Martin Murer

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33ranked-venue papers
8as first author
6since 2021 · last 2025
0000-0003-0339-1935ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 33 · 8 first-author · 6 since 2021
YearPublicationVenuePosition
2025 The Well-Tempered Objects: Using Everyday Things for Tangible Composition
Antoni Rayzhekov, Martin Murer
TEI2
2025 Sweepcase: (Un)Packing Arbitrary Objects for Tangible Interaction
Antoni Rayzhekov, Martin Murer
TEI2
2024 Between This and That is It: Embodied Semantic Space at the Edge
abstract
This paper describes the interactive artwork “Between This and That is It”: An AI-augmented typewriter that blends several decades of computerized optimization of text production. The artwork employs an offline processing machine learning-based language model embedded in a typical office typewriter from the 1980s. Deliberately diverting from the pervasive conversational user interface, the interaction style is based on a well-defined minimalist pattern of complementing two user-supplied words with a third word that – in the model – lies in the middle of the other two. This constraint interaction invites to explore the limits of the semantic space of language models and poses questions related to the topology of meaning, with respect to truthfulness, biases, and cliches, by creating a semi-intelligent poetic co-performance involving the audience. This project seeks to foster a discussion on the creative collaboration between humans and AI within the constraints of machine learning technologies embedded into objects from the near past. The experience and the perception of the interaction are shaped by a hybrid space shared between the audience members and the AI, the mechanical limitations of the typewriter, the embedded mini-computer’s computational capacity, and the language model itself.
Antoni Rayzhekov, Martin Murer
TEI2
2022 Hybrid Design Tools for Participatory, Embodied Sensemaking: An Applied Framework
abstract
In design, we often deal with complex problems that require participatory, embodied sensemaking to solve. There are abundant design tools available – both physical and digital – to support these activities. While digital tools have continued to gain presence in the design processes over the last decades, due to, e.g., widened availability, improved flexibility, and the potential to increase productivity, physical tools and analogue practices still hold a solid place in the design process for many designers. To bridge the gap between the physical and digital, and to benefit from the best of both worlds in tools for design, hybrid tools are being developed. This paper aims to identify design opportunities for future hybrid design tools, by exploring the characteristics of designing for participatory, embodied sensemaking, in the context of physical, digital, and hybrid tools.
Dorothé Smit, Bart Hengeveld, Martin Murer, Manfred Tscheligi
TEI3
2021 Audio-Frequency Induction Loops (AFILs) as a Design Materialfor Architectural Interactivity: An Illustrated Guide
abstract
Audio-frequency induction loops (AFILs) are commonly used as an assistive listening technology for hard-of-hearing individuals. They generate an electromagnetic field proportional to a sound source receivable by hearing aids. Our interactive system, the Sound of Space, is based on AFILs that generate a multi-dimensional soundscape in space. Cochlear implant (CI) listeners and hearing-aids wearers can experience the soundscape through bodily movement, whereas hearing individuals can experience it via a corresponding tangible device. While typical AFIL installations transmit a single sound source, in our interactive system we implement overlapping loops and their interference to locate multiple synchronised audio sources (i.e., corresponding electromagnetic fields) in space. The designed system is installed permanently in an integrative school for deaf, hard-of-hearing and hearing students and teachers. In this pictorial, we illustrate our design and implementation process and contribute our learnings of using AFILs as a design material for architectural interactivity.
Eléni Economidou, Bart Hengeveld, Moritz Kubesch, Alina Itzlinger, Martin Murer, Manfred Tscheligi
Conference on Designing Interactive Systems5
2021 KINEIN: A Making Guide on Indefinitely Deploying a Kinetic Display as a Research Product
abstract
Large-scale kinetic displays have been present for decades, both as mesmerising art installations and as information displays. In this paper we present KINEIN, a kinetic display whose large-scale and indefinite deployment time distinguish it from the prototypical level of HCI research artefacts. It consists of 625 “tiles” or “pixels” mounted on a 25 x 25 matrix and operates through mechanical movement. Instead of a motor rotating each tile individually, KINEIN has a vertical column system that moves tiles sequentially. Situated at the entrance of a learning environment, KINEIN is not only a playful artefact for children to physically interact with, but also the first encounter for the school's visitors.
