No abstract
Elastic, deformable displays allow users to give input by pinching, pushing, folding, and twisting the display. However, little is known about what gestures users prefer or how they will use elasticity and deformability as input. We report a guessability study where 17 participants performed gestures to solve 29 tasks, including selection, navigation, and 3D modeling. Based on the resulting 493 gestures, we describe a user-defined gesture set for elastic, deformable displays. We show how participants used depth and elasticity of the display to simulate deformation, rotation, and displacement of objects. In addition, we show how the use of desktop computers as well as multi-touch interaction affected users' choice of gestures. Finally, we discuss some unique uses of elasticity and deformability in gestures.
Deformable interfaces offer new possibilities for gestures, some of which have been shown effective in controlled laboratory studies. Little work, however, has attempted to match deformable interfaces to a demanding domain and evaluate them out of the lab. We investigate how musicians use deformable interfaces to perform electronic music. We invited musicians to three workshops, where they explored 10 deformable objects and generated ideas on how to use these objects to perform music. Based on the results from the workshops, we implemented sensors in the five preferred objects and programmed them for controlling sounds. Next, we ran a performance study where six musicians performed music with these objects at their studios. Our results show that (1) musicians systematically map deformations to certain musical parameters, (2) musicians use deformable interfaces especially to filter and modulate sounds, and (3) musicians think that deformable interfaces embody the parameters that they control. We discuss what these results mean to research in deformable interfaces.
Shape-changing handheld devices are emerging as research prototypes, but it is unclear how users perceive them and which experiences they engender. The little data we have on user experience is from single prototypes, only covering a small part of the possibilities in shape change. We produce 51 videos of a shape-changing handheld device by systematically varying seven parameters of shape change. In a crowd-sourced study, 187 participants watched the videos and described their experiences using rating scales and free text. We find significant and large differences among parameters of shape change. Shapes that have previously been used for notifications were rated the least urgent; the degree of shape change was found to impact experience more than type of shape change. The experience of shape change was surprisingly complex: hedonic quality were inversely related to urgency, and some shapes were perceived as ugly, yet useful. We discuss how to advance models of shape change and improve research on the experience of shape change.
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