Proceedings of the 3rd European Tangible Interaction Studio (ETIS) 2017 Dimitra Anastasiou, Valérie Maquil Luxembourg Institute of Science and Technology, 5, avenue des Hauts Fourneaux L-4362 Esch/Alzette, Luxembourg {dimitra.anastasiou, valerie.maquil}@list.lu MOTIVATION GOALS OF THE STUDIO Tangible interaction is a research field addressing areas at the The goal of ETIS, in general, is to gather young European border of the physical and the digital. Nowadays many researchers in tangible interaction, to get them in touch with researchers, designers, developers and artists work in this internationally renowned researchers and to establish area and a vast range of products and applications are networks for their future. This summer school is a unique designed and produced accordingly. Besides, many research opportunity to train in the field of tangible interaction and to projects are funded through research funds at a European and discuss ETIS participants’ research with professors and other international level. The European Tangible Interaction senior researchers. The Studio includes voices from Studio (ETIS) is an initiative to give the possibility mainly to enterprises and private research institutions and welcomes PhD students, but also practitioners, such as designers, and researchers with different backgrounds from both academic engineers, to present their work and receive fruitful feedback and applied research. We aimed to provide participants with from other participants. ETIS includes also invited talks by useful insights both for their further research and any applied renowned researchers from Academia and professionals research possibilities in order to bring tangible interaction from Industry. Furthermore, prototyping sessions (called principles out of the lab, in the everyday use. workshops) are being organized in order to train ETIS participants in creating applications on their own in the ETIS Studio 2017 brings together 36 participants. 13 general field of tangible interaction. participants are from Luxembourg, 10 from France, 8 from Germany, while there are also 2 participants from the U.K., ETIS 2017 took place in 18-23 June 2017 in two venues: at 2 from Switzerland, and 1 from the USA. Luxembourg Institute of Science and Technology (LIST) (18-22 June) and at Human Computer Interaction and ETIS STUDIO TOPICS Interactive Technologies Lab in Saarbrücken, Germany (23 Topics of interest of ETIS 2017 included, but were not June). ETIS is very relevant to Luxembourg and LIST in the limited to: framework of its research stream on Ambient Intelligence  Research in tangible interaction, including prototyping and Cyber-Physical Social Systems. The research connects and digital fabrication, wearables, Internet of Things, interactive spaces with adaptive systems and human skills 3D interfaces, mixed and augmented reality. through multi-user natural interaction, while tangible interaction plays a key role.  Theoretical foundations, frameworks, and concepts of TUI; The 3rd European Tangible Interaction Studio is a follow-up  Design implications for tangible interaction Studio of the previous European Tangible Interaction (guidelines, methods, lessons learned); Studio, which took place in Fribourg (Switzerland), 25-29  Technologies, tools and toolkits for TUI (e.g. January, 2016. The very first version was the French speech/gesture-based interfaces, haptic feedback); German Tangible Interaction Studio, held in Bidart (France)  Case studies (method, design, results) with TUI; during summer 2013. ETIS is a collaboration between the  Applications and evaluation of tangible interaction in German working group “Be-greifbare Interaktion” and the different domains (education, health, entertainment, art, French working group TANGINT/FR. The German working cooperative work, assessment); group “Be-greifbare Interaktion” is a working group that was  Tangible interaction for various target groups (children, founded in 2008 at TEI conference (Tangible and Embedded elderly, people with disabilities). Interaction) in Bonn and in the meantime is an official working group of the technical committee of Human- INVITED SPEAKERS Computer Interaction in the German Informatics In ETIS 2017 there are four invited speakers who are Society (GI). TANGINT/FR was founded by AFIHM presented here in alphabetical order. (Association Francophone d'Interaction Homme-Machine) 1st Invited Speaker: Dr. Martin Hachet (INRIA, Bordeaux) in 2011 under the initiative of Professor Dr. Nadine Couture and Dr. Guillaume Rivière. Title: Creating, learning, and meditating; a trip in tangible He discussed the challenges when moving from screen-based hybrid spaces. interfaces to interaction in physical space. With examples from his lab, he showed how interaction can be embedded Abstract: Martin Hachet presented a set of recent works and made the argument for “Understanding through conducted at the Potioc lab. This includes approaches that Making”. mix physical and digital interaction for artistic creation. He also discussed