Eléni Economidou, Moritz Kubesch, Alina Itzlinger, Martin Murer, Manfred Tscheligi
TEI4
2019 Be the Meeple: New Perspectives on Traditional Board Games
abstract
Games are a great objective for research on tangible and embodied interaction as they not only have a long tradition in both the analogue and the digital game domain; they also perfectly represent the tangible and the embodiment through the nature of game play. In this Studio, we will go beyond the analogue characteristics of board games, not just by adding a visual digital layer, but by examining new game play mechanics for board games through digital technology. We will do this by introducing a new role in board games as an immersed 'character' in the game. For this, we use a very specific technology (virtual reality live streaming from a miniature perspective) as a new lens on (existing) board games. Through experimentation with and exploration of existing board games through this new lens, we will conceptualize and prototype game play mechanics for this new notion of game participation.
Dorothé Smit, Bernhard Maurer, Martin Murer, Jens Reinhardt 0001, Katrin Wolf 0001
TEI3
2018 Making Things Apart: Gaining Material Understanding
abstract
This pictorial explores the material resources that can unfold through taking things apart. We describe a workshop program and according exercises designed around four particular modes of disassembling (interactive) artefacts. These exercises aim to provide low-threshold engagements with artefacts and the materials those artefacts are composed of. Based on a series of workshops we conducted following this program, we depict nine different forms of material resources that are unveiled through taking things apart. With this distinction we aim to contribute to the understanding of how the material histories of components and the rules that were governing their previous relations, are carried over to new compositions during reuse or reinterpretation.
Martin Murer
Conference on Designing Interactive Systems1
2018 MacroScope: First-Person Perspective in Physical Scale Models
abstract
Traditionally, architects and designers have used scale models to explore, communicate, and evaluate concepts and ideas in large-scale, spatial projects. These scale models offer the user a bird's eye perspective and often tangible ways of interacting with the model. Nevertheless, they lack a realistic, first-person view on the effects that the design solutions have in the space. In this paper, we explore MacroScope, a tool that aims to support collaborative spatial design by providing a real time, 360o first-person perspective in a physical scale model, by means of a virtual reality head-mounted display. We reflect on the usage potentials in collaborative creative processes, before describing next steps for the development of MacroScope.
Dorothé Smit, Thomas Grah, Martin Murer, Vincent van Rheden, Manfred Tscheligi
TEI3
2017 The Evolution of a Scale Model as an Impromptu Design Tool
abstract
The use of generative design tools for collaborative design tasks has been common practice in the fields of HCI and Design. In this pictorial, we present the evolution of an open-ended design tool: a scale model of a car showroom, used to investigate collaborative interactions in spatial environments. The features of the scale model evolved through several impromptu usage scenarios. With this contribution, we share our observations about the use of the prototype as a means of communication, as well as a means of inspiration, and argue for the use of non-prescriptive design tools in collaborative design projects.
Dorothé Smit, Martin Murer, Vincent van Rheden, Thomas Grah, Manfred Tscheligi
Conference on Designing Interactive Systems2
2017 Reign in blood: exploring blood as a material for game interaction design
Bernhard Maurer, Vincent van Rheden, Martin Murer, Alina Itzlinger, Manfred Tscheligi
MUM3
2017 Un-Crafting: De-Constructive Engagements with Interactive Artifacts
abstract
Crafting interactive artifacts is typically associated with synthesizing, making, constructing, putting things together. In this paper, we discuss how these activities can be contrasted with de-synthesizing activities that revolve around decomposition, dissection, and taking things apart. Based on framings that emphasize how related practices are valuable in engineering processes, we aim to unlock the potential of de-constructive engagements with interactive technologies as a material driven (design) practice. We propose un-crafting as a framework of four modes of taking interactive artifacts apart (i.e., un-crafting for material exposition, material inspiration, material inquiry, and material exploration) aiming to pinpoint de-constructive episodes inherent to design processes, as well as to encourage the refinement of respective techniques and methods.
Martin Murer, Verena Fuchsberger-Staufer, Manfred Tscheligi
TEI1
2017 LaserViz: Shared Gaze in the Co-Located Physical World
abstract
Gaze is an important aspect in social communication. In this paper we present a first exploration of visualizing gaze in the co-located physical world. LaserViz augments gaze in the physical world by means of an eye-tracking enabled wearable device that laser beams the gaze position to real world objects. Based on an initial prototype, we explored the effects of shared gaze through a collaborative as well as a competitive scenario in a co-located setting. This paper discusses the insights and implications following these explorations for the concept of shared gaze in the co-located physical world.
