Tangible and Embodied Interaction

A special issue of Informatics (ISSN 2227-9709).

Deadline for manuscript submissions: closed (16 July 2017) | Viewed by 50685

Special Issue Editors


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Guest Editor
Department of Industrial Design, Eindhoven University of Technology, De Zaale 2 Bldg 32, 5612 AJ Eindhoven, The Netherlands
Interests: tangible and embodied interaction; IoT; sensemaking; aesthetics; ethics; transformative qualities; multi-stakeholder design; design for health and wellbeing

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Guest Editor
1. Department of Social, Political abd Cognitive Science, University of Siena, 53100 Siena, Italy
2. Industrial Design Department, Eindhoven University of Technology, 5612 AZ Eindhoven, The Netherlands
Interests: experience design; interaction design; tangible interaction; human-robot interaction; educational technologies; inclusive design
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Special Issue Information

Dear Colleagues,

This Special Issue of Informatics welcomes submissions on the topic of tangible and embodied interaction (TEI). Computers are, nowadays, woven into the fabric of our everyday social life, including our physical environment, making “the computer” go way beyond the traditional desktop machine supporting us to perform our work; it helps us to pursue our lives. Physical appliances have gained computational behaviours, which has opened up the field of tangible and embodied interaction (TEI). Tangible interaction aims at direct engagement with our digital world through physical artefacts (Ishii et al., 2012). Paul Dourish extended this concept towards Embodied Interaction, which includes the physical as well as the social world (2001). The apparent lines between the physical and digital, the material and immaterial, the personal and social seem to be blurring slowly but certainly. New developments like the Internet of things, shape changing interfaces and augmented reality are boosting the value and development of the field of TEI.

Over the last few decades, TEI has moved from a more conceptual level, like Durrell Bishop’s Marble Answering Machine (1992) towards experienceable, publicly and even commercially available designs like Reactable and the newly related Rotor (Jordà., 2008). However, there is still extensive terrain for TEI to conquer to be completely interwoven into our everyday life. It will require a close cooperation between different fields including informatics, hardware and sensor technology, human computer interaction, interaction and product design, computer-supported cooperative work, social and cultural computing, social sciences, humanities and art amongst others.

We encourage authors to submit their original research articles, work in progress, surveys, reviews, and viewpoint articles in the TEI field. This Special Issue welcomes applications, theories, models, and frameworks—whether conceptual, analytical, prescriptive, predictive, design-related, or otherwise—that are concerned with (but not limited to) the following topics as they relate to TEI:

  • Aesthetics
  • Business and industrial applications
  • Case studies
  • Choreography of interaction
  • Cultural practices
  • Embodiment
  • Internet of things
  • Physical / digital hybrids
  • Somaesthetic design
  • Design guidelines, methods, and processes
  • Embodied Cognition
  • Ethics
  • Future visions
  • Human perception
  • Information Behaviour
  • Innovative systems
  • Interaction designs
  • Interactive Spaces
  • Key challenges
  • Novel interactive use
  • Philosophical & social implications
  • Production products and tools
  • Sensemaking
  • Sensors and actuators
  • Shape changing interfaces
  • Social practices
  • Standardization
  • Tangible tools
  • TEI paradigms
  • Theoretical foundations, frameworks, and concepts
  • Toolkits and software architectures

Prof. Dr. Caroline Hummels
Prof. Dr. Patrizia Marti
Guest Editors

Manuscript Submission Information

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Submitted manuscripts should not have been published previously, nor be under consideration for publication elsewhere (except conference proceedings papers). All manuscripts are thoroughly refereed through a single-blind peer-review process. A guide for authors and other relevant information for submission of manuscripts is available on the Instructions for Authors page. Informatics is an international peer-reviewed open access quarterly journal published by MDPI.

Please visit the Instructions for Authors page before submitting a manuscript. The Article Processing Charge (APC) for publication in this open access journal is 1800 CHF (Swiss Francs). Submitted papers should be well formatted and use good English. Authors may use MDPI's English editing service prior to publication or during author revisions.

References

Hiroshi Ishii, Dávid Lakatos, Leonardo Bonanni, and Jean-Baptiste Labrune (2012). Radical atoms: beyond tangible bits, toward transformable materials. Interactions 19, 1, January 2012, 38-51.

Dourish P., (2001). Where the action is: The foundations of embodied interaction. Cambridge, Mass.: MIT Press.

Jordà, S. (2008). On Stage: the Reactable and other Musical Tangibles go Real. International Journal of Arts and Technology, 1-3/4: 268-287.

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Published Papers (4 papers)

