



George W. Fitzmaurice (1), Hiroshi Ishii (2) and William Buxton (1, 3)
(1) Dynamic Graphics Project
CSRI, University of Toronto
Toronto, Ontario,
Canada M5S 1A4
Tel: +1 (416) 978-6619
E-mail: gf@dgp.toronto.edu
E-mail: buxton@dgp.toronto.edu
(2) NTT Human Interface Lab
1-2356 Take,
Yokosuka-Shi, Kanagawa,
238-03 JAPAN
Tel. 81-468-59-3522
E-mail: ishii.chi@xerox.com
(3) Alias Research Inc.
110 Richmond Street East
Toronto, Ontario,
Canada M5C 1P1
Tel. +1 (416) 362-9181
We introduce the concept of Graspable User Interfaces that allow direct
control of electronic or virtual objects through physical handles for control.
These physical artifacts, which we call "bricks," are essentially new input
devices that can be tightly coupled or "attached" to virtual objects for
manipulation or for expressing action (e.g., to set parameters or for
initiating processes). Our bricks operate on top of a large horizontal display
surface known as the "ActiveDesk." We present four stages in the development of
Graspable UIs: (1) a series of exploratory studies on hand gestures and
grasping; (2) interaction simulations using mock-ups and rapid prototyping
tools; (3) a working prototype and sample application called GraspDraw; and (4)
the initial integrating of the Graspable UI concepts into a commercial
application. Finally, we conclude by presenting a design space for Bricks which
lay the foundation for further exploring and developing Graspable User
Interfaces.
We propose a new paradigm, Graspable User Interfaces, which argues for
having some of the virtual user interface elements take on physical forms.
Traditional graphical user interfaces (GUIs) define a set of graphical
interface elements (e.g., windows, icons, menus) that reside in a purely
electronic or virtual form. Generic haptic input devices (e.g., mouse and
keyboard) are primarily used to manipulate these virtual interface elements.
The Graspable UIs allow direct control of electronic or virtual
objects through physical artifacts which act as handles for control
(see Figure 1). These physical artifacts are essentially new input
devices which can be tightly coupled or "attached" to virtual objects
for manipulation or for expressing action (e.g., to set parameters or
to initiate a process). In essence, Graspable UIs are a blend of
virtual and physical artifacts, each offering affordances in their
respective instantiation. In many cases, we wish to offer a seamless
blend between the physical and virtual worlds.
FIGURE 1.
A graspable object.
The basic premise is that the affordances of the physical handles are
inherently richer than what virtual handles afford through conventional direct
manipulation techniques. These physical affordances, which we will discuss in
more detail later, include facilitating two handed interactions, spatial
caching, and parallel position and orientation control.
The Graspable UI design offers a concurrence between space-multiplexed input
and output. Input devices can be classified as being space-multiplexed
or time-multiplexed. With space-multiplexed input, each function to be
controlled has a dedicated transducer, each occupying its own space. For
example, an automobile has a brake, clutch, throttle, steering wheel, and gear
shift which are distinct, dedicated transducers controlling a single specific
task. In contrast, time-multiplexing input uses one device to control different
functions at different points in time. For instance, the mouse uses time
multiplexing as it controls functions as diverse as menu selection, navigation
using the scroll widgets, pointing, and activating "buttons." Traditional GUIs
have an inherent dissonance in that the display output is often
space-multiplexed (icons or control widgets occupy their own space and must be
made visible to use) while the input is time-multiplexed (i.e., most of our
actions are channeled through a single device, a mouse, over time). Only one
task, therefore, can be performed at a time, as they all use the same
transducer. The resulting interaction techniques are often sequential in nature
and mutually exclusive. Graspable UIs attempt to overcome this.
In general, the Graspable UI design philosophy has several advantages:
Graspable UIs allow direct control of electronic objects through
physical artifacts which we call bricks. The bricks, approximately the
size of LEGO(TM) bricks, sit and operate on a large, horizontal computer
display surface (the Active Desk, described later). A graspable object
is an object composed of both a physical handle (i.e., one or more bricks
attached) and a virtual object (see Figure 1).
