Tangible user interface: What comes after click?

A tangible user interface (TUI) is a user interface in which a person interacts with digital information through the physical environment. The initial name was Graspable User Interface, which is no longer used. The purpose of TUI development is to empower collaboration, learning, and design by giving physical forms to digital information, thus taking advantage of human abilities of grasp and manipulate physical objects and materials.

For three decades, most of us have interacted with computers in exactly the same way: We point with a mouse (or a finger!), click, and watch the screen. In one way, it's the most outdated element of human computer interaction around. But in another, it's the thing that's shaped every operating system and device designed since its invention. We're starting to leave it behind, though. Here's what's coming next.

Changing an interaction as deeply entrenched as clicking is, well, monumentally challenging. It's also extremely exciting. It asks us to rethink the way we interact with technology altogether. The catch-all name for this field is tangible (or graspable) user interface design, and we're hearing about it more and more often. Here's a simplified version of what our complex future has in store.

Giving Physical Objects Digital Meaning

For the past few years, the conversation around user interface design has been peppered with words like “invisible” and “disappearing.” The thinking goes that as interfaces develop, they’ll eventually disappear—we’ll just be gesturing in an empty room. Or thinking a command to a fleet of brain-embedded sensors.

It’s easy to see how conceptually speaking, it’s not a far jump from “intuitive” to “invisible.” Yet they’re not the same thing, as Mark Wilson pointed out a few months back. An interface that’s easy to use isn’t synonymous with one you can’t see. Invisible UIs are confusing. We can’t tell whether they’re working or if they’re erroring. It’s hard to learn them. As Berg’s Timo Arnall puts it, “literal invisibility can cause confusion, even fear, and they often increase unpredictability and failure.”

But what about an interface that’s woven into the fabric of everyday life? What if future interfaces aren't just visible, but feel-able? What if they’re linked to physical objects that control digital environments? That’s the basic foundation of tangible interface design.


Characteristics of tangible user interfaces

1.Physical representations are computationally coupled to underlying digital information.
2.Physical representations embody mechanisms for interactive control.
3.Physical representations are perceptually coupled to actively mediated digital representations.
4.Physical state of tangibles embodies key aspects of the digital state of a system

According to, five basic defining properties of tangible user interfaces are as follows:

1.Space-multiplex both input and output;
2.Concurrent access and manipulation of interface components;
3.Strong specific devices;
4.Spatially aware computational devices;
5.Spatial re-configurability of devices.

                                   
A simple example of tangible UI is the computer mouse. Dragging the mouse over a flat surface and having a pointer moving on the screen accordingly. There is a very clear relationship about the behaviors shown by a system with the movements of a mouse.
                        
                                           
Another example of a tangible UI is the Marble Answering Machine by Durrell Bishop (1992). A marble represents a single message left on the answering machine. Dropping a marble into a dish plays back the associated message or calls back the caller.
                                               

How it started?

Tangible Interaction has been influenced by work from different disciplines, in particular Computing, HCI, and Product/Industrial Design. For Computing and HCI, the notion of a ‘Tangible User Interface’ (as it was originally conceived in the mid/late 90s) constituted an alternative vision for computer interfaces that brings computing back ‘into the real world’ (Wellner, Mackay, Gold 1993; Ishii, Ullmer 1997). A general dissatisfaction with traditional screen-based interfaces and with Virtual Reality, which were seen as estranging people from ‘the real world’, motivated the development of the first prototypes, while technological innovations enabled building these (e.g. RFID technology). In contrast, the field of Industrial Design came to engage with Tangible Interaction out of necessity, as increasingly appliances contain electronic and digital components and become ‘intelligent’. For designers, this constituted new challenges as well as new opportunities (Djajadiningrat, Overbeeke, Wensveen 2000; Djajadiningrat et al 2004).

An interesting point is that challenges and established skills are complementary for the above mentioned disciplines: Where considerations of physical form factors, choice of materials and so on forced computer scientists and HCI researchers out of their comfort zone, industrial designers now had to focus on designing complex behaviour that is digitally controlled and has no inherent relationship to product form.

These practice and research fields had no common discussion forum and only intersected occasionally or through personal contacts, with e.g. particular product ideas and sketches inspiring the notion of a Tangible User Interface. The Marble Answering Machine, devised by Durrell Bishop while studying design at the Royal College of Art, is one such sketch that used marbles to represent incoming messages. The marbles fall out of the machine and can be played by placing them into a mould on the machine (Poynor 1995). Generalizing this design yielded the idea of representing data through physical objects and of manipulating the data by physical handling of the objects – Ishii’s Tangible Bits vision (Ishii, Ullmer 1997).

In the early years of the new century researchers with a design background more frequently participated at HCI-related conferences, starting a dialogue. From about the same time, the number of workshops addressing Tangible User Interfaces or Tangible Interaction (a term which was proposed by parts of the design community) as a topic increased steadily.  From this grew an interdisciplinary research community that adopted the term ‘Tangible Interaction’ to describe its shared focus, and has its own conference since 2007.


With emerging technologies coming quickly onto the market, the field has become more diverse (e.g. some systems involve actuation, some rely on complex sensor-based data-collection, some are based on conductive fabrics etc.) and also more inclusive, as it has become easier and cheaper to build working prototypes and functioning systems. Whereas in the late 90s, specialized hardware and expertise was required to build a prototype with comparatively simple functionality, in 2009 this has become a standard project assignment in many industrial or interaction design courses.

‘Tangible Interaction’ brought different perspectives under one umbrella

The term 'Tangible Interaction' has come to embrace all these developments. As argued by Hornecker and Buur (2006), the field prioritizes as principles of design:


  1. Tangibility  and materiality
  2. Physical embodiment of data
  3. Bodily interaction
  4. Embeddedness in real spaces and contexts.

Hornecker and Buur argue that the original definition of Tangible User Interfaces excludes many interesting developments and systems from product design and the arts and therefore suggest using a more inclusive, less strictly defined term. The shift in phrasing from Tangible Interface to Tangible Interaction was intentional, similar to the distinction between Interface and Interaction Design. It places the focus on the design of the interaction instead of the visible interface. This puts the qualities of the interaction into the foreground of attention, and requires system designers to think about what people actually do with the system (see also: Djajadiningrat, Overbeeke, Wensveen 2000; Jensen, Buur, Djajadiningrat 2005). It further encourages thinking of the tangible system as part of a larger ecology and as located in a specific context. This has been described as the 'practice turn' by Fernaeus et al (2008), with newer conceptualizations of Tangible Interaction focusing on human action, control, creativity and social action instead of the representation and transmission of information.

The adoption of ‘Tangible Interaction’ as umbrella term has supported the development of a larger interdisciplinary research community (the TEI conference series), but as a downside, results in some tension/ambivalence as to where to draw the line between Tangible Interaction and other areas. For a report on discussions during the TEI 2007 and TEI 2008 panel discussions see Hornecker et al (2008). For example it remains open whether a car is a Tangible Interface and whether gesture-based interaction can be considered tangible interaction. Different people in the research community would answer this question in different ways.

Whether a particular paper is framed as ‘tangible’ or e.g. as gesture-based interaction often depends on the conference or journal that it is submitted to. The research community seems well aware of this ambivalence, but has decided to embrace it: The TEI conference in 2010 changed its name from ‘Tangible and Embedded’ to ‘Tangible Embedded and Embodied Interaction’ in order to more explicitly invite research on whole-body or gestural interaction.
                      

1 comment:

  1. Thank you for sharing your thoughts and knowledge on this topic. This is really helpful and informative, as this gave me more insight to create more ideas and solutions for my plan. I would love to see more updates from you.

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