how the new hybrid tools his team has 5th Invited Speaker: Dr. Anusha Withana designed recently may enhance the understanding of Title: Embedded Sensing and Actuation for Expressive complex phenomena (e.g. for brain activities and wave Tangible Interactions. optics). Finally, he presented the Introspectibles that are tangible and augmented objects dedicated at introspection. Abstract: The expressivity of tangible interfaces can be Thus he showed how such interfaces can open the way to significantly improved by embedding sensing and actuation mindfulness. systems that enable diverse interaction modalities. However, ubiquitous computing devices, particularly physical and 2nd Invited Speaker: Dr. Wilko Heuten (OFFIS – Institute tangible interfaces are constrained by their form-factor, for Information Technology) available processing resources and battery power. Hence, Title: How can tangible interaction increase safety and well- designers face challenges in embedding commonly available being? sensing/actuation technologies in tangible form-factors. Using examples from gestural interfaces and body base Abstract: Interactive systems aiming at improving health, haptic output, this talk presented advance technologies that changing behavior, providing assistance to people with utilize perceptual phenomena, rudimentary physics and bio- functional decline, or helping to reduce workload in mimicry to create highly expressive interfaces within someone’s job need to integrate seamlessly into the user’s constraints of tangible interfaces. life. In order to avoid obtrusiveness and distraction from primary tasks, they should offer their support in opportune DEMOS moments, only when necessary or on demand. Tangible Three demos from the Industry in Luxembourg are presented interfaces and their physical appearances offer new in ETIS 2017. Short abstracts can be found here: possibilities for such integration and in the same time 1st Demo: Olivier Raulot (iNUI Studio) provide a high affordance and usability if designed appropriately. This talk presented examples of and reveals Abstract: He presented two offerings in two different opportunities for tangible interaction based on research markets that iNUI Studio has developed: projects in the area of safety, well-being and social Digital Signage: i) Interactive semi-outdoor displays interaction. powered by AIRxTOUCH™: the only technology working 3rd Invited Speaker: Dr. Roderick McCall (Luxembourg behind any type of glass and in any light condition and ii) a Institute of Science and Technology) Content Management Software for digital signage named FlyFolder. Title: Mixing Realities: From the Real to Virtual and Back Again? Interactive Touch Table: The Surface Hub Solutions: delivering digitized and interactive customer journey Abstract: Mixed reality gives us the opportunity to move applications to banks, retailers, real estate agencies and beyond the “real vs virtual” divide and start to explore the others. The touch table's hardware is based on Microsoft’s relationship between the two worlds. This talk explored Surface Hub, the premium interactive display. some theoretical backgrounds about space and place, and more recent work on blending the real and virtual worlds 2nd Demo: Dany Lockman (CLK Constructions) which we now inhabit. Abstract: This demo showed how the company CLK 4th Invited Speaker: Prof. Albrecht Schmidt (University of Constructions offers the possibility to their clients to visit Stuttgart) their future house in a matter of days after the signature of a construction contract. Title: Prototyping Smart Objects, Tangible Interaction, and Physical User Interface. The people in the audience were given the possibility to try the solution and give their opinion and/or advice for Abstract: The Internet of Things (IoT) is a trend that is improvements. typically related to automation, however many of the smart objects that are envisioned and predicted are things humans The solution uses the HTC Vive headset and a game engine interact with. In this talk we looked at the basic concepts and to build the Virtual Experience. Moreover, future technologies driving the internet of things and how this can developments were presented, such as client interactivity, create a new area in interactive systems. The focus was on Building Integration Modelling (BIM) integration, and the approaches and tools that help to create functional prototype use of augmented reality (AR) glasses. of embedded user interfaces and of interactive smart objects. 