Play in the urban context.

NYU Blog

Reading Response for 10/15

Getting Down to Details: Using Theories of Cognition and Learning to Inform Tangible User Interface Design (Journal Link, Drive)

  • This paper presents learning theories and five elements designers can manipulate to create an effective TUI. These five elements are: physical objects, digital objects, actions on objects, informational relations, and learning activities. 

Seven Principles to Design Embodied Sensemaking [Video][Paper]

  • In this paper, the author explores “the consequences and possibilities of phenomenology-inspired embodied theory” and how this can be achieved by embedding electronics into tangible devices that humans actively engage with. TEI is defined as tangible embedded and embodied interaction. Tangible and embodied interactions are the new mixed media combining industrial design with computer science. The author suggests seven design principles that help facilitate tangible interactions in embodied sensemaking. The seven design principles are: Social Situatedness, Scaffolds, Traces, Interactive Imagery, a Dialogical System, 1st person perspective, and Catalysing engagement. 

One takeaway per reading. 

  • I was really interested in the principle of shared attention. The author discusses that in order for meaningful collaboration to happen, learners need to have a basic understanding of what their peers are also working on. 

  • I was really drawn to the concept of scaffolding and how using sticky notes as a tool can help build on this scaffolding. 

Connection to a real-world example

  • The paper presents haptics as a third modality in which information can be presented. Haptics are extremely effective when utilized in TUI's that train people to use medical devices or perform life-saving operations. They can also be used in VR/AR, video games and interactive art exhibits. One of my favorite examples of haptics utilized with TUI's is by a company named graffitiplus.io.

  • Scaffolding using sticky notes reminded me of utilizing rough sketches, symbols, and icons to create jumping-off points in the design process. Napkin sketches are another example of using rough ideas to create crucial discourse to inform design decisions.

Burning question(s)

  • Do you believe that haptics are useful or are they a gimmick? In what ways have you seen haptics utilized in TUI’s that support information retention?

  • Do you feel that the second reading was presented using accessible language? Could it have been written in a way that is easier to understand for people outside of the TEI community?

Nathan AldredgeComment