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Ben McGarry

dblp:95/4031 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2000
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Personal fabrication and tangible interfaces · 62% Design research and methods · 19% User interface design and tools · 19%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Design research and methods › design practice
engineering design
0.012000
An observational study of how objects support engineering design thinking and communication: implications for the design of tangible media · CHI 2000
User interface design and tools
prototyping
0.012000
An observational study of how objects support engineering design thinking and communication: implications for the design of tangible media · CHI 2000

Methods — techniques the papers use, named apart from their topics

observational study · 0.0
YearPublicationVenuePosition
2000 An observational study of how objects support engineering design thinking and communication: implications for the design of tangible media
abstract
There has been an increasing interest in objects within the HCI field particularly with a view to designing tangible interfaces. However, little is known about how people make sense of objects and how objects support thinking. This paper presents a study of groups of engineers using physical objects to prototype designs, and articulates the roles that physical objects play in supporting their design thinking and communications. The study finds that design thinking is heavily dependent upon physical objects, that designers are active and opportunistic in seeking out physical props and that the interpretation and use of an object depends heavily on the activity. The paper discusses the trade-offs that designers make between speed and accuracy of models, and specificity and generality in choice of representations. Implications for design of tangible interfaces are discussed.
Margot Brereton, Ben McGarry
CHI2