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Specialty

Tangible interaction

Designs interfaces in which digital information is coupled to physical objects and surfaces, so it can be handled with the hands instead of a screen and a mouse.

In Spanish
Interacción tangible
Origin
Ishii and Ullmer (1997)

What problem it addresses

On a screen everything is handled the same way, with a finger or a cursor, even though hands can do much more: grasp, turn, stack or place.

Principles

  • Information you can grasp

    Each physical object represents a piece of information and is used to control it.

  • Space as interface

    Tables, walls and windows can show information and respond to what is done on them.

  • Background information

    Light, sound or movement tell what is happening without asking for attention.

Applications in design

  • Use it like this

    Prototype with real objects from the start: how they are grasped matters as much as what they show.

  • Avoid

    Turning into an object something that is better done with a button.

  • Don’t fall for it

    Objects get lost, break and take up space: also think about where they are stored.

Authors and works

  1. 1997

    Hiroshi Ishii and Brygg Ullmer

    Proposed tangible interfaces and demonstrated them with prototypes, such as a table where building models were moved to navigate a campus map.

Sources

Original sources

  • Ishii, H., & Ullmer, B. (1997). Tangible bits: Towards seamless interfaces between people, bits and atoms. In Proceedings of the ACM SIGCHI Conference on Human Factors in Computing Systems (CHI ’97), 234–241. ACM. View source: Ishii, H., & Ullmer, B. (1997)

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