J. P. Djajadiningrat

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Publications by J. P. Djajadiningrat (bibliography)

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2008
 
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Nierop, Onno A. van, Helm, Aadjan van der, Overbeeke, Kees and Djajadiningrat, J. P. (2008): A natural human hand model. In The Visual Computer, 24 (1) pp. 31-44.

2004
 
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Wensveen, S. A. G., Djajadiningrat, J. P. and Overbeeke, Kees (2004): Interaction frogger: a design framework to couple action and function through feedback and feedforward. In: Proceedings of DIS04: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 2004. pp. 177-184.

In this paper we present a design framework to analyze person-product interaction. Its focus is on how the user's action and the product's function are coupled through different types of feedback and feedforward: inherent and augmented information. Instead of using the notion of 'coupling' in an abstract sense, our framework tries to give six practical characteristics for coupling action and information, i.e., time, location, direction, dynamics, modality and expression. Unifying action and information on each of these aspects makes the interaction intuitive. The framework invites and challenges designers to explore couplings leading towards embodied freedom of interaction.

© All rights reserved Wensveen et al. and/or ACM Press

 
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Frens, Joep W., Djajadiningrat, J. P. and Overbeeke, Kees (2004): Rich Interaction: Issues. In: Markopoulos, Panos, Eggen, Berry, Aarts, Emile H. L. and Crowley, James L. (eds.) EUSAI 2004 - Ambient Intelligence - Second European Symposium November 8-11, 2004, Eindhoven, The Netherlands. pp. 271-278.

2002
 
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Frens, J. W., Djajadiningrat, J. P. and Overbeeke, Kees (2002): Cubby+: exploring interaction. In: Proceedings of DIS02: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 2002. pp. 135-140.

2000
 
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Djajadiningrat, J. P., Gaver, William W. and Fres, J. W. (2000): Interaction Relabelling and Extreme Characters: Methods for Exploring Aesthetic Interactions. In: Proceedings of DIS00: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 2000. pp. 66-71.

Aesthetics and interaction are interwoven concepts, rather than separate entities. An aesthetics of interaction must consider richness in appearance, actions, and role. Moving beyond a narrow focus on usability in this way requires new methods for understanding design possibilities. Here we describe two: interaction relabelling, in which possible interactions with a known mechanical device are mapped to the functions of an electronic device to be designed; and extreme characters, in which fictional users with exaggerated emotional attitudes are taken as the basis of design to highlight cultural issues. These methods may help designers in considering physical interactions with products on the one hand, and the sociocultural role their products will take on the other.

© All rights reserved Djajadiningrat et al. and/or ACM Press

Cited on the following page:

» Requirements Engineering: [/encyclopedia/requirements_engineering.html]


 
 
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Djajadiningrat, J. P., Overbeeke, Kees and Wensveen, Stephan (2000): Augmenting fun and beauty: a pamphlet. In: Designing Augmented Reality Environments 2000 2000. pp. 131-134.

Cited on the following page:

» Tangible Interaction: [/encyclopedia/tangible_interaction.html]


 
1997
 
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Djajadiningrat, J. P., Overbeeke, Kees and Smets, G. J. F. (1997): The Importance of the Number of Degrees of Freedom for Rotation of Objects. In Behaviour and Information Technology, 16 (6) pp. 337-347.

In an experiment input methods for object rotation with differing degrees of freedom were assessed. The results are relevant for human-computer interfacing, not only for the finger tip controlled interface proposed in this paper but also for evaluation of existing approaches to rotation. When designing an interface with finger tip controlled rotation of virtual objects, for technical reasons the number of finger tips to be registered should be minimized. Performance of subjects who rotated real objects with different numbers of finger tips was assessed. Subjects rotated a transparent sphere encasing an object according to their personal preference, with three, two or one finger, and restricted to three orthogonal axes. The latter reflects rotation in much current 3D software, whereby only one rotational degree of freedom (DOF) is accessible at a time. Performance in the three and two finger conditions did not differ significantly from the free condition, whilst performance with one finger and orthogonally restricted was significantly lower. However, only the three finger condition was rated as comfortable as the free condition, whilst the two finger, one finger and orthogonally restricted conditions were rated as less comfortable. It is argued that the number of DOFS which can be accessed simultaneously is an important design consideration when quick and intuitive rotation is to be achieved.

© All rights reserved Djajadiningrat et al. and/or Taylor and Francis

 
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Changes to this page (author)

24 Feb 2010: Enabled abstracts to be shown on J. P. Djajadiningrat's author page.
17 Aug 2009: Author was edited
01 Jun 2009: Author was edited
31 May 2009: Author was edited
22 Jun 2007: Author was edited
22 Jun 2007: Author was edited
22 Jun 2007: Author was edited
28 Apr 2003: Added the author to the bibliography

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URL: http://www.interaction-design.org/references/authors/j__p__djajadiningrat.html

Publication statistics

Pub. period:1997-2008
Pub. count:7
Number of co-authors:10



Co-authors

Number of publications with 3 favourite co-authors:

Kees Overbeeke:6
Aadjan van der Helm:1
Joep W. Frens:1

 

 

Productive colleagues

J. P. Djajadiningrat's 3 most productive colleagues in number of publications:

Kees Overbeeke:34
William W. Gaver:29
Stephan Wensveen:14
 
Dec 17

Most digital products today emerge from the development process like a monster emerging from a bubbling tank. Developers, instead of planning and executing with their users in mind, end up creating technological solutions over which they ultimately have little control. Like mad scientists, they fail because they have not imbued their creations with humanity.

-- Alan Cooper, About Face 2.0, p. 5.

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