The interface is on the table: Systematic Literature Review about interaction design to applications for tangible tabletops.

Resumo


Tangible tabletops enable natural and social interaction, fostering collaborative applications that leverage human capabilities to manipulate physical objects. The potential use of tangible tabletops spans various fields of knowledge, and shared interfaces represent a growing trend. These devices find their place in interactive environments, where applications, once specific to particular uses, are becoming more generic and applicable to broader contexts. It is crucial to understand all elements involved in the interaction process on tangible tabletops and their impact on application design. In this way, this article presents a Systematic Literature Review (SLR) of scientific production over the past five years (starting 1256 articles) to delineate the state-of-the-art in tangible tabletops and their applications. By analyzing 53 articles, this review identifies interaction design challenges for applications that use this technology. The overall aim is to encourage discussion about developing applications that consider both the possibilities and limitations of tangible tabletops and to define essential elements for a future interaction design framework.
Palavras-chave: tangible user interface, tangible tabletop, interaction design

Referências

Shiroq Al-Megren and Roy A Ruddle. 2016. Comparing Tangible and Multi-Touch Interaction for Interactive Data Visualization Tasks. In Proceedings of the TEI ’16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction(TEI ’16). Association for Computing Machinery, New York, NY, USA, 279–286. DOI: 10.1145/2839462.2839464

Kartik Andalam, Kirushi Arunthavasothy, Raoul D’Cunha, Shreya Shah, Andrew Luxton-Reilly, and Beryl Plimmer. 2016. Surface Air Hockey: A Step towards Smart Tangibles. In Proceedings of the Australasian Computer Science Week Multiconference(ACSW ’16). Association for Computing Machinery, New York, NY, USA. DOI: 10.1145/2843043.2843370

Caroline Appert, Emmanuel Pietriga, Eléonore Bartenlian, and Rafael Morales González. 2018. Custom-made tangible interfaces with touchtokens. In Proceedings of the 2018 international conference on advanced visual interfaces. 1–9.

Ahmed Sabbir Arif, Roozbeh Manshaei, Sean Delong, Brien East, Matthew Kyan, and Ali Mazalek. 2016. Sparse Tangibles: Collaborative Exploration of Gene Networks Using Active Tangibles and Interactive Tabletops. In Proceedings of the TEI ’16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction(TEI ’16). Association for Computing Machinery, New York, NY, USA, 287–295. DOI: 10.1145/2839462.2839500

Clara Bonillo, Javier Marco, Sandra Baldassarri, and Eva Cerezo. 2020. KitVision toolkit: supporting the creation of cognitive activities for tangible tabletop devices. Universal Access in the Information Society 19, 2 (2020), 361–389. DOI: 10.1007/s10209-019-00644-3

Clara Bonillo, Teresa Romão, and Eva Cerezo. 2019. Persuasive games in interactive spaces: The hidden treasure game. In Proceedings of the XX International Conference on Human Computer Interaction. 1–8.

Amira Bouabid, Sophie Lepreux, and Christophe Kolski. 2016. Distributed tabletops: Study involving two rfid tabletops with generic tangible objects. In International Conference on Web Engineering. Springer, 167–173.

John Brooke 1996. SUS-A quick and dirty usability scale. Usability evaluation in industry 189, 194 (1996), 4–7.

Eva Cerezo, Teresa Coma, Ana Cristina Blasco-Serrano, Clara Bonillo, Mª Ángeles Garrido, and Sandra Baldassarri. 2019. Guidelines to design tangible tabletop activities for children with attention deficit hyperactivity disorder. International Journal of Human-Computer Studies 126 (2019), 26–43.

Vinicius Kruger da Costa, Ana Priscila Valerão de Vasconcellos, Natalia Toralles Darley, and Tatiana Aires Tavares. 2018. Methodologies and evaluation tools used in tangible user interfaces: A systematic literature review. In Proceedings of the 17th Brazilian Symposium on Human Factors in Computing Systems. 1–9.

Vinicius Krüger da Costa, Andréia Sias Rodrigues, Lucas Barreiro Agostini, Marcelo Bender Machado, Natália Toralles Darley, Rafael da Cunha Cardoso, and Tatiana Aires Tavares. 2019. The Potential of User Experience (UX) as an Approach of Evaluation in Tangible User Interfaces (TUI). In International Conference on Human-Computer Interaction. Springer, 30–48.

Robin De Croon, Bruno Cardoso, Joris Klerkx, Vero Vanden Abeele, and Katrien Verbert. 2017. MeViTa: Interactive Visualizations to Help Older Adults with Their Medication Intake Using a Camera-Projector System. In IFIP Conference on Human-Computer Interaction. Springer, 132–152.

Clifford De Raffaele, Serengul Smith, and Orhan Gemikonakli. 2017. Enabling the effective teaching and learning of advanced robotics in higher education using an active TUI framework. In Proceedings of the 3rd Africa and Middle East Conference on Software Engineering. 7–12.

