Nicolai Marquardt

dblp:38/166 · DBLP profile ↗
← Back
69ranked-venue papers
12as first author
26since 2021 · last 2026
0000-0002-5473-2448ORCID · verified

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

Human-computer interaction and ubiquitous computing · 67 · 12 first-author · 26 since 2021Artificial intelligence and machine learning · 2 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1
YearPublicationVenuePosition
2026 Texterial: A Text-as-Material Interaction Paradigm for LLM-Mediated Writing
abstract
What if text could be sculpted and refined like clay—or cultivated and pruned like a plant? Texterial reimagines text as a material that users can grow, sculpt, and transform. Current generative-AI models enable rich text operations, yet rigid, linear interfaces often mask such capabilities. We explore how the text-as-material metaphor can reveal AI-enabled operations, reshape the writing process, and foster compelling user experiences. A formative study shows that users readily reason with text-as-material, informing a conceptual framework that explains how material metaphors shift mental models and bridge gulfs of envisioning, execution, and evaluation in LLM-mediated writing. We present the design and evaluation of two technical probes: Text as Clay, where users refine text through gestural sculpting, and Text as Plants, where ideas grow serendipitously over time. This work expands the design space of writing tools by treating text as a living, malleable medium.
Jocelyn Shen, Nicolai Marquardt, Hugo Romat, Ken Hinckley, Nathalie Henry Riche, Fanny Chevalier
CHI2
2025 Intent Tagging: Exploring Micro-Prompting Interactions for Supporting Granular Human-GenAI Co-Creation Workflows
abstract
Despite Generative AI (GenAI) systems' potential for enhancing content creation, users often struggle to effectively integrate GenAI into their creative workflows. Core challenges include misalignment of AI-generated content with user intentions (intent elicitation and alignment), user uncertainty around how to best communicate their intents to the AI system (prompt formulation), and insufficient flexibility of AI systems to support diverse creative workflows (workflow flexibility). Motivated by these challenges, we created IntentTagger: a system for slide creation based on the notion of Intent Tags - small, atomic conceptual units that encapsulate user intent - for exploring granular and non-linear micro-prompting interactions for Human-GenAI co-creation workflows. Our user study with 12 participants provides insights into the value of flexibly expressing intent across varying levels of ambiguity, meta-intent elicitation, and the benefits and challenges of intent tag-driven workflows. We conclude by discussing the broader implications of our findings and design considerations for GenAI-supported content creation workflows.
Frederic Gmeiner, Nicolai Marquardt, Michael Bentley, Hugo Romat, Michel Pahud, Asta Roseway, Nikolas Martelaro, Kenneth Holstein, Ken Hinckley, Nathalie Henry Riche
CHI2
2025 AI-Instruments: Embodying Prompts as Instruments to Abstract & Reflect Graphical Interface Commands as General-Purpose Tools
abstract
Chat-based prompts respond with verbose linear-sequential texts, making it difficult to explore and refine ambiguous intents, back up and reinterpret, or shift directions in creative AI-assisted design work. AI-Instruments instead embody "prompts" as interface objects via three key principles: (1) Reification of user-intent as reusable direct-manipulation instruments; (2) Reflection of multiple interpretations of ambiguous user-intents (Reflection-in-intent) as well as the range of AI-model responses (Reflection-in-response) to inform design "moves" towards a desired result; and (3) Grounding to instantiate an instrument from an example, result, or extrapolation directly from another instrument. Further, AI-Instruments leverage LLM's to suggest, vary, and refine new instruments, enabling a system that goes beyond hard-coded functionality by generating its own instrumental controls from content. We demonstrate four technology probes, applied to image generation, and qualitative insights from twelve participants, showing how AI-Instruments address challenges of intent formulation, steering via direct manipulation, and non-linear iterative workflows to reflect and resolve ambiguous intents.
Nathalie Henry Riche, Anna Offenwanger, Frederic Gmeiner, Hugo Romat, Michel Pahud, Nicolai Marquardt, Kori Inkpen, Ken Hinckley
CHI7
2025 ImaginationVellum: Generative-AI Ideation Canvas with Spatial Prompts, Generative Strokes, and Ideation History
Nicolai Marquardt, Asta Roseway, Hugo Romat, Payod Panda, Michel Pahud, Gonzalo A. Ramos, Steven Mark Drucker, Andrew D. Wilson, Ken Hinckley, Nathalie Henry Riche
UIST1
2024 Exploring the Design Space of Input Modalities for Working in Mixed Reality on Long-haul Flights
abstract
Flexible working, including in resource-constrained settings such as long-haul flights, poses considerable challenges. While research in mixed reality (MR) offers the potential for enhancing experiences of working on airplanes (WoA), what input modalities and interactions might be suitable for such workspaces is under-explored. To address this gap, we created four design probes and demonstrated their interactions within MR for WoA using a branching decision-based interactive video. 24 participants engaged in the think-aloud study with the video where they selected which probe to watch based on personal preference and order. The follow-up interview further solidified their general preferences for intuitive and friction-free inputs, revealed strong concerns about reliability, discreetness, and portability, and showed high enthusiasm for interactive video. Based on these findings, we contribute a context-driven design space of input modalities for WoA in MR, extending the understanding of design opportunities for inputs with MR in confined spaces.
Wen Mo, Martin Dechant, Nicolai Marquardt, Amid Ayobi, Aneesha Singh, Catherine Holloway
Conference on Designing Interactive Systems3
2024 SharedNeRF: Leveraging Photorealistic and View-dependent Rendering for Real-time and Remote Collaboration
abstract
Collaborating around physical objects necessitates examining different aspects of design or hardware in detail when reviewing or inspecting physical artifacts or prototypes. When collaborators are remote, coordinating the sharing of views of their physical environment becomes challenging. Video-conferencing tools often do not provide the desired viewpoints for a remote viewer. While RGB-D cameras offer 3D views, they lack the necessary fidelity. We introduce SharedNeRF, designed to enhance synchronous remote collaboration by leveraging the photorealistic and view-dependent nature of Neural Radiance Field (NeRF). The system complements the higher visual quality of the NeRF rendering with the instantaneity of a point cloud and combines them through carefully accommodating the dynamic elements within the shared space, such as hand gestures and moving objects. The system employs a head-mounted camera for data collection, creating a volumetric task space on the fly and updating it as the task space changes. In our preliminary study, participants successfully completed a flower arrangement task, benefiting from SharedNeRF’s ability to render the space in high fidelity from various viewpoints.
Mose Sakashita, Balasaravanan Thoravi Kumaravel, Nicolai Marquardt, Andrew D. Wilson
CHI3
2024 SpaceBlender: Creating Context-Rich Collaborative Spaces Through Generative 3D Scene Blending
abstract
There is increased interest in using generative AI to create 3D spaces for Virtual Reality (VR) applications. However, today’s models produce artificial environments, falling short of supporting collaborative tasks that benefit from incorporating the user’s physical context. To generate environments that support VR telepresence, we introduce SpaceBlender, a novel pipeline that utilizes generative AI techniques to blend users’ physical surroundings into unified virtual spaces. This pipeline transforms user-provided 2D images into context-rich 3D environments through an iterative process consisting of depth estimation, mesh alignment, and diffusion-based space completion guided by geometric priors and adaptive text prompts. In a preliminary within-subjects study, where 20 participants performed a collaborative VR affinity diagramming task in pairs, we compared SpaceBlender with a generic virtual environment and a state-of-the-art scene generation framework, evaluating its ability to create virtual spaces suitable for collaboration. Participants appreciated the enhanced familiarity and context provided by SpaceBlender but also noted complexities in the generative environments that could detract from task focus. Drawing on participant feedback, we propose directions for improving the pipeline and discuss the value and design of blended spaces for different scenarios.
