Number of co-authors:14
Number of publications with 3 favourite co-authors:Roel Vertegaal:4Aadil Mamuji:1J. David Smith:1
David Holman's 3 most productive colleagues in number of publications:Roel Vertegaal:59Jan Borchers:38Hrvoje Benko:33
It's really hard to design products by focus groups. A lot of times, people don't know what they want until you show it to them.
-- Steve Jobs, 1998
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Publications by David Holman (bibliography)
Holman, David (2012): Glassblowing: forming a computational glass material. In: Proceedings of the 6th International Conference on Tangible and Embedded Interaction 2012. pp. 379-380.
Glassblowing is an artistry that shapes, forms, and manipulates molten glass. Using fire and air, glass is repeatedly melted and inflated until an aesthetic surface geometry is satisfied. Studio participants will learn and experience this art first hand. Beginning with a small glass object, they will then follow suit by making a larger and more complex shape. Finally, led by Arduino and a DIY approach, these glass objects will be imbued with pixels and sensing, ultimately forming a computational glass material.
© All rights reserved Holman and/or ACM Press
Holman, David and Benko, Hrvoje (2011): SketchSpace: designing interactive behaviors with passive materials. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 1987-1992.
This paper presents SketchSpace, a system that allows designers to interactively sketch  device's interactive behaviors by imbuing digital functionality to passive materials. SketchSpace requires no augmentation of the device itself, but instead it uses a depth-sensing Kinect camera to simulate the use of hardware sensors by using depth information to infer an object's three-dimensional position, motion, proximity, shape, deformations, and touch events on its surface. A designer can map these inputs to desktop applications in real-time and thus experiment with different interactions. We showcase how SketchSpace can be used to prototype two devices: from tilt sensitive mice to bendable displays. In general, we discuss how this simplifies the process of generating an interactive device sketch and supports rapid exploration of design solutions.
© All rights reserved Holman and Benko and/or their publisher
Holman, David and Vertegaal, Roel (2011): TactileTape: low-cost touch sensing on curved surfaces. In: Proceedings of the 2011 ACM Symposium on User Interface Software and Technology 2011. pp. 17-18.
TactileTape is a one-dimensional touch sensor that looks and behaves like regular tape. It can be constructed from everyday materials (a pencil, tin foil, and shelf liner) and senses single-touch input on curved and deformable surfaces. It is used as a roll of touch sensitive material from which designers cut pieces to quickly add touch sensitive strips to physical prototypes. TactileTape is low-cost, easy to interface, and, unlike current non-planar touch solutions [2,7,11], it is better adapted for the rapid exploration and iteration in the early design stage.
© All rights reserved Holman and Vertegaal and/or ACM Press
Holman, David and Vertegaal, Roel (2008): Organic user interfaces: designing computers in any way, shape, or form. In Communications of the ACM, 51 (6) pp. 48-55.
Smith, J. David, Graham, T. C. Nicholas, Holman, David and Borchers, Jan (2007): Low-Cost Malleable Surfaces with Multi-Touch Pressure Sensitivity. In: Second IEEE International Workshop on Horizontal Interactive Human-Computer Systems Tabletop 2007 October 10-12, 2007, Newport, Rhode Island, USA. pp. 205-208.
Holman, David, Vertegaal, Roel, Altosaar, Mark, Troje, Nikolaus and Johns, Derek (2005): Paper windows: interaction techniques for digital paper. In: Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005. pp. 591-599.
In this paper, we present Paper Windows, a prototype windowing environment that simulates the use of digital paper displays. By projecting windows on physical paper, Paper Windows allows the capturing of physical affordances of paper in a digital world. The system uses paper as an input device by tracking its motion and shape with a Vicon Motion Capturing System. We discuss the design of a number of interaction techniques for manipulating information on paper displays.
© All rights reserved Holman et al. and/or ACM Press
Smith, David, Donald, Matthew, Chen, Daniel, Cheng, Daniel, Sohn, Changuk, Mamuji, Aadil, Holman, David and Vertegaal, Roel (2005): OverHear: augmenting attention in remote social gatherings through computer-mediated hearing. In: Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005. pp. 1801-1804.
One of the problems with mediated communication systems is that they limit the user's ability to listen to informal conversations of others within a remote space. In what is known as the Cocktail Party phenomenon, participants in noisy face-to-face conversations are able to focus their attention on a single individual, typically the person they look at. Media spaces do not support the cues necessary to establish this attentive mechanism. We addressed this issue in our design of OverHear, a media space that augments the user's attention in remote social gatherings through computer mediated hearing. OverHear uses an eye tracker embedded in the webcam display to direct the focal point of a robotic shotgun microphone mounted in the remote space. This directional microphone is automatically pointed towards the currently observed individual, allowing the user to OverHear this person's conversations.
© All rights reserved Smith et al. and/or ACM Press
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