Abstract
As researchers and practitioners seek to operationalize peripheral interaction, many key questions remain unresolved. Where might such technologically mediated interventions best be deployed? What might they look like? How might such deployments age and evolve through time? Toward engaging these questions, one path is to consider related exemplars from centuries past and use these to inform forward-looking prototypes and envisionments. With an eye toward the future of peripheral interaction and as description of our particular trajectory, we begin by reflecting on early “tangible bits” peripheral interaction experiences. We follow these with ancient examples from the walls of Lascaux, Ur, and Babylon. Drawing from these inspirations, we illustrate and discuss three grounding envisionments upon the halls and walls of habitable spaces.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Notes
- 1.
Google search: “if walls could speak”. May 2015: 39,000 results. http://goo.gl/d5Idd2.
- 2.
Wikipedia. Lascaux, 2015. http://en.wikipedia.org/w/index.php?title=Lascaux.
- 3.
Wikipedia. Ur-nammu, 2015. http://en.wikipedia.org/w/index.php?title=Ur-Nammu.
- 4.
Wikipedia. Ishtar gate, 2015. http://en.wikipedia.org/w/index.php?title=Ishtar_Gate&oldid=664783320.
- 5.
Mike the tiger: donate a brick. http://www.mikethetiger.com/bricks.php.
- 6.
Wikipedia. Ise grand shrine, 2015. http://en.wikipedia.org/w/index.php?title=Ise_Grand_Shrine.
- 7.
Wikipedia. Architectural glass: Canterbury example. https://goo.gl/X19Gi5.
- 8.
In Ullmer (2012), we suggested the terms “legible, actionable, inspirational, aspirational” (LAIA). We see a distinction between “inspirational” and “aspirational” but are unsure whether it is sufficiently large or clear for widespread use. The “veritable” term was not mentioned in Ullmer (2012). When “inspirational” was retained, we considered both LAIVA (Finnish for “ship,” among other meanings) and AVAIL (an anagram trading off memorability for an alternate ordering of the key terms) as prospective acronyms, before tentatively settling upon LAVA.
References
Adams, C. (1998). Japan’s Ise shrine and its thirteen-hundred-year-old reconstruction tradition. Journal of Architectural Education, 52(1), 49–60.
Aguzzi, J., Costa, C., Fujiwara, Y., Iwase, R., Ramirez-Llorda, E., & Menesatti, P. (2009). A novel morphometry-based protocol of automated video-image analysis for species recognition and activity rhythms monitoring in deep-sea fauna. Sensors, 9(11), 8438–8455.
Aliakseyeu, D., Mason, J., Meerbeek, B., van Essen, H., & Offermans, S. (2011). The role of ambient intelligence in future lighting systems. In Ambient Intelligence. Lecture Notes in Computer Science (Vol. 7040, pp. 362–363). Berlin: Springer.
Bairoch, P.(1988). Cities and economic development: from the dawn of history to the present. Chicago: University of Chicago Press.
Bakker, S. (2013). Design for peripheral interaction (Ph.D. thesis). TU/Eindhoven.
Ball, R. (2006). Mauser Military Rifles of the World. Gun Digest Books.
Benedetti, M. (1995, June 4). Keep in touch, and keep your space. Bloomberg Business.
Bishop, D. (1992). Marble answering machine. http://tangint.org/v/1992/bishop-rca-mam/
Blackwell, A., Stringer, M., Toye, E., & Rode, J. (2004). Tangible interface for collaborative information retrieval. In Proceedings of CHI’04 (pp. 1473–1476).
Boehm, C. (1999). Hierarchy in the forest: The evolution of egalitarian behavior. Cambridge, MA: Harvard University Press.
Brand, S. (1995). How buildings learn: What happens after they’re built. New York: Penguin.com.
Buur, J., & Soendergaard, A. (2000). Video card game: An augmented environment for user centred design discussions. In Proceedings of DARE’00 (pp. 63–69).
Djajadiningrat, T., Overbeeke, K., & Wensveen, S. (2002). But how, Donald, tell us how? On the creation of meaning in interaction design through feedforward and inherent feedback. In Proceedings of DIS’02 (pp. 285–291).
Dourish, P., & Bly, S. (1992). Portholes: Supporting awareness in a distributed work group. In Proceedings of CHI’92 (pp. 541–547). ACM.
Dunne, A., & Raby, F. (1994). Fields and thresholds. In Proceedings of the Doors of Perception-2.
Edeline, F. (2006). Le monogramme - un genre intersémiotique. In L’hétérogénéité du visuel: Les syncrétismes (Vols. 2–3).
Edge, D., & Blackwell, A. F. (2009). Peripheral tangible interaction by analytic design. In Proceedings of TEI’09 (pp. 69–76).
Fitzmaurice, G., Ishii, H., & Buxton, W. (1995). Bricks: Laying the foundations for graspable user interfaces. In Proceedings of CHI’95 (pp. 442–449).
Glancey, J. (2006). Architecture. Metro Books.
