tin-oxide, which transmits more than 90 percent of visible light. Such transistors are more often made of silicon, which is used for LCDs (liquid crystal displays) but is highly absorptive in the visible part of the spectrum.
In the transparent displays, the TFTs and the OLED pixels are positioned next to each other. The OLED pixel can be placed on top of the TFT driver circuit without interference.
In addition, because the TFT layers are thin, they can be deposited on large areas with conventional techniques; and because these techniques can be performed at temperatures below 200 degrees Celsius, cheap, flexible plastic substrates can be used.
In the devices the researchers developed, the brightness of the OLED pixels varied from 0 to 700 candelas per square meter as a result of changes made in the voltage of the driving TFTs. By comparison, typical computer screens today reach a brightness of approximately 300 candelas per square meter.
http://www.pcworld.com/article/id,125271-page,1/article.html?RSS=RSS
Tune Me January 30, 2007
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Tune Me is an immersive conceptual radio based upon tactile features. The sound (as well as the visual) is triggered by a number of ‘touchy’ interfaces. The visitors enter the ellipse-shaped space, immersing themselves in a new world where to listen to the radio waves. In this extent ‘Tune Me’ is a representation of the ambient radio of the near future. As well as the sound, each channel provides light features as well as vibrating and pulsing experience. When choosing the different FM stations, the overall space changes, defining different moods upon the nature of the different content. News, sport, classical music and international pop. Each of them triggers a different visual experiences, the space vibrates, pulses and interacts with the visitors.
Here are some more pictures of an exhibition in London (2005).
Portfolio of interaction designers January 30, 2007
Posted by designando in people.add a comment
Alexandra Deschamps-Sonsino
http://designswarm.com/
Aram Armstrong
http://thefarwest.net
Alejandro Zamudio Sanchez
http://www.ULTRAsuperuich.net
Ana Camila Amorim
http://www.ana-c-amorim.com/
Chia-Ying Lee
http://people.interaction-ivrea.it/c.lee/thesis/
Dave Chiu
http://www.d4v3.net/
Dana Gordon
http://people.interaction-ivrea.it/d.gordon/thesis/
David Mellis
http://dam.mellis.org/thesis/
Didier Hilhorst
http://www.nundroo.com
Hayat Benchenaa
http://people.interaction-ivrea.it/h.benchenaa/thesisblog/
Haiyan Zhang
http://failedrobot.com
Marcos Wescamp
http://marcosweskamp.marumushi.com/
Nick Zambetti
http://www.zambetti.com
Oren Horev
http://people.interaction-ivrea.it/o.horev/morph/
Tristam Sparks
http://www.restlesseye.com/
Victor Szilagyi
http://www.semiot.com/
Vinay Venkatraman
http://www.openbuilder.org/blog
WarCraft Panel January 30, 2007
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This a table interface with gesture and voice-based commands for the WarCraft game. Another multi-touch interactive surface.
Monome January 30, 2007
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This example goes along the lines of music creation that i’m speacially interested in.
The monome is a reconfigurable grid of sixty-four backlit buttons.
Buttons can be configured as toggles, radio groupings, sliders, or organized into more sophisticated systems to monitor and trigger sample playback positions, stream 1-bit video, interact with dynamic physical models, and play games. Button press and visual indication are decoupled by design: the correlation is established by each application.
Demonstration video
Usability Guidelines January 29, 2007
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From the book “Interactivity by design – Creating & Communicating with New Media”, Ray Kristof & Amy Satran
1. Remove obstacles
- Let people interact with the content as directly as possible
- Give them simple routes to the information they are looking for
2. Minimize effort
- Keep related controls close together
- Put frequently used buttons in places that are easy to reach in relation to other items on the screen
3. Give feedback
- Feedback should be both appropriate and immediate (for example, responding to mouse clicks with a sound and highlighting items that have been selected)
4. Be explicit
- Make it obvious what is clickable on the screen and what is not. Objects that look like buttons should act like buttons. If images have hot areas, make sure they are distinct from the rest of the image
5. Be flexible
- Make all media (sounds, movie , animation) interruptible
- Make it easy to quit at any time, from anywhere, by using the computer’s standard keyboard shortcuts for quitting
6. Be forgiving
- Don’t create conditions where users have to “do the right thing” before they can move on
Multi-touch interaction research, Jeff Han (2006) January 29, 2007
Posted by designando in innovative interfaces, physical interaction design.1 comment so far
While touch sensing is commonplace for single points of contact, multi-touch sensing enables a user to interact with a system with more than one finger at a time, as in chording and bi-manual operations. Such sensing devices are inherently also able to accommodate multiple users simultaneously, which is especially useful for larger interaction scenarios such as interactive walls and tabletops.
http://cs.nyu.edu/~jhan/ftirtouch/
The “unforgettable” purse January 29, 2007
Posted by designando in physical interaction design.add a comment
The purse registers whether certain objects (e.g. keys, wallet) are inside or at a close distance. If one of the objects moves out of this area the purse warns by soft vibration at the shoulder and you can react accordingly. In case everything is alright, e.g. you gave the cellphone to a friend to let him use it, you can “tell” the purse by shaking it softly. Then it stops warning you.
Physical Representation of Data January 29, 2007
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Datafountain: Money translated to water
http://datafountain.nextnature.net/

This fountain is connected to money currency rates on the internet. It is realtime, refreshed every five seconds. This mobile fountain measures 5×4x3 meters. The relation between money and water is evident. On the datafountain are displayed the Yen, Euro and Dollar (¥ € $). Currency rates are closely interconnected; their interdependence is visible in water. The design of the casing was kept as minimal as possible. The water is the thing to look at and listen to.
flashbag – USB Flash Drives with micro pump
http://www.plusminus.ru/flashbag.html
The size of the device changes depending on the amount of data it holds.
When the device is about to blow up you will see the familiar error message on your screen:
“There is not enough free space”.
When swithched off the flashbag remains pumped up,
so you can estimate with the naked eye how much more pics,
books and music albums can be transferred into it.
