Leonardo Bonanni
Massachusetts Institute of Technology
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Publication
Featured researches published by Leonardo Bonanni.
Interactions | 2012
Hiroshi Ishii; Dávid Lakatos; Leonardo Bonanni; Jean-Baptiste Labrune
From GuI to TuI Humans have evolved a heightened ability to sense and manipulate the physical world, yet the digital world takes little advantage of our capacity for hand-eye coordination. A tangible user interface (TUI) builds upon our dexterity by embodying digital information in physical space. Tangible design expands the affordances of physical objects so they can Graphical user interfaces (GUIs) let users see digital information only through a screen, as if looking into a pool of water, as depicted in Figure 1 on page 40. We interact with the forms below through remote controls, such as a mouse, a keyboard, or a touchscreen (Figure 1a). Now imagine an iceberg, a mass of ice that penetrates the surface of the water and provides a handle for the mass beneath. This metaphor describes tangible user interfaces: They act as physical manifestations of computation, allowing us to interact directly with the portion that is made tangible—the “tip of the iceberg” (Figure 1b). Radical Atoms takes a leap beyond tangible interfaces by assuming a hypothetical generation of materials that can change form and CoVer STorY
human factors in computing systems | 2005
Ernesto Arroyo; Leonardo Bonanni; Ted Selker
This paper presents an exploration of user interfaces, persuasive interfaces and feedback techniques in the domain of the sink. Waterbot is a system to inform and motivate behavior at the sink for the purpose of increasing safety and functionality and ultimately motivating behavior change. Waterbot can be adapted to many current sink scenarios and demonstrates the breadth of interaction possible at the point of use of water. It functions as a platform for experimenting with safety, hygiene and water conservation in a sink. This paper presents the feedback and persuasion techniques of augmented physical interfaces with value-added design, automation, just-in-time prompts, positive and negative reinforcement, social validation and adaptive interfaces. Four design iterations are presented to affect behavior at the increasing cognitive levels of safety, functionality and behavior change.
human factors in computing systems | 2006
Leonardo Bonanni; Cati Vaucelle; Jeff Lieberman; Orit Zuckerman
TapTap is a wearable haptic system that allows nurturing human touch to be recorded, broadcast and played back for emotional therapy. Haptic input/output modules in a convenient modular scarf provide affectionate touch that can be personalized. We present a working prototype informed by a pilot study.
human factors in computing systems | 2009
Catherine Vaucelle; Leonardo Bonanni; Hiroshi Ishii
Touch is fundamental to our emotional well-being. Medical science is starting to understand and develop touch-based therapies for autism spectrum, mood, anxiety and borderline disorders. Based on the most promising touch therapy protocols, we are presenting the first devices that simulate touch through haptic devices to bring relief and assist clinical therapy for mental health. We present several haptic systems that enable medical professionals to facilitate the collaboration between patients and doctors and potentially pave the way for a new form of non-invasive treatment that could be adapted from use in care-giving facilities to public use. We developed these prototypes working closely with a team of mental health professionals.
human factors in computing systems | 2010
Leonardo Bonanni; Matthew Hockenberry; David Zwarg; Chris Csikszentmihályi; Hiroshi Ishii
This paper introduces sustainable design applications for small businesses through the Life Cycle Assessment and supply chain publishing platform Sourcemap.org. This web-based tool was developed through a year-long participatory design process with five small businesses in Scotland and in New England. Sourcemap was used as a diagnostic tool for carbon accounting, design and supply chain management. It offers a number of ways to market sustainable practices through embedded and printed visualizations. Our experiences confirm the potential of web sustainability tools and social media to expand the discourse and to negotiate the diverse goals inherent in social and environmental sustainability.
intelligent user interfaces | 2006
Chia-Hsun Jackie Lee; Leonardo Bonanni; José H. Espinosa; Henry Lieberman; Ted Selker
Networked appliances might make them aware of each other, but interacting with a complex network can be difficult in itself. KitchenSense is a sensor rich networked kitchen research platform that uses Common Sense reasoning to simplify control interfaces and augment interaction. The systems sensor net attempts to interpret peoples intentions to create fail-soft support for safe, efficient and aesthetic activity. By considering embedded sensor data together with daily-event knowledge, a centrally-controlled system can develop a shared context across various appliances. The system is a research platform that is used to evaluate augmented intelligent support of work scenarios in physical spaces.
ambient intelligence | 2005
Leonardo Bonanni; Ernesto Arroyo; Chia-Hsun Lee; Ted Selker
This paper presents an exploration of user interfaces, persuasive interfaces and feedback techniques in the domain of the sink. Waterbot is a system to inform and motivate behavior at the sink for the purpose of increasing safety and functionality and ultimately motivating behavior change. Waterbot can be adapted to many current sink scenarios and demonstrates the breadth of interaction possible at the point of use of water. It functions as a platform for experimenting with safety, hygiene and water conservation in a sink. This paper presents the feedback and persuasion techniques of augmented physical interfaces with value-added design, automation, just-in-time prompts, positive and negative reinforcement, social validation and adaptive interfaces. Four design iterations are presented to affect behavior at the increasing cognitive levels of safety, functionality and behavior change. Author
human factors in computing systems | 2008
Leonardo Bonanni; Amanda J. Parkes; Hiroshi Ishii
The open and collective traditions of the interaction community have created new opportunities for product designers to engage in the social issues around industrial production. This paper introduces Future Craft, a design methodology which applies emerging digital tools and processes to product design toward new objects that are socially and environmentally sustainable. We present the results of teaching the Future Craft curriculum at the MIT Media Lab including principal themes of public, local and personal design, resources, assignments and student work. Novel ethnographic methods are discussed with relevance to informing the design of physical products. We aim to create a dialogue around these themes for the product design and HCI communities.
human factors in computing systems | 2009
Leonardo Bonanni; Xiao Xiao; Matthew Hockenberry; Praveen R. Subramani; Hiroshi Ishii; Maurizio Seracini; Jürgen P. Schulze
We introduce a technique for exploring multi-layered images by scraping arbitrary areas to determine meaningful relationships. Our system, called Wetpaint, uses perceptual depth cues to help users intuitively navigate between corresponding layers of an image, allowing a rapid assessment of changes and relationships between different views of the same area. Inspired by art diagnostic techniques, this tactile method could have distinct advantages in the general domain as shown by our user study. We propose that the physical metaphor of scraping facilitates the process of determining correlations between layers of an image because it compresses the process of planning, comparison and annotation into a single gesture. We discuss applications for geography, design, and medicine.
human factors in computing systems | 2005
Leonardo Bonanni; Ernesto Arroyo; Chia-Hsun Lee; Ted Selker
Can implicit interaction with a computer easily drive useful interface improvements in physical world settings? This paper presents a case study presenting multiple such context-aware interaction improvements in a sink. We have identified opportunities where automated interfaces at the sink have positive consequences for safety, hygiene and ecology. The danger of scalding oneself with hot water is confronted by transforming the water into a graphical user interface and using image understanding to dispense the proper temperature of water. Audio-visual feedback at the sink can motivate users to conserve water. Used in combination with an RFID reader, the sink can serve as an effective means of verifying hand-washing compliance for clean environments. Finally, automatic actuation of the sinks height based on the user and task can prevent burns and ergonomic injuries. This project demonstrates that the integration of digital interaction in a hostile environment can facilitate and improve our daily rituals.