Abstract
Maker culture, from soldering sensors on an Arduino to 3D printing a prosthetic limb, has established that hobbyist computing is intimately rooted in the physical world. In education, ‘physical computing’ courses have captured this interest, introducing code through its physical interactions. Interpreted more broadly, physical computing sits at the nexus of a number of strands within HCI including tangible interaction, ubiquitous computing, and spatial/mobile systems. Ideas of embodiment and an experiential approach to design are natural frameworks within which to view physical computing and so it is almost tautologically third wave. However, the hidden action of computation in certain kinds of sensor-rich ubicomp and the AI turn in computing calls any simple identification into question. Product design appears to encounter the ‘waves’ in a different order; as its artefacts become more digital, it is having to consider the agency of computing and adopt more analytic approaches in research and design. Physical computing forces us to regard the ‘waves’ less as a teleological progression, and more as complementary approaches addressing different facets of human experience with physically embodied digital technology. Furthermore, it suggests there are new challenges ahead as we seek to find research and design paradigms that use physical objects as part of rich collaborations with active computation.
This is a preview of subscription content, log in via an institution.
Buying options
Tax calculation will be finalised at checkout
Purchases are for personal use only
Learn about institutional subscriptionsReferences
Avrahami D, Hudson S (2002) Forming interactivity: a tool for rapid prototyping of physical interactive products. In: Ballagas et al (eds) Proceedings of DIS’02. ACM, New York, pp 141–146
Baldé CP, Forti V, Gray, V et al (2017) The global e-waste monitor. http://collections.unu.edu/view/UNU:6341. Accessed 2 Jan 2018
BBC (2016) BBC micro: bit launches to a generation of UK students. http://www.bbc.co.uk/mediacentre/latestnews/2016/bbc-micro-bit-schools-launch. Accessed 13 Dec 2017
Bell G, Brooke T, Churchill E et al (2003) Intimate ubiquitous computing. In: Proceedings of the International Conference on Ubiquitous Computing (UbiComp’03). ACM, New York, pp 3–6
Bødker S (2015) Third-wave HCI, 10 years later—participation and sharing. Interactions 22(5):24–31. https://doi.org/10.1145/2804405
Bridge M (2017) Bitcoin network ‘is using more energy than world can sustain’. The Times https://www.thetimes.co.uk/article/bitcoin-network-is-using-more-energy-than-world-can-sustain-sqks6rpk0. Accessed 6 Dec 2017
Clark A (1989) Microcognition: philosophy, cognitive science and parallel processing. MIT Press, Cambridge, MA
Clark A (1998) Being there: putting brain, body and the world together again. MIT Press, Cambridge, MA
Culverhouse I, Gill S (2009) Bringing concepts to life: introducing a rapid interactive sketch modelling toolkit for industrial designers. In: Proceedings of the 3rd international conference on tangible and embedded interaction, pp 359–362
Digiconomist (2017) Bitcoin energy consumption index. https://digiconomist.net/bitcoin-energy-consumption. Accessed 14 Dec 2017
Dix A (1992) Human issues in the use of pattern recognition techniques. In: Beale R, Finlay J (eds) Neural networks and pattern recognition in human computer interaction. Ellis Horwood, Amsterdam, pp 429–451
Dix A (1994) Computer-supported cooperative work – a framework. In: Rosenburg D, Hutchison C (eds) Design issues in CSCW. Springer, Berlin, pp 23–37
Dix A (1995) Cooperation without (reliable) communication: interfaces for mobile applications. Distrib Syst Eng 2(3):171–181
Dix A (2007) Designing for appropriation. In: Proceedings of the 21st British HCI group annual conference on people and computers: HCI…but not as we know it – volume 2. BCS Learning & Development Ltd, Swindon, pp 27–30
Dix A (2010) Struggling with Heidegger. http://alandix.com/blog/2010/08/12/struggling-with-heidegger/. Accessed 13 Dec 2017
