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Framing tangible interaction frameworks

Published online by Cambridge University Press:  17 June 2009

Ali Mazalek
Affiliation:
Synaesthetic Media Lab, Digital Media Program, Georgia Institute of Technology, Atlanta, Georgia, USA
Elise van den Hoven
Affiliation:
User-Centered Engineering Group, Industrial Design Department, Eindhoven University of Technology, Eindhoven, The Netherlands
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Abstract

Tangible interaction is a growing area of human–computer interaction research that has become popular in recent years. Yet designers and researchers are still trying to comprehend and clarify its nature, characteristics, and implications. One approach has been to create frameworks that help us look back at and categorize past tangible interaction systems, and look forward at the possibilities and opportunities for developing new systems. To date, a number of different frameworks have been proposed that each provide different perspectives on the tangible interaction design space, and which can guide designers of new systems in different ways. In this paper, we map the space of tangible interaction frameworks. We order existing frameworks by their general type, and by the facets of tangible interaction design they address. One of our main conclusions is that most frameworks focus predominantly on the conceptual design of tangible systems, whereas fewer frameworks abstract the knowledge gained from previous systems, and hardly any framework provides concrete steps or tools for building new tangible systems. In addition, the facets most represented in existing frameworks are those that address the interactions with or the physicality of the designed systems. Other facets, such as domain-specific technology and experience, are rare. This focus on design, interaction, and physicality is interesting, as the origins of the field are rooted in engineering methods and have only recently started to incorporate more design-inspired approaches. As such, we expected more frameworks to focus on technologies and to provide concrete building suggestions for new tangible interaction systems.

Information

Type
Research Article
Copyright
Copyright © Cambridge University Press 2009
Figure 0

Fig. 1. This diagram represents our map of tangible interaction frameworks. The horizontal axis represents the type of framework, and the vertical axis represents the facet of tangible interaction addressed by the framework. The types of frameworks are those for abstracting, designing, and building. The facets addressed are technologies, interactions, physicality, domains, and experiences. Frameworks are placed in the type/facet area addressed using standard-sized boxes with solid lines and are coded by the first author and date of publication. Boxes with dashed lines represent toolkit papers and are concentrated in the area of technologies and building. Certain frameworks span across multiple types/facets, and their relative size across these areas indicates the primary focus. The boxes of frameworks that span nonadjacent areas are duplicated in the relevant areas and connected by lines. [A color version of this figure can be viewed online at journals.cambridge.org/aie]

Figure 1

Fig. 2. This diagram provides an alternative view of our map of tangible interaction frameworks. The horizontal axis represents time, and the vertical axis represents the facet of tangible interaction addressed by the framework (technologies, interactions, physicality, domains, and experiences). Frameworks are represented by standard-sized boxes and are coded by the first author. Boxes with dashed lines represent toolkit papers and are concentrated in the technologies area. The diagram highlights the development and evolution of tangible interaction frameworks, from a focus on interactions, expanding to physicality in the early 2000s and finally to technologies, domains, and experiences in the mid 2000s. [A color version of this figure can be viewed online at journals.cambridge.org/aie]