Augmenting Collections of Everyday Objects: A Case Study of Clothes
Hangers as an Information Display,
PerCom 2004.
T. Matthews, H. Gellersen, K. V. Laerhoven, A. Dey
presenter: sffish
Introduction
The emergence of ubiquitous computing envisions interfaces that will spread from the desktop into our environment.
Augment Everyday artefacts with
interactive behavior while retaining their original purpose.
Examples: digital family portraits, Strata drawer.
A New Type of Interface
Go beyond the consideration of individual artefacts as interface!
Based on sets of everyday, physical artefacts that collectively provide
interactive behavior. Because
Many artefacts naturally exist in collections.
ex: CD.
Collections afford additional interactions.
ex: adding, removing, arranging.
Related Work
Triangles Urp
However, they are not considering
everyday artefacts as interface, in which
the component artefacts are individually
meaningful entities to start with.
Challenges and Goal
Challenges
When is an artefact part of an interface and when not.
Be robust against any changes in composition resulted from everyday use.
Goal
Explore the new interface by focusing on a
concrete case study as a starting point.
Clothes Hanger Display
Individual hangers are used independently.
Individual meaning in everyday activity
But as display element, they are only
meaningful as part of collection of hangers placed together on the rod.
Open-ended for different display. ex: relative quantities, progress, trend information.
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Prototype
Ordinary hangers augmented with very low-cost embedded hardware. (An LED, and a switch to control LED.)
Hanger rods augmented with a physical
network medium to provide connectivity to hangers.
Software to manage the display system.
Software mapping an input to the LED
output of the Hanger Display.
Implementation
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Formative User Study
Not to evaluate how effect whether
information might be conveyed by such a display, but to engage users in a more
general discussion on the use of multiple
everyday artefacts as an interface.
The Advantages
Information in the place where it is useful.
Other collections of everyday objects might
suggest new ways to provide the benefits
of technology without sacrificing the ease
and naturalness of everyday activities.
Design Consideration
Existing structure can be useful in defining interface scope.
Interface composed of everyday artefacts
must be resilient to change.
Future Work
Involve richer interaction based on the
affordance of physical collection, including adding, moving, and arranging objects.
Investigate how this can be supported in a
general way.
KU: iyashikei-net,
Ubicomp 2004
Urico Fujii and Ann Poochareon
presenter: sffish
The Problem
Communication becomes increasingly
depended on written language and lacks non-text body gestures and emotional
languages.
In some case, tears are the only source of emotional expression.
Tears are silent and ephemeral.
Unfortunately, when people communicate
over digital network, the physical texture of
tears are lost.
Design Concept
Let users transport tears of sadness Receive comfort response in return
Carefully avoiding the usage of machine to
completely replace human being.
Implementation
Interaction Scenarios
DETAILED DESCRIPTION
The installation consists of two sides that communicate to each other over the Internet. Each side is designed to be installed at different locations anywhere on the earth where there is Internet connection. On Side A, Tear Well is placed, where a sad person can express his/her sadness by pumping the traditional water pump. The water that is pumped represents the sad person’s tears. Then the tears are sent over to Side B over the Internet, where there are teardrop sculptures called KU that act as networked surrogates.
As soon as Side B receives crying signal from Side A, KUs start to cry. The tears KUs shed represent the tears of the sad person on Side A. When a viewer on Side B wipes KUs’ tears, KUs stop crying. At the same time comforting response is send to the sad person on side A to cheer them up.
Technical Diagram
Figure 1: the two sides of the installation are connected over the Internet using embedded network circuits; analog sensors on each installation serve as remote switches for one another.
Interaction Scenarios
Figure 2: a user activates the system by pumping at the tear well, KU sculptures start crying and a sad music is played.
Figure 3: when another user wipes away the tears of the crying surrogates, a signal is sent over the network to comfort the crying person
http://www.uricof.com/ku
DETAILED DESCRIPTION
The installation consists of two sides that communicate to each other over the Internet. Each side is designed to be installed at different locations anywhere on the earth where there is Internet connection. On Side A, Tear Well is placed, where a sad person can express his/her sadness by pumping the traditional water pump. The water that is pumped represents the sad person’s tears. Then the tears are sent over to Side B over the Internet, where there are teardrop sculptures called KU that act as networked surrogates.
As soon as Side B receives crying signal from Side A, KUs start to cry. The tears KUs shed represent the tears of the sad person on Side A. When a viewer on Side B wipes KUs’ tears, KUs stop crying. At the same time comforting response is send to the sad person on side A to cheer them up.
Technical Diagram
Figure 1: the two sides of the installation are connected over the Internet using embedded network circuits; analog sensors on each installation serve as remote switches for one another.
Interaction Scenarios
Figure 2: a user activates the system by pumping at the tear well, KU sculptures start crying and a sad music is played.
Figure 3: when another user wipes away the tears of the crying surrogates, a signal is sent over the network to comfort the crying person
http://www.uricof.com/ku