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Steve balaam vallum
Steve balaam vallum









Our main contributions are the context-aware mug concept tested in a real-life setting and the analysis through Hornecker and Buur's Tangible Interaction Framework that discusses its design space, and its impact on the users and social interaction. Yet, it provoked some anxiety for the users in maintaining eye contact with their partners. The user study revealed that the mug has the potential for supporting instant search and affords sufficient subtlety to conceal user actions. We organized 15 pairs of one-to-one meetings between students to gather user reflections. We propose an alternative instrument for this practice: Glance Mug, a touch-sensitive mug prototype that listens to the conversation and displays browsable content-driven results on its inner screen. However, using smartphones to look up information might be disruptive, disrespectful or even embarrassing in social contexts. Many such gaps can potentially lead to exciting new research or engineering opportunities.ĭuring collocated meetings, the spontaneous need for information, called opportunistic search, might arise while conversing. Using the tables, we can make observations about the existing literature and also identify gaps in this design space. The design space is presented in the form of a multidimensional matrix known as a Zwicky box. We classify and organize the surveyed works around the following parameters: mechanism, designed affordances, interaction primitives, and output modality. In this article, we survey the state of the art in 3D printing fully functional sensors and actuators to support explicit interaction techniques. Such an understanding can help in comparison, analysis, selection of suitable technology, and also in the generation of new ideas. For designers to reason about the best way to achieve their interaction design goals, it is helpful to not only know what exists in the literature, but to also understand the design space of options. The capabilities of 3D printers are rapidly progressing towards fabrication of fully interactive products. Finally, we evaluate this hair-based interactive technology with users, including the integration of HäirIÖ within the landscape of existing wearable and mobile technologies. We develop applications and interactions around this new material in HäirIÖ: a novel integration of hair-based technologies and braids that combine capacitive touch input and dynamic output through color and shape change. In this paper, we present an exploration and working prototype of hair as a site for novel interaction, leveraging its position as something both public and private, social and personal, malleable and permanent. As wearable technologies move ever closer to the body, and embodied interactions become more common and desirable, hair presents a unique and little-explored site for novel interactions. It is malleable in length, color and style, highly visible, and embedded in a range of personal and group interactions.

steve balaam vallum

Human hair is a cultural material, with a rich history displaying individuality, cultural expression and group identity. Lastly, we show use-case scenarios of prototyping products and interface, and creating playful experience at home. To validate the durability of the inflatables, we evaluated 9 different thermoplastic air pouches’ heat-sealed bonding strength. In addition to heat-sealing, we explored a new design space of using a 3D printer to create embossing, origami creases, and textures on thermoplastic bags, and demonstrate examples of applying this technique to create various materials for rapid design and prototyping. We characterized 8 different types of commonly-used product package’s plastic film which are mostly made of polypropylene and polyethylene, and provided 3D printer settings for re-purposing each material. We used a inexpensive FFF 3D printer, without any customization of the printer, to heat-seal and patterning different types of mono and multilayered thermoplastic bags. We introduce a DIY method of creating inflatables and prototyping interactive materials from wasted thermoplastic bags that easily found at home.











Steve balaam vallum