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26 pages, 5280 KiB  
Article
Embracing First-Person Perspectives in Soma-Based Design
by Kristina Höök, Baptiste Caramiaux, Cumhur Erkut, Jodi Forlizzi, Nassrin Hajinejad, Michael Haller, Caroline C. M. Hummels, Katherine Isbister, Martin Jonsson, George Khut, Lian Loke, Danielle Lottridge, Patrizia Marti, Edward Melcer, Florian Floyd Müller, Marianne Graves Petersen, Thecla Schiphorst, Elena Márquez Segura, Anna Ståhl, Dag Svanæs, Jakob Tholander and Helena Tobiassonadd Show full author list remove Hide full author list
Informatics 2018, 5(1), 8; https://doi.org/10.3390/informatics5010008 - 1 Feb 2018
Cited by 148 | Viewed by 18718
Abstract
A set of prominent designers embarked on a research journey to explore aesthetics in movement-based design. Here we unpack one of the design sensitivities unique to our practice: a strong first person perspective—where the movements, somatics and aesthetic sensibilities of the designer, design [...] Read more.
A set of prominent designers embarked on a research journey to explore aesthetics in movement-based design. Here we unpack one of the design sensitivities unique to our practice: a strong first person perspective—where the movements, somatics and aesthetic sensibilities of the designer, design researcher and user are at the forefront. We present an annotated portfolio of design exemplars and a brief introduction to some of the design methods and theory we use, together substantiating and explaining the first-person perspective. At the same time, we show how this felt dimension, despite its subjective nature, is what provides rigor and structure to our design research. Our aim is to assist researchers in soma-based design and designers wanting to consider the multiple facets when designing for the aesthetics of movement. The applications span a large field of designs, including slow introspective, contemplative interactions, arts, dance, health applications, games, work applications and many others. Full article
(This article belongs to the Special Issue Tangible and Embodied Interaction)
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34 pages, 5496 KiB  
Article
Internet of Tangible Things (IoTT): Challenges and Opportunities for Tangible Interaction with IoT
by Leonardo Angelini, Elena Mugellini, Omar Abou Khaled and Nadine Couture
Informatics 2018, 5(1), 7; https://doi.org/10.3390/informatics5010007 - 25 Jan 2018
Cited by 39 | Viewed by 11964
Abstract
In the Internet of Things era, an increasing number of everyday objects are able to offer innovative services to the user. However, most of these devices provide only smartphone or web user interfaces. As a result, the interaction is disconnected from the physical [...] Read more.
In the Internet of Things era, an increasing number of everyday objects are able to offer innovative services to the user. However, most of these devices provide only smartphone or web user interfaces. As a result, the interaction is disconnected from the physical world, decreasing the user experience and increasing the risk of user alienation from the physical world. We argue that tangible interaction can counteract this trend and this article discusses the potential benefits and the still open challenges of tangible interaction applied to the Internet of Things. After an analysis of open challenges for Human-Computer Interaction in IoT, we summarize current trends in tangible interaction and extrapolate eight tangible interaction properties that could be exploited for designing novel interactions with IoT objects. Through a systematic review of tangible interaction applied to IoT, we show what has been already explored in the systems that pioneered the field and the future explorations that still have to be conducted. In order to guide future work in this field, we propose a design card set for supporting the generation of tangible interfaces for IoT objects. The card set has been evaluated during a workshop with 21 people and the results are discussed. Full article
(This article belongs to the Special Issue Tangible and Embodied Interaction)
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3792 KiB  
Article
Designing towards the Unknown: Engaging with Material and Aesthetic Uncertainty
by Danielle Wilde and Jenny Underwood
Informatics 2018, 5(1), 1; https://doi.org/10.3390/informatics5010001 - 26 Dec 2017
Cited by 8 | Viewed by 9111
Abstract
New materials with new capabilities demand new ways of approaching design. Destabilising existing methods is crucial to develop new methods. Yet, radical destabilisation—where outcomes remain unknown long enough that new discoveries become possible—is not easy in technology design where complex interdisciplinary teams with [...] Read more.
New materials with new capabilities demand new ways of approaching design. Destabilising existing methods is crucial to develop new methods. Yet, radical destabilisation—where outcomes remain unknown long enough that new discoveries become possible—is not easy in technology design where complex interdisciplinary teams with time and resource constraints need to deliver concrete outcomes on schedule. The Poetic Kinaesthetic Interface project (PKI) engages with this problematic directly. In PKI we use unfolding processes—informed by participatory, speculative and critical design—in emergent actions, to design towards unknown outcomes, using unknown materials. The impossibility of this task is proving as useful as it is disruptive. At its most potent, it is destabilising expectations, aesthetics and processes. Keeping the researchers, collaborators and participants in a state of unknowing, is opening the research potential to far-ranging possibilities. In this article we unpack the motivations driving the PKI project. We present our mixed-methodology, which entangles textile crafts, design interactions and materiality to shape an embodied enquiry. Our research outcomes are procedural and methodological. PKI brings together diverse human, non-human, known and unknown actors to discover where the emergent assemblages might lead. Our approach is re-invigorating—as it demands re-envisioning of—the design process. Full article
(This article belongs to the Special Issue Tangible and Embodied Interaction)
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888 KiB  
Article
How The Arts Can Help Tangible Interaction Design: A Critical Re-Orientation
by Enrique Tomás
Informatics 2017, 4(3), 31; https://doi.org/10.3390/informatics4030031 - 15 Sep 2017
Cited by 4 | Viewed by 9849
Abstract
There is a long history of creative encounters between tangible interface design and the Arts. However, in comparison with media art, tangible interaction seems to be quite anchored into many of the traditional methodologies imported from human–computer interaction (HCI). How can the Arts [...] Read more.
There is a long history of creative encounters between tangible interface design and the Arts. However, in comparison with media art, tangible interaction seems to be quite anchored into many of the traditional methodologies imported from human–computer interaction (HCI). How can the Arts help tangible interaction design? Building on Søren Pold’s Interface Aesthetics, a re-orientation of the role of the artist towards a critical examination of our research medium—tangible interaction—is proposed. In this essay, the benefits of incorporating artistic research and its methodologies into our field are described. With these methodologies it is possible to better assess experiential aspects of interaction—a relevant attribute which traditional HCI approaches cannot afford. In order to inform our community, three examples of critical artworks are comparatively studied and discussed. Full article
(This article belongs to the Special Issue Tangible and Embodied Interaction)
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