The bricks act as specialized input devices and are tracked by the host
computer. From the computer's perspective, the brick devices are tightly
coupled to the host computer -- capable of constantly receiving brick related
information (e.g., position, orientation and selection information) which can
be relayed to application programs and the operating system. From the user's
perspective, the bricks act as physical handles to electronic objects and offer
a rich blend of physical and electronic affordances.
In the simplest case, we can think of the bricks as handles similar to
that of graphical handles in computer drawing programs such as MacDraw(TM) (see
Figure 2a). A physical handle (i.e., a brick) can be attached to an object.
Placing a brick on the display surface causes the virtual object beneath it to
become attached (see Figure 2b). Raising the brick above the surface releases
the virtual object. To move or rotate a virtual object, the user moves or
rotates the attached brick (see Figure 3). Note that the virtual object's
center of rotation is at the center of the brick.
FIGURE 2.
(a) Traditional MacDraw-like application which uses electronic
handles to indicate a selection. (b) Selecting using a brick.
FIGURE 3.
Move and rotate virtual object by manipulating physical brick
which acts as a handle.
A simple example application may be a floor planner (see Figure 5a). Each piece
of furniture has a physical brick attached and the user can arrange the pieces,
most likely in a rapid trial-and-error fashion. This design lends itself to two
handed interaction and the forming of highly transient groupings by touching
and moving multiple bricks at the same time.
More sophisticated interaction techniques can be developed if we allow
more than one handle (or brick) to be attached to a virtual object. For
example, to stretch an electronic square, two physical bricks can be placed on
an object. One brick acts like an anchor while the second brick is moved (see
Figure 4).
FIGURE 4.
Two bricks can stretch the square. One brick acts
like an anchor while the second brick is moved.
Placing more than one brick on an electronic object gives the user multiple
control points to manipulate an object. For example, a spline-curve can have
bricks placed on its control points (see Figure 5b). A more compelling example
is using the position and orientation information of the bricks to deform the
shape of an object. In Figure 6, the user starts off with a rectangle shaped
object. By placing a brick at both ends and rotating them at the same time, the
user specifies a bending transformation similar to what would happen in the
real world if the object were made out of a malleable material such as clay. It
is difficult to imagine how this action or transformation could be expressed
easily using a mouse.
One key idea that the examples illustrates is that the bricks can offer a
significantly rich vocabulary of expression for input devices. Compared to most
pointing devices (e.g., the mouse) which only offers an x-y location, the
bricks offer multiple x-y locations and orientation information at the same
instances of time.
FIGURE 5.
(a) Proposed simple floor planner application. (b) Many
physical bricks are used for specifying multiple control points for creating a
spline curve.
FIGURE 6.
Moving and rotating both bricks at the same time causes the
electronic object to be transformed.
Some research and commercial systems have been developed with a similar
graspable theme. In some sense, many of these emerging systems exhibit the
property of ubiquitous computing [14] in which computation is embedded in many
physical artifacts and spread throughout our everyday environment. The
following systems illustrate the push towards ubiquitous computing, physical
manipulation interfaces and merging physical and virtual artifacts.
The LegoWall prototype (developed by A/S Modulex, Billund Denmark in
conjunction with the Jutland Institute of Technology in 1988) consists of
specially designed LEGO blocks that fasten to a wall mounted peg-board panel
composed of a grid of connectors. The connectors supply power and a means of
communication from the blocks to a central processing unit. This central
processing unit runs an expert system to help track where the blocks are and
what actions are valid.
The behavior construction kits [9] consist of computerized LEGO pieces with
electronic sensors (such as light, temperature, pressure) which can be
programmed by a computer (using LEGO/Logo) and assembled by users. These LEGO
machines can be spread throughout the environment to capture or interact with
behaviors of people, animals or other physical objects. The "programmable
brick," a small battery powered computer containing a microprocessor,
non-volatile ROM and I/O ports is also being developed to spread computation.
The AlgoBlock system [13] is a set of physical blocks that can be connected to
each other to form a program. Each block corresponds to a single Logo-like
command in the programming language. Once again, the emphasis is on
manipulating physical blocks each with a designated atomic function which can
be linked together to compose a more complex program. The system facilitates
collaboration by providing simultaneous access and mutual monitoring of each
block.