3rd Demo: Pouyan Ziafati, Aida Nazarikhorram (LuxAI) In this hands-on workshop, participants explored how digital fluency topics might be taught through making, discovery Abstract: LuxAI uses the latest advancements in Artificial learning and coding by interacting with the tangible Magic Intelligence and robot-therapy in building social robots to Cubes toolkit. The workshop culminated in a discussion of assist people. The team presented the QTrobot, their first how tangible toolkits for learning can be better designed to toddler-like product, which is a socially engaging and encourage collaborative and engaging learning experiences. interactive robot. It can teach science and positive social behaviours to children and assist older people in post stroke Workshop 2: Tangible Interaction with the Internet of rehabilitation, among its other applications. Things (Leonardo Angelini, Nadine Couture, Omar Abou Khaled, Elena Mugellini) PAPER CONTRIBUTIONS The program of ETIS consists of seven invited papers which In the Internet of Things (IoT) era, more and more everyday we thematically included in three sessions: Peripheral objects are able to collect information and share it with other Tangible Interaction, Tangible Interaction Techniques, and connected objects and people. Most IoT objects allow users Design of Tangible Systems. In the session of Peripheral to access this information through smartphone or web apps, Tangible Interaction, Thomas Pietrzak, Gilles Bailly and requiring users to take out their phone from their pocket even Sylvain Malacria presented how computer peripherals can for the simplest action, such as switching on a light. The enable new interactions, as nowadays these peripherals purpose of the workshop is understanding whether tangible became everyday objects. In the same session, Maxime interfaces can provide better representations and controls for Daniel talked about how perceptible artefacts (e.g., shape- IoT object parameters and functions, with a special focus on changing, color-changing) influence the effectiveness of peculiarities of IoT, such as control and representation of ambient interfaces and studied ambient tangible interfaces activity status, connectivity, information acquisition and for shifting energy supply with laptops in the workplace. In sharing. To this purpose, the workshop discussed how the second session about Tangible Interaction Techniques, tangible interaction properties can be exploited for IoT object Lou Schwartz and Thibaud Latour talked about iconic or design, throughout different phases of idea generation, symbolic representation of tangible objects and their interaction sketching and paper prototyping. characteristics. Philippe Giraudeau examined the understanding of the cognitive science frameworks related to Workshop 3: Prototyping Connected Tangible their project on collaborative learning with reality-based Interactions with Kniwwelino (Christian Moll, Johannes interaction. Last but not least, Dominik Madden presented a Hermen, Valérie Maquil, Henrique Rangel, John-Nathan few multiscreen patterns and interactions across the borders Hill) of devices. In the third and last session, Design of Tangible This workshop introduced Kniwwelino, a new Arduino Systems, Alexandre Gomes de Siqueira, Brygg Ullmer and compatible microcontroller platform, supporting the Mark Delarosa presented fabrication techniques and electronic prototyping of interactive and connected objects. commercial examples of a class of tangibles embodied as Kniwwelino provides sensors and actuators encapsulated in cylinders, wheels, or knobs that can function with mass- Wifi functionality, made easily accessible through a market multi-touch devices. Torben Wallbaum, Andrii specially developed library. The workshop is designed as Matviienko, Wilko Heuten and Susanne Boll discussed what continuation of workshop 2, dedicated to the actual we can learn from the failures of tangible systems and the implementation of the previously elaborated ideas. Aim is to challenges raised during the design of tangible systems. In explore the possibilities and limitations of the platform for the same session, Stephanie Rey described a participative prototyping tangible interaction enabled IoT projects. event, involving both visitors and museum actors during a three-day hackathon in order to create digital artefacts for Workshop 4: Tangible User Interfaces Characterization museums, among them tangible experiences. (TUIC) (Regina Ticona-Herrera, Guillaume Rivière, Nadine Couture and Stéphanie Fleck) WORKSHOPS Six 2/3-hour workshops took place in ETIS 2017, the This workshop addressed the question “What are the abstracts of which are presented here: characteristics of a Tangible User Interface”? The workshop aimed at answering this question in four parts. First, this Workshop 1: MakeMe, CodeMe, ConnectUs: Learning question asks researchers/developers/students/innovators to digital fluency through tangible Magic Cubes (Zuzanna think about the challenges tackled by the development of a Lechelt, Yvonne Rogers, Nicolai Marquardt, Frederik TUI and about how they can describe a TUI. Second, it asks Brudy) the tangible artefacts designed as part of a TUI. Third, it asks Abstract: Tangible physical computing interfaces provide the relevant constraints in the TUI development related to the much scope for teaching abstract digital fluency concepts in user and the system. Finally, it asks the origins of the TUI an engaging and playful way. However, questions remain as related to the breaking elements