Tom Djajadiningrat
Publications by Tom Djajadiningrat (bibliography)
Djajadiningrat, Tom, Matthews, Ben and Stienstra, Marcelle A. (2007): Easy doesn't do it: skill and expression in tangible aesthetics. In Personal and Ubiquitous Computing, 11 (8) pp. 657-676.
Djajadiningrat, Tom and Kyffin, Steven (2007): Disintermediating the PC: a product centric view on Web 2.0. In: Koskinen, Ilpo and Keinonen, Turkka (eds.) DPPI 2007 - Proceedings of the 2007 International Conference on Designing Pleasurable Products and Interfaces August 22-25, 2007, Helsinki, Finland. pp. 516-519.
Jensen, Mads Vedel, Buur, Jacob and Djajadiningrat, Tom (2005): Designing the user actions in tangible interaction. In: Bertelsen, Olav W., Bouvin, Niels Olof, Krogh, Peter Gall and Kyng, Morten (eds.) Proceedings of the 4th Decennial Conference on Critical Computing 2005 August 20-24, 2005, Aarhus, Denmark. pp. 9-18.
Buur, Jacob, Jensen, Mads Vedel and Djajadiningrat, Tom (2004): Hands-only scenarios and video action walls: novel methods for tangible user interaction design. In: Proceedings of DIS04: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 2004. pp. 185-192.
In our research on tangible user interaction we focus on the design of products that are dedicated to a particular user, task and context. In doing so, we are interested in strengthening the actions side of tangible interaction. Currently, the actions required by electronic products are limited to pushing, sliding and rotating. Yet humans are capable of far more complex actions: Human dexterity is highly refined. This focus on actions requires a reconsideration of the design process. In this paper we propose two design methods that potentially boost the focus on skilled actions in the design of tangible user interaction: The Hands-Only Scenario is a 'close-up version' of the dramatised use scenario. It helps focus effort on what we imagine the hands of the users doing. The Video Action Wall is a technique of 'live post-its' on a (projected) computer screen. Little snippets of action videos running simultaneously help designers understand user actions by the qualities they represent.
© All rights reserved Buur et al. and/or ACM Press
Wensveen, Stephan, Overbeeke, Kees, Djajadiningrat, Tom and Kyffin, Steven (2004): Freedom of fun, freedom of interaction. In Interactions, 11 (5) pp. 59-61.
Djajadiningrat, Tom, Wensveen, Stephan, Frens, Joep and Overbeeke, Kees (2004): Tangible Products: redressing the balance between appearance and action. In Personal and Ubiquitous Computing, 8 (5) pp. 294-309.
Pedersen, Jesper, Buur, Jacob and Djajadiningrat, Tom (2003): Field Design Sessions: Augmenting Whose Reality?. In International Journal of Human-Computer Interaction, 16 (3) pp. 461-476.
The authors present a design case in which field design sessions are introduced to bridge the designers' imagination and the users' knowledge of the use context. This approach entailed immersing design teams in the environment of the product-to-be during the conceptual design phase. With a background in the Scandinavian tradition of participatory or cooperative design, the design team observed and talked to users, sketched and produced mock-ups, acted out scenarios, and received user feedback during these field trips. Moving the design into the field provided the team with a number of advantages compared with traditional work in the design studio based on user field observations. Designers achieved direct physical experience of the circumstances and a nonrepresented, nonabstracted introduction to the problems at hand. Through on-the-spot mock-up design and user collaboration, valuable insights into the essence of work and use were gained, and design suggestions embodied by these mock-ups were put on the line. Being aware or unaware of it, these suggestions contained personal assumptions, and preconceived opinions or hypotheses about use and use context, but also contained suggestions of applied technology. The result was new valuable insights toward an understanding of what work really is (or is not) and how it could be supported (or not supported) in the future. It is argued that, to make the most of augmented reality (AR) in the design of professional tools, knowledge of the state of the art of technology is a prerequisite, but is not in itself sufficient. It needs to be complemented by design approaches that (a) provide insight about the users, their work practice, and use context and (b) support designers in aligning their viewpoints with the viewpoints and experienced reality of the people for whom they are designing. This may form a cornerstone in the successful application of emerging technologies. This article discusses existing human-computer interaction approaches aimed at engaging the field in design, contrasts them with field design sessions, reflects on the advantages of applying them, and draws attention to a number of method points.
© All rights reserved Pedersen et al. and/or Lawrence Erlbaum Associates
Djajadiningrat, Tom, Overbeeke, Kees and Wensveen, Stephan (2002): But how, Donald, tell us how?: on the creation of meaning in interaction design through feedforward and inherent feedback. In: Proceedings of DIS02: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 2002. pp. 285-291.
Wensveen, Stephan, Overbeeke, Kees and Djajadiningrat, Tom (2002): Push me, shove me and I show you how you feel: recognising mood from emotionally rich interaction. In: Proceedings of DIS02: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 2002. pp. 335-340.
The mood or emotional state you are in colours the way you interact with people and systems. Future interactive systems need to recognise emotional aspects in order to be truly adaptive. We designed an alarm clock, which elicits rich expressive behaviour and demonstrated that it is able to read your mood from the way you set it. We validated film clips, used them to induce moods after which participants had to set the alarm clock. From the dynamic setting behaviour we inferred parameters from which we calculated equations to identify the mood. The results illustrate the importance of a tight coupling between action and appearance in interaction design, through freedom of interaction and matching inherent feedback.
© All rights reserved Wensveen et al. and/or ACM Press
Djajadiningrat, Tom and Buur, Jacob (2002): Look mama, with hands!: on tangible interaction, gestures and learning. In: Proceedings of DIS02: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 2002. p. 417.
Wensveen, Stephan, Overbeeke, Kees and Djajadiningrat, Tom (2000): Touch Me, Hit Me and I Know How You Feel: A Design Approach to Emotionally Rich Interaction. In: Proceedings of DIS00: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 2000. pp. 48-52.
In this paper we propose a 3-step method for designing emotionally rich interactions, illustrated by the design of an alarm clock. By emotionally rich interaction we understand interaction that heavily relies on emotion expressed through action. The method addresses three questions: What are the relevant emotional aspects for a context for experience? How can a product recognise and express these aspects? How should the product adapt its behaviour to the user on the basis of this information? The essence of our approach is that a product not only elicits emotionally expressive actions, but that the feedback is inextricably linked to these actions. The feedback should be inherent to the design, and not gratuitously added.
© All rights reserved Wensveen et al. and/or ACM Press
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