Based on a similar philosophy of the 3-Draw computer-aided design tool [11],
Hinckley et al. has developed passive real-world interface props [5]. Here
users are given physical props as a mechanism to manipulate 3D models. They are
striving for interfaces in which the computer passively observes a natural user
dialog in the real world (manipulating physical objects), rather than forcing
a user to engage in a contrived dialog in the computer generated world.
Finally, the DigitalDesk [15] merges our everyday physical desktop with paper
documents and electronic documents. A computer display is projected down onto a
real physical desk and video cameras pointed at the desk use image analysis
techniques to sense what the user is doing. The DigitalDesk is a great example
of how well we can merge physical and electronic artifacts, taking advantage of
the strengths of both mediums.
A series of quick studies was conducted to motivate and investigate some
of the concepts behind Graspable UIs. Having decided on bricks, we wanted to
gain insights into the motor-action vocabulary for manipulating them.
The first exploratory study asked subjects to perform a simple sorting
task as quickly as possible. The basic idea was to get a sense of the
performance characteristics and a range of behavior people exhibit while
performing a task that warrants rapid hand movements and agile finger control
for object manipulation. Subjects were presented with a large pile of colored
LEGO bricks on a table and were asked to separate them into piles by color as
quickly as possible.
We observed rapid hand movements and a high degree of parallelism in terms of
the use of two hands throughout the task. A very rich gestural vocabulary was
exhibited. For instance, a subject's hands and arms would cross during the
task. Subjects would sometimes slide instead of pick-up and drop the bricks.
Multiple bricks were moved at the same time. Occasionally a hand was used as a
"bulldozer" to form groups or to move a set of bricks at the same time. The
task allowed subjects to perform imprecise actions and interactions.
That is, they could use mostly ballistic actions throughout the task and the
system allowed for imprecise and incomplete specifications (e.g., "put this
brick in that pile," which does not require a precise (x, y) position
specification). Finally, we noticed that users would enlarge their workspace to
be roughly the range of their arms' reach.
The second exploratory study asked subjects to place dominos on a sheet
of paper in descending sorted order. Initially, the dominos were randomly
placed on a tabletop and subjects could use the entire work surface. A second
condition was run which had the dominos start in a bag. In addition, their
tabletop workspace was restricted to the size of a piece of paper.
Once again this sorting task also revealed interesting interaction properties.
Tactile feedback was often used to grab dominos while visually attending to
other tasks. The non-dominant hand was often used to reposition and align the
dominos into their final resting place while, in parallel, the dominant hand
was used to retrieve new dominos. The most interesting observation was that
subjects seemed to inherently know the geometric properties of the bricks and
made use of this everyday knowledge in their interactions without prompting.
For example, if 5 bricks are side-by-side in a row, subjects knew that applying
simultaneous pressure to the left-most and right-most end bricks will cause the
entire row of bricks to be moved. Finally, in the restricted workspace domino
condition we observed one subject taking advantage of the "stackability" of the
dominos and occasionally piled similar dominos on top of others to conserve
space. Also, sometimes a subject would use their non-dominant hand as a
"clipboard" or temporary buffer while they plan or manipulate other dominos.
To get a better sense of the issues for manipulating physical versus
virtual objects, we designed a "stretchable square" constructed out of foam
core. This square looks like a tray with a one inch rim around each side. Users
could expand or collapse the width of the square (see Figure 7). We displayed
an end position, orientation and scale factor for the physical square and asked
subjects to manipulate the square to match the final target as quickly as
possible. A variety of cases were tested involving one, two or all three
transformation operations (translate, scale, and rotate).
FIGURE 7.
Flexible curve and stretchable square.
We found that each subject had a different style of grasping the stretchable
square for position and orientation tasks. This served to remind us that
physical objects often have a wide variety of ways to grasp and to manipulate
them even given natural grasp points. In addition, subjects did not hesitate
and were not confounded by trying to plan a grasp strategy. One subject used
his dominant hand to perform the primary manipulation and the non-dominant hand
as a breaking mechanism and for finer control.
Perhaps the most salient observation is that users performed the three
operations (translation, rotation and scaling) in parallel. That is, as the
subjects were translating the square towards its final position, they would
also rotate and scale the square at the same time. These atomic operations are
combined and chunked together [1].
The same matching tasks were then done using virtual objects and a
stylus on a large, horizontal drafting table with a computer display projected
on the writing surface. Using the MacDraw II(TM) program, subjects were asked
to move a virtual object on top of a target virtual object matching position,
orientation and scale factors.