and inspiration sources. The to how both the form factor and the corresponding task types goal of this workshop was to provide a set of characteristics of such interfaces can be best designed to support learning. that participants will use to describe some TUIs of the literature. Workshop 5: Hands on Soft Prototyping and its project (ranked 9 out of 1335 proposals) with the title Applications in Educational Practices (Adriana Cabrera) “Gestures in Tangible User Interfaces”. From 2014 to 2015 she worked at the DFG project SOCIAL at the University of This workshop presented an overview of the activities in Oldenburg, Germany. She finished her PhD in 2010 at digital fabrication, soft materials and sustainable production Saarland University, Germany in the domain of “Machine in Open Labs and university practices. During the workshop Translation”. After her PhD, she worked as a post-doc in the participants explored different soft materials thinking in the project “Centre for Next Generation Localisation” at the possibilities of application and how to introduce interactivity University of Limerick, Ireland. From 2011-2012 she and ways of prototyping from a material research point of worked on the project “SFB/TR8 Spatial Cognition” at the view. University of Bremen, Germany. She has 7 years teaching Workshop 6: Personalized User Interfaces with Printed experience and she has organized 6 workshops at Electronics (Anusha Withana, Aditya Nittala, Jürgen international conferences. She is member of the working Steimle) group “Be-greifbare Interaktion” since January 2016. Recent advances in printed electronics have enabled the Valérie Maquil is an R&T Associate at LIST in the research creation and fabrication of thin, flexible and customizable group Multi-User Natural Interaction of the IT for Innovative physical user interfaces. The goal of this workshop is to Services Department. She holds a PhD in Computer Science acquire basic conceptual and practical skills in developing from Vienna University of Technology, Austria (completed physical user interfaces with printed electronics for in 2010). Her current research focus is on Tangible User interactive devices and objects. The workshop covered Interfaces, Human Computer Interaction, User Centric personalized digital design of printed electronics, basics of Design. In the past 10 years, she has worked on many EU different sensor types and actuators, and prototyping of (FP6, Interreg, Erasmus+, H2020) and national (FNR PSP, printed electronics with conductive inkjet printing. RDI) projects, all involving issues related with the design, implementation, and evaluation of TUIs in the context of ORGANIZATION collaborative problem solving, collaborative design, or Here we present the local organization committee, the collaborative decision making. Valérie Maquil has published steering committee of ETIS, as well the program committee, 1 book (book version of PhD thesis), 5 peer-reviewed journal which peer-reviewed the ETIS submissions and thus publications, and 22 peer-reviewed conference publications. guaranteed the quality of the contributions. She is active in many scientific communities related to Organization Committee tangible interaction. She is member of the steering  Dr. Dimitra Anastasiou (LIST, Luxembourg) committee of the Fachgruppe “Be-Greifbare Interaction”,  Dr. Valérie Maquil (LIST, Luxembourg) member of the AFIHM working group TANGINT/FR, and  Prof. Jürgen Steimle (Saarland University) member of the program committee of TEI (2013-2016). Steering Committee ACKNOWLEDGMENTS  Prof. Nadine Couture (ESTIA Recherche, LaBRI) We would like to thank the Université franco-  Prof. Elena Mugellini (HES-SO, HumanTech) allemande/Deutsch-Französische Hochschule for the  Prof. Jens Geelhaar (Bauhaus Univ. Weimar) financial support as well as the Luxembourg Institute of Science (LIST) and particularly the IT for Innovative Program Committee Services (ITIS) department and the technoport business  Mr. Leonardo Angelini (HES-SO, HumanTech) incubator (Luxembourg) for hosting the event.  Dr. Marius Brade (Fachhochschule Dresden)  Prof. Nadine Couture (ESTIA, Bidart) Last but not least, we thank all our sponsors for the scientific  Prof. Jens Geelhaar (Bauhaus Univ. Weimar) support: Saarland University, ESTIA Institute of Technology (France), iNUI Studio (Luxembourg), CLK Constructions  Prof. Johann Habakuk Israel (HTW Berlin) (Luxembourg), LuxAI (Luxembourg), Association  Prof. Eva Hornecker (Bauhaus Univ. Weimar) Francophone d'Interaction Homme-Machine (AFIHM), and  Dr. Thibaud Latour (LIST, Luxembourg) the working groups Be-greifbare Interaktion and  Dr. Sophie Lepreux (LAMIH, Valenciennes) TANGINT/FR.  Prof. Elena Mugellini (Univ. of Western Switzerland)  Dr. Eric Ras (LIST, Luxembourg)  Dr. Guillaume Rivière (ESTIA, Bidart)  Prof. Albrecht Schmidt (Univ. Stuttgart)  Prof. Jürgen Steimle (Saarland University) BIOGRAPHIES OF THE EDITORS Dimitra Anastasiou is an R&T associate at LIST and she is currently working on a Marie Curie Individual Fellowship