Interaction with the Internet of Tangible Things (IoTT) Leonardo Angelini Nadine Couture Omar Abou Khaled Elena Mugellini HumanTech Institute ESTIA HumanTech Institute HumanTech Institute HES-SO LaBRI, UMR 5800 HES-SO HES-SO Fribourg, Switzerland Bidart, France Fribourg, Switzerland Fribourg, Switzerland leonardo.angelini@hes- nadine.couture@u- omar.aboukhaled@hes- elena.mugeullini@hes- so.ch bordeaux.fr so.ch so.ch ABSTRACT WORKSHOP SCHEDULING The aim of this workshop, held during the third European The workshop will be articulated in the following phases: Tangible Interaction Studio (ETIS’17) in Luxembourg, is to individuate the benefits of tangible interaction applied to • Introduction to the workshop and problem statement the Internet of Things. Indeed, the participants will (about 20 minutes) individuate which tangible interaction properties can be • Group definition (ensure mixed background) and exploiter to design richer interactions with IoT objects. theme choice (10 minutes) • First brainstorming and sketching of a storyboard (30 Author Keywords minutes) Internet of Things (IoT); tangible interaction; Tangible User • Storyboard presentations (15 minutes) Interfaces (TUI); Internet of Tangible Things (IoTT). • Idea refinement and paper prototyping (40 minutes) ACM Classification Keywords • Paper prototype presentation (15 minutes) H.5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous. A second workshop, organized by Moll et al. [3] during the same event, will investigate how the proposed paper INTRODUCTION prototypes and tangible properties can be translated into In the Internet of Things (IoT) era, more and more everyday functioning prototypes, implemented with an IoT platform. objects are able to collect information and share it with REFERENCES other connected objects and people. Most IoT objects allow users to access this information through smartphone or web 1. Treffyn Lynch Koreshoff, Toni Robertson, and Tuck apps [1], providing full control on the object behavior just Wah Leong. 2013. Internet of things: a review of with the swipe of one finger. However, at the same time, literature and products. In Proc. OzCHI '13, ACM, most of these objects are losing localized tangible controls, 335-344. obliging users to keep out their phone from their pocket 2. Second European Tangible Interaction Studio (ETIS); even for the simplest actions, such as switching on a light. http://www.etis.estia.fr/etis-2016/articles/program-etis- Interactions on smartphones often hinder collaboration and 2016.html sharing with co-located people, enclosing users in digital 3. Christian Moll, Johannes Hermen, Valérie Maquil, bubbles. Within this context, tangible interaction could Henrique Rangel, John-Nathan Hill. 2017. Prototyping bring back to the physical world the interaction with IoT Connected Tangible Interactions with Kniwwelino. objects, providing a richer user experience compared to CEUR Workshop Proceedings of the Third European traditional interfaces. Inspired by the talk of Sarah Tangible Interaction Studio (ETIS). Gallacher during the second edition of the ETIS [2], we call this research field Internet of Tangible Things (IoTT), aiming at a paradigm shift in the design of interactions with IoT. Therefore, the purpose of the workshop is to understand whether tangible interfaces can provide better representations and controls for IoT object parameters and functions, with a special focus on peculiarities of IoT, such as control and representation of activity status, connectivity, information acquisition and sharing. To this purpose, the workshop will discuss how tangible interaction properties can exploited for IoT object design, throughout different phases of idea generation, interaction sketching and rapid prototyping. During the last phase, the participants will materialize the conceived design with paper prototyping. All the activities will be carried out in small groups, in order to facilitate exchanges and idea generation.