Jonathan Ravasz

Project description

Exploring environments and objects via haptics has always been a natural and intuitive part of the learning process. When we interact with inanimate objects, people, animals etc., we are sensing forces, tactile information and temperature. This information helps us to build a mental image of the object we interact with.

Unfortunately two dimensional interfaces, such as touch screens, limit us to explore completely new environments solely relying on visual feedback. Making it nearly impossible to develop tacit knowledge when using them, therefore they are difficult to learn and to work with.

In my project I strip down these conventional two dimensional interfaces by getting rid of the visual feedback element and replacing it with vibrotactile feedback. I use this artificial blindness to explore new ways of interactions, which don’t rely on any visual handles.

Initial experiments

The first experiments I made were focusing on exploring objects only by the sense of touch and understanding the resolution and limits of human haptics.

Haptic box

Ask somebody to place five items in a box, without knowing what they are, try to answer the following two questions:

  • What is in it?
  • How did you know what was in it?


box_5

This kind of exploration is called tactual stereognosis. Tactual (tactile) meaning via the sense of touch. Stereognosis is the mental perception of three dimensionality by the senses, usually in reference to perceiving the form of solid object by touch.

Two-point discrimination test

The two-point discrimination test seeks to determine, for a specific location on the body, the distance between two contact points at the threshold of when they are perceived as a single contact point versus two separate contact points. The three test areas were: tip of the index finger of the dominant hand, inside of the forearm and lower back.

 

hand

Prototyping

Throughout the process I created various prototypes for trial and error testing. The findings of these tests helped me to develop my ideas further.

Capacitive sensor with force feedback

The capacitive sensor functions as a pressure sensitive button. After a certain threshold is reached whilst pushing down on the aluminum surface, the vibrational motor provides force feedback, imitating the button “click”.

capsense

 

iPhone touch screen with vibrotactile feedback

In this prototype I used my iPhone’s touch screen as the input interface. After modifying it’s case I was able to attach an ERM vibrational motor to it’s back. The touch input functions as a mouse cursor. When moving the cursor over different textures/patters, one can feel the small virtual bumps. For example when scrolling through a block of text, the user can feel each letter passing under their fingers.

phone

 

Nintendo DS touch screen with vibrotactile feedback

The goal of this prototype was to strip down the input interface to its bare minimum, eliminating any preconceptions, that come with using touch screens of conventional handheld devices. Unfortunately the resistive touch screen of the Nintendo DS did not provide fast and precise response.

nintendo

 

Multi-touch interface using OSC

After searching for affordable multitouch input solutions I’ve decided to create my own using an iPad and TouchOSC.

osc

Perception of space and balance using vibrational feedback

I created an alternate version of the ball-in-a-maze puzzle where the players solely rely on their cutaneous and kinesthetic sensing. The gyroscope of an iPad is used to determine the position of the board and a vibrational feedback is sent to the device when the ball hits an obstacle or the wall.

Sources

Richard Sennett, The Craftsman
Margaret Minsky, Computational haptics
Dan Saffer, Microinteractions
Golden Kirshna, The Best Interface Is No Interface

 

1 Comment

  1. I still think that your “bottom-up” approach is what makes your project interesting. You step by step carefully explore how to design tactile feedback. The idea to use common arcade games still doesn’t excite me as much since those games are primarily based on visual and auditory feedback related to the player’s kinetic skills. But carefully exploring the design possibilities and illustrating them both with prototypes and additional thoughts and explanations makes me curious!

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