Nels Numan, Shwetha Rajaram, Balasaravanan Thoravi Kumaravel, Nicolai Marquardt, Andrew D. Wilson
UIST4
2024 BlendScape: Enabling End-User Customization of Video-Conferencing Environments through Generative AI
abstract
Today’s video-conferencing tools support a rich range of professional and social activities, but their generic meeting environments cannot be dynamically adapted to align with distributed collaborators’ needs. To enable end-user customization, we developed BlendScape, a rendering and composition system for video-conferencing participants to tailor environments to their meeting context by leveraging AI image generation techniques. BlendScape supports flexible representations of task spaces by blending users’ physical or digital backgrounds into unified environments and implements multimodal interaction techniques to steer the generation. Through an exploratory study with 15 end-users, we investigated whether and how they would find value in using generative AI to customize video-conferencing environments. Participants envisioned using a system like BlendScape to facilitate collaborative activities in the future, but required further controls to mitigate distracting or unrealistic visual elements. We implemented scenarios to demonstrate BlendScape’s expressiveness for supporting environment design strategies from prior work and propose composition techniques to improve the quality of environments.
Shwetha Rajaram, Nels Numan, Balasaravanan Thoravi Kumaravel, Nicolai Marquardt, Andrew D. Wilson
UIST4
2023 Pixelated Interactions: Exploring Pixel Art for Graphical Primitives on a Pin Array Tactile Display
abstract
Two-dimensional pin array displays enable access to tactile graphics that are important for the education of students with visual impairments. Due to their prohibitive cost and limited access, there is limited research within HCI and the rules to design graphics on these low-resolution tactile displays are unclear. In this paper, eight tactile readers with visual impairments qualitatively evaluate the implementation of Pixel Art to create tactile graphical primitives on a pin array display. Every pin of the pin array is assumed to be a pixel on a pixel grid. Our findings suggest that Pixel Art tactile graphics on a pin array are clear and comprehensible to tactile readers, positively confirming its use to design basic tactile shapes and line segments. The guidelines provide a consistent framework to create tactile media which implies that they can be used to downsize basic shapes for refreshable pin-array displays.
Tigmanshu Bhatnagar, Vikas Upadhyay, Anchal Sharma, P. V. Madhusudhan Rao, Mark A. Miodownik, Nicolai Marquardt, Catherine Holloway
Conference on Designing Interactive Systems6
2023 AdHocProx: Sensing Mobile, Ad-Hoc Collaborative Device Formations using Dual Ultra-Wideband Radios
abstract
We present AdHocProx, a system that uses device-relative, inside-out sensing to augment co-located collaboration across multiple devices, without recourse to externally-anchored beacons – or even reliance on WiFi connectivity.
Richard Li 0002, Teddy Seyed, Nicolai Marquardt, Eyal Ofek, Steve Hodges 0001, Mike Sinclair, Hugo Romat, Michel Pahud, William Buxton, Ken Hinckley, Nathalie Henry Riche
CHI3
2023 Escapement: A Tool for Interactive Prototyping with Video via Sensor-Mediated Abstraction of Time
abstract
We present Escapement, a video prototyping tool that introduces a powerful new concept for prototyping screen-based interfaces by flexibly mapping sensor values to dynamic playback control of videos. This recasts the time dimension of video mock-ups as sensor-mediated interaction.
Molly Jane Pearce Nicholas, Nicolai Marquardt, Michel Pahud, Nathalie Henry Riche, Hugo Romat, Christopher Collins 0001, David Ledo, Rohan Kadekodi, Badrish Chandramouli, Ken Hinckley
CHI2
2023 Brilliance and Resilience: A New Perspective to the Challenges, Practices and Needs of University Students with Visual Impairments in India
Tigmanshu Bhatnagar, Vikas Upadhyay, P. V. Madhusudhan Rao, Nicolai Marquardt, Mark A. Miodownik, Catherine Holloway
INTERACT (1)4
2023 Analysis of Product Architectures of Pin Array Technologies for Tactile Displays
abstract
Refreshable tactile displays based on pin array technologies have a significant impact on the education of children with visual impairments, but they are prohibitively expensive. To better understand their design and the reason for the high cost, we created a database and analyzed the product architectures of 67 unique pin array technologies from literature and patents. We qualitatively coded their functional elements and analyzed the physical parts that execute the functions. Our findings highlight that pin array surfaces aim to achieve three key functions, i.e., raise and lower pins, lock pins, and create a large array. We also contribute a concise morphological chart that organises the various mechanisms for these three functions. Based on this, we discuss the reasons for the high cost and complexity of these surface haptic technologies and infer why larger displays and more affordable devices are not available. Our findings can be used to design new mechanisms for more affordable and scalable pin array display systems.
Tigmanshu Bhatnagar, Albert Higgins, Nicolai Marquardt, Mark A. Miodownik, Catherine Holloway
Proc. ACM Hum. Comput. Interact.3
2022 Style Blink: Exploring Digital Inking of Structured Information via Handcrafted Styling as a First-Class Object
abstract
Structured note-taking forms such as sketchnoting, self-tracking journals, and bullet journaling go beyond immediate capture of information scraps. Instead, hand-drawn pride-in-craftmanship increases perceived value for sharing and display. But hand-crafting lists, tables, and calendars is tedious and repetitive. To support these practices digitally, Style Blink (“Style-Blocks+Ink”) explores handcrafted styling as a first-class object. Style-blocks encapsulate digital ink, enabling people to craft, modify, and reuse embellishments and decorations for larger structures, and apply custom layouts. For example, we provide interaction instruments that style ink for personal expression, inking palettes that afford creative experimentation, fillable pens that can be “loaded” with commands and actions to replace menu selections, techniques to customize inked structures post-creation by modifying the underlying handcrafted style-blocks and to re-layout the overall structure to match users’ preferred template. In effect, any ink stroke, notation, or sketch can be encapsulated as a style-object and re-purposed as a tool. Feedback from 13 users show the potential of style adaptation and re-use in individual sketching practices.
Hugo Romat, Nicolai Marquardt, Ken Hinckley, Nathalie Henry Riche
CHI2
2022 Augmented Reality and Robotics: A Survey and Taxonomy for AR-enhanced Human-Robot Interaction and Robotic Interfaces
abstract
This paper contributes to a taxonomy of augmented reality and robotics based on a survey of 460 research papers. Augmented and mixed reality (AR/MR) have emerged as a new way to enhance human-robot interaction (HRI) and robotic interfaces (e.g., actuated and shape-changing interfaces). Recently, an increasing number of studies in HCI, HRI, and robotics have demonstrated how AR enables better interactions between people and robots. However, often research remains focused on individual explorations and key design strategies, and research questions are rarely analyzed systematically. In this paper, we synthesize and categorize this research field in the following dimensions: 1) approaches to augmenting reality; 2) characteristics of robots; 3) purposes and benefits; 4) classification of presented information; 5) design components and strategies for visual augmentation; 6) interaction techniques and modalities; 7) application domains; and 8) evaluation strategies. We formulate key challenges and opportunities to guide and inform future research in AR and robotics.
Ryo Suzuki 0001, Adnan Karim, Hooman Hedayati, Nicolai Marquardt
CHI5
2022 Understanding Multi-Device Usage Patterns: Physical Device Configurations and Fragmented Workflows
abstract
To better ground technical (systems) investigation and interaction design of cross-device experiences, we contribute an in-depth survey of existing multi-device practices, including fragmented workflows across devices and the way people physically organize and configure their workspaces to support such activity. Further, this survey documents a historically significant moment of transition to a new future of remote work, an existing trend dramatically accelerated by the abrupt switch to work-from-home (and having to contend with the demands of home-at-work) during the COVID-19 pandemic. We surveyed 97 participants, and collected photographs of home setups and open-ended answers to 50 questions categorized in 5 themes. We characterize the wide range of multi-device physical configurations and identify five usage patterns, including: partitioning tasks, integrating multi-device usage, cloning tasks to other devices, expanding tasks and inputs to multiple devices, and migrating between devices. Our analysis also sheds light on the benefits and challenges people face when their workflow is fragmented across multiple devices. These insights have implications for the design of multi-device experiences that support people’s fragmented workflows.
