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ICY Interfaces: Exploration of Ice’s Ephemeral Features for Digital Game User Experience

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We propose a new class of haptic devices that provide haptic sensations by delivering liquid-stimulants to the user’s skin; we call this chemical haptics. Upon absorbing these stimulants, which contain safe and small doses of key active ingredients, receptors in the user’s skin are chemically triggered, rendering distinct haptic sensations. We identified five chemicals that can render lasting haptic sensations: tingling (sanshool), numbing (lidocaine), stinging (cinnamaldehyde), warming (capsaicin), and cooling (menthol). To enable the application of our novel approach in a variety of settings (such as VR), we engineered a self-contained wearable that can be worn anywhere on the user’s skin (e.g., face, arms, legs). Implemented as a soft silicone patch, our device uses micropumps to push the liquid stimulants through channels that are open to the user’s skin, enabling topical stimulants to be absorbed by the skin as they pass through. Our approach presents two unique benefits. First, it enables sensations, such as numbing, not possible with existing haptic devices. Second, our approach offers a new pathway, via the skin’s chemical receptors, for achieving multiple haptic sensations using a single actuator, which would otherwise require combining multiple actuators (e.g., Peltier, vibration motors, electro-tactile stimulation). We evaluated our approach by means of two studies. In our first study, we characterized the temporal profiles of sensations elicited by each chemical. Using these insights, we designed five interactive VR experiences utilizing chemical haptics, and in our second user study, participants rated these VR experiences with chemical haptics as more immersive than without. Finally, as the first work exploring the use of chemical haptics on the skin, we offer recommendations to designers for how they may employ our approach for their interactive experiences.
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Recent advances in interactive technology are being used to enrich our interactions around food and drinks. Making use of sound to enrich dining - providing “gustosonic” experiences - has recently garnered interest as an exciting area of ubiquitous computing. However, these experiences have tended to focus on eating. In response to the lack of drinking-focused experiences, we explore the combining playful design and drinking activities so as to allow users to experience playful personalized sounds via drinking through "Sonic Straws". We present the findings of an in-the-wild study that highlights how our system supported self-expression via playful drinking actions, facilitated pleasurable social drinking moments, and promoted reflection on drinking practices. We discuss the implications of this work for designers of future gustosonic experiences, including how to amplify entertainment experiences around drinking/eating, how to highlight the joy coming from multisensory experiences, and how to facilitate mindful engagement with what one drinks. Ultimately, we aim to contribute to the enrichment of dining experiences through playful design.
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Prior psychology studies have shown that eating ice cream increases happiness, while human-computer interaction work has shown that interactive technology can enrich the eating experience. We explore the opportunity to combine these two through WeScream!, a playful social gustosonic system we designed-social gustosonic referring to the link between the acts of eating and listening as part of a social multisensory experience. WeScream! consists of two interdependent ice cream cones that allow users to interact with musical sounds generated through the act of eating ice cream together. We report on an in-the-wild study that highlights how our system facilitated a "hard fun" experience through eating together, increased participants' awareness of relatedness, and drew shared attention to the ice cream's taste via increased face-to-face interaction. Drawing on these study insights, we also present three design tactics to guide designers in designing future social gustosonic experiences. Ultimately, we aim to contribute to a playful future of social eating experiences, supporting people in enjoying eating together.
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We investigate an unconventional user interface (UI) material, water, and how applying it to a finger-touch based input affects the user experience (UX). We compare the use of touchscreen, mechanical and liquid covered sliders, and three different approaches of how water is applied to the surface of the slider. The salient findings of our user study (n=25) show that liquid changes the perception of the slider control making it more hedonic and experiental. When interacting with water, users prefer larger and more free-form gestures, and factors such as depth and temperature of the liquid affect the experience. Our work provides information for interaction designers focusing on user experience, unconventional materials for interactive systems, aesthetics, and calm UIs.
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Living things in nature have long been utilizing the ability to "heal" their wounds on the soft bodies to survive in the outer environment. In order to impart this self-healing property to our daily life interface, we propose Self-healing UI, a soft-bodied interface that can intrinsically self-heal damages without external stimuli or glue. The key material to achieving Self-healing UI is MWCNTs-PBS, a composite material of a self-healing polymer polyborosiloxane (PBS) and a filler material multi-walled carbon nanotubes (MWCNTs), which retains mechanical and electrical self-healability. We developed a hybrid model that combines PBS, MWCNTs-PBS, and other common soft materials including fabric and silicone to build interface devices with self-healing, sensing, and actuation capability. These devices were implemented by layer-by-layer stacking fabrication without glue or any post-processing, by leveraging the materials' inherent self-healing property between two layers. We then demonstrated sensing primitives and interactive applications that extend the design space of shape-changing interfaces with their ability to transform, conform, reconfigure, heal, and fuse, which we believe can enrich the toolbox of human-computer interaction (HCI).
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There is an increasing trend that explores the convergence of digital play and eating to support a playful relationship with food. We note that interactive sound, although prevalent in digital game design, has only received limited attention in this trend. To contribute to an understanding of "playful gus-tosonic experiences", we present a design and study of a novel capacitive-sensing ice cream cone, "iScream!". In a study with 32 participants, the cone played four different sounds (a roaring, crunchy, giggling, and burping sound in order to explore fantasy facilitation, food congruency, anthropomorphism and bodily response) when eating ice cream. The results are two themes derived from six findings each, which detail how players explored the different auditory interaction possibilities with their eating actions while the sounds in turn modified those eating actions. Based on these findings, we present four design tactics for designers aiming to create playful gustosonic experiences to ultimately facilitate a more playful relationship with food.
