=Paper= {{Paper |id=Vol-1861/paper6 |storemode=property |title=Challenges For Designing Tangible Systems |pdfUrl=https://ceur-ws.org/Vol-1861/paper6.pdf |volume=Vol-1861 |authors=Torben Wallbaum,Andrii Matviienko, Wilko Heuten, Susanne Boll,Stephanie Rey |dblpUrl=https://dblp.org/rec/conf/etis/WallbaumMHB17 }} ==Challenges For Designing Tangible Systems== https://ceur-ws.org/Vol-1861/paper6.pdf
                 Challenges For Designing Tangible Systems
                   Torben Wallbaum1 , Andrii Matviienko1 , Wilko Heuten1 , Susanne Boll2
                          1 OFFIS - Institute for IT   2 University of Oldenburg

                            Oldenburg, Germany            Oldenburg, Germany
                        firstname.lastname @offis.de       susanne.boll@uol.de


ABSTRACT                                                          Scalability
Since the introduction of tangible systems and tangible inter-    Designers of new tangible systems are often trying to maxi-
action a lot of work has been done in this area. The focus for    mize the scalability of a system they are developing. In some
most of these works was on a success of tangible interaction      cases this is needed to enable the use of the system by multiple
and few papers discuss when tangible systems fail. In this pa-    users or to integrate different modalities into an artifact. How-
per, we aim to understand what we can learn from the failures     ever, the level of a scalability is still limited in comparison to
of tangible systems. We discuss the challenges raised during      a smartphone application, and often increases the complexity
the design of tangible systems and present a list of research     of a tangible system. Couture et al. [3], for example, studied
questions for future exploration.                                 whether a tool with a generic form factor can be scaled and sub-
                                                                  stitute tools with a dedicated functionality. However, systems
                                                                  that support an extension of contacts [5, 20], different kinds of
INTRODUCTION                                                      notifications [1] or modalities [8] still have an extension limit.
Tangible interaction has been a widely researched area since      The questions that are raised: “What happens if the number of
the work by Ishii and Ullmer [9]. During this period of time      communication partners increases to 100?" or “What if I have
there were both positive and negative experiences with tan-       five types of notifications instead of one? Do I want to have
gible systems. Hornecker and Buur [7], for example, have          five notification objects on my desk?" Matviienko et al. [11]
shown that tangible interaction is engaging and provides a low    tried to solve this issue with a tangible modular calendar by
threshold for accessing interactive systems. Ishii and Ulmer      letting the users assign and reassign a contact to a dedicated
[9] showed that tangible systems are successful in facilitat-     tangible figure. Even though these artifacts have been devel-
ing the smooth transition of attention between foreground and     oped with a possible scalability in mind, they are still restricted
background tasks, what makes them successful for the increase     in comparison to most software systems. The extension of
of awareness. Shear and Hornecker [14] provided scenarios         tangible systems in comparison to smartphone applications
and recommendations regarding the future development of           is demanding more resources and is harder to realize in the
tangible interaction. While most of the works focus on the        late stages of the development process. One of the research
positive aspects of tangible interaction, we decided to make      questions to explore in the future work would be: “How can
a closer look at the negative experiences and problems with       we design tangible systems with simplified scalability?"
tangible systems and what we can learn from it. Throughout
the exploration of related work we were aiming to answer the      Acceptability
following questions: (1) What is this about tangibility that      Acceptability and integration of new tangible systems in peo-
makes things work and what not? (2) Till what extend one          ple’s environment is another challenging aspect for designers
can use tangible interaction? (3) Where does the tangible         and developers. Systems which are designed in the form of a
interaction fail?                                                 flower [20], a tree or a house are not immediately accepted,
                                                                  if at all. Even though people are used to tables and desks
To find the answers to these questions, we analyzed existing
                                                                  in their working environments, the artifacts in the form of a
tangible systems. As a results, we derived a list of challenges
                                                                  table [19] would require some time for a user to get used to it.
from the experiences with tangible systems, which we describe
                                                                  Moreover, people get often attached to specific artifacts from
and discuss in detail in the following section.
