Feb 20, 2013

Disney Research: Touche, Touch and Gesture Sensing

The following video is a demonstration of something called Swept Frequency Capacitive Sensing. It recognizes various configurations of hands and body during interactions.  This system is different than conventional capacitive touch sensing, as it senses a range of frequencies to develop a capacitive profile that provides a significant amount of data that can be analysed and utilized in an application.

At 1:23, the SFCS is demonstrated on a table, sensing body posture or body configuration. It is a wireless system and can be used on smaller touch screens, such as mobile devices.  It can recognize interactions in liquids.


Touche was awarded Best Paper at ACM CHI 2012:

RELATED
Touche: Touch and Gesture Sensing for the Real World
Disney Research
Sato, M., Poupyrev, I, and Harrison, C. Touché: Enhancing Touch Interaction on Humans, Screens, Liquids, and Everyday Objects. In Proceedings of CHI’12. 2012. ACM.
Paper [PDF, 10Mb]
Touche with Arduino
Swept Frequency Capacitive Sensing (SFCS)
Audrey Cropp, Responsive Landscapes, 2/18/13

SOMEWHAT RELATED Synthetic Ecologies Course Reading List
Responsive Environments Course
Allen Sayegh, Harvard Graduate School of Design



AirHarp for Leap Motion, a Responsive Musical Natural User Interface

I like this demonstration of Adam Somers  AirHarp music application for use with the Leap Motion 3D controller:


AirHarp is being developed in C++ using Adam Somer's audio processing toolkit, MusKit.  This looks interesting!  Things have changes since I last took a computer music technology course (back in 2003).

Adam Somers is a senior software engineer at Universal Audio.  He has a graduate degree in music technology from Stanford, and a background in computer science, electronics, human-computer interaction, and signal processing.

Leap Motion is a motion-control software and hardware start-up company located in San Francisco, California. According to promotional information from the website, the company's first product, the Leap Motion controller, is 200 times more sensitive than existing technologies.  It will be interesting to see how this plays out.  (I'm still waiting for my pre-order.)

RELATED
AirHarp (links to GitHub)
Leap FAQs
Leap Motion Website
Leap Motion Developer Portal
Leap Motion Leadership Team
Leap Motion goes retail: Motion controller sold exclusively at Best Buy
Michael Gorman, engadget, 1/16/13

Leap Motion: Low Cost Gesture Control for your Computer Display
Asus partners up with Leap Motion, PCs with 3D motion control to debut in 2013
Michael Gorman, engadget, 1/3/13
Stanford Center for Computer Research in Music and Acoustics


Feb 19, 2013

Part II: Websites and Apps for Teens and Education

If you plan to design/develop websites or applications that provide an element of "edutainment" or informal educational activities for teens, it might be good to think about how your site/application can fit into the requirements of an educational system. Much has changed over the past three years. 

For example, many schools have adopted a 1:1 laptop/netbook/tablet initiative. In some cases, the students no longer carry textbooks, because digital versions are installed on their devices. They access on-line digital content, such as videos and interactive learning games, and self-correcting quizzes provided by the textbook publisher. These activities are accessed by the students during and after school hours. 

Teachers do not limit their assignments to the resources provided by text-book publishers. In some classes at the high school level, students are required to work on group projects that extend over several weeks. Students use protected websites, i.e. Moodle, provided by the school district, to store digital content and collaborate on group projects. 

During the course of a group project, teachers provide students with links to approved websites. Some of these websites provide tools to assist in the creation of content related to their project. Students might work together to create an animation or video, or work individually on one component of the project to contribute to the final project. For example, one student might work on an animation to demonstrate a biological process, and another might be responsible for organizing a story board for a video that the group presents to the class.

After completion, the products generated from the students' work may be available for viewing by others on-line, and in some cases, featured on the school's website.

If you are interested in developing applications or content for use in education, it is important to know that most states have adopted the Common Core Standards. Educational applications must align with these content standards in order to support the learning and teaching goals for a particular subject. 

It is also important to have a grasp of learning and teaching theories, an understanding of child and adolescent development, and a working knowledge of applications and technologies that have been successfully used with this age group to support learning.  Consider working with a knowledgeable interdisciplinary team!



RELATED/SOMEWHAT RELATED

Nielson-Norman Group Research Reports

Pew Research Center Resources

Teens and Education Resources 
The following websites also provide resources for other age groups and related topics.
Edutopia

Other Resources

For readers interested in learning more about educational technology and related "nuts and bolts", the following links will provide food for thought:


Feb 17, 2013

Tips for Apps and the Web: Designing for Teens, Part I

Jakob Nielsen, of the Nielsen Norman Group, recently wrote an interesting post about designing website for teens. He provides good information for anyone considering this age group.  The study includes tips for designing for smaller screens such as laptops with track pads, touch-screen tablets, and smart phones.

Jakob Nielsen, Alertbox, 2/4/13

The research shared in Nielsen's post is important. The results of research conducted 8 years ago are compared with current findings.  Nielsen discusses some of the myths about teens and technology. As Nielsen points out, teens might appear to be tech-savvy in some ways, but they possess brains that are in the midst of cognitive development,  just one factor to consider when designing web experiences for this age group.

Nielsen Norman Group's related product, "Teenagers (Ages 13-17) on the Web" provides additional information on this topic. It includes 110 design guidelines informed by research conducted with teens.  Busy web developers might find the fee of $149.00 for this report appropriate.   

The information in this report would also be useful to design/development teams who aim to provide web-based educational content for this age group.