Ye Yuan 0010, Nathalie Henry Riche, Nicolai Marquardt, Molly Jane Pearce Nicholas, Teddy Seyed, Hugo Romat, Bongshin Lee, Michel Pahud, Jonathan Goldstein, Rojin Vishkaie, Christian Holz 0001, Ken Hinckley
CHI3
2022 Eliciting User-Defined Touch and Mid-air Gestures for Co-located Mobile Gaming
abstract
Many interaction techniques have been developed to best support mobile gaming – but developed gestures and techniques might not always match user behaviour or preferences. To inform this design space of gesture input for co-located mobile gaming, we present insights from a gesture elicitation user study for touch and mid-air input, specifically focusing on board and card games due to the materiality of game artefacts and rich interaction between players. We obtained touch and mid-air gesture proposals for 11 game tasks with 12 dyads and gained insights into user preferences. We contribute our classification and analysis of 622 elicited gestures (showing more collaborative gestures in the mid-air modality), resulting in a consensus gesture set, and agreement rates showing higher consensus for touch gestures. Furthermore, we identified interaction patterns – such as benefits of situational awareness, social etiquette, gestures fostering interaction between players, and roles of gestures providing fun, excitement, and suspense to the game – which can inform future games and gesture design.
Chloe Ng, Nicolai Marquardt
Proc. ACM Hum. Comput. Interact.2
2021 Machine Body Language: Expressing a Smart Speaker's Activity with Intelligible Physical Motion
abstract
People’s physical movement and body language implicitly convey what they think and feel, are doing or are about to do. In contrast, current smart speakers miss out on this richness of body language, primarily relying on voice commands only. We present QUBI, a dynamic smart speaker that leverages expressive physical motion – stretching, nodding, turning, shrugging, wiggling, pointing and leaning forwards/backwards – to convey cues about its underlying behaviour and activities. We conducted a qualitative Wizard of Oz lab study, in which 12 participants interacted with QUBI in four scripted scenarios. From our study, we distilled six themes: (1) mirroring and mimicking motions; (2) body language to supplement voice instructions; (3) anthropomorphism and personality; (4) audio can trump motion; (5) reaffirming uncertain interpretations to support mutual understanding; and (6) emotional reactions to QUBI’s behaviour. From this, we discuss design implications for future smart speakers.
Mirzel Avdic, Nicolai Marquardt, Yvonne Rogers, Jo Vermeulen
Conference on Designing Interactive Systems2
2021 DataMoves: Entangling Data and Movement to Support Computer Science Education
abstract
In the domain of computing education for children, much work has been done to devise creative and engaging methods of teaching about programming. However, there are many other fundamental aspects of computing that have so far received relatively less attention. This work explores how the topics of number systems and data representation can be taught in a way that piques curiosity and captures learners’ imaginations. Specifically, we present the design of two interactive physical computing artefacts, which we collectively call DataMoves, that enable students, 12-14 years old, to explore number systems and data through embodied movement and dance. Our evaluation of DataMoves, used in tandem with other pedagogical methods, demonstrates that the form of embodied, exploration-based learning adopted has much potential for deepening students’ understandings of computing topics, as well as for shaping positive perceptions of topics that are traditionally considered boring and dull.
Justas Brazauskas, Susan Lechelt, Ethan Wood, Rebecca Evans, Su Adams, Emma McFarland, Nicolai Marquardt, Yvonne Rogers
Conference on Designing Interactive Systems7
2021 Interaction Illustration Taxonomy: Classification of Styles and Techniques for Visually Representing Interaction Scenarios
abstract
Static illustrations are ubiquitous means to represent interaction scenarios. Across papers and reports, these visuals demonstrate people’s use of devices, explain systems, or show design spaces. Creating such figures is challenging, and very little is known about the overarching strategies for visually representing interaction scenarios. To mitigate this task, we contribute a unified taxonomy of design elements that compose such figures. In particular, we provide a detailed classification of Structural and Interaction strategies, such as composition, visual techniques, dynamics, representation of users, and many others – all in context of the type of scenarios. This taxonomy can inform researchers’ choices when creating new figures, by providing a concise synthesis of visual strategies, and revealing approaches they were not aware of before. Furthermore, to support the community for creating further taxonomies, we also provide three open-source software facilitating the coding process and visual exploration of the coding scheme.
Axel Antoine, Sylvain Malacria, Nicolai Marquardt, Géry Casiez
CHI3
2021 ToonNote: Improving Communication in Computational Notebooks Using Interactive Data Comics
abstract
Computational notebooks help data analysts analyze and visualize datasets, and share analysis procedures and outputs. However, notebooks typically combine code (e.g., Python scripts), notes, and outputs (e.g., tables, graphs). The combination of disparate materials is known to hinder the comprehension of notebooks, making it difficult for analysts to collaborate with other analysts unfamiliar with the dataset. To mitigate this problem, we introduce ToonNote, a JupyterLab extension that enables the conversion of notebooks into “data comics.” ToonNote provides a simplified view of a Jupyter notebook, highlighting the most important results while supporting interactive and free exploration of the dataset. This paper presents the results of a formative study that motivated the system, its implementation, and an evaluation with 12 users, demonstrating the effectiveness of the produced comics. We discuss how our findings inform the future design of interfaces for computational notebooks and features to support diverse collaborators.
Daye Kang, Tony Ho, Nicolai Marquardt, Bilge Mutlu, Andrea Bianchi
CHI3
2021 EvalMe: Exploring the Value of New Technologies for In Situ Evaluation of Learning Experiences
abstract
Tangible interfaces have much potential for engendering shared interaction and reflection, as well as for promoting playful experiences. How can their properties be capitalised on to enable students to reflect on their learning, both individually and together, throughout learning sessions? This Research through Design paper describes our development of EvalMe, a flexible, tangible tool aimed at being playful, enjoyable to use and enabling children to reflect on their learning, both in the moment and after a learning session has ended. We discuss the insights gained through the process of designing EvalMe, co-defining its functionality with two groups of collaborators and deploying it in two workshop settings. Through this process, we map key contextual considerations for the design of technologies for in situ evaluation of learning experiences. Finally, we discuss how tangible evaluation technologies deployed throughout a learning session, can positively contribute to students’ reflection about their learning.
Susan Lechelt, Frederik Brudy, Nicolai Marquardt, Yvonne Rogers
CHI3
2021 Sketchnote Components, Design Space Dimensions, and Strategies for Effective Visual Note Taking
abstract
Sketchnoting is a form of visual note taking where people listen to, synthesize, and visualize ideas from a talk or other event using a combination of pictures, diagrams, and text. Little is known about the design space of this kind of visual note taking. With an eye towards informing the implementation of digital equivalents of sketchnoting, inking, and note taking, we introduce a classification of sketchnote styles and techniques, with a qualitative analysis of 103 sketchnotes, and situated in context with six semi-structured follow up interviews. Our findings distill core sketchnote components (content, layout, structuring elements, and visual styling) and dimensions of the sketchnote design space, classifying levels of conciseness, illustration, structure, personification, cohesion, and craftsmanship. We unpack strategies to address particular note taking challenges, for example dealing with constraints of live drawings, and discuss relevance for future digital inking tools, such as recomposition, styling, and design suggestions.
Rebecca Zheng, Marina Fernández Camporro, Hugo Romat, Nathalie Henry Riche, Benjamin Bach, Fanny Chevalier, Ken Hinckley, Nicolai Marquardt
CHI8
2021 Exploring Application Opportunities for Smart Vehicles in the Continuous Interaction Space Inside and Outside the Vehicle
Laura-Bianca Bilius, Radu-Daniel Vatavu, Nicolai Marquardt
INTERACT (2)3
2021 Smart Vehicle Proxemics: A Conceptual Framework Operationalizing Proxemics in the Context of Outside-the-Vehicle Interactions
Laura-Bianca Bilius, Radu-Daniel Vatavu, Nicolai Marquardt
INTERACT (2)3
2021 AirConstellations: In-Air Device Formations for Cross-Device Interaction via Multiple Spatially-Aware Armatures
abstract
AirConstellations supports a unique semi-fixed style of cross-device interactions via multiple self-spatially-aware armatures to which users can easily attach (or detach) tablets and other devices. In particular, AirConstellations affords highly flexible and dynamic device formations where the users can bring multiple devices together in-air — with 2–5 armatures poseable in 7DoF within the same workspace — to suit the demands of their current task, social situation, app scenario, or mobility needs. This affords an interaction metaphor where relative orientation, proximity, attaching (or detaching) devices, and continuous movement into and out of ad-hoc ensembles can drive context-sensitive interactions. Yet all devices remain self-stable in useful configurations even when released in mid-air.