We observed that even when we factor out the time needed to switch in and out
of rotation mode in MacDraw, task completion time was about an order of
magnitude longer than the physical manipulation using the stretchable square.
We noticed a "zoom-in" effect to reach the desired end target goal. For
example, subjects would first move the object on top of the target. Then they
would rotate the object, but often be unable to plan ahead and realize that the
center of rotation will cause the object to be displaced. Thus, they often had
to perform another translation operation. They would repeat this process until
satisfied with a final match.
The MacDraw user interface, and many other interfaces, forces the subject to
perform the operations in a strictly sequential manner. While we can become
very adept at performing a series of atomic operations in sequence, the
interface constrains user interaction behavior. In effect, the interface forces
users to remain novices by not allowing them to exhibit more natural and
efficient expressions of specifying atomic operations in parallel.
Continuing to explore our skills at physical manipulations, we asked
subjects to use a flexible curve (see Figure 7) to match a target shape. The
flexible curve, often used in graphic design, consists of a malleable metal
surrounded by soft plastic in the shape of a long (18 inch) rod. The inner
metal allows the curve to hold its shape once deformed.
We found that users quickly learned and explored the physical properties of the
flexible curve and exhibited very expert performance in under a minute. All ten
fingers were often used to impart forces and counterforces onto the curve. The
palm of the hand was also used to preserve portions of the shape during the
curve matching task. We observed that some subjects would "semantically load"
their hands and arms before making contact with the flexible curve in
anticipation of their interactions. The semantic loading is a preconceived
grasp and manipulation strategy by the user which, in order to execute
properly, the arms, hands and fingers must start in a specific, sometime
uncomfortable, loaded position. This process often allowed the subject to reach
the final target curve shape in one gestural action.
Next, we mocked-up some sample brick interactions using a prototyping
tool (Macromind Director) and acted them out on the Active Desk. By using a few
LEGO bricks as props and creating some basic animations using the prototyping
tool, we could quickly visualize what the interactions would look like and
begin to get a sense of how they will feel. These sample interactions were
video taped and edited. We were able to mock-up many of the primary ideas such
as: attaching and detaching bricks from virtual objects; translation and
rotation operations using one brick; using two bricks each attached to separate
virtual objects, and finally two bricks attached to a single virtual object to
specify stretching and simple deformations.
All of these exploratory studies and mock-ups aided us to quickly explore some
of the core concepts with minimum set-up effort. Finally, the video tapes that
we create often serves as inspirational material.
After the mock-ups, we built the bricks prototype to further investigate
the Graspable UI concepts. The prototype consists of the Active Desk, a SGI
Indigo2 and two Ascension Bird receivers (see Figure 8).
The Active Desk is a large horizontal desktop surface which has a rear
projected computer screen underneath the writing surface (see Figure 8).
Modeled after a drafting table, the dimensions of the surface are roughly 4.5'
by 3.0' on a slight 30 degree angle. The projected computer screen inset has a
dimension roughly 3' by 2'. A Scriptel transparent digitizing tablet lays on
top of the surface and a stylus device may be used for input. The LCD
projection display only has a 640x480 resolution so the SGI screen is down
converted to an NTSC signal and sent to the LCD display.
To prototype the graspable objects (bricks), we use the Ascension Flock
of Birds(TM) 6D input devices to simulate the graspable objects. That is, each
receiver is a small 1 inch cube that constantly sends positional (x, y, and z)
and orientation information to the SGI workstation. We currently have a two
receiver system, which simulates two active bricks that operate on top of the
Active Desk. More receivers can be added to the system but the wires attached
to the receivers hinder interactions. Nevertheless, the two receivers offer us
an initial means of exploring the design space in a more formal manner.
A simple drawing application, GraspDraw, was developed to test out some
of the interaction techniques. The application lets users create objects such
as lines, circles, rectangles and triangles (see Figure 8). Once created, the
objects can be moved, rotated and scaled. GraspDraw is written in C using the
GL library on an SGI Indigo2.