Vincent van Rheden, Bernhard Maurer, Dorothé Smit, Martin Murer, Manfred Tscheligi
TEI4
2016 Interaction Design Labels: Concepts, Inscriptions, and Concealed Intentions
abstract
A variety of concepts in contemporary Human-Computer Interaction and Interaction Design (research) are labeled by adding attributes, such as "slow", "unaware" or "counterfunctional", to "technology", "object" or "thing". However, what do these labels disclose about a technology or an interaction? What are they supposed to express, what do they conceal? In order to identify labelling mechanisms in our (research) community, we describe five cases and analyze their labels, concepts, and intentions. Among others, we argue that the labels and the expressed aims or intentions do not always correspond and explore alternative ways to articulate and label design concepts or philosophies. We conclude by calling for Interaction Design labels that are based on careful reflections of conceptual histories, inscriptions, and intentions.
Verena Fuchsberger-Staufer, Martin Murer, Alina Itzlinger, Manfred Tscheligi
Conference on Designing Interactive Systems2
2015 Human Work Interaction Design (HWID): Design for Challenging Work Environments
Verena Fuchsberger-Staufer, Martin Murer, Manfred Tscheligi, José L. Abdelnour-Nocera, Pedro F. Campos, Frederica Gonçalves, Barbara Rita Barricelli
INTERACT (4)2
2015 Actuated Shear: Enabling Haptic Feedback on Rich Touch Interfaces
Bernhard Maurer, Roland Buchner, Martin Murer, Manfred Tscheligi
INTERACT (4)3
2015 Contextual Interaction Design Research: Enabling HCI
Martin Murer, Alexander Meschtscherjakov, Verena Fuchsberger-Staufer, Manuel Giuliani, Katja Neureiter, Christiane Moser, Ilhan Aslan, Manfred Tscheligi
INTERACT (4)1
2015 Time and Design: Seven Sensitivities
abstract
In this work in progress, we present a set of seven design sensitivities, which address time in interaction design. We exemplarily illustrate how time affects and is affected by tangible, embodied, or embedded artifacts. Thereby, we discuss slow versus fast technology, time as context of use, time as theme, time as content, ephemerality, historicality, and chronology. Those design sensitivities are an initial step towards a framing of the different notions and aspects in regards to time in interaction design.
Verena Fuchsberger-Staufer, Martin Murer, Manfred Tscheligi
TEI2
2015 TorqueScreen: Actuated Flywheels for Ungrounded Kinaesthetic Feedback in Handheld Devices
abstract
Handheld touch screen based devices, such as smartphones or tablets, typically provide limited haptic feedback. On cur- rent devices, what is visually perceived and what is tactile and kinesthetically felt is semantically uncoupled. In order to improve embodied interaction on handheld screen based devices, new ways to provide richer haptic feedback are re- quired. In this paper, we present TorqueScreen, a prototypi- cal system combining a handheld touch screen device (i.e., a tablet) with an actuated flywheel capable of imposing angular momentum onto the tablet. The TorqueScreen design allows interlinking the movement and physics of virtual objects on the screen with the torque as haptic output imposed on the tablet. We describe the design and implementation of the de- vice, illustrate the resulting design space, and discuss future improvements and potential applications.
Martin Murer, Bernhard Maurer, Hermann Huber, Ilhan Aslan, Manfred Tscheligi
TEI1
2015 Un-Crafting: Exploring Tangible Practices for Deconstruction in Interactive System Design
abstract
With this studio-workshop we aim to explore and debate how disassembling computational things can yield a potential for design practices. We believe there are significant qualities to be found in extending the mundane 'taking things apart' into an elaborate practice of un-crafting. The studio workshop comprises a series of collaborative disassembly activities with the aim of beginning to identify the key qualities and issues at stake. We also hope to have a diverse crowd, whose interdisciplinary viewpoints will enable us to ground an un-crafting practice in a diverse set of contexts.
Martin Murer, Anna Vallgårda, Mattias Jacobsson, Manfred Tscheligi
TEI1
2014 Gaming to sit safe: the restricted body as an integral part of gameplay
abstract
This paper presents a design exploration of full-body interaction games played in cars. It describes how we have designed, implemented, and evaluated the core experiences of three different games, which were all aimed at making sitting properly more fun for players/children while travelling by car. By making the restricted body an integral part of gameplay, we hope to, as a side product of gameplay, bring about the best and also most safe body posture for young players/children travelling by car, i.e., sitting reasonably upright and still in their child seat with their head leaning back on the neck rest. Another outcome of this could also be an overall safer situation in the car, in that children not sitting still in their child seats while being driven might be stressful for the driver. By presenting the details of our design efforts in this particular design context, we hope to add also to the knowledge we, in HCI, have for how to design bodily experiences with technology at large.