Grønbæk, K., Kristensen, J. F., Ørbæk P., & Eriksen, M. A. (2003). Physical hypermedia: Organising collections of mixed physical and digital material. In Proceedings of Hypertext and Hypermedia 2003 (pp. 10–19). ACM.
Gross, M. D., & Green, K. E. (2012). Architectural robotics, inevitably. Interactions, 19(1), 28–33.
Haering, N., Venetianer, P. L., & Lipton, A. (2008). The evolution of video surveillance: An overview. Machine Vision and Applications, 19(5–6), 279–290.
Harley, J. B. (1989). Deconstructing the map. Cartographica: The International Journal for Geographic Information and Geovisualization, 26(2), 1–20.
Hausen, D. (2013). Peripheral interaction: exploring the design space (Ph.D. thesis). Ludwig-Maximilians-Universität München.
Hausen, D., Boring, S., Lueling, C., Rodestock, S., & Butz, A. (2012). StaTube: Facilitating state management in instant messaging systems. In Proceedings of TEI’12 (pp. 283–290). ACM.
Hummels, C. C. M. (2000). Gestural design tools: Prototypes, experiments and scenarios (Ph.D. thesis). TU Delft, Delft University of Technology.
Ishii, H., Mazalek, A., & Lee, J. (2001). Bottles as a minimal interface to access digital information. In CHI’01 Extended Abstracts (pp. 187–188). ACM.
Ishii, H., & Ullmer, B. (1997). Tangible Bits: Towards seamless interfaces between people, bits and atoms. In Proceedings of CHI’97 (pp. 234–241).
Jansen, Y., & Dragicevic, P. (2013). An interaction model for visualizations beyond the desktop. IEEE Transactions on Visualization and Computer Graphics, 19(12), 2396–2405.
Kaplan, A. M., & Haenlein, M. (2010). Users of the world, unite! The challenges and opportunities of social media. Business Horizons, 53(1), 59–68.
Konkel, M., Leung, V., Ullmer, B., & Hu, C. (2004). Tagaboo: A collaborative children’s game based upon wearable RFID technology. Personal and Ubiquitous Computing, 8(5), 382–384.
Krueger, M. W., Gionfriddo, T., & Hinrichsen, K. (1985). Videoplace—an artificial reality. In ACM SIGCHI Bulletin (Vol. 16, pp. 35–40). ACM.
Leroi-Gourhan, A. (1982). The archaeology of Lascaux cave. Scientific American, 246(6), 104–112.
Lynch, K. (1960). The image of the city (Vol. 11). Cambridge, MA: MIT Press.
Mackay, W., & Pagani, D. (1994). Video Mosaic: Laying out time in a physical space. In Proceedings of Multimedia’94 (pp. 165–172).
Maimone, A., & Fuchs, H. (2012). Reducing interference between multiple structured light depth sensors using motion. In Virtual Reality Workshops (VR), 2012 IEEE (pp. 51–54). IEEE.
Makiya, K. (1991). The monument: Art, vulgarity, and responsibility in Iraq. Oakland, CA: University of California Press.
McNerney T. (2004). From turtles to tangible programming bricks: explorations in physical language design. Personal and Ubiquitous Computing, 8(5):326–337.
Merrill, D. (2014). Personal communications: content+platform heuristic, 2014.
Negroponte, N., Ishii, H., & Ullmer, B. (1997). Tangible Bits. WIRED, 1997.
Nelson, L., Ichimura, S., Pedersen, E., & Adams, L. (1999). Palette: A paper interface for giving presentations. In Proceedings of CHI’99 (pp. 354–361).
Perlman, R. (1976). Using computer technology to provide a creative learning environment for preschool children. MIT Lego Memo, #24.
Rekimoto, J., Ullmer, B., & Oba, H. (2001). DataTiles: A modular platform for mixed physical and graphical interactions. In Proceedings of CHI’01 (pp 269–276).
Sawkins. C. (1799). A Sermon preached before the University at St. Mary’s. http://goo.gl/zW2aal, February 27, 1799.
Sokoler, T., Edeholt, H., & Johansson, M. (2002). VideoTable: A tangible interface for collaborative exploration of video material during design sessions. In Proceedings of CHI’02 (pp. 656–657).
Stephenson, N. (2003). Snow crash. Spectra, 2003.
Strickland, R., Burns, C., Cohen, J., & Back, M. (1998). A museum exhibit for capturing visitors’ insights about nomadic design practice. http://www.portablefx.com/synopsis/PFXTR1998-003.html
Swaminathan, S., Shi, C., Jansen, Y., Dragicevic, P., Oehlberg, L. A., & Fekete, J.-D. (2014). Supporting the design and fabrication of physical visualizations. In Proceedings of CHI’14 (pp. 3845–3854). ACM.
Swift, J. (1727). Gulliver’s travels: Lemuel Gulliver’s travels into several remote nations of the world, Part III, Chapter V. London: Methuen.
Ullmer, B. (1997). Models and mechanisms for tangible user interfaces (Master’s thesis). MIT, 1997.