Pew Internet & American Life

Another good resource for designers/developers targeting applications or websites for teens is the Pew Research Center website.  The Pew Internet & American Life Project continues to investigate a wide range of topics related to the use of technology among people of all walks of life.  What I like about the Pew Research Center is that their reports are free, and include summaries as well as samples of interview questions.

Researchers from the Pew Internet and American Life Project share their knowledge in a variety of forms.  Data is available for download in SPSS and comma-delimited format, crosstab files and questionnaires.

The website also provides access to number of presentations, such as the one below:



RELATED/SOMEWHAT RELATED
Nielson-Norman Group Research Reports
College Students (Ages 18-24) on the Web

Pew Research Center Resources
Featured Research: Teens
Pew Research Center Trend Data (Teens)
In-store Mobile Commerce During the 2012 Holiday Shopping Season

Teens and Education Resources 
The following websites also provide resources for other age groups and related topics.
Edudemic
Edudemic Ed-Tech Tools 
Edutopia
Edutopia: 6-8 Grade Level Resources
Edutopia: 9-12 Grade Level Resources
Mind/Shift

Part II will focus on teens and considerations for educational technology.





Feb 15, 2013

Designing for Touch & Gesture: Tips for Apps and the Web (Updated)

In the past, our fingers did the walking, sifting through files, papers, pamphlets, and phonebooks, and then by point-click-clicking with a mouse to interact with images and text, in essence, electronic imitations of the paper-based world. Traditional forms, brochures, ad inserts, and posters informed much of the design. 

How much have things change?   It is 2013, but you'd think it was 1997 from the PowerPoint look and feel of many apps and web sites!   Touch is everywhere, but from what I can tell, not enough designers and developers have stepped up to the plate to think more deeply about ways their applications can support human endeavors though touch and gesture interactions.  

For an overview of this topic, take a look at my 2011 post, written after a number of ugly encounters with user-unfriendly applications:  Why bother switching from GUI to NUI?  

For an in-depth look into the history of multi-touch, the wisdom of Bill Buxton is well-worth absorbing.  He's worked with all sorts of interfaces, and has been curating the history of multi-touch and gesture systems since 2007:


Multi-Touch Systems that I have Known and Loved
Bill Buxton, Microsoft Research, Updated 8/30/12



Even if you are not a designer or developer, I encourage you to explore some of the links below:

Touch Gestures for Application Design
Luke Wroblewski, 10/9/12

Common Misconceptions About Touch
Steven Hoober, 3/18/13

Designing With Tablets in Mind:  Six Tips to Remember
Connor Turnbull, Webdesign tuts+, 9/27/11

Finger-Friendly Design: IDeal Mobile Touchscreen Target Sizes
Anthony T, Smashing Magazine, 2/21/12

Best Practices: Designing Touch Tablet Experiences for Preschoolers (pdf)
Sesame Street Workshop


Are Touch Screens Accessible?
AcessIT, National center on Accessible Information Technology in Education

iOS Human Interface Guidelines
Apple

Android User Interface Guidelines
Using Touch Gestures
Handling Multi-Touch Gestures
Android

Designing for Tablets?  We're Here to Help!
Roman Nurik, Android Developers Blog 11/26/12

Touch interaction design (Windows Store apps)
Microsoft - MSDN

Multi-Touch Systems that I have Known and Loved
Bill Buxton, Microsoft Research, Updated 8/30/12


Feb 14, 2013

Affinity+: Semi-Structured Brainstorming on Large Displays, from Pacific Northwest National Laboratory

The Affinity+ concept has the potential to be useful in educational settings such as schools, museums, and libraries. Although it was designed to support collaborative activities among software designers/developers, it could support a wide range of collaborative project-based learning activities. The clearly narrated video below was produced by a team from the Pacific Northwest National Laboratory




"Affinity diagraming is a powerful method for encouraging and capturing lateral thinking in a group environment. The Affinity+ Concept was designed to improve the collaborative brainstorm process through the use of large display surfaces in conjunction with mobile devices like smart phones and tablets. The system works by capturing the ideas digitally and allowing users to sort and group them on a large touch screen manually. Additionally, Affinity+ incorporates theme detection, topic clustering, and other processing algorithms that help bring structured analytic techniques to the process without requiring explicit leadership roles and other overhead typically involved in these activities." -PNNL



RELATED

Affinity+ Semi-Structured Brainstorming on Large Displays
Russ Burtner, Richard May, Randy Scarberry, Ryan LaMothe, Alex Endert
Pacific Northwest National Laboratory

Information Visualization Core Area:  Natural User Interactions
Information Visualization Core Area:  User Experience
Pacific Northwest National Laboratory

Large Displays: Will it ever be enough? (pdf)

Richard May, Jim Thomas, Pacific Northwest National Laboratory

Although this paper is from 2006, it contains a discussion of the "Top Ten Research Challenges" associated with  large high-resolution displays:
A Survey of Large High-Resolution Display Technologies, Techniques, and Applications (pdf)
Tao Ni, Greg S. Schmidt, Oliver G. Staadt, Mark A Livingston, Robert Ball, Richard May
IEEE Virtual Reality Conference 2006, pp223-226 Virginia Tech, 2006

Advanced Visualization and Interaction Techniques for Large High-Resolution Displays (pdf)

Sebastian Thelen (in Ariane Middel, Inga Scheler, and Hans Hagen (eds.), Visualization of Large and Unstructured Data Sets - Applications in Geospatial Planning, Modeling and Engineering (IRTG 1131 Workshop), VLUDS 2010, March 19-21, 2010, Bodega Bay, CA, USA DOI: 10.4230/OASIcs.VLUDS.2010.73

Affinity Diagraming

Usability Net