Petra Sundström, Axel Baumgartner, Elke Beck, Christine Döttlinger, Martin Murer, Ivana Randelshofer, David Wilfinger, Alexander Meschtscherjakov, Manfred Tscheligi
Conference on Designing Interactive Systems5
2014 i-dentity: innominate movement representation as engaging game element
abstract
Movement-based digital games typically make it clear whose movement representation belongs to which player. In contrast, we argue that selectively concealing whose movement controls which representation can facilitate engaging play experiences. We call this "innominate movement representation" and explore this opportunity through our game "i-dentity", where players have to guess who makes everyone's controller light up based on his/her movements. Our work reveals five dimensions for the design of innominate movement representation: concealing the association between movement and representation; number of represented movements; number of players with representations; location of representation in relation to the body and technical attributes of representation. We also present five strategies for how innominate representation can be embedded into a play experience. With our work we hope to expand the range of digital movement games.
Jayden Garner, Gavin Wood, Sebastiaan Pijnappel, Martin Murer, Florian 'Floyd' Mueller
CHI4
2014 Taking things apart: reaching common ground and shared material understanding
abstract
In this note we discuss and argue about how taking things apart and disassembling can be meaningful practices in explorative design projects. In particular, we report on an explorative design exercise about taking apart an unfamiliar device. Relating to this design situation, we provide accounts for how collaborative hands-on experience can support reaching common ground and acquiring shared material understanding in an interdisciplinary design team through establishing a material brief. In the end we reflect and discuss how this may complement our practices regarding materials and interaction design.
Martin Murer, Mattias Jacobsson, Siri Skillgate, Petra Sundström
CHI1
2014 Handcrafting electronic accessories using 'raw' materials
abstract
In this studio we explore the design of interactive electronic accessories made from natural materials such as wood, copper, silver, wool and leather. A set of handcrafted sensor components along with easy to use sensor boards that connect with example smartphone software, will be utilized as a toolkit for the studio activities. Participants will, through hands-on activity, create with, learn about and discuss the role of natural materials in the design of wearable interactive designs.
Ylva Fernaeus, Martin Murer, Vasiliki Tsaknaki, Jordi Solsona Belenguer
TEI2
2013 The car data toolkit: smartphone supported automotive HCI research
abstract
Automobiles are environments rich of data that have a high potential to be used as input for research and design. Various difficulties accessing car data exclude HCI experts from making use of this data in novel interfaces and research projects. We present the CarDaT (Car Data Toolkit) that uses Android smartphones to provide multidimensional sensor data in a minimal invasive way. CarDaT combines smartphone sensor data with data sources like OBD-II as well as other easily available remote data (e.g., weather). This data and the provided connectivity enable researchers to gather data on human behavior and designers to create novel context-aware interface solutions. Thus, CarDaT offers a low-cost, manufacturer independent and scalable in-car agile prototyping and research environment. In this paper we describe how we used smartphones in the CarDaT as tools for automotive research and design. We demonstrate potentials of CarDaT by describing three applications that we developed with the toolkit, namely rear seat games, an experience sampling study, as well as an experiment using car data in a driver distraction study to inform design.
David Wilfinger, Martin Murer, Axel Baumgartner, Christine Döttlinger, Alexander Meschtscherjakov, Manfred Tscheligi
AutomotiveUI2
2013 Materials, materiality, and media
abstract
In HCI, and especially in interaction design, the material aspect of interactions is currently emphasized. Nevertheless, it is challenging to theoretically frame the variety of digital or immaterial, and physical materials. In order to contribute to this materiality discourse, we reflect on McLuhan's work on media analysis and on Latour's Actor-Network Theory in this paper. Both emphasize the active role of the material - be it media or any other kind of non-human actors - in the interplay with the human. Thus, we establish junctures between their findings and materials, as used in interaction design in HCI. We discuss McLuhan's claim to focus on new sensory effects and ways of interaction brought forth by new media. Furthermore, we illustrate how describing the connections between materials, designers, and users in terms of Latour's Actor-Networks can be beneficial for interaction design. Finally, we discuss the respective methodology and its relation to research through design.
Verena Fuchsberger-Staufer, Martin Murer, Manfred Tscheligi
CHI2
2013 The wheels are turning: content rotation on steering wheel displays
abstract
The steering wheel is a promising space for the integration of displays since in the car there is very limited space for integrating interactive modalities for the driver that are close to the preferred field of view as well as in an easy to reach position. When the wheel is turned, the screen content could change its orientation to increase the readability and therefore reduce the distraction from the road. Thus, this paper describes three different content rotation behaviors for steering wheel displays. To investigate what effect these behaviors have on the driver in terms of visual distraction from the road we conducted a user study with eye tracking asking participants to read the current speed. We found no differences in terms of distraction and response time between the different rotation behaviors. Compared to a similar display in a dashboard position the visual distraction was reduced.
