Affordance, visibility, mapping, feedback and constraints

The course introduced the concept of affordance, visibility, mapping, feedback and constraints and its importance to interaction design. As a part of understanding above parameters, the class made a field visit to Regional Science Center, Guwahati, Assam in order to understand interactive installations, tangibility, material, physical-digital interfaces etc. Students were given assignment to choose any two installations, and identify good/bad parameters (affordance, visibility, mapping, feedback and constraints) specific to chosen installation.

Here is the sneak peak of assignment of students 🙂

Group 1:

abhishek_abhraneel_anmol_kunal(2)

abhishek_abhraneel_anmol_kunal

Group 2:

Aditya_abhinav_prudhvi_naresh aditya_abhinav_prudhvi_naresh2

Group 3:

adityaparihar_kushagra_poulami adityaparihar_kushagra_poulami_2

Group 4:

Amit_Rama_Sravan_Manish_2 Amit_Rama_Sravan_Manish_1

Group 5:

Bhavana_Vandana_Manteshori_Shashank_Raviteja

Group 6:

Dipti_deepika_pooja_sam_needa(2) Dipti_deepika_pooja_sam_needa

Group 7:

Jaspreet_Meenal_Shobhit_Suwardhan(2) Jaspreet_Meenal_Shobhit_Suwardhan

Group 8:

Rohan_Siddhant_Dipendra_Uddipana_2 Rohan_Siddhant_Dipendra_Uddipana_1

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Course structure and timeline for TUI 2015

TUI

Session 1 – Day 1 (full day)

Visit to Guwahati Science Museum

Aim: Understand and experience tangible interaction, physical-digital interactions, education & technology, input modalities, feedback, output representation and interactive installation

How? Hands-on experience, take videos-photos-notes, perform collaborative and individual interaction

Assignment

  • 5 images representing bad design examples – input, output, mapping, affordance, digital-physical representation, content-input-output mapping
  • 5 images representing good design examples – input, output, mapping, affordance, digital-physical representation, content-input-output mapping
    • Format: .png file,
    • Image dimension: width (720px), height (maximum up to 720px)
    • Font size: 12pt, calibri

Session 2 – Day 2

First Half (0900 hours to 1100 hours)

  • Assignment refinement

First Half (1100 hours to 1230 hours)

  • Presentation & feedback
  • Student/group evaluation – I

First Half (1230 hours to 1300 hours)

  • Lecture: How to quickly read paper

Second Half (1400 hours to 1700 hours)

Assignment

  • 5 examples inspired from real world settings demonstrating better designed affordance, legible mapping, visibility, effective use of product constraints (one example each for described parameter) – explain through “what” and “why”
  • 5 examples inspired from real world settings demonstrating worst designed affordance, legible mapping, visibility, effective use of product constraints (one example each for described parameter) – explain through “what” and “why”
    • Format: .png file,
    • Image dimension: width (720px), height (maximum up to 720px)
    • Font size: 12pt, calibri

Session 3: Day 3

First Half (0900 to 1100 hours)

  • Student presentation
  • Student/group evaluation – II

First Half (1115 hours to 13:00 hours)

  • History of technology evolution (of last 50 years)
  • Introduction to Tangible User Interface

Second Half (1400 hours to 1600 hours)

  • Graspable User Interface
  • Tangible bits
  • Introduction to related research areas

Session 4: Day 4

First Half (0930 hours to 1200 hours)

  • Key characteristics of TUI
  • Types of TUI – platforms, interactions, embodiments, representations, output

Second Half (1400 hours to 1600 hours)

  • Assignment: Design of new interactions (including input & output modalities) of given tokens
  • Submission to course instructor post session 4
  • Student/group evaluation III

Session 5: Day 5

First Half (0930 hours to 1030 hours)

  • Introduction to project themes
    • Theme 1: Defining and designing experiences for International Conference of HCI – IndiaHCI 2015
    • Theme 2: Technological interventions (supported through TUI) for social innovation

First Half (1030 hours to 1300 hours)

  • Review of shared papers and related resources for domain understanding

Second Half (1400 hours to 1530 hours)

  • Expert interview for domain’s contextual understanding

Second Half (1530 hours to 1700 hours)

  • Project session I – Aims and objectives identification, evaluating parameters, methodology, users, experimental setup, protocol design

Session 5: Day 5

First Half (0900 hours to 1030 hours)

  • Project session I continues..

