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Origami Desk

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We conducted informal user tests of. origami instructions on colleagues and. acquaintances. We had numerous people. fold patterns from traditional origami ...



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Origami DeskPage 1DIS2002 | 399KEYWORDSdesign innovation interaction designinteractive projection luminous interfacetangible interface radiofrequency electricfield sensingINTRODUCTIONThis paper presents a case study of aninteractive conference exhibit to illustratehow to resolve a technologyinspireddesign approach with humancentricinteraction principles. Origami Desk is aninteractive installation that guides usersthrough the process of folding squares ofpaper into simple boxes and cranes. As anexhibit it was designed to showcaseseveral technologies currently underdevelopment at the MIT Media Lab thatOrigami DeskINTEGRATING TECHNOLOGICAL INNOVATION AND HUMANCENTRIC DESIGNIn this paper we present a case study of an interaction design exhibit Origami Desk. Thissystem integrates multimodal interaction technologies and techniques in new ways toinstruct users in folding origami paper into boxes and cranes. Origami Desk usesprojected video clips to show users how folds should be made projected animations todirectly map instructions onto the users paper electric field sensing to detect touchinputs on the desk surface and sweptfrequency sensors to detect the papers folds. Moreimportantly the Origami Desk project incorporated numerous aspects of designhardware design installation design interface design graphic design sensor designsoftware design content designinto an interactive experience aimed at making the userforget about the technology altogether. This foray into teaching users physical and spatialactivities led us to rethink the physical layout of the computer and to invent inputs thatwere more spatial and implicitly rather than verbal or graphical and explicit. Themultidisciplinary process humancentric design considerations and technicalimplementation details described in this case study may greatly inform future interactiveenvironment applications where physical and digital worlds must be integrated to assistusers in creative spatial tasks. In addition the experience ...

Source: dart.stanford.edu


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