The Experience of a Tangible Interaction
The Experience of a Tangible Interaction
Interaction design is the craft of forming the intangible into the tangible. It is the stitching of complex disconnections in order to mold those connections into engaging experiences that involve human, object, and environmental relationships. When successful, a tangible experience is the process of having an experience. John Dewey writes that “...experience has a unity that gives it its name, that meal, that storm, that rupture of friendship. The existence of this unity is constituted by a single quality that pervades the entire experience in spite of the variation of its constituent parts...” (1934, pp.37). This unity is the clay of interaction design and can be comprised of many different elements. Johnny Holland defines the intangible property of interaction design as motion, the “...aesthetic regardless of perceived or real audience...” (Holland, 2010). He also writes that this aesthetic is made up of three original elements: time, metaphor, and abstraction.
Time is both the context, and the sequence of an experience. Time allows an experience to be anticipated, and for the user to be “gratified by the sequence” (Winterowd, 1975). In literature, form is the arousing and fulfillment of desires, and the the design of the intangible to tangible can be said to be the same inducement. Further attributes of time include pacing, rest, duration, frequency, and attention (Holland, 2010).
Metaphor is using “...language as symbols in a variety of modes of expression” (Buchanan, 2001). To build the the user’s mental model to the inherent intangible complexities of a system or abstract service. The user’s understanding of the design metaphor is through a synthesis of existing knowledge, senses, and experiences. Many times, the delightfulness of an experience stems from the synthesis and actuation of metaphor to realization.
Abstraction relates to the “combined physical and cognitive activities that takes place to initiate an activity and when it is perceived to have been occurred.” (Johnny Holland) Abstraction serves to relate a design to the context and objectives of the design. Abstraction is the process of designing meaning into a system, and subsequently for the user to generate the same meaning through their experience. In order to achieve this, the interface is the communication tool for the designer.
Interaction & Interface
We are beginning to develop an understanding of tangible interaction by dissecting the elements that pertain to the development of an experience. The use and acknowledgment of these elements can be applied and shifted depending on the nature of the design artifact. For instance, lets apply these elements to the design of a graphical user interface, which can be defined as representing “...information in the form of pixels on bit-mapped displays. These graphical representations are manipulated with generic remote controllers” (Ishii & Ullmer, 2001). Information, which is both the content and the design of the interface, is represented and can be manipulated by the designed metaphors and abstractions delivered by the interface. These metaphors and abstractions build the basis of understanding for an interface. If we take the graphical user interface of Mac OS X as an example, we can say that each application window acts as a metaphor for a piece of dynamic paper that can be moved and organized on the screen. The acts of using the operating system and its intricacies allows the user to abstract the metaphor into an experience which is further understood by the elements of time and sequence.
Let’s examine the tangible user interface, which is different from a tangible interaction. The tangible user interface is a communication tool used by the designer in order to promote a experience to the user, a tangible interaction. Just like the graphical user interface, a tangible user interface still relies on time, metaphor, and abstraction in order to achieve this. Hiroshi Ishii defines a tangible user interface as one that gives “physical form to digital information, letter serve the representation and controls for its digital counterparts. TUIs make digital information directly manipulatable with our hands and perceptible through our peripheral senses through its physical embodiment” (Ishii, 2008). An excellent example are the shape-shifting mobile concepts produced by Fabian Hemmert and his team. In one of his subsequent papers about the product, he writes that “...while shape and weight-based displays are less accurate than the GUI-based variant, they may be suitable for simple directional guidance and beneficial in terms of reaction times to visual cues” (Hemmert et al., 2010). Suitable and beneficial are both terms that relate very closely to tangible interaction. Interfaces that gratify and inform, such as a mobile device that changes its shape to provide simple navigation, whereby the shape becomes a the interface, and a metaphor for the user based on an abstraction, may provide a tangible interaction, as well as being a tangible interface. However, not all tangible user interfaces are also tangible interactions. Those that use metaphor’s that are not understandable to a user’s mental model, abstractions that may confuse, and/or sequences that mystify will be interfaces that are intangible to users.
References
Buchanan, R. (2001). Design and the New Rhetoric: Productive Arts in the Philosophy of Culture.Philosophy and Rhetoric, 34(3), 183-206.
Dewey, J. (1934). Art as experience, . New York: Minton, Balch & Company.
Hemmert, F., Hamann, S., Lowe, M., Wohlaud, A., Zeipelt, J., & Joost, G. (2010). Take me by the Hand: Haptic Compasses in Mobile Devices through Shape Change and Weight Shift. . NordiCHI 2010, October 16-20. Retrieved May 10, 2011.
Holland, J. (n.d.). Motion and The Clay of Interaction Design Johnny Holland – It's all about interaction. Johnny Holland . Retrieved May 10, 2011, from http://johnnyholland.org/2011/03/23/motion-and-the-clay-of-interaction-design/
Ishii, H. “The tangible user interface and its evolution.” 2008.
Ishii, H. and Ullmer, B. Tangible bits: Towards seamless interfaces between people, bits, and atoms. In Proceedings of the Conference on Human Factors in Computing Systems (Atlanta, Mar.). ACM Press, New York, 1997, 234–241
Winterowd, W. R., & Burke, K. (1975). The Nature of Form.Contemporary rhetoric: a conceptual background with readings (p. 184). New York: Harcourt Brace Jovanovich.