Nicolai Marquardt, Nathalie Henry Riche, Christian Holz 0001, Hugo Romat, Michel Pahud, Frederik Brudy, David Ledo, Chunjong Park, Molly Jane Pearce Nicholas, Teddy Seyed, Eyal Ofek, Bongshin Lee, William Buxton, Ken Hinckley
UIST1
2020 Coming to your senses: promoting critical thinking about sensors through playful interaction in classrooms
abstract
Learning through exploration is assumed to be a powerful way of introducing children to computer science concepts. However, it is uncertain how exploring physical computing toolkits can promote movement between conceptual knowledge and abstract reflection, and lead to critical thinking about technology. We investigated how children aged 9-11 years explored and reasoned about personal and environmental data sensors, using a playful exploration-based physical toolkit in their classroom. We report on the ways in which critical thinking about sensor accuracy and reliability developed through reflective dialogue and playful interaction, taking into account the support structures embedded in the classroom. Finally, we discuss strategies for designing exploration-based learning for classroom settings, to promote critical thinking about data sensing.
Susan Lechelt, Yvonne Rogers, Nicolai Marquardt
IDC3
2020 Live Sketchnoting Across Platforms: Exploring the Potential and Limitations of Analogue and Digital Tools
abstract
Sketchnoting is the process of creating a visual record with combined text and imagery of an event or presentation. Although analogue tools are still the most common method for sketchnoting, the use of digital tools is increasing. We conducted a study to better understand the current practices, techniques, compromises and opportunities of creating both pen&paper and digital sketchnotes. Our research combines insights from semi-structured interviews with the findings from a within-subjects observational study where ten participants created real time sketchnotes of two video presentations on both paper and digital tablet. We report our key findings, categorised into six themes: insights into sense of space; trade-offs with flexibility; choice paradox and cognitive load; matters of perception, accuracy and texture; issues around confidence; and practicalities. We discuss those findings, the potential and limitations of different methods, and implications for the design of future digital sketchnoting tools.
Marina Fernández Camporro, Nicolai Marquardt
CHI2
2020 GazeConduits: Calibration-Free Cross-Device Collaboration through Gaze and Touch
abstract
We present GazeConduits, a calibration-free ad-hoc mobile interaction concept that enables users to collaboratively interact with tablets, other users, and content in a cross-device setting using gaze and touch input. GazeConduits leverages recently introduced smartphone capabilities to detect facial features and estimate users' gaze directions. To join a collaborative setting, users place one or more tablets onto a shared table and position their phone in the center, which then tracks users present as well as their gaze direction to determine the tablets they look at. We present a series of techniques using GazeConduits for collaborative interaction across mobile devices for content selection and manipulation. Our evaluation with 20 simultaneous tablets on a table shows that GazeConduits can reliably identify which tablet or collaborator a user is looking at.
Simon Voelker, Sebastian Hueber, Christian Holz 0001, Christian Remy 0001, Nicolai Marquardt
CHI5
2020 Tangi: Tangible Proxies For Embodied Object Exploration And Manipulation In Virtual Reality
abstract
Exploring and manipulating complex virtual objects is challenging due to limitations of conventional controllers and free-hand interaction techniques. We present the TanGi toolkit which enables novices to rapidly build physical proxy objects using Composable Shape Primitives. TanGi also provides Manipulators allowing users to build objects including movable parts, making them suitable for rich object exploration and manipulation in VR. With a set of different use cases and applications we show the capabilities of the TanGi toolkit and evaluate its use. In a study with 16 participants, we demonstrate that novices can quickly build physical proxy objects using the Composable Shape Primitives and explore how different levels of object embodiment affect virtual object exploration. In a second study with 12 participants we evaluate TanGi's Manipulators and investigate the effectiveness of embodied interaction. Findings from this study show that TanGi's proxies outperform traditional controllers and were generally favored by participants.
Martin Feick, Scott Bateman, Anthony Tang 0001, André Miede, Nicolai Marquardt
ISMAR5
2020 PACM HCI V4 ISS, November 2020 - Editorial
abstract
It is our great pleasure to welcome you to this issue of the Proceedings of the ACM on Human Computer Interaction, the first to focus on the contributions from the research community Interactive Surfaces and Spaces (ISS). Interactive Surfaces and Spaces increasingly pervade our everyday life, appearing in various sizes, shapes, and application contexts, offering a rich variety of ways to interact. This diverse research community explores the design, development and use of new and emerging tabletop, digital surface, interactive spaces and multi-surface technologies. The call for articles for this issue on ISS attracted 87 submissions, from all over the world. After the first round of reviewing, 26 (29.9%) articles with minor revisions were invited to the Revise and Resubmit phase, and 39 (44.8%) articles with major revisions for the next full PACMHCI ISS review cycle in 2021 (total of 65 articles, 74.7%). The editorial committee worked hard over the two iterations of the review process to arrive at final decisions. In the end, 25 articles (28%) were accepted. All authors of the accepted articles are invited to present at the ISS conference from November 8-11, 2020. This issue exists because of the dedicated volunteer effort of 31 senior editors who served as Associate Chairs (ACs), and 146 expert reviewers to ensure high quality and insightful reviews for all articles in both rounds. Reviewers and committee members were kept constant for papers that submitted to both rounds.
Fanny Chevalier, Nicolai Marquardt
Proc. ACM Hum. Comput. Interact.2
2020 Human Observer and Automatic Assessment of Movement Related Self-Efficacy in Chronic Pain: From Exercise to Functional Activity
abstract
Clinicians tailor intervention in chronic pain rehabilitation to movement related self-efficacy (MRSE). This motivates us to investigate automatic MRSE estimation in this context towards the development of technology that is able to provide appropriate support in the absence of a clinician. We first explored clinical observer estimation, which showed that body movement behaviours, rather than facial expressions or engagement behaviours, were more pertinent to MRSE estimation during physical activity instances. Based on our findings, we built a system that estimates MRSE from bodily expressions and bodily muscle activity captured using wearable sensors. Our results (F1 scores of 0.95 and 0.78 in two physical exercise types) provide evidence of the feasibility of automatic MRSE estimation to support chronic pain physical rehabilitation. We further explored automatic estimation of MRSE with a reduced set of low-cost sensors to investigate the possibility of embedding such capabilities in ubiquitous wearable devices to support functional activity. Our evaluation for both exercise and functional activity resulted in F1 score of 0.79. This result suggests the possibility of (and calls for more studies on) MRSE estimation during everyday functioning in ubiquitous settings. We provide a discussion of the implication of our findings for relevant areas.
Temitayo A. Olugbade, Nadia Bianchi-Berthouze, Nicolai Marquardt, Amanda C. de C. Williams
IEEE Trans. Affect. Comput.3
2019 Cross-Device Taxonomy: Survey, Opportunities and Challenges of Interactions Spanning Across Multiple Devices
abstract
Designing interfaces or applications that move beyond the bounds of a single device screen enables new ways to engage with digital content. Research addressing the opportunities and challenges of interactions with multiple devices in concert is of continued focus in HCI research. To inform the future research agenda of this field, we contribute an analysis and taxonomy of a corpus of 510 papers in the cross-device computing domain. For both new and experienced researchers in the field we provide: an overview, historic trends and unified terminology of cross-device research; discussion of major and under-explored application areas; mapping of enabling technologies; synthesis of key interaction techniques spanning across multiple devices; and review of common evaluation strategies. We close with a discussion of open issues. Our taxonomy aims to create a unified terminology and common understanding for researchers in order to facilitate and stimulate future cross-device research.