Julie Du and I Rit. 2016. Tangible Reels : Construction and Exploration of Tangible Maps by Visually Impaired Users. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems 2016, May (2016).

Ezequiel Duque, Guilherme Fonseca, Heitor Vieira, Gustavo Gontijo, and Lucila Ishitani. 2019. A systematic literature review on user centered design and participatory design with older people. In Proceedings of the 18th Brazilian symposium on human factors in computing systems. 1–11.

Matthias Ehlenz, Thiemo Leonhardt, Christian Cherek, Wiktoria Wilkowska, and Ulrik Schroeder. 2018. The Lone Wolf Dies, the Pack Survives? Analyzing a Computer Science Learning Application on a Multitouch-Tabletop. Proceedings of the 18th Koli Calling International Conference on Computing Education Research (2018). [link]

Taciana Pontual Falcão, Tanja Dackermann, Madeleine Schüler, Christine Ulrich, Andre Klemke, and Korbinian Moeller. 2018. Tangible tens: Evaluating a training of Basic numerical competencies with an interactive tabletop. Conference on Human Factors in Computing Systems - Proceedings 2018-April (2018), 1–12. DOI: 10.1145/3173574.3174125

K.R. Felizardo, E. Y. Nakagawa, S. C. P. F. Fabbri, and F. C. Ferrari. 2017. Revisão Sistemática da Literatura em Engenharia de Software (1ª ed.). Elsevier, Rio de Janeiro.

Yves Guiard. 1987. Asymmetric division of labor in human skilled bimanual action: The kinematic chain as a model. Journal of motor behavior 19, 4 (1987), 486–517.

Marc Hassenzahl, Michael Burmester, and Franz Koller. 2003. AttrakDiff: Ein Fragebogen zur Messung wahrgenommener hedonischer und pragmatischer Qualität. Mensch & Computer 2003 (2003), 187–196.

Ken Hinckley, Randy Pausch, Dennis Proffitt, James Patten, and Neal Kassell. 1997. Cooperative bimanual action. In Proceedings of the ACM SIGCHI Conference on Human factors in computing systems. 27–34.

Hiroshi Ishii. 2008. The tangible user interface and its evolution. Commun. ACM 51, 6 (2008), 32–36.

Martin Kaltenbrunner. 2009. reacTIVision and TUIO: a tangible tabletop toolkit. In Proceedings of the ACM international Conference on interactive Tabletops and Surfaces. 9–16.

Martin Kaltenbrunner, Till Bovermann, Ross Bencina, Enrico Costanza, 2005. TUIO: A protocol for table-top tangible user interfaces. In Proc. of the The 6th Int’l Workshop on Gesture in Human-Computer Interaction and Simulation. Citeseer, 1–5.

Martin Kaltenbrunner and Florian Echtler. 2018. The tuio 2.0 protocol: An abstraction framework for tangible interactive surfaces. Proceedings of the ACM on Human-Computer Interaction 2, EICS (2018), 1–35.

Erdem Kaya, Sema Alacam, Yasin Findik, and Selim Balcisoy. 2018. Low-fidelity prototyping with simple collaborative tabletop computer-aided design systems. Computers and Graphics (Pergamon) 70 (2018), 307–315. DOI: 10.1016/j.cag.2017.07.026

Staffs Keele 2007. Guidelines for performing systematic literature reviews in software engineering. Technical Report. Technical report, ver. 2.3 ebse technical report. ebse.

Sébastien Kubicki, Sophie Lepreux, Christophe Kolski, Christian Perrot, and Jean Caelen. 2009. TangiSense: présentation d’une table interactive avec technologie RFID permettant la manipulation d’objets tangibles et traçables. In Proceedings of the 21st International Conference on Association Francophone d’Interaction Homme-Machine. 351–354.

Anna Loparev, Lauren Westendorf, Margaret Flemings, Jennifer Cho, Romie Littrell, Anja Scholze, and Orit Shaer. 2016. BacPack for new frontiers: A tangible tabletop museum exhibit exploring synthetic biology. In Proceedings of the 2016 ACM International Conference on Interactive Surfaces and Spaces. 481–484.

Roozbeh Manshaei, Sean Delong, Uzair Mayat, Dhrumil Patal, Matth Ew Kyan, and Ali Mazalek. 2019. Tangible BioNets: Multi-surface and tangible interactions for exploring structural features of biological networks. Proceedings of the ACM on Human-Computer Interaction 3, EICS (2019).

Valérie Maquil, Ulrich Leopold, Luís Moreira De Sousa, Lou Schwartz, and Eric Tobias. 2018. Towards a framework for geospatial tangible user interfaces in collaborative urban planning. Journal of Geographical Systems (2018), 1–22.

