Interaction Harvesting: A Design Probe of User-Powered Widgets

Interaction Harvesting: A Design Probe of User-Powered Widgets
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交互收获:用户驱动的小部件的设计探索

DOI:
10.1145/3610880
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发表时间:
2023
期刊:
Wearable and Ubiquitous Technologies
影响因子:
--
通讯作者:
Hester, Josiah
Hester, Josiah
中科院分区:
--
文献类型:
--
作者:
Mamish, John;Guo, Amy;Cohen, Thomas;Richey, Julian;Zhang, Yang;Hester, Josiah

文献摘要

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每当用户与设备交互时,就会执行机械工作来驱动用户界面元素;由此产生的能量通常会被浪费,以声音和热量的形式消散。之前的研究表明,许多设备可以完全通过这种浪费的用户界面能量来供电。对于这些设备,电线和电池以及相关的更换和充电麻烦变得不必要且繁重。到目前为止,这些工作仅限于概念验证演示。针对当前的应用构建了特定的定制采集和传感电路。在收集能量的同时感测来自不同模式的细粒度输入信号的挑战使得新设备的原型设计变得困难。为了填补这一空白,我们提出了一个硬件工具包,它提供了一个通用的电气接口,用于从用户界面元素收集能量。这有助于探索交互驱动的智能设备的可组合性、实用性和启用应用程序的广度。我们设计了一套“能量作为输入”收集电路、带有 3D 打印外壳的标准连接接口以及软件库,以实现对设备的探索,其中用户操作可生成执行设备主要功能所需的能量。这次探索在一次演示活动中达到了顶峰,我们制作了几种流行玩具和小玩意的原型,包括无电池 Bop-It(一种 90 年代流行的节奏游戏)、电子蚀刻草图、“Simon-Says”式记忆游戏和服务评级设备。我们进行探索性用户研究,以了解这些设备如何阻碍或促进生成性、创造力和可组合性。这些演示、用户研究要点以及工具包本身为构建交互式和以用户为中心的小工具奠定了基础,这些小工具的可用性不受电池充电的影响,其使用寿命也不受电池磨损的限制。
Whenever a user interacts with a device, mechanical work is performed to actuate the user interface elements; the resulting energy is typically wasted, dissipated as sound and heat. Previous work has shown that many devices can be powered entirely from this otherwise wasted user interface energy. For these devices, wires and batteries, along with the related hassles of replacement and charging, become unnecessary and onerous. So far, these works have been restricted to proof-of-concept demonstrations; a specific bespoke harvesting and sensing circuit is constructed for the application at hand. The challenge of harvesting energy while simultaneously sensing fine-grained input signals from diverse modalities makes prototyping new devices difficult. To fill this gap, we present a hardware toolkit which provides a common electrical interface for harvesting energy from user interface elements. This facilitates exploring the composability, utility, and breadth of enabled applications of interaction-powered smart devices. We design a set of "energy as input" harvesting circuits, a standard connective interface with 3D printed enclosures, and software libraries to enable the exploration of devices where the user action generates the energy needed to perform the device's primary function. This exploration culminated in a demonstration campaign where we prototype several exemplar popular toys and gadgets, including battery-free Bop-It--- a popular 90s rhythm game, an electronic Etch-a-sketch, a "Simon-Says"-style memory game, and a service rating device. We run exploratory user studies to understand how generativity, creativity, and composability are hampered or facilitated by these devices. These demonstrations, user study takeaways, and the toolkit itself provide a foundation for building interactive and user-focused gadgets whose usability is not affected by battery charge and whose service lifetime is not limited by battery wear.