Frederik Brudy, Christian Holz 0001, Roman Rädle, Chi-Jui Wu, Steven Houben, Clemens Nylandsted Klokmose, Nicolai Marquardt
CHI7
2019 Esquisse: Using 3D Models Staging to Facilitate the Creation of Vector-Based Trace Figures
Axel Antoine, Sylvain Malacria, Nicolai Marquardt, Géry Casiez
INTERACT (2)3
2019 How Can Affect Be Detected and Represented in Technological Support for Physical Rehabilitation?
abstract
Although clinical best practice suggests that affect awareness could enable more effective technological support for physical rehabilitation through personalisation to psychological needs, designers need to consider what affective states matter, and how they should be tracked and addressed. In this article, we set the standard by analysing how the major affective factors in chronic pain (pain, fear/anxiety, and low/depressed mood) interfere with everyday physical functioning. Further, based on discussion of the modality that should be used to track these states to enable technology to address them, we investigated the possibility of using movement behaviour to automatically detect the states. Using two body movement datasets on people with chronic pain, we show that movement behaviour enables very good discrimination between two emotional distress levels (F1=0.86), and three pain levels (F1=0.9). Performance remained high (F1=0.78 for two pain levels) with a reduced set of movement sensors. Finally, in an overall discussion, we suggest how technology-provided encouragement and awareness can be personalised given the capability to automatically monitor the relevant states, towards addressing the barriers that they pose. In addition, we highlight movement behaviour features to be tracked to provide technology with information necessary for such personalisation.
Temitayo A. Olugbade, Aneesha Singh, Nadia Bianchi-Berthouze, Nicolai Marquardt, M. S. Hane Aung, Amanda C. de C. Williams
ACM Trans. Comput. Hum. Interact.4
2018 Investigating the Role of an Overview Device in Multi-Device Collaboration
abstract
The availability of mobile device ecologies enables new types of ad-hoc co-located decision-making and sensemaking practices in which people find, collect, discuss, and share information. However, little is known about what kind of device configurations are suitable for these types of tasks. This paper contributes new insights into how people use configurations of devices for one representative example task: collaborative co-located trip-planning. We present an empirical study that explores and compares three strategies to use multiple devices: no-overview, overview on own device, and a separate overview device. The results show that the overview facilitated decision- and sensemaking during a collaborative trip-planning task by aiding groups to iterate their itinerary, organize locations and timings efficiently, and discover new insights. Groups shared and discussed more opinions, resulting in more democratic decision-making. Groups provided with a separate overview device engaged more frequently and spent more time in closely-coupled collaboration.
Frederik Brudy, Joshua Kevin Budiman, Steven Houben, Nicolai Marquardt
CHI4
2018 Deep Thermal Imaging: Proximate Material Type Recognition in the Wild through Deep Learning of Spatial Surface Temperature Patterns
abstract
We introduce Deep Thermal Imaging, a new approach for close-range automatic recognition of materials to enhance the understanding of people and ubiquitous technologies of their proximal environment. Our approach uses a low-cost mobile thermal camera integrated into a smartphone to capture thermal textures. A deep neural network classifies these textures into material types. This approach works effectively without the need for ambient light sources or direct contact with materials. Furthermore, the use of a deep learning network removes the need to handcraft the set of features for different materials. We evaluated the performance of the system by training it to recognize 32 material types in both indoor and outdoor environments. Our approach produced recognition accuracies above 98% in 14,860 images of 15 indoor materials and above 89% in 26,584 images of 17 outdoor materials. We conclude by discussing its potentials for real-time use in HCI applications and future directions.
Youngjun Cho, Nadia Bianchi-Berthouze, Nicolai Marquardt, Simon J. Julier
CHI3
2018 Inclusive Computing in Special Needs Classrooms: Designing for All
abstract
With a growing call for an increased emphasis on computing in school curricula, there is a need to make computing accessible to a diversity of learners. One potential approach is to extend the use of physical toolkits, which have been found to encourage collaboration, sustained engagement and effective learning in classrooms in general. However, little is known as to whether and how these benefits can be leveraged in special needs schools, where learners have a spectrum of distinct cognitive and social needs. Here, we investigate how introducing a physical toolkit can support learning about computing concepts for special education needs (SEN) students in their classroom. By tracing how the students' interactions-both with the physical toolkit and with each other-unfolded over time, we demonstrate how the design of both the form factor and the learning tasks embedded in a physical toolkit contribute to collaboration, comprehension and engagement when learning in mixed SEN classrooms.
Susan Lechelt, Yvonne Rogers, Nicola Yuill, Lena Nagl, Grazia Ragone, Nicolai Marquardt
CHI6
2018 Evaluation Strategies for HCI Toolkit Research
abstract
Toolkit research plays an important role in the field of HCI, as it can heavily influence both the design and implementation of interactive systems. For publication, the HCI community typically expects toolkit research to include an evaluation component. The problem is that toolkit evaluation is challenging, as it is often unclear what 'evaluating' a toolkit means and what methods are appropriate. To address this problem, we analyzed 68 published toolkit papers. From our analysis, we provide an overview of, reflection on, and discussion of evaluation methods for toolkit contributions. We identify and discuss the value of four toolkit evaluation strategies, including the associated techniques that each employs. We offer a categorization of evaluation strategies for toolkit researchers, along with a discussion of the value, potential limitations, and trade-offs associated with each strategy.
David Ledo, Steven Houben, Jo Vermeulen, Nicolai Marquardt, Lora Oehlberg, Saul Greenberg
CHI4
2018 SurfaceConstellations: A Modular Hardware Platform for Ad-Hoc Reconfigurable Cross-Device Workspaces
abstract
We contribute SurfaceConstellations, a modular hardware platform for linking multiple mobile devices to easily create novel cross-device workspace environments. Our platform combines the advantages of multi-monitor workspaces and multi-surface environments with the flexibility and extensibility of more recent cross-device setups. The SurfaceConstellations platform includes a comprehensive library of 3D-printed link modules to connect and arrange tablets into new workspaces, several strategies for designing setups, and a visual configuration tool for automatically generating link modules. We contribute a detailed design space of cross-device workspaces, a technique for capacitive links between tablets for automatic recognition of connected devices, designs of flexible joint connections, detailed explanations of the physical design of 3D printed brackets and support structures, and the design of a web-based tool for creating new SurfaceConstellation setups.
Nicolai Marquardt, Frederik Brudy, Can Liu 0003, Ben Bengler, Christian Holz 0001
CHI1
2018 EagleView: A Video Analysis Tool for Visualising and Querying Spatial Interactions of People and Devices
abstract
To study and understand group collaborations involving multiple handheld devices and large interactive displays, researchers frequently analyse video recordings of interaction studies to interpret people's interactions with each other and/or devices. Advances in ubicomp technologies allow researchers to record spatial information through sensors in addition to video material. However, the volume of video data and high number of coding parameters involved in such an interaction analysis makes this a time-consuming and labour-intensive process. We designed EagleView, which provides analysts with real-time visualisations during playback of videos and an accompanying data-stream of tracked interactions. Real-time visualisations take into account key proxemic dimensions, such as distance and orientation. Overview visualisations show people's position and movement over longer periods of time. EagleView also allows the user to query people's interactions with an easy-to-use visual interface. Results are highlighted on the video player's timeline, enabling quick review of relevant instances. Our evaluation with expert users showed that EagleView is easy to learn and use, and the visualisations allow analysts to gain insights into collaborative activities.
