Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Nur Al-huda Hamdan

dblp:128/9555 · DBLP profile ↗
← Back
6ranked-venue papers
3as first author
1since 2021 · last 2022
0000-0002-5742-0087ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 6 · 3 first-author · 1 since 2021

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
3 papers
Haptics and multimodal interaction · 58% Personal fabrication and tangible interfaces · 32% User interface design and tools · 10%

Topics — the 4 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Haptics and multimodal interaction › haptic actuator
shape memory alloy actuator
0.612022
ANISMA: A Prototyping Toolkit to Explore Haptic Skin Deformation Applications Using Shape-Memory Alloys · ACM Trans. Comput. Hum. Interact. 2022
Haptics and multimodal interaction › haptic feedback
skin deformation feedback
0.612022
ANISMA: A Prototyping Toolkit to Explore Haptic Skin Deformation Applications Using Shape-Memory Alloys · ACM Trans. Comput. Hum. Interact. 2022
User interface design and tools › prototyping
rapid prototyping
0.212022
ANISMA: A Prototyping Toolkit to Explore Haptic Skin Deformation Applications Using Shape-Memory Alloys · ACM Trans. Comput. Hum. Interact. 2022
Haptics and multimodal interaction › wearable haptic device
wearable tactile device
0.112019
Springlets: Expressive, Flexible and Silent On-Skin Tactile Interfaces · CHI 2019

