Physicality 2009 multi-disciplinary workshop was the third in its series to explore the subtle interactions between physical form and activity and the way these influence and are influenced by digital functionality and interaction. An understanding of the physical nature of the devices with which we interact and the nature of our own bodies and brains can help us produce better design. The main theme of the workshop towards a less-GUI interface was envisaged in order to gauge the extent to which effective physical design can reduce the reliance on such screens or obviate them entirely.
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User & Design Research expert
HP-Labs, Bristol, UK
As a User & Design Research expert, working in international multi-disciplinary teams during the early stages of technology development, Erik Geelhoed’s role has been: to identify key questions driving research to uncover opportunities for the creation and uptake of (pervasive computing) technology into HP’s businesses. I designed and led a diverse range of qualitative and quantitative user studies. I disseminated the importance of the results to significant audiences in HP-Labs, HP-Businesses and the research community as well as delivering design research capability through an effective network across design schools in Europe.
Keynote talk: Designing for Physicality
In this talk I highlight “physicality” of two HP products: the Mini-Note, a net-book aimed at education and Halo’s Telepresence. I will show how we use psycho-physics (psychology of the senses) in product design. In addition I speculate how recent research into mirror neurons might have a serious impact on physicality in design.
On the design research side, I will talk about Nexus, a multi-media running game, Vue, discovering possibilities in a pervasive computing world, and how wearable cameras take us down the dark under-world of the Strange Case of Jekyll and Hyde.
Department of Design and Technology,
Loughborough University, UK
Mark Evans is a Senior Lecturer in the Department of Design and Technology at Loughborough University. He has bachelors, masters and Ph.D qualifications in industrial design and prior to joining the University worked as a consultant and in-house industrial designer. Since joining the University he has continued to undertake professional practice for organisations such as British Airways, Honda, Unilever and British Gas. His Ph.D employed practice-based research methods to investigate the use of rapid prototyping during industrial design practice which resulted in the design of four consumer products. Current research is supported by five Ph.D researchers working in the areas of design modelling (the role/function of digital sketching/CAD/CAID) and the management of design activity. External examinerships have been held for undergraduate, masters and research degrees and overseas appointments include visiting professor at the Rhode Island School of Design (RISD) and Massachusetts Institute of Technology (MIT) CADLab. He is a member of the Arts and Humanities Research Council’s Peer Review College and currently holds a Hewlett Packard Innovation in Education Grant.
As industrial designers face increasing pressure to reduce lead times for new product development, the definition of three-dimensional (3D) form using computer aided design (CAD), computer aided industrial design (CAID) and rapid prototyping has become widespread. Whilst these technologies offer demonstrable benefits, their use can remove the potential for the designer to actively engage in the definition of form through tactile interaction with a physical material (as when working with foam or clay). In my talk, I shall discuss how the use of a haptic feedback device can facilitate interaction with virtual geometry and provide the designer with tactile cues during product modeling. The potential to model 3D form using the SensAble Phantom haptic feedback device and FreeForm software is explored through a product design case study. Outcomes indicate that whilst tactile sculpting operations can be emulated by the FreeForm/Phantom system, problems exist in the definition of the smooth surface continuity that is required by industrial designers.
Enacted Experience and Interaction Design: New Perspectives
Steven Thompson & John Vines
Good Vibrations: Guiding Body Movements with Vibrotactile feedback
Janet van der Linden, Erwin Schoonderwaldt & John Bird
An Advanced Framework for Whole Body Interaction
David England, Martin Randles & A. Taleb-Bendiab
Making a Case for Biological and Tangible Interfaces
Sketching and prototyping haptic interfaces: design challenges and insights
The digitally ‘hand made’ object – the potential impact of new types of computer interfaces on the aesthetics of design artefacts
Vocate: Auditory Interfaces for Location-based Services
John McGee & Charlie Cullen
Bodily interaction and communication in an Art Exhibition hall
Jakob Tholander & Tove Jaensson
Physical contraptions as social interaction catalysts