Frederik Brudy, Suppachai Suwanwatcharachat, Steven Houben, Nicolai Marquardt
ISS5
2017 EagleSense: Tracking People and Devices in Interactive Spaces using Real-Time Top-View Depth-Sensing
abstract
Real-time tracking of people's location, orientation and activities is increasingly important for designing novel ubiquitous computing applications. Top-view camera-based tracking avoids occlusion when tracking people while collaborating, but often requires complex tracking systems and advanced computer vision algorithms. To facilitate the prototyping of ubiquitous computing applications for interactive spaces, we developed EagleSense, a real-time human posture and activity recognition system with a single top-view depth-sensing camera. We contribute our novel algorithm and processing pipeline, including details for calculating silhouette-extremities features and applying gradient tree boosting classifiers for activity recognition optimized for top-view depth sensing. EagleSense provides easy access to the real-time tracking data and includes tools for facilitating the integration into custom applications. We report the results of a technical evaluation with 12 participants and demonstrate the capabilities of EagleSense with application case studies.
Chi-Jui Wu, Steven Houben, Nicolai Marquardt
CHI3
2017 Gesture Elicitation Study on How to Opt-in & Opt-out from Interactions with Public Displays
abstract
Public interactive displays with gesture-recognizing cameras enable new forms of interactions. However, often such systems do not yet allow passers-by a choice to engage voluntarily or disengage from an interaction. To address this issue, this paper explores how people could use different kinds of gestures or voice commands to explicitly opt-in or opt-out of interactions with public installations. We report the results of a gesture elicitation study with 16 participants, generating gestures within five gesture-types for both a commercial and entertainment scenario. We present a categorization and themes of the 430 proposed gestures, and agreement scores showing higher consensus for torso gestures and for opting-out with face/head. Furthermore, patterns indicate that participants often chose non-verbal representations of opposing pairs such as 'close and open' when proposing gestures. Quantitative results showed overall preference for hand and arm gestures, and generally a higher acceptance for gestural interaction in the entertainment setting.
Isabel Benavente Rodriguez, Nicolai Marquardt
ISS2
2016 Make or Shake: An Empirical Study of the Value of Making in Learning about Computing Technology
abstract
Learning about computing technology has become an increasingly important part of the school curriculum but it remains unclear how best to teach it to children. Here, we report on an empirical study that investigated how the process of making affects how children of different ages learn about computing technology. In one condition, they had to first make an electronic cube before conducting other activities and in the other they were given a ready made one to use. The results of the study show that for younger children, the making significantly improved their performance in a post-lesson test, whereas the older children performed equally well in both conditions. We discuss possible reasons for this, in terms of differences in creative appropriation. We also saw much spontaneous collaboration between the children that suggests making can encourage a collaborative relationship between children of different ages.
Rose Johnson, Lamling Venus Shum, Yvonne Rogers, Nicolai Marquardt
IDC4
2016 Physikit: Data Engagement Through Physical Ambient Visualizations in the Home
abstract
Internet of things (IoT) devices and sensor kits have the potential to democratize the access, use, and appropriation of data. Despite the increased availability of low cost sensors, most of the produced data is "black box" in nature: users often do not know how to access or interpret data. We propose a "human-data design" approach in which end-users are given tools to create, share, and use data through tangible and physical visualizations. This paper introduces Physikit, a system designed to allow users to explore and engage with environmental data through physical ambient visualizations. We report on the design and implementation of Physikit, and present a two-week field study which showed that participants got an increased sense of the meaning of data, embellished and appropriated the basic visualizations to make them blend into their homes, and used the visualizations as a probe for community engagement and social behavior.
Steven Houben, Connie Golsteijn, Sarah Gallacher, Rose Johnson, Saskia Bakker, Nicolai Marquardt, Licia Capra, Yvonne Rogers
CHI6
2016 CurationSpace: Cross-Device Content Curation Using Instrumental Interaction
abstract
For digital content curation of historical artefacts, curators collaboratively collect, analyze and edit documents, images, and other digital resources in order to display and share new representations of that information to an audience. Despite their increasing reliance on digital documents and tools, current technologies provide little support for these specific collaborative content curation activities. We introduce CurationSpace -- a novel cross-device system to provide more expressive tools for curating and composing digital historical artefacts. Based on the concept of Instrumental Interaction, CurationSpace allows users to interact with digital curation artefacts on shared interactive surfaces using personal smartwatches as selectors for instruments or modifiers (applied to either the whole curation space, individual documents, or fragments). We introduce a range of novel interaction techniques that allow individuals or groups of curators to more easily create, navigate and share resources during content curation. We report insights from our user study about people's use of instruments and modifiers for curation activities.
Frederik Brudy, Steven Houben, Nicolai Marquardt, Yvonne Rogers
ISS3
2016 Cross-Surface: Challenges and Opportunities of Spatial and Proxemic Interaction
abstract
In this workshop, we will review and discuss open issues, technical challenges and conceptual models for multi-device spatial or proxemic interaction. We aim to bring together researchers, students and practitioners working on technical infrastructures, studies and designs of spatial in-terfaces, or domain specific multi-device applications that use space as a unit of analysis. We focus specifically on analysing how such interfaces, tools and tracking technolo-gy can be deployed "in the wild". The workshop will facili-tate knowledge exchange about the current state of spatial and proxemic interactive systems, identify application do-mains and enabling technologies for cross-surface interac-tions in the wild, and establish a research community to develop effective strategies for successful design of cross-device interactions.
Steven Houben, Jo Vermeulen, Clemens Nylandsted Klokmose, Johannes Schöning, Nicolai Marquardt, Harald Reiterer
ISS5
2016 RealPen: Providing Realism in Handwriting Tasks on Touch Surfaces using Auditory-Tactile Feedback
abstract
We present RealPen, an augmented stylus for capacitive tablet screens that recreates the physical sensation of writing on paper with a pencil, ball-point pen or marker pen. The aim is to create a more engaging experience when writing on touch surfaces, such as screens of tablet computers. This is achieved by regenerating the friction-induced oscillation and sound of a real writing tool in contact with paper. To generate realistic tactile feedback, our algorithm analyzes the frequency spectrum of the friction oscillation generated when writing with traditional tools, extracts principal frequencies, and uses the actuator's frequency response profile for an adjustment weighting function. We enhance the realism by providing the sound feedback aligned with the writing pressure and speed. Furthermore, we investigated the effects of superposition and fluctuation of several frequencies on human tactile perception, evaluated the performance of RealPen, and characterized users' perception and preference of each feedback type.
Youngjun Cho, Andrea Bianchi, Nicolai Marquardt, Nadia Bianchi-Berthouze
UIST3
2015 Pain level recognition using kinematics and muscle activity for physical rehabilitation in chronic pain
abstract
People with chronic musculoskeletal pain would benefit from technology that provides run-time personalized feedback and help adjust their physical exercise plan. However, increased pain during physical exercise, or anxiety about anticipated pain increase, may lead to setback and intensified sensitivity to pain. Our study investigates the possibility of detecting pain levels from the quality of body movement during two functional physical exercises. By analyzing recordings of kinematics and muscle activity, our feature optimization algorithms and machine learning techniques can automatically discriminate between people with low level pain and high level pain and control participants while exercising. Best results were obtained from feature set optimization algorithms: 94% and 80% for the full trunk flexion and sit-to-stand movements respectively using Support Vector Machines. As depression can affect pain experience, we included participants' depression scores on a standard questionnaire and this improved discrimination between the control participants and the people with pain when Random Forests were used.
Temitayo A. Olugbade, Nadia Bianchi-Berthouze, Nicolai Marquardt, Amanda C. de C. Williams
ACII3
2015 WatchConnect: A Toolkit for Prototyping Smartwatch-Centric Cross-Device Applications
abstract
People increasingly use smartwatches in tandem with other devices such as smartphones, laptops or tablets. This allows for novel cross-device applications that use the watch as both input device and output display. However, despite the increasing availability of smartwatches, prototyping cross-device watch-centric applications remains a challenging task. Developers are limited in the applications they can explore as available toolkits provide only limited access to different types of input sensors for cross-device interactions. To address this problem, we introduce WatchConnect, a toolkit for rapidly prototyping cross-device applications and interaction techniques with smartwatches. The toolkit provides developers with (i) an extendable hardware platform that emulates a smartwatch, (ii) a UI framework that integrates with an existing UI builder, and (iii) a rich set of input and output events using a range of built-in sensor mappings. We demonstrate the versatility and design space of the toolkit with five interaction techniques and applications.
