Coffee Cup Reading as an Inspiration for Looking into Augmented Mugs in Social Interaction

  • Ahmet BörüteceneEmail author
  • İdil Bostan
  • Gülben Şanlı
  • Çağlar Genç
  • Tilbe Göksun
  • Oğuzhan Özcan
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 10290)


Augmented mugs are mostly used as non-interactive displays showing images, or providing information about the liquid content. However, there has not been sufficient research on what kind of affordances mugs could offer as tangible interfaces and how people might use them in face-to-face social settings. To fill this gap, we examined Turkish coffee fortune-telling, a socio-cultural practice based on deliberate physical interaction with coffee cup for reading and creating stories out of coffee ground shapes. First, we organized coffee cup reading sessions with 18 fortune-tellers whose analysis yielded 11 characteristics reflecting user behavior with cups. A follow-up cross-cultural study served as a first step for understanding the potential generalizability of these findings. Our main contribution consists of the characteristics we derived and the related potential interaction techniques we discuss for augmented mugs with an inner display. We also contextualize our findings by two scenarios in which the mug is used as a tangible interface in social interaction settings.


Handheld devices Cylindrical displays Drinkware Co-located interaction Fortune-telling Quantified self Lifelogging 


  1. 1.
    Ægisdóttir, S., Gerstein, L.H.: Icelandic and American students’ expectations about counseling. J. Couns. Dev. 78(1), 44–53 (2000)CrossRefGoogle Scholar
  2. 2.
    Anderson, F., et al.: Supporting subtlety with deceptive devices and illusory interactions. In: Proceedings of 33rd Annual ACM Conference on Human Factors in Computing Systems, pp. 1489–1498. ACM, New York (2015)Google Scholar
  3. 3.
    Beigl, M., et al.: Mediacups: experience with design and use of computer-augmented everyday artefacts. Comput. Netw. 35(4), 401–409 (2001)CrossRefGoogle Scholar
  4. 4.
    Börütecene, A., et al.: Informing design decisions for advice mediating handheld devices by studying coffee cup reading. In: Proceedings of 9th Nordic Conference on Human-Computer Interaction, pp. 7:1–7:10. ACM, New York (2016)Google Scholar
  5. 5.
    Byrne, D., et al.: Life editing: third-party perspectives on lifelog content. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 1501–1510. ACM, New York (2011)Google Scholar
  6. 6.
    Charlesworth, T., et al.: TellTale: adding a polygraph to everyday life. In: Proceedings of 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, pp. 1693–1698. ACM, New York (2015)Google Scholar
  7. 7.
    Corsten, C., et al.: Fillables: everyday vessels as tangible controllers with adjustable haptics. In: CHI 2013, Extended Abstracts on Human Factors in Computing Systems, pp. 2129–2138. ACM, New York (2013)Google Scholar
  8. 8.
    Dörk, M., et al.: The information flaneur: a fresh look at information seeking. In: Proceedings of SIGCHI Conference on Human Factors in Computing Systems, pp. 1215–1224. ACM, New York (2011)Google Scholar
  9. 9.
    Gaver, W.W., et al.: Ambiguity as a resource for design. In: Proceedings of SIGCHI Conference on Human Factors in Computing Systems, pp. 233–240. ACM, New York (2003)Google Scholar
  10. 10.
    Hilviu, D., Rapp, A.: Narrating the quantified self. In: Adjunct Proceedings of 2015 ACM International Joint Conference on Pervasive and Ubiquitous Computing and Proceedings of the 2015 ACM International Symposium on Wearable Computers, pp. 1051–1056. ACM, New York (2015)Google Scholar
  11. 11.
    Horn, M.S.: The role of cultural forms in tangible interaction design. In: Proceedings of 7th International Conference on Tangible, Embedded and Embodied Interaction, pp. 117–124. ACM, New York (2013)Google Scholar
  12. 12.
    Kao, H.-L.C., Schmandt, C.: MugShots: a mug display for front and back stage social interaction in the workplace. In: Proceedings of 9th International Conference on Tangible, Embedded, and Embodied Interaction, pp. 57–60. ACM, New York (2015)Google Scholar
  13. 13.
    Kawano, S., et al. (eds.): Capturing Contemporary Japan: Differentiation and Uncertainty. University of Hawaii Press, Honolulu (2014)Google Scholar
  14. 14.
    Kissman, K.: The role of fortune telling as a supportive function among Icelandic women. Int. Soc. Work. 33(2), 137–144 (1990)CrossRefGoogle Scholar
  15. 15.
    Kratz, S., Rohs, M.: HoverFlow: expanding the design space of around-device interaction. In: Proceedings of 11th International Conference on Human-Computer Interaction with Mobile Devices and Services, pp. 4:1–4:8. ACM, New York (2009)Google Scholar
  16. 16.
    Li, N., Dillenbourg, P.: Designing conversation-context recommendation display to support opportunistic search in meetings. In: Proceedings of 11th International Conference on Mobile and Ubiquitous Multimedia, pp. 12:1–12:4. ACM, New York (2012)Google Scholar
  17. 17.
    McNeill, D.: Hand and Mind: What Gestures Reveal About Thought. University of Chicago Press, Chicago (1992)Google Scholar
  18. 18.
    Neufert, E., et al.: Architects’ Data. Wiley, Oxford (2002)Google Scholar
  19. 19.
    Openshaw, S., Taylor, E.: Ergonomics and Design: A Reference Guide. Diane Publishing, Collingdale (2006)Google Scholar
  20. 20.
    Svanaes, D., Verplank, W.: In search of metaphors for tangible user interfaces. In: Proceedings of DARE 2000 on Designing Augmented Reality Environments, pp. 121–129. ACM, New York (2000)Google Scholar
  21. 21.
    Wakita, A., Nakano, A.: Blob manipulation. In: Proceedings of 6th International Conference on Tangible, Embedded and Embodied Interaction, pp. 299–302. ACM, New York (2012)Google Scholar
  22. 22.
    Intel shows off a light-up smart mug, because why not?
  23. 23.
  24. 24.
  25. 25.
    Yecup: Your Perfect Wireless Smart Mug.

Copyright information

© Springer International Publishing AG 2017

Authors and Affiliations

  • Ahmet Börütecene
    • 1
    Email author
  • İdil Bostan
    • 1
  • Gülben Şanlı
    • 1
  • Çağlar Genç
    • 1
  • Tilbe Göksun
    • 2
  • Oğuzhan Özcan
    • 1
  1. 1.Koç University - Arçelik Research Center for Creative Industries (KUAR)IstanbulTurkey
  2. 2.Department of PsychologyKoç UniversityIstanbulTurkey

Personalised recommendations