Integrating sensations into human machine interactions.



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Overview
Keyboard shortcuts are practical, but have several flaws that mean we don't always use them, yet there are hundreds of them on some software. My idea was to work around the notion of keyboard shortcuts, and especially to find a way to make them more tangible.
Details
2018 - 2019

R&D, Product Design, UX Design, Hardware, Software




Insight



When it comes to design tangible interface, ergonomics and simplification are not enough to create stimulating solutions. It is necessary to take into account notions such as sensations, emotions, references, etc.





Design principles.




︎ Sensitive tangible Interface
The idea of a tangible interface using lycra as a lever for tactile interaction came up very early on. It is a material that is very soft to the touch and very supple; it is malleable and always returns to its initial shape. The essence of the project is close to an R&D project; an experimental approach worthy of the MIT Design Labs.



︎ Don’t over create
There are a multitude of keyboard shortcuts for each software. I wanted to build on this existing resource rather than inventing new features. As a reminder, the general idea of the project is to exploit various existing technologies to make them converge towards a common goal: interacting differently with one's computer.



︎ Modularity
I imagined my tangible interface as a modular system where each part corresponds to a "fundamental" interaction.

Working on a tangible interface and more particularly the way to bring different sensations in its use, I asked myself the following question: what interactions should I put in place? The answer came to me after having studied all types of existing interactions; by simplifying and reducing to the maximum these principles, I arrived at 3 irreducible interactions: the button, the slider and the toggle. It is then on these three levers that I decided to focus my attention.


︎ Do it myself
I had to be able to develop the technical part of the project myself. This allowed me to add a strong constraint, that would bring tact and realism to the project. I am aware that as a designer, I would always be restricted by technical constraints to which I would have to adapt. I didn't want to take quick ways without considering the technical aspect of the project.

Here, I then decided to constrain myself to what I would be able to create by myself. That is to say with my current skills and resources.

I did everything from the concept of the product, to the 3D modeling, the design aspects, the technical researches, the hardware (arduino) + software (java) developpement, etc.
Mark
1. Interface





2. Prototype

I didn’t recorded much videos of my prototypes but here is a video of the first time everything want correctly and I was abble to play & pause the music on spotify.
3. Tangible interface







Martin LAMIRÉ © 2019