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The experience of sound may be seen as fleeting or ephemeral, as it naturally disperses through space in waveforms unless recorded by media. We designed muRedder to reinstate the ephemerality of sound by shredding a song ticket that embeds a sound source while playing the song simultaneously. In this study, we explored ordinary music listening activities by turning intangible music content into tangible artefacts, making the music unable to be replayed, and representing the sound-fading process by shredding the ticket. We conducted a field study with 10 participants over seven days. The results showed that muRedder enabled users to focus solely on the music content and to actively find times to enjoy the music. We also found that limitedness of the media draws prudent decision in selecting music. By showing the process of consuming the invisible auditory content in a way that is tangibly perceivable, our findings imply new value for slow consumption of digital content and musical participation in public spaces.
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Droplets or puddles tend to freeze from the propagation of a single freeze front. In contrast, videographers have shown that as soap bubbles freeze, a plethora of growing ice crystals can swirl around in a beautiful effect visually reminiscent of a snow globe. However, the underlying physics of how bubbles freeze has not been studied. Here, we characterize the physics of soap bubbles freezing on an icy substrate and reveal two distinct modes of freezing. The first mode, occurring for isothermally supercooled bubbles, generates a strong Marangoni flow that entrains ice crystals to produce the aforementioned snow globe effect. The second mode occurs when using a cold stage in a warm ambient, resulting in a bottom-up freeze front that eventually halts due to poor conduction along the bubble. Blending experiments, scaling analysis, and numerical methods, the dynamics of the freeze fronts and Marangoni flows are characterized.
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Tangible user interfaces have a rich history in HCI research ever since their introduction two decades ago. But what are the practical implications, the commercial potential, and the future of this influential paradigm? This panel starts by looking into the importance of tangible interaction and its current role. It will then draw on the expertise of both the panelists and the audience to speculate about its future and new opportunities for the field. The panelists represent a variety of perspectives from both industry and academia, and includes some of the most well-known innovators in the field. The format builds on the CHI 2006 panel The state of tangible interfaces: projects, studies, and open issues, which shared some of the same organizers.
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In this art project, the ephemeral and intangible aspects of human's communication are represented by soap-bubble. The shapeless, intangible, and insubstantial speech - once the speech is shouted out through speaker's mouth it disappears unless someone hears it immediately, or even it is heard, the message will be forgotten as time goes - is transferred to a semi-tangible yet still fleeting bubble. The bubble machine that we created provides person-to-person and person-to-space interaction. The machine has a iris mechanism that varies its outlet size reacting to the participant's speech pattern as if it tries to talk something. Once the participant pauses, the machine blows out various sizes of bubble. The floating bubble represents the subtle state of a message from interpersonal communications that lies in the middle of real and digital world. Also, it creates a certain delay until it pops, which is a metaphor of our behavior that we often delay to send out text-messages through chatting apps. We believe that anyone can be an artist. By open-sourcing the details of fabrication process and materials, we want to encourage people to build the machine, interact with it at any locations, and use and modify it as a art tool for realizing their own ideas whether it is for art or not.
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Ice is a familiar material to all, with a wide set of applications across artistic, cultural, scientific and technical domains. Most recently, the natural beauty of ice combined with its ephemerality is symbolic of the fragility of the global environment and climate change. Ice has been utilized as a design material in many formats, yet research has not so far presented a systematic framework for its applications. This paper presents a design space for ice as a design material and introduces examples and domains where ice has been utilized, particularly as part of interactive systems. The framework describes design properties that include e.g. state change, granularity and structural properties of ice.
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We present BreathScreen, a concept where clouds created by breathing are used as a projection surface for a picoprojector, creating an ephemeral user interface. In cold weather conditions the clouds are created naturally by warm breath condensing, but in other conditions an electric vaporizer may be used. We present an initial evaluation of the concept in a user study (n = 8), utilising a vaporizer-based BreathScreen prototype. The concept was positively received by study participants as a natural, hands-free interface and considered magical and aesthetically beautiful. Additionally, we provide guidance on the quantity of content that may be displayed on a BreathScreen, which is limited both by the length of a human breath and the contrast of the system.
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As an interesting topic in computer graphics, visual simulation of ice has been widely studied. However, there have been very few researches on flowing water freezing with phase transition. In this paper, a physical particle-based ice freezing model is presented. By solving heat conduction and air bubble diffusion based on fluid dynamics, our method allows the simulation of freezing phenomena that occur in flowing water. With the advanced heat transfer model, fluid freezing can be simulated in arbitrary cooling direction and speed. During the dynamic freezing process, distance smoothed diffusion of air bubbles are calculated to produce realistic freezing result. Dynamic volume expansion of ice is easily captured by changing particle density. Efficient and realistic solidification process is simulated with phase-based viscosity and rigid-shape matching constraints to particles. Realistic animation of ice freezing phenomenon is achieved naturally with our method.
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This paper offers an approach that encourages children to play with food in a creative way. Children create video-games out of food while they cook or eat. We propose the use of Inventame, an App that allows the user to focus on the creative part. He crafts his own game in the real world with his preferred physical ingredients. Then, he takes a picture of his creation, configures a few options in the App, and the picture becomes playable. After this creative process, the user can play the digital version of his game once he has eaten the real one. This paper also describes four examples that illustrate the creation of playable food from several different ingredients and with different functions and playability.
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In this paper, we present the first systematic user study exploring the user experience and perceptions towards different natural materials – water, ice, stone, sand, fire, wind and soup bubbles. By trying out different materials, participants (n = 16) expressed their associations and perceptions, rated different qualities of the materials, and described their impressions through product reaction cards. Our findings reveal for example that light weight and ease of movement are perceived as central qualities when inspiring and fun elements are sought for. This exploratory study shines light on user experiences with natural elements, and provides an experimental grounding for naturalistic tangible user interface design. Material qualities in tangible user interface design create a subtle, but critical part of the user experience.