On-face wearables are currently limited to piercings, tattoos, or interactive makeup that aesthetically enhances the user, and have been minimally used for scent-delivery methods. However, on-face scent interfaces could provide an advantage for personal scent delivery in comparison with other modalities or body locations since they are closer to the nose. In this paper, we present the mechanical and industrial design details of a series of form factors for on-face olfactory wearables that are lightweight and can be adhered to the skin or attached to glasses or piercings. We assessed the usability of three prototypes by testing with 12 participants in a within-subject study design while they were interacting in pairs at a close personal distance. We compare two of these designs with an "off-face" olfactory necklace and evaluate their social acceptance, comfort as well as perceived odor intensity for both the wearer and observer.
Style is an important aspect of writing, shaping how audiences interpret and engage with literary works. However, for most people style is difficult to articulate precisely. While users frequently interact with computational word processing tools with well-defined metrics, such as spelling and grammar checkers, style is a significantly more nuanced concept. In this paper, we present a computational technique to help surface style in written text. We collect a dataset of crowdsourced human judgments of style, derive a model of style by training a neural net on this data, and present novel applications for visualizing and browsing style across broad bodies of literature, as well as an interactive text editor with real-time style feedback. We study these interactive style applications with users and discuss implications for enabling this novel approach to style.
Technology has transformed our physical interactions into infinitely more scalable and flexible digital ones. We can peruse an infinite number of photos, news articles, and books. However, these digital experiences lack the physical experience of paging through an album, reading a newspaper, or meandering through a bookshelf. Overlaying physical objects with digital content using augmented reality is a promising avenue towards bridging this gap. In this paper, we investigate the interaction design for such digital-overlaid physical objects and their varying levels of tangibility. We first conduct a user evaluation of a physical photo album that uses tangible interactions to support physical and digital operations. We further prototype multiple objects including bookshelves and newspapers and probe users on their usage, capabilities, and interactions. We then conduct a qualitative investigation of three interaction designs with varying tangibility that use three different input modalities. Finally, we discuss the insights from our investigations and recommend design guidelines.
Kirigami Haptic Swatches demonstrate how kirigami and origami based structures enable sophisticated haptic feedback through simple cut-and-fold fabrication techniques. We leverage four types of geometric patterns: rotational erection system (RES), split-fold waterbomb (SFWB), the overlaid structure of SFWB and RES (SFWB+RES), and cylindrical origami, to render different sets of haptic feedback (i.e. linear, bistable, bouncing snap-through, and rotational force behaviors, respectively). In each structure, not only the form factor but also the force feedback properties can be tuned through geometric parameters. We experimentally analyzed and modeled the structures, and implemented software to automatically generate 2D patterns for desired haptic properties. We also demonstrate five example applications including an assistive custom keyboard, rotational switch, multi-sensory toy, task checklist, and phone accessories. We believe the Kirigami Haptic Swatches helps tinkerers, designers, and even researchers to create interactions that enrich our haptic experience.
Design thinking is an iterative, human-centered approach to innovation. Its success rests on collaboration within a multidisciplinary project team going through cycles of divergent and convergent ideations. In these teams, nondesigners risk diminishing the divergent reach because they are generally reluctant to sketch, thus missing out on theambiguous, imprecise early conceptual divergent phases. We hypothesized that LEGO^(®) could advantageously be a substitute to sketching. In this comparative study, 44 nondesigners randomly paired in 22 dyads did two conceptual ideations of healthcare landing pages, one using pen/paper (spontaneously writing words on sticky notes) and the other using LEGO, assessed through Torrance and Guilford frameworks for divergent thinking. Results show that LEGO interfaces gathered significantly higher divergent thinking scores because their concepts were significantly more elaborated. Furthermore, when using LEGO, teams who generated more elements were likely to also generate more ideas, more categories of ideas and more original ideas.