Dix A (2017) I in an other’s eye. AI & Society (in press). https://doi.org/10.1007/s00146-017-0694-7
Dix A, Ghazali M, Gill S et al (2009) Physigrams: modelling devices for natural interaction. In: Formal aspects of computing. Springer, 21(6): 613–641
Dix A, Gill S, Ramduny-Ellis D et al (2010) Design and physicality – towards an understanding of physicality in design and use. In: Designing for the 21st century: interdisciplinary methods and findings. Gower, London, pp 172–189
Dix A, Gill S, Ramduny-Ellis D et al (2018) TouchIT. Oxford University Press, Oxford. http://physicality.org/TouchIT/
Fitzmaurice GW, Ishii H, Buxton WAS (1995) Bricks: laying the foundations for graspable user interfaces. In: Proceedings of the SIGCHI conference on human factors in computing systems (CHI ‘95). ACM, New York, pp 442–449. https://doi.org/10.1145/223904.223964
Garcia C (2012) The BBC micro. http://www.computerhistory.org/atchm/the-bbc-micro/. Accessed 13 Dec 2017
Gibson J (1979) The ecological approach to visual perception. Houghton Mifflin Company, Boston
Gill S, Walker D, Loudon G et al (2008) Rapid development of tangible interactive appliances: achieving the fidelity/time balance. In: Hornecker E et al (eds) Special issue on tangible and embedded interaction. Int J Arts Technol 1(3/4): 309–331
Gray W, Fu W (2001) Ignoring perfect knowledge in-the-world for imperfect knowledge in-the-head. In: Proceedings of CHI ‘01. ACM, Seattle, pp 112–119
Hare J, Gill S, Loudon G et al (2014) Active and passive physicality: making the most of low-fidelity physical interactive prototypes. Int J Des Res. Inderscience Publishing Ltd
Harrison S, Tatar D, Sengers P (2007) The three paradigms of HCI. In: Alt. Chi. Session at the SIGCHI Conference on Human Factors in Computing Systems. ACM, San Jose, pp 1–18
Hartmann B, Klemmer SR, Bernstein M et al (2006) Reflective physical prototyping through integrated design, test, and analysis. In: Proceedings of UIST. ACM, New York, pp 299–308
Heidegger M (1927) Sein und Zeit. (English translation: Being and Time. Harper, 2008)
Hutchins E (1994) Cognition in the wild. MIT Press, Cambridge, MA
Hutchinson H, Mackay W, Westerlund B et al (2003) Technology probes: inspiring design for and with families. In: Proceedings of the SIGCHI conference on human factors in computing systems (CHI ‘03). ACM, New York, pp 17–24. https://doi.org/10.1145/642611.642616
Igoe T (2004) What is physical computing?. http://www.tigoe.net/blog/what-is-physical-computing/. Accessed 7 Dec 2017
Ishii H, Ullmer B (1997) Tangible bits: towards seamless interfaces between people, bits and atoms. In: Proceedings of the ACM SIGCHI conference on human factors in computing systems. ACM, Atlanta, pp 234–241. https://doi.org/10.1145/258549.258715
Kushner D (2011) The making of Arduino. In: IEEE Spectrum. https://spectrum.ieee.org/geek-life/hands-on/the-making-of-arduino. Accessed 7 Dec 2017
Leahy S (2017) Each U.S. family trashes 400 iPhones’ worth of e-waste a year. National Geographic. https://news.nationalgeographic.com/2017/12/e-waste-monitor-report-glut/. Accessed 13 Dec 2017
Long J, Dowell J (1989) Conceptions of the discipline of HCI: craft, applied science, and engineering. In: Sutcliffe V, Macaulay L (eds) Proceedings of the fifth conference of the british computer society, human–computer interaction specialist group on people and computers. Cambridge University Press, Cambridge,UK, pp 9–32
Merleau-Ponty M (1945) Phénomènologie de la Perception (English translation: Phenomenology of Perception, Routledge, 1958)
Morgan A et al (2014) Blue sky thinking meets green field usability: can mobile internet software engineering bridge the rural divide? Local Econ 29(6–7):750–761. https://doi.org/10.1177/0269094214548399
Mueller S, Dix A, Phillips M et al (2012) Interactive construction: interactive fabrication of functional mechanical devices. In: Proceedings of UIST ‘12. ACM, New York, pp 599–606. https://doi.org/10.1145/2380116.2380191