The two Bird receivers act like bricks and can be used simultaneously to
perform operations in parallel. One of the bricks has a push button attached to
it to register additional user input. This button is primarily used for
creating new objects. Grasps (i.e., attaching the brick to a virtual object)
are registered when a brick is near or on the desktop surface. To release a
grasp, the user lifts the brick off of the desktop (about 2 cm).
To select the current tool (select, delete, rectangle, triangle, line, circle)
and current draw color, we use a physical tray and an ink-well metaphor. Users
dunk a brick in a compartment in the tray to select a particular tool. A soft
audio beep is heard to act as feedback for switching tools. Once a tool is
selected, a prototype shape or tool icon is attached to the brick. The shape or
icon is drawn in a semi-transparent layer so that users may see through the
tool.
FIGURE 8.
GraspDraw application and ActiveDesk.
The concept of an anchor and actuator have been defined in
interactions that involve two or more bricks. An anchor serves as the origin of
an interaction operation. Anchors often specify an orientation value as well as
a positional value. Actuators only specify positional values and operate within
a frame of reference defined by an anchor. For example, performing a stretching
operation on a virtual object involves using two bricks one as an anchor and
the other as an actuator. The first brick attached to the virtual object
acts as an anchor. The object can be moved or rotated. When the second
brick is attached, it serves as an actuator. Position information is registered
relative to the anchor brick. If the first anchor brick is released, the
actuator brick is promoted to the role of an anchor.
In following the goals of user centered design and user testing, there
are some real problems when working with new interaction techniques such as the
Graspable UI. First, in order to conduct formal experiments, one must
generally work in a restricted controlled environment. The demands of
experimental control are often at odds with human performance in the more
complex context of the real world. Secondly, University researchers typically
do not have access to the source code of anything but toy applications.
Therefore, testing and demonstrations of innovative techniques like the
Graspable UI are subject to criticisms that "it's fine in the simple test
environment, but it won't work in the real world."
The first point can be dealt with by careful experimental design and
differentiating between controlled experiments and user testing. Our approach
to the second is to partner with a commercial software company that has a real
application with real users. In so doing, we were able to access both a real
application and a highly trained user community.
Hence, we have implemented a critical mass of the Graspable UI into a modified
version of Alias Studio(TM), a high-end 3D modeling and animation program for
SGI machines. Specifically, we are exploring how multiple bricks can be used to
aid curve editing tasks. Although we have just begun this stage of research, we
currently have two bricks integrated into the Studio program. The bricks can be
used to simultaneously edit the position, orientation and scale factor for
points along a curve. Future investigations may use bricks to clamp or freeze
portions of the curve. This integration process and evaluation will further
help us to refine the Graspable UI concepts.
We have conducted some preliminary user testing of the bricks concept
using the GraspDraw application. All of the approximately 20 users who have
tried the interface perform parallel operations (e.g., translate and rotate)
at a very early stage of using the application. Within a few minutes of using
the application, users become very adept at making drawings and manipulating
virtual objects. Some users commented on the fact that the bricks were
tethered, which hindered some of their interactions.
One could argue that all Graphical UI interactions, except perhaps touch (e.g.,
touchscreens) are already graspable interfaces if they use a mouse or stylus.
However, this claim misses a few important distinctions. First, Graspable UIs
make a distinction between "attachment" and "selection." In traditional
Graphical UIs, the selection paradigm dictates that there is typically only one
active selection; Selection N implicitly causes Selection N-1 to be unselected.
In contrast, when bricks are attached to virtual objects the association
persists across multiple interactions. Selections are then made by making
physical contact with the bricks. Therefore, with Graspable UIs we can possibly
eliminate many of the redundant selection actions and make selections easier by
replacing the act of precisely positioning a cursor over a small target with
the act of grabbing a brick. Secondly, Graspable UIs advocate using multiple
devices (e.g., bricks) instead of channeling all interactions through one
device (e.g., mouse). Consequently, not only are selections persistent, there
can be one persistent selection per brick. Thirdly, the bricks are inherently
spatial. For example, we can temporarily arrange bricks to form spatial caches
or use them as spatial landmarks for storage. By having more spatial
persistence, we can use more of our spatial reasoning skills and muscle memory.
This was exhibited during the LEGO and Domino exploratory studies. Clearly, the
bricks are handled differently than a mouse.
One may suggest to eliminate using bricks and instead use only our hands as the
physical input devices. While this may be useful for some applications, in
general using a physical intermediary (i.e., brick) may be more desirable.
