The Tactile Experience
The new element in design
is software, a fundamentally
abstract and disembodied way to
prescribe behavior. In the past,
industrial designers set the stage
for interaction and behavior by
making decisions about physical form and materials. Now
the designer also programs the
object’s interactive behavior. The
simplest program relates inputs
directly to outputs (“When the
door is open, the lights blink”).
Usually, though, software is a
more subtle model of the design
in use. For example, a state-machine model looks at different
states of the design in use and
transitions between states. In
one state, a clock displays the
time; in another state, it can
be set. A sensor on the clock—
typically, but not necessarily,
a button—triggers transitions
between the two states.
Fueled by the enthusiasm of
artists, hobbyists, DIY hackers
and by the interaction-design
community, new hardware tool
kits and platforms make it eas-
ier to build and program work-
ing prototypes of products with
embedded electronics. An early
well-known kit was Phidgets;
popular today in the design
community is the Arduino
family of microcontroller
boards, including the Lilypad,
engineered for embedding in
textiles. Hardware design envi-
ronments such as Fritzing and
a host of programming environ-
ments such as Pd and Funnel
invite designers to work directly
with electronics and code. Tool
kits and platforms are crucial,
and as tangible interaction
design moves forward, we will
see more “designerly” languages
and tools for hardware proto-
typing and programming.
January + February 2010
interactions
Where Do Tangible
Interaction Designers Fit?
Many first-generation tangibles
have been whimsical and artis-
tic explorations of what new
technology can do. Some are
simple; some, more complex.
Some are elegant embeddings
of display and projection. Some
celebrate new materials. Some
add sensing in clever ways. The
field is still wide open, but one
thing is clear: We’re likely to
see more, not less, program-
ming in things, and a lot more
experimentation.
Faced with the integration of form and computation,
researchers and practitioners
are asking new questions about
the aesthetic qualities of interaction and the impact of form
on human behavior. As tangible
interaction design matures,
designers will focus more on the
meaning and impact of form on
people. This, of course, echoes
traditional human-centered
design approaches, but computation provides the opportunity
to design adaptive, responsive,
and highly interactive products
and systems.
Tangible interaction design-
ers are the new “Leonardo/
Edison” types. As makers
they are equally at home in
the worlds of material and
• Figure 7. Eric Schweikardt’s toy blocks snap together to construct working robots. Black
blocks are sensors; white blocks, effectors; and colored blocks operate on data. The
configuration of blocks determines the robot’s behavior. Modular Robotics LLC is bringing the kit, designed at Carnegie Mellon, to market.