David Wilfinger, Martin Murer, Sebastian Osswald, Alexander Meschtscherjakov, Manfred Tscheligi
CHI2
2013 Drag and drop the apple: the semantic weight of words and images in touch-based interaction
abstract
In this paper we report a user study to investigate the effect of semantic weight in a touch-based drag and drop task. The study was motivated by our own interest in exploring potential factors that influence touch behavior and supported by results in related neuroscience research. The question we intended to answer is: "Do people drag the representation of a smaller and lighter real world object (e.g. an apple) different than the representation of a heavier and larger real world object (e.g. a car)?". Participants were asked to perform a drag and drop task repeatedly on a tablet device. Dragged objects were the same physical size on screen, but represented real world objects that were either heavy and large or light and small. We studied two representation modalities (i.e. image and text). In both representation modalities, semantically heavier objects were dragged significantly faster than semantically lighter objects.
Ilhan Aslan, Martin Murer, Verena Fuchsberger-Staufer, Andrew J. B. Fugard, Manfred Tscheligi
TEI2
2013 LOLLio: exploring taste as playful modality
abstract
In this paper we describe an exploratory design study of the potentials of taste as a playful interaction modality. We present the design and implementation of LOLLio -- an interactive lollipop that serves as a haptic input device that dynamically changes its taste. We conclude this paper with three basic principles for potential game designs, where we see how the interactive lollipop we have built can foster novel, playful game experiences.
Martin Murer, Ilhan Aslan, Manfred Tscheligi
TEI1
2012 Exploring the back of the steering wheel: text input with hands on the wheel and eyes on the road
abstract
Safe interaction with interactive systems in the car requires both hands to be placed on the steering wheel and eyes to be kept on the road. To allow safe text input in the vehicle, we propose the back of the steering wheel as space for interactive text input elements. In the effort to explore this space, we present two design alternatives for text input elements; one has two sliding sensors and the other has three buttons on each side of the wheel. In combination with a head up display and an adapted keyboard layout, these elements allow text input while driving with the eyes on the road an the hands on the wheel. In a first study with end users, we show the potential of the proposed text input approach for future vehicles.
Martin Murer, David Wilfinger, Alexander Meschtscherjakov, Sebastian Osswald, Manfred Tscheligi
AutomotiveUI1
2012 Are 5 buttons enough: destination input on touchscreen keyboards
abstract
Although alternative means of text input in vehicles have already been developed, touchscreen keyboards still pose a standard solution for this input in modern vehicles. Until alternative means of text input will be widely available in vehicles, it is important to further investigate potential improvements in button text input on touch screens. This paper presents a study in which we compared three means of text input for navigation destination entry on a touchscreen in the central console: two keyboards using a QWERTY and an ABC layout, respectively, and a novel 5Button input approach using only 5 buttons to type in city names. The study focused on performance, distraction, and user experience caused by the different keyboards. Results show that the QWERTY and ABC keyboards performed better in terms of perceived workload than the 5Button approach. Performance and perceived usability were best with the QWERTY keyboard, even compared to the ABC keyboard. No significant differences between the systems were found in lane keeping behavior. The main downside of the 5Button approach was the increase of mental workload compared to the other keyboards.
David Wilfinger, Martin Murer, Manfred Tscheligi
AutomotiveUI2
2011 Are We There Yet? A Probing Study to Inform Design for the Rear Seat of Family Cars
David Wilfinger, Alexander Meschtscherjakov, Martin Murer, Sebastian Osswald, Manfred Tscheligi
INTERACT (2)3
2010 Influences on user acceptance: informing the design of eco-friendly in-car interfaces
abstract
In order to design in-car interfaces in a user-centered way it is necessary to understand users' experiences (UX). Therefore it is beneficial to gain early insight on the user acceptance (UA) of the system under development as a part of a holistic understanding of UX in the car. This paper describes a pre-study on the influence of drivers' characteristics (such as gender, self-concept, opinion) on the UA of eco-friendly in-car interfaces. Five interfaces that support environmental friendly driving were presented in an online questionnaire. No influences of socio-demographic variables and the self-concept components of the driver were found on UA. In opposition to that it is shown that users' wish for technology support and the general attitude towards technology have an influence on UA.
David Wilfinger, Alexander Meschtscherjakov, Martin Murer, Manfred Tscheligi
AutomotiveUI3