First, tactile feedback is essential; it provides a way of safeguarding user
intent. The bricks supply tactile confirmation and serve as a visual
interaction residue. Secondly, hand gestures lack very natural delimiters for
starting and stopping points. This makes it difficult to segment commands and
introduces lexical pragmatics. In contrast, the affordances of touching and
releasing a brick serve as very natural start and stop points.
There are many open design issues and interaction pragmatics to research. For
example, should we vary the attributes of a brick (shape, size, color, weight)
to indicate its function? Should all the bricks have symmetrical behavior? How
many bricks can a user operate with at the same time? Do the bricks take up too
much space and cause screen clutter (perhaps we can stack the bricks and they
can be made out of translucent material)? For fine, precise pointing, do bricks
have a natural hot spot (perhaps a corner or edge)? Sometimes it is more
advantageous to have a big "cursor" to acquire a small target [6].
Much of the power behind the Bricks is the ability to operate and
interact with more than one brick at the same time. Our interaction techniques
need to be sensitive to this issue and define consistent inter-brick behaviors
for one-handed (unimanual) or two-handed (bimanual) interactions. Moreover, we
will need to develop a new class of techniques that use combinations of
unimanual and bimanual interactions during the life span of a single technique.
For instance, a technique may be initiated using one hand, transfer to using
both hands and then terminate back to using one hand. The key point is that we
need to provide for seamless transitions within a single interaction technique
that switches between unimanual and bimanual interactions. As we noted earlier,
the Anchor/Actuator behavior serves as one example.
Our goal has been to quickly explore the new design space and identify major
landmarks and issues rather than quantify any specific subset of the terrain.
The next phase of our evaluation will include a more detailed evaluation at
places in the design space that have the most potential.
We have developed an initial design space for bricks which serves to lay
the foundation for exploring Graspable UIs. Table 1 summarizes the design
space. The shaded region in the table represents where our current Bricks
prototype fits in the design space. Each of the rows in the table represent
dimensions of the design space which are described below.
TABLE 1.
Design space of Bricks for Graspable User Interfaces. Gray
region shows where current Brick prototype fits into design space.
Brick's internal ability -- Does the brick have any internal mechanisms
(physical or electronics) that generates additional information or
intelligence? Inert objects have no internal mechanisms, only external features
(color, shape, weight). Smart objects often have embedded sensors and
microprocessors.
Input & Output -- What properties can be sensed and displayed back
to the user (or system)?
Spatially aware -- Can the brick sense the surroundings and other
bricks? Bricks can be unaware (work in isolation); mutually aware (aware only
of each other); or be aware of their surroundings (primitive sensing of its
environment and other bricks) [4].
Communication -- How do the bricks communicate among themselves and to
host computers? The mechanisms range from wireless (such as infra-red),
tethered (requiring wires or cables) and grid board (a specialized operating
surface with pluggable connecting parts).
Interaction time span -- Given a task, are users manipulating the bricks
in quick bursty interactions (sometimes gesturing in fractions of a second);
using a set of bricks, accessing them within seconds or minutes (an interaction
cache); or are the interactions long term running days, months, years between
interactions (e.g., an archive)?
Bricks in use at same time -- Do users manipulate one brick at a time
(one handed interactions), two at a time (two handed interactions), or more
than two? Users could manipulate 5 to 10 bricks at a time (e.g., bulldozer) or
perhaps even 50 to 100 at a time.
Function assignment -- How frequently and by what mechanism do the
bricks get assigned their functions? Permanent assignment means that each brick
has one function or role for its lifetime. With some effort, programmable
assignment allows bricks to have their function reassigned. Transient
assignment allows for users to rapidly reassign the brick's function.
Interaction representations -- Is the system designed to have a blend of
physical and virtual artifacts? When there is a mix, are the dual
representations equal (i.e., functions can be performed using either physical
or virtual artifacts), complimentary (i.e., one medium can perform a subset of
the functionality that the other medium cannot) or combinatoric (together both
offer functionality that either one could not provide alone).
Physical & Virtual layers -- Are the layers direct (superimposed) or
indirect (separated)?