Steven Houben, Nicolai Marquardt
CHI2
2015 As Light as your Footsteps: Altering Walking Sounds to Change Perceived Body Weight, Emotional State and Gait
abstract
An ever more sedentary lifestyle is a serious problem in our society. Enhancing people's exercise adherence through technology remains an important research challenge. We propose a novel approach for a system supporting walking that draws from basic findings in neuroscience research. Our shoe-based prototype senses a person's footsteps and alters in real-time the frequency spectra of the sound they produce while walking. The resulting sounds are consistent with those produced by either a lighter or heavier body. Our user study showed that modified walking sounds change one's own perceived body weight and lead to a related gait pattern. In particular, augmenting the high frequencies of the sound leads to the perception of having a thinner body and enhances the motivation for physical activity inducing a more dynamic swing and a shorter heel strike. We here discuss the opportunities and the questions our findings open.
Ana Tajadura-Jiménez, Maria Basia, Ophelia Deroy, Merle T. Fairhurst, Nicolai Marquardt, Nadia Bianchi-Berthouze
CHI5
2015 Sketching User Experiences Tutorial
Nicolai Marquardt
INTERACT (4)1
2015 EXCITE: EXploring Collaborative Interaction in Tracked Environments
Nicolai Marquardt, Frederico Schardong, Anthony Tang 0001
INTERACT (2)1
2015 Proxemic Flow: Dynamic Peripheral Floor Visualizations for Revealing and Mediating Large Surface Interactions
Jo Vermeulen, Kris Luyten, Karin Coninx, Nicolai Marquardt, Jon Bird
INTERACT (4)4
2015 Proxemic-Aware Controls: Designing Remote Controls for Ubiquitous Computing Ecologies
abstract
Remote controls facilitate interactions at-a-distance with appliances. However, the complexity, diversity, and increasing number of digital appliances in ubiquitous computing ecologies make it increasingly difficult to: (1) discover which appliances are controllable; (2) select a particular appliance from the large number available; (3) view information about its status; and (4) control the appliance in a pertinent manner. To mitigate these problems we contribute proxemic-aware controls, which exploit the spatial relationships between a person's handheld device and all surrounding appliances to create a dynamic appliance control interface. Specifically, a person can discover and select an appliance by the way one orients a mobile device around the room, and then progressively view the appliance's status and control its features in increasing detail by simply moving towards it. We illustrate proxemic-aware controls of assorted appliances through various scenarios. We then provide a generalized conceptual framework that informs future designs of proxemic-aware controls.
David Ledo, Saul Greenberg, Nicolai Marquardt, Sebastian Boring
MobileHCI3
2014 The design of slow-motion feedback
abstract
The misalignment between the timeframe of systems and that of their users can cause problems, especially when the system relies on implicit interaction. It makes it hard for users to understand what is happening and leaves them little chance to intervene. This paper introduces the design concept of slow-motion feedback, which can help to address this issue. A definition is provided, together with an overview of existing applications of this technique.
Jo Vermeulen, Kris Luyten, Karin Coninx, Nicolai Marquardt
Conference on Designing Interactive Systems4
2014 Bi-Modal Detection of Painful Reaching for Chronic Pain Rehabilitation Systems
abstract
Physical activity is essential in chronic pain rehabilitation. However, anxiety due to pain or a perceived exacerbation of pain causes people to guard against beneficial exercise. Interactive rehabiliation technology sensitive to such behaviour could provide feedback to overcome such psychological barriers. To this end, we developed a Support Vector Machine framework with the feature level fusion of body motion and muscle activity descriptors to discriminate three levels of pain (none, low and high). All subjects underwent a forward reaching exercise which is typically feared among people with chronic back pain. The levels of pain were categorized from control subjects (no pain) and thresholded self reported levels from people with chronic pain. Salient features were identified using a backward feature selection process. Using feature sets from each modality separately led to high pain classification F1 scores of 0.63 and 0.69 for movement and muscle activity respectively. However using a combined bimodal feature set this increased to F1 = 0.8.
Temitayo A. Olugbade, M. S. Hane Aung, Nadia Bianchi-Berthouze, Nicolai Marquardt, Amanda C. de C. Williams
ICMI4
2013 ProjectorKit: easing rapid prototyping of interactive applications for mobile projectors
abstract
Researchers have developed interaction concepts based on mobile projectors. Yet pursuing work in this area - particularly in building projector-based interactions techniques within an application - is cumbersome and time-consuming. To mitigate this problem, we contribute ProjectorKit, a flexible open-source toolkit that eases rapid prototyping mobile projector interaction techniques.
Martin Weigel 0001, Sebastian Boring, Jürgen Steimle, Nicolai Marquardt, Saul Greenberg, Anthony Tang 0001
Mobile HCI4
2012 The fat thumb: using the thumb's contact size for single-handed mobile interaction
abstract
Modern mobile devices allow a rich set of multi-finger interactions that combine modes into a single fluid act, for example, one finger for panning blending into a two-finger pinch gesture for zooming. Such gestures require the use of both hands: one holding the device while the other is interacting. While on the go, however, only one hand may be available to both hold the device and interact with it. This mostly limits interaction to a single-touch (i.e., the thumb), forcing users to switch between input modes explicitly. In this paper, we contribute the Fat Thumb interaction technique, which uses the thumb's contact size as a form of simulated pressure. This adds a degree of freedom, which can be used, for example, to integrate panning and zooming into a single interaction. Contact size determines the mode (i.e., panning with a small size, zooming with a large one), while thumb movement performs the selected mode. We discuss nuances of the Fat Thumb based on the thumb's limited operational range and motor skills when that hand holds the device. We compared Fat Thumb to three alternative techniques, where people had to precisely pan and zoom to a predefined region on a map and found that the Fat Thumb technique compared well to existing techniques.
Sebastian Boring, David Ledo, Xiang 'Anthony' Chen, Nicolai Marquardt, Anthony Tang 0001, Saul Greenberg
Mobile HCI4
2012 Extending a mobile device's interaction space through body-centric interaction
abstract
Modern mobile devices rely on the screen as a primary input modality. Yet the small screen real-estate limits interaction possibilities, motivating researchers to explore alternate input techniques. Within this arena, our goal is to develop Body-Centric Interaction with Mobile Devices: a class of input techniques that allow a person to position and orient her mobile device to navigate and manipulate digital content anchored in the space on and around the body. To achieve this goal, we explore such interaction in a bottom-up path of prototypes and implementations. From our experiences, as well as by examining related work, we discuss and present three recurring themes that characterize how these interactions can be realized. We illustrate how these themes can inform the design of Body-Centric Interactions by applying them to the design of a novel mobile browser application. Overall, we contribute a class of mobile input techniques where interactions are extended beyond the small screen, and are instead driven by a person's movement of the device on and around the body.
Xiang 'Anthony' Chen, Nicolai Marquardt, Anthony Tang 0001, Sebastian Boring, Saul Greenberg
Mobile HCI2
2012 The HapticTouch toolkit: enabling exploration of haptic interactions
abstract
In the real world, touch based interaction relies on haptic feedback (e.g., grasping objects, feeling textures). Unfortunately, such feedback is absent in current tabletop systems. The previously developed Haptic Tabletop Puck (HTP) aims at supporting experimentation with and development of inexpensive tabletop haptic interfaces in a do-it-yourself fashion. The problem is that programming the HTP (and haptics in general) is difficult. To address this problem, we contribute the Haptictouch toolkit, which enables developers to rapidly prototype haptic tabletop applications. Our toolkit is structured in three layers that enable programmers to: (1) directly control the device, (2) create customized combinable haptic behaviors (e.g., softness, oscillation), and (3) use visuals (e.g., shapes, images, buttons) to quickly make use of these behaviors. In our preliminary exploration we found that programmers could use our toolkit to create haptic tabletop applications in a short amount of time.
