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What do Objects Mean?: Early Tangibility in and around Interval Research

Published: 15 January 2015 Publication History

Abstract

How can designers benefit from the physical and symbol-using practices that define people? Projects in and around Interval Research Corporation explored tangibles in audio, video and physical token-based computation. Four endeavors clarify what happens offscreen when participants play and collaborate. Understanding deeper issues of on- and offscreen distinctiveness, representation and embodiment is of interest, we maintain, because our current understanding of tangible design has undersold one core virtue of TUIs: tangible computing enables hardware/software systems that are non-isolating. When people are not isolated from the physical world, or from other people, they can rely on a supportive environment to help them manage confusingly large sets of objects and referents, and to share the knowledge with large sets of others. This very human part of computer interaction, we submit, gives rise to language-like structure, games, sorting, stealing, and more. If we let it, it could fundamentally change our relationship to the computer as we design new interfaces for the increasing number of computerized objects around us.

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Cited By

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  • (2022)Weaving Fire into FormundefinedOnline publication date: 20-Jul-2022
  • (2021)Changing Things so (Almost) Everything Stays the Samei-com10.1515/icom-2021-002620:3(229-252)Online publication date: 27-Nov-2021
  • (2018)TquencerProceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3173225.3173233(429-434)Online publication date: 18-Mar-2018

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cover image ACM Conferences
TEI '15: Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction
January 2015
766 pages
ISBN:9781450333054
DOI:10.1145/2677199
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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Published: 15 January 2015

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Author Tags

  1. collaboration
  2. embodied interaction
  3. natural language
  4. play
  5. social interaction
  6. tangible interaction
  7. video

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TEI '15 Paper Acceptance Rate 63 of 222 submissions, 28%;
Overall Acceptance Rate 393 of 1,367 submissions, 29%

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View all
  • (2022)Weaving Fire into FormundefinedOnline publication date: 20-Jul-2022
  • (2021)Changing Things so (Almost) Everything Stays the Samei-com10.1515/icom-2021-002620:3(229-252)Online publication date: 27-Nov-2021
  • (2018)TquencerProceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3173225.3173233(429-434)Online publication date: 18-Mar-2018

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