Bond Between Physical & Virtual layers -- Tightly coupled systems
have the physical and virtual representations perfectly synchronized, the
physical objects are tracked continuously in real time. Loosely coupled systems
allow for the representations to become out of synchronization for long
stretches of time (i.e., minutes, days) and updated in more of a batch mode.
Operating Granularity -- What is the range of space that the bricks
operate in and at what sensing resolution? For example, the devices may operate
at a building level (e.g., capable of determining what room they are
currently in), room level (e.g., capable of determining, within an inch
accuracy, position and orientation information inside a room), and
desktop level (e.g., micro accuracy within 0.1 in of position and
orientation information on a desktop).
Operating surface texture -- What granularity or texture do the bricks
operate on? A discrete texture requires that the bricks be plugged into special
receptors (e.g., a grid board) while a continuous texture allows for smooth
movement or dragging (e.g., tabletop).
Operating surface type -- Do the bricks operate on a static surface
(e.g., a tabletop) or a dynamic surface which can be changing constantly (e.g.,
Active Desk)?
It should be noted that this is not an exhaustive parsing of the design space.
Robinett [10], however, proposes a more formal taxonomy for technologically
mediated experiences which may aid our investigation. Yet, the many dimensions
of our design space exhibit its richness and provides a more structured
mechanism to explore the concepts behind Graspable UIs.
There are many future directions we would like to explore. First, we
will conduct more formal evaluation measures on the GraspDraw program. Next we
will investigate other regions of the design space including developing
techniques in 3-D as well as to operate on 3-D virtual objects. In addition, we
hope to develop multiple, untethered bricks. Two promising areas are computer
vision techniques [12] and electric-field sensing [16].
In this paper we have introduced a new technique, the Graspable User
Interface, as a means of augmenting the power of conventional Graphical User
Interfaces. In so doing, we have attempted to go beyond a simple "show and
tell" exercise. Through the methodology described, we have attempted to both
explore the overall design space effectively, and tease out the underlying
human skills on which we could build our interaction techniques.
The Graspable User Interface is an example of "radical evolution." It is
evolutionary in the sense that it builds upon the conventions of the GUI.
Hence, both existing technology and human skill will transfer to the new
technique. However, it is radical in that the incremental change that it
introduces takes us into a radically new design space. Assuming that this new
space is an improvement on what preceded it, this combination gives us the best
of both worlds: the new and the status quo.
From the experience gained in the work described, we believe these new
techniques to be highly potent and worthy of deeper study. What we have
attempted is a proof of concept and exposition of our ideas. Hopefully this
work will lead to a more detailed exploration of the technique and its
potential.
This research was undertaken under the auspices of the Input Research
Group at the University of Toronto and we thank the members for their input. We
especially would like to thank Mark Chignell, Marilyn Mantei, Michiel van de
Panne, Gordon Kurtenbach, Beverly Harrison, William Hunt and Kim Vicente for
their input. Thanks also to Ferdie Poblete who helped design and build the
stretchable square prop. The Active Desk was designed and built by the Ontario
Telepresence Project and the Arnott Design Group. Our research has been
supported by the Information Technology Research Centre of Ontario, the Natural
Sciences and Engineering Research Council of Canada, Xerox PARC and Alias
Research.
More material including dynamic figures can be found on the CHI'95 Electronic
Proceedings CD-ROM and at URL: http:
//www.dgp.utoronto.ca/people/GeorgeFitzmaurice/home.html
DYNAMIC FIGURE 1 (QuickTime Movie, about 10 mb)
No caption given.
Abstract
Keywords:
input devices, graphical user interfaces, graspable user
interfaces, haptic input, two-handed interaction, prototyping, computer
augmented environments, ubiquitous computing
Introduction
BASIC CONCEPTS
One Handle
Two Handles
RELATED RESEARCH
STAGE 1: EARLY BRICK EXPLORATIONS
LEGO separation task
Domino sorting task
Physical manipulation of a stretchable square
Comparison Using MacDraw Application
Curve Matching
STAGE 2: MOCK-UP AND SIMULATIONS
STAGE 3: PROTOTYPE
Active Desk
Bricks
GraspDraw -- A simple drawing application
STAGE 4: COMMERCIAL APPLICATION
DISCUSSION
Inter-Brick behaviors
DESIGN SPACE
FUTURE WORK
CONCLUSIONS
Acknowledgments