Figure 1. Morphees are self-actuated flexible mobile devices that adapt their shapes to offer better affordances. (a) E.g a mobile device can shift into a console-like shape by curling two opposite edges and be easily grasped with two hands. Among the six strategies we built to actuate Morphees, here are two high-fidelity prototypes using Shape Memory Alloys (SMA): (b) one using projection and tracking on wood tiles that are actuated with thin SMA wires; and (c) one directly bending a flexible touchscreen (E-Ink and Unmousepad) by using (d) SMA wires that we educated (forged) to remember the shape we needed. ABSTRACT We introduce the term shape resolution, which adds to the existing definitions of screen and touch resolution. We propose a framework, based on a geometric model (Non-Uniform Rational B-splines), which defines a metric for shape resolution in ten features. We illustrate it by comparing the current related work of shape changing devices. We then propose the concept of Morphees that are self-actuated flexible mobile devices adapting their shapes on their own to the context of use in order to offer better affordances. For instance, when a game is launched, the mobile device morphs into a console-like shape by curling two opposite edges to be better grasped with two hands. We then create preliminary prototypes of Morphees in order to explore six different building strategies using advanced shape changing materials (dielectric electro active polymers and shape memory alloys). By comparing the shape resolution of our prototypes, we generate insights to help designers toward creating high shape resolution Morphees.
We introduce Cubimorph, a modular interactive device that accommodates touchscreens on each of the six module faces, and that uses a hinge-mounted turntable mechanism to self-reconfigure in the user's hand. Cubimorph contributes toward the vision of programmable matter where interactive devices reconfigure in any shape that can be made out of a chain of cubes in order to fit a myriad of functionalities, e.g. a mobile phone shifting into a console when a user launches a game. We present a design rationale that exposes user requirements to consider when designing homogeneous modular interactive devices. We present our Cubimorph mechanical design, three prototypes demonstrating key aspects (turntable hinges, embedded touchscreens and miniaturization), and an adaptation of the probabilistic roadmap algorithm for the reconfiguration.
Figure 1. Left: examples of freeform displays developed by Sharp. Right: freeform display usage scenarios collected during two focus groups that illustrate the diversity of shapes that can hold text, such as: circular mirrors for private notifications, shapes with holes such as a cooktop displays for recipes or the back of triangular road signs as public displays. ABSTRACTEmerging technologies allow for the creation of nonrectangular displays with unlimited constraints in shape. However, the introduction of such displays radically deviates from the prevailing tradition of placing content on rectangular screens and raises fundamental design questions. Among these is the foremost question of how to legibly present text. We address this fundamental concern through a multi-part exploration that includes: (1) a focusgroup study from which we collected free-form display scenarios and extracted display shape properties;(2) a framework that identifies different mappings of text onto a non-rectangular shape and formulates hypotheses concerning legibility for different display shape properties; and (3) a series of quantitative text legibility studies to assess our hypotheses. Or results agree with and extend upon other findings in the existing literature on text legibility, but they also uncover unique instances in which different rules need to be applied for non-rectangular displays. These results also provide guidelines for the design of visual interfaces.
We present an investigation into how hand usage is affected by different body postures (Sitting at a table, Lying down and Standing) when interacting with smartphones. We theorize a list of factors (smartphone support, body support and muscle usage) and explore their influence the tilt and rotation of the smartphone. From this we draw a list of hypotheses that we investigate in a quantitative study. We varied the body postures and grips (Symmetric bimanual, Asymmetric bimanual finger, Asymmetric bimanual thumb and Single-handed) studying the effects through a dual pointing task. Our results showed that the body posture Lying down had the most movement, followed by Sitting at a table and finally Standing. We additionally generate reports of motions performed using different grips. Our work extends previous research conducted with multiple grips in a sitting position by including other body postures, it is anticipated that UI designers will use our results to inform the development of mobile user interfaces.
Recent research proposes augmenting capacitive touch pads with tangible objects, enabling a new generation of mobile applications enhanced with tangible objects, such as game pieces and tangible controllers. In this paper, we extend the concept to capacitive tangibles consisting of multiple parts, such as stackable gaming pieces and tangible widgets with moving parts. We achieve this using a system of wires and connectors inside each block that causes the capacitance of the bottom-most block to reflect the entire assembly. We demonstrate three types of tangibles, called CapStones, Zebra Dials and Zebra Sliders that work with current consumer hardware and investigate what designs may become possible as touchscreen hardware evolves.Receiving raw capacitance values allows us to distinguish multiple levels of capacitance, which allows us to extract more than a single bit of information per contact. The simple design shown in Figure 11b exploits this. These analog CapStones use only two types of elements: (1) contacts that go straight through and (2) no contact, i.e., simply a blank space. The contacts form a marker that identifies the block.
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