According to the vision of Ambient Intelligence, technology will seamlessly merge into people's everyday activities and environments. A challenge facing designers of such systems is to create interfaces that fit in people's everyday contexts and incorporate the values of daily life. This paper focuses on tangible expressive interaction as one possible approach towards linking everyday experiences to intuitive forms of interaction and presents a number of principles for expressive interaction design in this field. A case study of a tangible expressive interface to control a living room atmosphere projection system (orchestrating living room lighting, audio and video-art) is presented to illustrate and reflect upon the design principles. Furthermore, the case study describes possible techniques towards integrating the design principles into a design method.
We introduce "Moving Light": an unprecedented real-life crowd steering experiment that involved about 140.000 participants among the visitors of the Glow 2017 Light Festival (Eindhoven, NL). Moving Light targets one outstanding question of paramount societal and technological importance: "can we seamlessly and systematically influence routing decisions in pedestrian crowds?" Establishing effective crowd steering methods is extremely relevant in the context of crowd management, e.g. when it comes to keeping floor usage within safety limits (e.g. during public events with high attendance) or at designated comfort levels (e.g. in leisure areas). In the Moving Light setup, visitors walking in a corridor face a choice between two symmetric exits defined by a large central obstacle. Stimuli, such as arrows, alternate at random and perturb the symmetry of the environment to bias choices. While visitors move in the experiment, they are tracked with high space and time resolution, such that the efficiency of each stimulus at steering individual routing decisions can be accurately evaluated a posteriori. In this contribution, we first describe the measurement concept in the Moving Light experiment and then we investigate quantitatively the steering capability of arrow indications.
Abstract. When designing product behavior, the designer often needs to communicate to experts in computer software and protocols. In present-day software engineering, formal specification methods such as the Universal Modeling Language have been widely accepted. Teaching design students these formal methods is non-trivial because most of design students often have difficulties in programming the behaviors of complex produces and systems. Instead of programming, this paper presents a technique, namely "acting-out", for design students to master the formal methods. The experience shows that acting-out not only worked out very well as a teaching technique, but also showed the potential for bridging the processes of industrial design and software engineering.
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