TY - CHAP
T1 - Physical Computing | When Digital Systems Meet the Real World
AU - Dix, Alan
AU - Gill, Steve
N1 - Publisher Copyright:
© Springer International Publishing AG, part of Springer Nature 2018.
PY - 2018
Y1 - 2018
N2 - 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.
AB - 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.
UR - https://www.scopus.com/pages/publications/105038390600
U2 - 10.1007/978-3-319-73356-2_8
DO - 10.1007/978-3-319-73356-2_8
M3 - Chapter
AN - SCOPUS:105038390600
SN - 9783319733555
T3 - Human - Computer Interaction Series
SP - 123
EP - 144
BT - Human - Computer Interaction Series
PB - Springer International Publishing
ER -