Francine Gemperle
Carnegie Mellon University
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Publication
Featured researches published by Francine Gemperle.
international symposium on wearable computers | 1998
Francine Gemperle; Chris Kasabach; John M. Stivoric; Malcolm Bauer; Richard Martin
Digital Technology is constantly improving as information becomes wireless. These advances demand more wearable and mobile form factors for products that access information. A product that is wearable should have wearability. This paper explores the concept of dynamic wearability, through design research. Wearability is defined as the interaction between the human body and the wearable object. Dynamic wearability extends that definition to include the human body in motion. Our research has been to locate, understand, and define the spaces on the human body where solid and flexible forms can rest-without interfering with fluid human movement. The result is a set of design guidelines embodied in a set of wearable forms. These wearable forms describe the three dimensional spaces on the body best suited for comfortable and unobtrusive wearability by design.
designing interactive systems | 2002
Carl F. DiSalvo; Francine Gemperle; Jodi Forlizzi; Sara Kiesler
This paper presents design research conducted as part of a larger project on human-robot interaction. The primary goal of this study was to come to an initial understanding of what features and dimensions of a humanoid robots face most dramatically contribute to peoples perception of its humanness. To answer this question we analyzed 48 robots and conducted surveys to measure peoples perception of each robots humanness. Through our research we found that the presence of certain features, the dimensions of the head, and the total number of facial features heavily influence the perception of humanness in robot heads. This paper presents our findings and initial guidelines for the design of humanoid robot heads.
international symposium on wearable computers | 2001
Francine Gemperle; Nathan Ota; Daniel P. Siewiorek
Tactile displays are a viable way for people to interact with wearable computers. Human tactile perception is robust. A variety of shrinking tactile stimulator (tactor) technologies are available. Tactile displays are uniquely appropriate for wearable applications because of their close proximity to our 20 square feet of touch receptors: our skin. Tactile displays can solve issues of intrusive computers and multiple demands on user visual and audio attention. They are discreet and seamlessly integrate with most human activity. Tactile displays will neither conflict with nor replace audio and visual display but rather support information on these other displays and fill in the gaps where necessary. This paper presents our work in optimizing the design of a tactile display and discusses some of the issues and opportunities surrounding tactile displays for wearable computers. Additionally, we hope to inspire more work in this area.
robot and human interactive communication | 2003
Carl F. DiSalvo; Francine Gemperle; Jodi Forlizzi; Elliott Montgomery
As advances in robotics create robust technology capable of being deployed in the home, design serves an important role shaping how robots will be experienced in accessible, appropriate, and compelling manners. The designers task of shaping technology is fundamentally concerned with the creation of form. Form is the total expression of a product, including physical shape, materials, and behavioral qualities. In creating form, design balances the needs of people, the capabilities of technology, and the context of use to support an activity or action. In this paper we present The Hug, a conceptual design exploration of form for a robotic product that facilitates intimate communication across distance. We discuss the role of form in constructing meaningful relationships through The Hug and other robotic products.
designing pleasurable products and interfaces | 2003
Carl F. DiSalvo; Francine Gemperle
In this paper, we discuss the use of anthropomorphic form in the design of products. We assert that anthropomorphic form is not merely an embellishment but that it can be used as a means of solving design problems. Through a series of examples we illustrate the various uses of anthropomorphic form in the design of products. Our distinctions provide designers and researchers a way to classify and understand the use of anthropomorphic form in design and in doing so, increase the potential that anthropomorphic form be used in an appropriate and compelling manner.
IEEE Intelligent Systems | 2001
Joshua Anhalt; Asim Smailagic; Daniel P. Siewiorek; Francine Gemperle; Daniel Salber; Sam Weber; James E. Beck; James Jennings
To minimize distractions, a pervasive-computing environment must be context-aware. The authors define an activity-attention framework for context-aware computing, discuss the spatial and temporal aspects of applications they developed, and introduce a pervasive-computing architecture.
international symposium on wearable computers | 2003
Kerry Bodine; Francine Gemperle
This paper presents results from a study examining thelink between the functionality and the comfort of wearablecomputers. We gave participants two different devices towear and varied our descriptions of device functionality.Significant differences in desirability and comfort ratingswere found between functional conditions, indicating thatfunctionality is a factor of comfort. Differences were alsofound between device locations (upper arm and upper/midback) and participant gender.
designing for user experiences | 2003
Francine Gemperle; Carl F. DiSalvo; Jodi Forlizzi; Willy Yonkers
Recent advances in telecommunication and wireless networking technology have exploded the possibilities for remote communication between people.We present a product called the Hug as a challenge to familiar telecommunication products. A visionary design born out of research with elders, the Hug addresses a very human need for physical closeness in remote communications. It uses the same network infrastructure as many appliances today, but places a new face on human product interaction.
human factors in computing systems | 1998
Chris Kasabach; Chris Pacione; John M. Stivoric; Francine Gemperle; Daniel P. Siewiorek
Digital Ink is a design research concept. Part design, part critique, it is the integration of current and future technologies into a mobile and socially familiar object. Digital ink is a sophisticated pen that allows people to take notes, sketch, and save the “physical” data they generate, digitally and automatically. It strives to turn mobile computing and interaction on it’s head by turning the monitor into a piece of paper and the keyboard and mouse into the pen itself. It’s designed so people can do things they normally do with any pen, but also fax, print, plan and correspond with others.
designing pleasurable products and interfaces | 2003
Jodi Forlizzi; Francine Gemperle; Carl F. DiSalvo
Products engender complex experiences that go far beyond aesthetics and ease of use. We believe that by better understanding peoples functional and emotional relationships to existing products, we might better understand how to design future products. This paper presents the Perceptive Sorting exercise (PS), a method inspired by the field of visual research to gain responses to product familiarity, product function, and aesthetic considerations. We report on a study using the PS with coffeemakers, watches, and consumer robotic products. The results provided information about how participants assess product attributes, assign value, and tell stories of product use.