TY - JOUR
T1 - Expected, sensed, and desired
T2 - A framework for designing sensing-based interaction
AU - Benford, Steve
AU - Schnädelbach, Holger
AU - Koleva, Boriana
AU - Anastasi, Rob
AU - Greenhalgh, Chris
AU - Rodden, Tom
AU - Green, Jonathan
AU - Ghali, Ahmed
AU - Pridmore, Tony
AU - Gaver, Bill
AU - Boucher, Andy
AU - Walker, Brendan
AU - Pennington, Sarah
AU - Schmidt, Albrecht
AU - Gellersen, Hans
AU - Steed, Anthony
PY - 2005/3/1
Y1 - 2005/3/1
N2 - Movements of interfaces can be analyzed in terms of whether they are expected, sensed, and desired. Expected movements are those that users naturally perform; sensed are those that can be measured by a computer; and desired movements are those that are required by a given application. We show how a systematic comparison of expected, sensed, and desired movements, especially with regard to how they do not precisely overlap, can reveal potential problems with an interface and also inspire new features. We describe how this approach has been applied to the design of three interfaces: pointing flashlights at walls and posters in order to play sounds; the Augurscope II, a mobile augmented reality interface for outdoors; and the Drift Table, an item of furniture that uses load sensing to control the display of aerial photographs. We propose that this approach can help to build a bridge between the analytic and inspirational approaches to design and can help designers meet the challenges raised by a diversification of sensing technologies and interface forms, increased mobility, and an emerging focus on technologies for everyday life.
AB - Movements of interfaces can be analyzed in terms of whether they are expected, sensed, and desired. Expected movements are those that users naturally perform; sensed are those that can be measured by a computer; and desired movements are those that are required by a given application. We show how a systematic comparison of expected, sensed, and desired movements, especially with regard to how they do not precisely overlap, can reveal potential problems with an interface and also inspire new features. We describe how this approach has been applied to the design of three interfaces: pointing flashlights at walls and posters in order to play sounds; the Augurscope II, a mobile augmented reality interface for outdoors; and the Drift Table, an item of furniture that uses load sensing to control the display of aerial photographs. We propose that this approach can help to build a bridge between the analytic and inspirational approaches to design and can help designers meet the challenges raised by a diversification of sensing technologies and interface forms, increased mobility, and an emerging focus on technologies for everyday life.
KW - Augmented reality
KW - Interactive furniture
KW - Mixed reality
KW - Mobile and wireless applications
KW - Sensing
UR - http://www.scopus.com/inward/record.url?scp=21044437342&partnerID=8YFLogxK
U2 - 10.1145/1057237.1057239
DO - 10.1145/1057237.1057239
M3 - Article
AN - SCOPUS:21044437342
SN - 1073-0516
VL - 12
SP - 3
EP - 30
JO - ACM Transactions on Computer-Human Interaction
JF - ACM Transactions on Computer-Human Interaction
IS - 1
ER -