                                                                  their environment, since they inherit memories from their past
                                                                  [2]. When designing artifacts that replace existing objects, it is
                                                                  important to involve users into the design process or integrate
CHALLENGES FOR DESIGNING TANGIBLE SYSTEMS
                                                                  existing objects into the design.
In this section we aim to outline some of the problems and
challenges which raise during the process of design and in-       Users who use portable tangible systems, such as CubeLendar
teraction with tangible user interfaces. Based on the previous    [12] or Forget-Me-Not [20], often face problems of acceptabil-
work and our own experience, we discuss the following as-         ity, since taking an object to a location uncommon for the usual
pects of tangible systems: (1) scalability, (2) acceptability,    interaction might raise social concerns or is annoying to the
(3) novelty and complexity of interaction, (4) form factor and    users. It is a long process of accepting and adapting to a new
context of use and (5) maintenance and complexity. In the         tangible artifact in the environment, especially when designed
following we discuss in detail each of the aforementioned         to be used in various contexts of use. For example, an artifact
dimensions.                                                       which has been designed for domestic environment might not
fit into a workplace. As a consequence, users tend not to use        should further not only consider affordances through physical
the systems in different context. It affects users’ interaction      shape, but also take ergonomics into account, which are espe-
with a system and can provide misleading information in field        cially important for longer-term usage of systems. This leads
experiments.                                                         us to another research question: “How can we design tangible
                                                                     systems with a flexible context of use?"
 Another challenging aspect regarding future tangible system is
 to investigate the change of interaction with the same function-
                                                                     Maintenance and Complexity
 ality developed as a mobile application and as a tangible object.
 Users usually do not face problems using new applications on        After all, maintaining tangible systems for research purposes
 their smartphone, but need time to get used to new tangible         is cumbersome in comparison to software applications. When
 systems. What is missing in tangible objects for increasing         such applications fail, a researcher can update the software
 their acceptability? This leads us to another research question:    remotely or provide an exchange device with an updated ap-
“Which properties of tangible objects can help increasing users’     plication. When a tangible system fails, one has to either fix
 acceptance?"                                                        the whole system or as in the case with smartphone applica-
                                                                     tion provide a new one. However, building a new tangible
 Novelty and Complexity of Interaction                               system as back-up is more time and costs consuming than a
Different software applications imply interaction with the           pure software application.
same physical object, e.g. smartphone or laptop. The in-             A tangible system usually consists of a multiple hardware
teraction paradigm for software systems is often consistent          components. These components have to communicate with
due to standards and best design practices. Tangible artifact,       each other by exchanging data to ensure that a system works as
however, have various form factors. Therefore, a user has            one module. The more components are integrated in a tangible
to learn an interaction for a specific object and adapt to its       system, the higher its complexity, the harder its maintenance.
affordances. Ullmer et al. [17, 16, 15], however, tried to           Another research question here would be: “How can we design
solve this issue by presenting physical interaction elements         tangible systems with a simplified maintenance?"
which can serve common roles across different tangible sys-
tems. Furthermore, physical objects are not mutable, and are         CONCLUSION
not able to change their physical representation as it would be      We presented some of the challenges in the application of
possible with digital systems, e.g., change a button state [13],     designing and developing new tangible systems from our own
undo or a history function [10]. This can be a challenging           experience and from other related works. The design and
aspect, especially when designing for non-technical users like       evaluation of tangible interfaces with users in a realistic en-
children or elderlies. To reduce complexity of the interaction       vironment can be challenging and requires a lot of attention
and to ease the way users are interacting with an artifact, de-      by researchers and designers. Although, this is an important
signers of tangible systems have to carefully select solutions       topic, these challenges rarely get reported or reflected after
and involve users as early as possible into the design process.      an artifact has been designed and implemented into the field.
This might include brainstorming sessions to get insights into       This work is far from being conclusive, but rather is meant to
users’ needs, low-fi prototyping sessions together with users        create starting points for discussion. We hope that reporting
to get early feedback on form and size of tangible artifacts and     some of the challenges will assist future designers of tangible
continuous user evaluations within a realistic context of use.       systems and avoid the identified issues.
Another research questions to explore here would be: “How
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