Title: Tactile, Spatial Interfaces for Designers Superimposing Tangible Media and Computation
1Tactile, Spatial Interfaces for
DesignersSuperimposing Tangible Media and
Computation
2What happens when you insert a new tool into an
existing work methodology?
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4Vision of the virtual / paperless office
51.1 A vision of the future
- The significant advantage of such a system was
that the drawing was not just dirty marks on
paper, as Sutherland referred to them, but a set
of coordinates that could be saved, scaled,
edited, and reused an infinite number of times.
6The reality
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8Questions
- How is it used?
- When is it used?
- Why is it used?
- How did it change old methodology?
- What problems did it create?
- What can we learn about interaction with
physical/tangible Vs virtual? - Can that be applied to mixed reality, augmented
reality, and physical/tangible interfaces?
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12Exceptions to the chart
- If a new building was designed by slightly
modifying existing plans - Known constraints up front limit design,
including money
13CAD introduced the need for frequent printing
14When why? Belief a computer tool will foster
creativity and/or increase efficiency that its
all good?
15Each medium is used when it affords the most
advantage
1. Referencing Available documentation is
examined, both physical and digital. Similar
projects are referenced, and inherited data is
utilized where needed.
2. Concept Early design phases incorporate
sketching on paper or with tangible
three-dimensional models.
3. Schematic When sufficiently developed, design
ideas are converted to digital form. Designs may
be more refined in the digital realm. Once in
digital form, analyses can be performed on the
model.
4. Development Based on the results of the
analyses, modifications can be made to the
digital model. If changes are substantial, work
may go back to tangible materials, with
subsequent conversion to digital form.
5. Presentation Drawings and a model of the
final design proposal are created and
communicated to clients and other concerned
parties.
6. Implementation Construction documents are
derived from the CAD files.
16Advantages of each
- Tangible
- Enable idea generation and creativity.
- Enable quicker and easier understanding of static
forms and spatial arrangements. - Support face-to-face communication among
designers, and with clients and specialists.
- Digital
- Work directly with numeric data, at accuracies
that far surpass those of tangible materials. - Enable the creation of digital models, which can
be easily and endlessly modified, and can contain
an enormous amount of detail. Models can also be
searched and flexibly applied to many purposes
drawings, materials lists, analysis, and
simulations.
17Each realm has inherent qualities
Tangible Digital tactile visual aural
olfactory spatial portable,
scalable ambiguous precise persistent reworkable
, fast intelligent copyable
18Each realm has inherent qualities cont.
19The two major reasons tangible media are necessary
- GUI doesnt employ senses adequately
- Importance of vision and touch (including somatic
senses) for efficient comprehension and
manipulation of tangible artifacts. - Importance of scale and space in design process.
- Connection between pleasure and information.
- Computer is too specific
- Creativity is supported by ambiguity
20What is wrong with the GUI?
- Ishii
- People have developed sophisticated skills for
sensing and manipulating our physical
environments. However, most of these skills are
not employed by traditional GUI (Graphical User
Interface). - Small
- You can feel your way through a physical book
but not so with an electronic book. - Cooper
- Characterizes most electronic interfaces as
having behavior unconnected to physical forces,
and labeling it cognitive friction.
21The GUI is problematic in an activity such as
design
- Schon
- describes the idea of knowing-in-action.
- Although we sometimes think before acting, it is
also true that in much of the spontaneous
behavior of skillful practice, we reveal a kind
of knowing which does not stem from a prior
intellectual operation.
22Designers want to retain the advantages of both
realms, tangible and digital
- Switching back and forth between the tangible
and digital is frustrating, time-consuming,
expensive, etc.
23Illuminating Clay an example of a superimposed
interface
- It allows one to design with a clay topographic
model and have simultaneous real-time
computational feedback. - It provides real-time topographic analysis of a
tangible model. - It creates a platform for communication that is
flexible and rich in information.
24Illuminating Clay Functionality
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27Experiment hypotheses
- IC could offer a designer with an appropriate
sketch environment, like a clay model does,
because of the low resolution of its graphics and
its speed, or real-time capability (providing
advantages of tangible media). - IC could better inform the creative process by
providing computational feedback to manipulations
of a clay model, thereby bringing some analysis
to the early phases of design (providing
advantages of computation). - IC could, like physical drawings and models,
facilitate communication among designers but with
the added dimension of much richer, dynamic
information.
28Experiment method
29Findings
- allows a designer to easily rough out a concept,
although more cumbersome than just tangible
media. - makes the process more informed subjects found
it easier to intuit certain kinds of information. - facilitates communication among designers is a
dynamic, information-rich presentation tool. - presents the risk of over-engineering subjects
could get caught up in the numbers. - subjects tended to believe in the accuracy of the
feedback, even when it was blatantly inaccurate.
30Lessons learned related to superimposed interfaces
- Appropriate scale
- Can you represent a project at an effective
scale? Scanning area of IC was too small
31Lessons learned related to superimposed
interfaces, cont.
- Type and amount of feedback
- What should occupy the designers attention?
32Lessons learned related to superimposed
interfaces, cont.
- Real-time or not
- What is the frequency of looking?
33Vision of the future
- ? A multiplicity of tangible media
- ? Digital media capabilities for capture and
development of digital models - A setting in which physical and digital models
can be linked, and convenient tools for quickly
linking and unlinking as desired - Paramount should be the design process itself,
with the technology transparently enabling the
designer