Norman D, Draper S (1986) User centered system design: new perspectives on human-computer interaction. Lawrence Erlbaum Associates Inc., Hillsdale
O’Sullivan D, Igoe T (2004) Physical computing: sensing and controlling the physical world with computers, 1st edn. Thomson, Boston. ISBN:159200346X
Pfaff G, ten Hagen PJW (1985) Seeheim workshop on user Interface management systems. Springer, Berlin
Policy Lab (2014) About us. https://openpolicy.blog.gov.uk/about/. Accessed 7 Dec 2017
Raspberry Pi Foundation (n.d.) About us. https://www.raspberrypi.org/about/. Accessed 7 Dec 2017
Rauterberg M, Fjeld M, Krueger H et al (1998) BUILD-IT: a planning tool for construction and design. In: CHI 98 conference summary on human factors in computing systems (CHI ‘98). ACM, New York, pp 177–178. https://doi.org/10.1145/286498.286657
RSE (2013) Spreading the benefits of digital participation: an interim report for consultation. Edinburgh, Royal Society of Edinburgh, pp 22–24
Schön D (1984) The reflective practitioner. Basic Books, London
Schroeder S (2017) Bitcoin consumes a ton of energy, but it’s not as bad as you’ve heard. Mashable UK. http://mashable.com/2017/12/01/bitcoin-energy/. Accessed 14 Dec 2017
Shneiderman B (1983) Direct manipulation: a step beyond programming languages. IEEE Comput 16(8):57–69
SIA, SRC (2015) Rebooting the IT revolution: a call to action. Semiconductor Industry Association and Semiconductor Research Corporation. http://www.semiconductors.org/clientuploads/Resources/RITR%20WEB%20version%20FINAL.pdf. Accessed 7 Dec 2017
Smith DC, Irby C, Kimball R et al (1982) Designing the star user interface. BYTE 7(4):242–282
Star SL, Griesemer JR (1989) Institutional ecology, translations and boundary objects: amateurs and professionals in Berkeley’s Museum of Vertebrate Zoology, 1907–1939. Soc Stud Sci 19(3):387–420
Suchman L (1987) Plans and situated actions: the problem of human–machine interaction. Cambridge University Press, Cambridge
Sutherland I (1963) SketchPad: a man-machine graphical communication system. In: AFIPS conference proceedings, 1963, p 323–328
Turchi T, Malizia A, Dix A (2015) Fostering the adoption of pervasive displays in public spaces using tangible end-user programming. In: IEEE symposium on visual languages and human-centric computing, Atlanta, Georgia, US, p 18–22
Villar N, Gellerson H (2007) A malleable control structure for softwired user interfaces. In: Proceedings of tangible and embedded interaction conference (TEI ‘07). ACM, New York, pp 49–56
Wang D, Zhang Y, Gu T et al (2012) E-Block: a tangible programming tool for children. In: Adjunct proceedings of the 25th annual ACM symposium on user interface software and technology, 2012
Weichel C, Lau M, Kim D et al (2014) MixFab: a mixed-reality environment for personal fabrication. In: Proceedings of the SIGCHI conference on human factors in computing systems (CHI ‘14). ACM, New York, pp 3855–3864. https://doi.org/10.1145/2556288.2557090
Weiser M (1991) The computer for the 21st century. Sci Am 265(3):94–104
Winograd T, Flores F (1986) Understanding computers and cognition: a new foundation for design. Addison-Wesley, New York
Zampelis D, Loudon G, Gill S et al (2012) IRIS: augmented reality in rapid prototyping. In: Proceedings of the 13th rapid design, prototyping & manufacturing conference. Lancaster University, Lancaster
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2018 Springer International Publishing AG, part of Springer Nature
About this chapter
Cite this chapter
Dix, A., Gill, S. (2018). Physical Computing | When Digital Systems Meet the Real World. In: Filimowicz, M., Tzankova, V. (eds) New Directions in Third Wave Human-Computer Interaction: Volume 1 - Technologies. Human–Computer Interaction Series. Springer, Cham. https://doi.org/10.1007/978-3-319-73356-2_8
Download citation
DOI: https://doi.org/10.1007/978-3-319-73356-2_8
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-73355-5
Online ISBN: 978-3-319-73356-2
eBook Packages: Computer ScienceComputer Science (R0)