Homework 1B: TUIML Familiarization

TUIML: A Visual Language for Modeling Tangible User Interfaces
TUIML is a visual modeling language for TUIs intended to specify and analyze tangible interaction. TUIML consists of an interaction model and diagramming techniques that are used to describe the physical and digital structure and behavior of TUI.

This assignment consists of using this language to describe the same TUI system described in Homework 1A–Urp. My analysis follows

Physical syntax: The physical properties of the tokens and constraints make it clear what is to be does with the objects. For example:

  • The hands of the clock are movable. A clock gives the time. This is not ambiguous.
  • The distance tool is a ruler. Rulers are used to measure distance. This is not ambiguous.
  • All tokens are placed on surfaces. The surface is clearly the only place where interactions can occur. This is not ambiguous.
  • The material wand and the wind tool represent non-physical concepts, so in having a physical form they are somewhat ambiguous by their nature.

Observability and predictability: In URP, there is no internal information in the system that is not physically displayed. The tokens and objects effectively communicate all that is occurring.

The tasks that are available in this system are made clear by the tools. There is no reason for a user to assume that he/she has further options.

Assuming that there are enough wind tools, material wands and buildings for all of the users of the system to interact with, the only task that cannot be performed in parallel is the adjusting of the time of day. The interface accepts only one of this kind of input at a time. That said the physical state of the system communicates fully the capabilities of the system. The number of tokens is the number of access points.

Modes: In URP, placing the distance tool on the surface with only one building on the surface is a meaningless action. However, if there are two buildings on the surface and the tool is placed between the two of them the distance between the two buildings is reported.

The physical appearance of the different tokens indicates the use of the token and the tasks that can be performed with that token. If an other task is performed with that token the system will fail to respond.


The TUIML Tutorial which includes a more thorough explanation of the visual modeling language can be found here.

Homework 1A: Urp

Urp: A Luminous-Tangible Workbench for Urban Planning and Design

The Idea...
Two urban planners, designing a plaza, unroll a map of their area of responsibility onto a table. They place an architectural model of a building from the site on the map. Obligingly, the shadow of the building appears on the map and follows the model around as it is moved. When they place a second building model on the table, it too casts a shadow.

The first planner tells the second to try a different time of day. The subordinate planner places the clock widget on the table and rotates the hour hand. That shadows of the shorten, switch to the other side and stretch as the hands rotate about the face of the clock.

A
video courtesy of the tangible media lab is available online.

The Pieces
This TUI is composed of a surface, building models, a material wand, a wind tool, a distance measuring tool, and a clock.

The core of the system consists of moving the hands of a clock, which represents the time of day, to change the shadows that a building casts. The user can change the reflective properties of a building by tapping the material wand to a model. The user can determine the wind flow characteristics of the area by placing the wind tool on the table. The direction of the flow can, of course be adjusted. Lastly, the user can measure the distance between any two objects on the table by touching first one object and then the other. All information output by this interface (flow lines, shadows, distances) is displayed on the surface of the table.

The Analysis

Design Concept: The information represented physically in this model system are the components that are physically in reality, which is perhaps why this TUI has been so successful. The buildings are physical and the surface is physical. The wind, and the light and distances, all things that have no physical for are left digital. All of the commands have physical manifestations in this system.

Use Scenarios: This system could be used by urban planners , landscape architects or anyone who is trying to either design or present. The layout of an area.

Implementation: This system is made possible by an I/O bulb.







Interface Related Skills and Knowledge: Another fantastic component of this system is tha one does not need to learn anything new in order to use it successfully. It is simple and effective. If a user wants to move a building to a different location he/she simply picks up the model and moves it.

If you are curious about this TUI, the full paper can be found here.