Valerie Maquil, Eric Tobias, Dimitra Anastasiou, Hélène Mayer, and Thibaud Latour. 2017. COPSE: Rapidly Instantiating Problem Solving Activities Based on Tangible Tabletop Interfaces. Proc. ACM Hum.-Comput. Interact. 1, EICS (2017). DOI: 10.1145/3095808

Meghna Mehta, Ahmed Sabbir Arif, Apurva Gupta, Sean DeLong, Roozbeh Manshaei, Graceline Williams, Manasvi Lalwani, Sanjay Chandrasekharan, and Ali Mazalek. 2016. Active pathways: Using active tangibles and interactive tabletops for collaborative modeling in systems biology. In Proceedings of the 2016 ACM International Conference on Interactive Surfaces and Spaces. 129–138.

Daniel Mendes, Sofia Reis, João Guerreiro, and Hugo Nicolau. 2020. Collaborative Tabletops for Blind People: The Effect of Auditory Design on Workspace Awareness. Proceedings of the ACM on Human-Computer Interaction 4, ISS (2020), 1–19.

Eleni Papadaki, Stavroula Ntoa, Ilia Adami, and Constantine Stephanidis. 2018. Let’s Cook: An Augmented Reality System Towards Developing Cooking Skills for Children with Cognitive Impairments. In Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST, Vol. 233. Springer Verlag, 237–247. DOI: 10.1007/978-3-319-76111-4_24

Kai Petersen, Robert Feldt, Shahid Mujtaba, and Michael Mattsson. 2008. Systematic Mapping Studies in Software Engineering.. In EASE, Vol. 8. 68–77.

Jenny Preece, Yvonne Rogers, and Helen Sharp. 2013. Design de Interação - 3ed. Bookman Editora.

C De Raffaele, S Smith, and O Gemikonakli. 2017. Enabling the effective teaching and learning of advanced robotics in higher education using an active TUI framework. ... of the 3rd Africa and Middle... (2017). DOI: 10.1145/3178298.3178299

C De Raffaele, S Smith, and O Gemikonakli. 2018. An active tangible user interface framework for teaching and learning artificial intelligence. 23rd International Conference 2018 (2018). DOI: 10.1145/3172944.3172976

Christian Remy, Malte Weiss, Martina Ziefle, and Jan Borchers. 2010. A pattern language for interactive tabletops in collaborative workspaces. In Proceedings of the 15th European Conference on Pattern Languages of Programs. 1–48.

Jan Riemann, Florian Müller, Sebastian Günther, and Max Mühlhäuser. 2017. An evaluation of hybrid stacking on interactive tabletops. SmartObject 2017 - Proceedings of the 2017 ACM Workshop on Interacting with Smart Objects, co-located with IUI 2017 (2017), 13–20. DOI: 10.1145/3038450.3038451

Orit Shaer and Eva Hornecker. 2010. Tangible user interfaces: past, present, and future directions. Now Publishers Inc.

Miriam Sturdee and Jason Alexander. 2018. Analysis and classification of shape-changing interfaces for design and application-based research. ACM Computing Surveys (CSUR) 51, 1 (2018), 1–32.

Anthony Tang, Melanie Tory, Barry Po, Petra Neumann, and Sheelagh Carpendale. 2006. Collaborative coupling over tabletop displays. In Proceedings of the SIGCHI conference on Human Factors in computing systems. 1181–1190.

Manuel Veit, Antonio Capobianco, and Dominique Bechmann. 2009. Influence of degrees of freedom’s manipulation on performances during orientation tasks in virtual reality environments. In Proceedings of the 16th ACM Symposium on Virtual Reality Software and Technology. 51–58.

Annemiek Veldhuis, Rong Hao Liang, and Tilde Bekker. 2020. CoDa: Collaborative data interpretation through an interactive tangible scatterplot. TEI 2020 - Proceedings of the 14th International Conference on Tangible, Embedded, and Embodied InteractionFebruary (2020), 323–336. DOI: 10.1145/3374920.3374934

Emmanouil Zidianakis, Kalliopi Stratigi, Danae Ioannidi, Nikolaos Partarakis, Margherita Antona, and Constantine Stephanidis. 2016. The Farm Game: A Game Designed to Follow Children’s Playing Maturity. In Interactivity, Game Creation, Design, Learning, and Innovation. Springer, 20–28.
Publicado
16/10/2023
Como Citar

Selecione um Formato
DA COSTA, Vinicius Kruger; ZEN, Eliana; TAVARES, Tatiana Aires. The interface is on the table: Systematic Literature Review about interaction design to applications for tangible tabletops.. In: SIMPÓSIO BRASILEIRO SOBRE FATORES HUMANOS EM SISTEMAS COMPUTACIONAIS (IHC), 22. , 2023, Maceió/AL. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2023 .