First Half (1030 hours to 1100 hours)

  • Review session I

First Half (1100 hours to 1230 hours)

  • Project session I continues..

First Half (1230 hours to 1300 hours)

  • Review session II – final document/report of Project Session I
  • Student/group evaluation IV

Session 6: Day 6

0900 hours to 1600

  • Project session II – brainstorming, mind mapping, conceptualization and ideation

1600 hours to 1700 hours

  • Review session III – review and feedback
  • Student/group evaluation V

Session 7: Day 7

0900 hours to 1600

  • Project session II continues
  • Review session V

1600 hours to 1700 hours

  • Review session VI – Finalized information architecture, task flow, scenario, product dimensions and final design
  • Student/group evaluation VI

Session 8: Day 8

0900 hours to 1600

  • Project session III – equipment procurement, prototype design strategy, prototyping

1600 hours to 1700 hours

  • Review session VI

Session 9: Day 9

0900 hours to 1600

  • Project session III continues…
  • Review session VII

1600 hours to 1700 hours

  • Review session VIII – Final working prototype, experimental setup, users and protocol
  • Student/group evaluation VII

Session 10: Day 10

0900 hours to 1700 hours

  • On-field evaluation

Session 11: Day 11

0900 hours to 1700

  • On-field evaluation
  • Assignment: Report generation and paper writing (ACM format)

Session 12: Day 12 (to be conducted in “makeup” period)

0900 hours to 1600

  • Report and paper writing session

1600 hours to 1700

  • Final deliverable
  • Final stage evaluation

Session 13: Day 13 (to be conducted in “makeup” period)

First Half: 1000 hours to 1100

  • Lecture – Future research direction of TUI

STUDENT EVALUATION

Attendance                                                                                                     10%

(Less than 75% will be automatically diverted to academic affairs)

Academic behavior                                                                                         10%

Student/group evaluation (7 stages)                                                               35%

Mid-End semester exams                                                                               15%

Overall quality & deliverable of the project                                                      30%

Defining TUI

Students were shown few videos of earlier projects of TUIs. This videos were Urp, Topobo, Reactable, Tern, Ambient Room, Jarlene, Magic book and many more. They were asked to analyze these videos to define TUI based on their understanding. Here are some early definition proposed by students

Shruthi, Prakash, Aayush, Shambhavi & Linu: TUI is a platform which provides an interaction through actual/percieved sense of touch/tactile objects by creating correlated structure of inputs (along with respective constraints if any) accompanied by various feedbacks

Soumya, Poovri and Pradeep: Tangible user interfaces are interaction mediums which involve physical or tangible inputs to facilitate real or virtual feedback which may or may not have a constrained field of work

Neeraj Talukdar, Amit Jaglan, Saikiran Maguluri: Tangible user Interface is a medium which facilitates in helping the user experience a process analogous to the real world by intuitive input via physical objects and pragmatic outputs with a constraint functionality to decrease uncertainty and to provide the user with focused information

Jatin, Tuhina, Neha: Tangible User Interface is an imitation of real, virtual or digital world experiences, which includes a variety of sensory modatilities with unconstrained types of inputs and constrained constructive outputs.

Ankit, Richa, Bhawna, Safinah, Akash: Tangible User Interface bridges the conventional gap between the Physical and Virtual worlds, where user(s) provides input via physical objects and tactile, real world interactions, which leads to a corresponding computed perceived output in the form of a real time feedback.

Students of TUI course

Students from 6th semester of DoD has enrolled for this course. Here are the students name.

Students: Ayush Jain, Akash Harlalka, Anit Jaglan, Ankit Kumar, Arun Singh, Avinandan Basu, Gautam Krishna, Bhawna Agarwal, Shruti Sai, Shambhavi Deshpande, Diva Smriti, Doria Raj, Jatin Bajaj, Kushagra Singha, Linu George, Neeraj Talukdar, Neha, Nishant Kandoi, Pankaj Kumar, Poorvi Vijay, Poorika Ashish, Pradeep P, Prakash Chandra, Prince BHarali, Richa Tripathi, Rupam Das, Safinah Ali, Soumya Tiwari, Tuhina Dargan, Utkarsh Dwedi, Utkarsh Mishra, Vikas Goel, Vishesh Kumar, Saikiran

Course Instructor: Keyur Sorathia