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

user study · 0.6technical analysis · 0.6creative design tasks · 0.6shape memory alloy · 0.4mechanotactile actuation · 0.4embroidery machine control · 0.3computer vision · 0.3
YearPublicationVenuePosition
2022 ANISMA: A Prototyping Toolkit to Explore Haptic Skin Deformation Applications Using Shape-Memory Alloys
abstract
We present ANISMA, a software and hardware toolkit to prototype on-skin haptic devices that generate skin deformation stimuli like pressure, stretch, and motion using shape-memory alloys (SMAs). Our toolkit embeds expert knowledge that makes SMA spring actuators more accessible to human–computer interaction (HCI) researchers. Using our software tool, users can design different actuator layouts, program their spatio-temporal actuation and preview the resulting deformation behavior to verify a design at an early stage. Our toolkit allows exporting the actuator layout and 3D printing it directly on skin adhesive. To test different actuation sequences on the skin, a user can connect the SMA actuators to our customized driver board and reprogram them using our visual programming interface. We report a technical analysis, verify the perceptibility of essential ANISMA skin deformation devices with 8 participants, and evaluate ANISMA regarding its usability and supported creativity with 12 HCI researchers in a creative design task.
Moritz Messerschmidt, Sachith Muthukumarana, Nur Al-huda Hamdan, Adrian Wagner 0002, Haimo Zhang, Jan O. Borchers, Suranga Nanayakkara
ACM Trans. Comput. Hum. Interact.3
2020 Casual Notebooks and Rigid Scripts: Understanding Data Science Programming
abstract
Data workers are non-professional data scientists who often use scripting languages like R, Python, or MATLAB, and employ an exploratory programming workflow. Current IDEs offer them two main programming modalities: script files and computational notebooks. To understand how these modalities impact work practice, we conducted a study with 21 data workers, and a subsequent larger survey with 62 respondents. Through interviews, walkthroughs, and screen recordings, we collected information about their workflows. Our analysis shows a tension between scripts and computational notebooks. Scripts are more common, better support storage and execution of previous analyses, but hinder experimentation. Notebooks better suit the actual data science workflow, but can become easily unorganized. We discuss how this dual nature of modality usage leads to several issues that affect data workers' workflows, and discuss implications for the design of programming IDEs.
Krishna Subramanian 0002, Nur Al-huda Hamdan, Jan O. Borchers
VL/HCC2
2019 Springlets: Expressive, Flexible and Silent On-Skin Tactile Interfaces
abstract
We introduce Springlets, expressive, non-vibrating mechanotactile interfaces on the skin. Embedded with shape memory alloy springs, we implement Springlets as thin and flexible stickers to be worn on various body locations, thanks to their silent operation even on the neck and head. We present a technically simple and rapid technique for fabricating a wide range of Springlet interfaces and computer-generated tactile patterns. We developed Springlets for six tactile primitives: pinching, directional stretching, pressing, pulling, dragging, and expanding. A study placing Springlets on the arm and near the head demonstrates Springlets' effectiveness and wearability in both stationary and mobile situations. We explore new interactive experiences in tactile social communication, physical guidance, health interfaces, navigation, and virtual reality gaming, enabled by Springlets' unique and scalable form factor.
Nur Al-huda Hamdan, Adrian Wagner 0002, Simon Voelker, Jürgen Steimle, Jan O. Borchers
CHI1
2018 Sketch&Stitch: Interactive Embroidery for E-textiles
abstract
E-Textiles are fabrics that integrate electronic circuits and components. Makers use them to create interactive clothing, furniture, and toys. However, this requires significant manual labor and skills, and using technology-centric design tools. We introduce Sketch&Stitch, an interactive embroidery system to create e-textiles using a traditional crafting approach: Users draw their art and circuit directly on fabric using colored pens. The system takes a picture of the sketch, converts it to embroidery patterns, and sends them to an embroidery machine. Alternating between sketching and stitching, users build and test their design incrementally. Sketch&Stitch features Circuitry Stickers representing circuit boards, components, and custom stitch patterns for wire crossings to insulate, and various textile touch sensors such as pushbuttons, sliders, and 2D touchpads. Circuitry Stickers serve as placeholders during design. Using computer vision, they are recognized and replaced later in the appropriate embroidery phases. We close with technical considerations and application examples.
Nur Al-huda Hamdan, Simon Voelker, Jan O. Borchers
CHI1
2017 Interactive FUrniTURE: Evaluation of Smart Interactive Textile Interfaces for Home Environments
abstract
Ubiquitous computing strives to reach the calm computing state where sensors and actuators disappear from the foreground of our surroundings into the fabric of everyday objects. Despite the great progress in embedded technology, artificial interfaces, such as remote controls and touch screens, remain the dominant media for interacting with smart everyday objects. Motivated by recent advancements in smart textile technologies, we investigate the usability and acceptance of fabric-based controllers in the smart home environment. In this article we describe the development and evaluation of three textile interfaces for controlling a motorized recliner armchair in a living room setting. The core of this contribution is the empirical study with twenty participants that contrasted the user experience of three textile-based interaction techniques to a standard remote control. Despite the slightly lower reliability of the textile interfaces, their overall acceptance was higher. The study shows that the hedonic quality and attractiveness of textile interfaces have higher impact on user acceptance compared to pragmatic qualities, such as efficiency, fluidity of interaction, and reliability. Attractiveness profits from the direct and nearly invisible integration of the interaction device into textile objects such as furniture.
Philipp Brauner, Julia Offermann, Martina Ziefle, Nur Al-huda Hamdan, Jan O. Borchers
ISS4
2017 Run&Tap: Investigation of On-Body Tapping for Runners
abstract
Devices like smartphones, smartwatches, and fitness trackers enable runners to control music, query fitness parameters such as heart rate and speed, or be guided by coaching apps. But while these devices are portable, interacting with them during running is difficult: they usually have small buttons or touchscreens which force the user to slow down to interact with them properly. On-body tapping is an interaction technique that allows users to trigger actions by tapping at different body locations eyes-free. This paper investigates on-body tapping as a potential input technique for runners. We conducted a user study to evaluate where and how accurately runners can tap on their body. We motion-captured participants while tapping locations on their body and running on a treadmill at different speeds. Results show that a uniform layout of five targets per arm and two targets on the abdomen achieved 96% accuracy rate. We present a set of design implications to inform the design of on-body interfaces for runners.
Nur Al-huda Hamdan, Ravi Kanth Kosuru, Christian Corsten, Jan O. Borchers
ISS1