Ullmer, B. (2002). Tangible interfaces for manipulating aggregates of digital information (Ph.D. thesis). Massachusetts Institute of Technology, 2002.
Ullmer, B. (2006). Core tangibles and tangible visualizations: Prospects for tangible convergence and divergence. In CHI’06 Workshop on “What is the Next Generation of Human-Computer Interaction?”, 2006.
Ullmer, B. (2012). Entangling space, form, light, time, computational steam, and cultural artifacts. Interactions, 19(4), 32–39.
Ullmer, B., Dell, C., Gil, C., et al. (2011). Casier: Structures for composing tangibles and complementary interactors for use across diverse systems. In Proceedings of TEI’11 (pp. 229–236).
Ullmer, B., Dever, Z., Sankaran, R., et al. (2010). Cartouche: Conventions for tangibles bridging diverse interactive systems. In Proceedings of TEI’10 (pp. 93–100).
Ullmer, B., Hutanu, A., Benger, W., & Hege, H.-C. (2003). Emerging tangible interfaces for facilitating collaborative immersive visualizations. In NSF Lake Tahoe Workshop for Collaborative Virtual Reality and Visualization, 2003.
Ullmer, B., Ishii, H., & Glas, D. (1998). MediaBlocks: Physical containers, transports, and controls for online media. In Proceedings of SIGGRAPH’98 (pp. 379–386).
Ullmer, B., Kim, E., Kilian, A., Gray, S., & Ishii, H. (2001). Strata/ICC: Physical models as computational interfaces. In CHI ‘01 Extended Abstracts on Human Factors in Computing Systems, CHI EA’01, New York, NY, USA (pp. 373–374). ACM.
Ullmer, B., Patten, J., Ishii, H. (2000). Strata: Physical representations for layered information structures. Submitted to Proceedings of SIGGRAPH’00. http://tangviz.cct.lsu.edu/papers/ullmer-siggraph00sub-strata.pdf
Ullmer, B., Sankaran, R., Jandhyala, S., Tregre, B., Toole, C., Kallakuri, K., Laan, C., Hess, M., Harhad, F., & Wiggins, U. (2008). Tangible menus and interaction trays: Core tangibles for common physical/digital activities. In Proceedings of TEI’08 (pp. 209–212).
Vale, L. J. (1999). Mediated monuments and national identity. The Journal of Architecture, 4(4), 391–408.
Weiser, M., & Brown, J. S. (1995). The coming age of calm computing. http://www.ubiq.com/weiser/calmtech/calmtech.htm
Whitehouse, D. (2000). Ice age star map discovered, 9 August 2000. http://news.bbc.co.uk/2/hi/science/nature/871930.stm
Wilkinson, R. H. (1992). Reading Egyptian art: A hieroglyphic guide to ancient Egyptian painting and sculpture. London, UK: Thames and Hudson.
Wisneski, C., Ishii, H., Dahley, A., et al. (1998). Ambient displays: Turning architectural space into an interface between people and digital information. In Proceedings of CoBuild’98 (pp. 22–32).
Yeh, R., Brandt, J., Klemmer, S., Boli, J., Su, E., & Paepcke, A. (2006). Interactive gigapixel prints: Large paper interfaces for visual context, mobility, and collaboration. Technical report, Stanford University, 2006.
Acknowledgements
This research has been supported in part by NSF (CNS-0521559, CNS-1126739, IIS-0856065, and EPSCoR), NIST CDI, LSU CCT, and the Louisiana Board of Regents. Narendra Setty, Landon Rogge, and Bob Kooima co-lead the implementation of the Johnston Hall prototype. Ben Guitreau co-lead the implementation of an interim illuminated system not discussed within this manuscript, but influential to the later envisionments. Kevin James, Rajesh Sankaran, Srikanth Jandbyala, and Kristen Barrett lead the implementations of Fig. 12.3. Sarah Baldwin and Kristen Barrett contributed substantially to the ideas and visuals of the final two envisionments. Nadine Couture and Guillaume Riviere have collaborated actively on the cartouches research described within. Bernt Meerbeek and Dzmitry Aliakseyeu inspired and extended our concepts of lighting in architectural spaces. Many individuals contributed to the Johnston Hall entangled hallway prototype, listed individually within Ullmer (2012). IBM, Mitsubishi Electric Research Laboratories, AT&T, and the Things That Think consortium supported the research described at the MIT Media Laboratory, under the direction of Hiroshi Ishii. Special thanks to the editors for substantial improvements to the chapter.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2016 Springer International Publishing Switzerland
About this chapter
Cite this chapter
Ullmer, B., Siqueira, A., Branton, C., Konkel, M.K. (2016). Weaving Peripheral Interaction Within Habitable Architectures. In: Bakker, S., Hausen, D., Selker, T. (eds) Peripheral Interaction. Human–Computer Interaction Series. Springer, Cham. https://doi.org/10.1007/978-3-319-29523-7_12
Download citation
DOI: https://doi.org/10.1007/978-3-319-29523-7_12
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-29521-3
Online ISBN: 978-3-319-29523-7
eBook Packages: Computer ScienceComputer Science (R0)