David Ledo, Miguel A. Nacenta, Nicolai Marquardt, Sebastian Boring, Saul Greenberg
TEI3
2012 Cross-device interaction via micro-mobility and f-formations
abstract
GroupTogether is a system that explores cross-device interaction using two sociological constructs. First, F-formations concern the distance and relative body orientation among multiple users, which indicate when and how people position themselves as a group. Second, micro-mobility describes how people orient and tilt devices towards one another to promote fine-grained sharing during co-present collaboration. We sense these constructs using: (a) a pair of overhead Kinect depth cameras to sense small groups of people, (b) low-power 8GHz band radio modules to establish the identity, presence, and coarse-grained relative locations of devices, and (c) accelerometers to detect tilting of slate devices. The resulting system supports fluid, minimally disruptive techniques for co-located collaboration by leveraging the proxemics of people as well as the proxemics of devices.
Nicolai Marquardt, Ken Hinckley, Saul Greenberg
UIST1
2011 The Continuous Interaction Space: Interaction Techniques Unifying Touch and Gesture on and above a Digital Surface
abstract
The rising popularity of digital table surfaces has spawned considerable interest in new interaction techniques. Most interactions fall into one of two modalities: 1) direct touch and multi-touch (by hand and by tangibles) directly on the surface, and 2) hand gestures above the surface. The limitation is that these two modalities ignore the rich interaction space between them. To move beyond this limitation, we first contribute a unification of these discrete interaction modalities called the continuous interaction space . The idea is that many interaction techniques can be developed that go beyond these two modalities, where they can leverage the space between them. That is, we believe that the underlying system should treat the space on and above the surface as a continuum , where a person can use touch, gestures, and tangibles anywhere in the space and naturally move between them. Our second contribution illustrates this, where we introduce a variety of interaction categories that exploit the space between these modalities. For example, with our Extended Continuous Gestures category, a person can start an interaction with a direct touch and drag, then naturally lift off the surface and continue their drag with a hand gesture over the surface. For each interaction category, we implement an example (or use prior work) that illustrates how that technique can be applied. In summary, our primary contribution is to broaden the design space of interaction techniques for digital surfaces, where we populate the continuous interaction space both with concepts and examples that emerge from considering this space as a continuum.
Nicolai Marquardt, Ricardo Jota, Saul Greenberg, Joaquim Jorge 0001
INTERACT (3)1
2011 The proximity toolkit: prototyping proxemic interactions in ubiquitous computing ecologies
abstract
People naturally understand and use proxemic relationships (e.g., their distance and orientation towards others) in everyday situations. However, only few ubiquitous computing (ubicomp) systems interpret such proxemic relationships to mediate interaction (proxemic interaction). A technical problem is that developers find it challenging and tedious to access proxemic information from sensors. Our Proximity Toolkit solves this problem. It simplifies the exploration of interaction techniques by supplying fine-grained proxemic information between people, portable devices, large interactive surfaces, and other non-digital objects in a room-sized environment. The toolkit offers three key features. 1) It facilitates rapid prototyping of proxemic-aware systems by supplying developers with the orientation, distance, motion, identity, and location information between entities. 2) It includes various tools, such as a visual monitoring tool, that allows developers to visually observe, record and explore proxemic relationships in 3D space. (3) Its flexible architecture separates sensing hardware from the proxemic data model derived from these sensors, which means that a variety of sensing technologies can be substituted or combined to derive proxemic information. We illustrate the versatility of the toolkit with proxemic-aware systems built by students.
Nicolai Marquardt, Robert Diaz-Marino, Sebastian Boring, Saul Greenberg
UIST1
2010 Rethinking RFID: awareness and control for interaction with RFID systems
abstract
People now routinely carry radio frequency identification (RFID) tags - in passports, driver's licenses, credit cards, and other identifying cards - from which nearby RFID readers can access privacy-sensitive information. The problem is that people are often unaware of security and privacy risks associated with RFID, likely because the technology remains largely invisible and uncontrollable for the individual. To mitigate this problem, we introduce a collection of novel yet simple and inexpensive tag designs. Our tags provide reader awareness, where people get visual, audible, or tactile feedback as tags come into the range of RFID readers. Our tags also provide information control, where people can allow or disallow access to the information stored on the tag by how they touch, orient, move, press or illuminate the tag.
Nicolai Marquardt, Alex S. Taylor, Nicolas Villar, Saul Greenberg
CHI1
2010 Revealing the invisible: visualizing the location and event flow of distributed physical devices
abstract
Distributed physical user interfaces comprise networked sensors, actuators and other devices attached to a variety of computers in different locations. Developing such systems is no easy task. It is hard to track the location and status of component devices, even harder to understand, validate, test and debug how events are transmitted between devices, and hardest yet to see if the overall system behaves correctly. Our Visual Environment Explorer supports developers of these systems by visualizing the location and status of individual and/or aggregate devices. It visualizes the current event flow between devices as they are received and transmitted, as well as the event history. Events are displayable at various levels of detail. The visualization also shows the activity of applications that use these physical devices. The tool is highly interactive: developers can explore system behavior through spatial navigation, zooming, multiple simultaneous views, event filtering, details-on-demand, and time-dependent semantic zooming.
Nicolai Marquardt, Tom Gross, Sheelagh Carpendale, Saul Greenberg
TEI1
2009 Situated messages for asynchronous human-robot interaction
abstract
An ongoing issue in human robot interaction (HRI) is how people and robots communicate with one another. While there is considerable work in real-time human-robot communication, fairly little has been done in asynchronous realm. Our approach, which we call situated messages, lets humans and robots asynchronously exchange information by placing physical tokens - each representing a simple message - in meaningful physical locations of their shared environment. Using knowledge of the robot's routines, a person can place a message token at a location, where the location is typically relevant to redirecting the robot's behavior at that location. When the robot passes nearby that location, it detects the message and reacts accordingly. Similarly, robots can themselves place tokens at specific locations for people to read. Thus situated messages leverages embodied interaction, where token placement exploits the everyday practices and routines of both people and robots. We describe our working prototype, introduce application scenarios, explore message categories and usage patterns, and suggest future directions.
Nicolai Marquardt, James Everett Young, Ehud Sharlin, Saul Greenberg
HRI1
2007 CollaborationBus: An Editor for the Easy Configuration of Ubiquitous Computing Environments
abstract
Early sensor-based infrastructures were often developed by experts with a thorough knowledge of base technology for sensing information, for processing the captured data, and for adapting the system's behaviour accordingly. In this paper we introduce the CollaborationBus application: a graphical editor that provides abstractions from base technology and thereby allows experts as well as non-experts to configure ubiquitous computing environments. By composing pipelines users can easily specify the information flows from selected sensors, via optional filters for processing the sensor data, to actuators changing the system behaviour according to their wishes. Users can compose pipelines for both home and work environments. An integrated sharing mechanism allows them to share their own compositions and to reuse and build upon others' compositions. Real-time visualisations help them understand the information flows through their pipelines. In this paper we present the concept and implementation of the CollaborationBus application
Tom Gross, Nicolai Marquardt
PDP2
2007 Distributed physical interfaces with shared phidgets
abstract
Tangible interfaces are best viewed as an interacting collection of remotely-located distributed hardware and software components. The problem is that current physical user interface toolkits do not normally offer distributed systems capabilities, leaving developers with extra burdens such as device discovery and management, low-level hardware access, and networking. Our solution is Shared Phidgets, a toolkit for rapidly prototyping distributed physical interfaces. It offers programmers 3 ways to access and control remotely-located hardware, and the ability to create abstract devices by transforming, aggregating and even simulating device capabilities. Network communication and low-level access to device hardware are handled transparently, regardless of device location. ACM Classification: H.5.2 [Information Interfaces]: User interfaces – input devices and strategies, interaction styles, prototyping, user-centered design Keywords: Distributed physical user interfaces, Phidgets.
Nicolai Marquardt, Saul Greenberg
TEI1