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Dive into the research topics where Martin Murer is active.

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Featured researches published by Martin Murer.


human factors in computing systems | 2013

Materials, materiality, and media

Verena Fuchsberger; Martin Murer; Manfred Tscheligi

In HCI, and especially in interaction design, the material aspect of interactions is currently emphasized. Nevertheless, it is challenging to theoretically frame the variety of digital or immaterial, and physical materials. In order to contribute to this materiality discourse, we reflect on McLuhans work on media analysis and on Latours Actor-Network Theory in this paper. Both emphasize the active role of the material - be it media or any other kind of non-human actors - in the interplay with the human. Thus, we establish junctures between their findings and materials, as used in interaction design in HCI. We discuss McLuhans claim to focus on new sensory effects and ways of interaction brought forth by new media. Furthermore, we illustrate how describing the connections between materials, designers, and users in terms of Latours Actor-Networks can be beneficial for interaction design. Finally, we discuss the respective methodology and its relation to research through design.


tangible and embedded interaction | 2013

LOLL io : exploring taste as playful modality

Martin Murer; Ilhan Aslan; Manfred Tscheligi

In this paper we describe an exploratory design study of the potentials of taste as a playful interaction modality. We present the design and implementation of LOLLio -- an interactive lollipop that serves as a haptic input device that dynamically changes its taste. We conclude this paper with three basic principles for potential game designs, where we see how the interactive lollipop we have built can foster novel, playful game experiences.


international conference on human computer interaction | 2011

Are we there yet? a probing study to inform design for the rear seat of family cars

David Wilfinger; Alexander Meschtscherjakov; Martin Murer; Sebastian Osswald; Manfred Tscheligi

When researching interactive systems in the car, the design space can be divided into the following areas: driver, front seat passenger and rear seat. The latter has so far not been sufficiently addressed in HCI research, which results in an absence of implications for interaction designs in that space. This work presents a cultural probing study investigating the activities and the technology usage in the rear seat as social and physical space. The study was conducted with 20 families over a period of four weeks and unveiled aspects relevant for HCI research: aspects of diversion, educational motivation, togetherness, food as activity, physical space, perception of safety, and mobile computing. In relation to these areas, implications for the design and integration of interactive technology in the rear seat area are deduced. We show that cultural probing in the car is a promising and fruitful approach to get insights on passenger behavior and requirements for interactive systems. To improve the rear seat area and to show the potential of probing results to inform design, a design proposal for an interactive rear seat game called RiddleRide is introduced.


australasian conference on interactive entertainment | 2013

Combining moving bodies with digital elements: design space between players and screens

Jayden Garner; Gavin Wood; Sebastiaan Pijnappel; Martin Murer; Florian 'Floyd' Mueller

In playground games, an important part of engagement occurs in the physical space where people focus on each others movements. In contrast, digital games often focus on engagement via a screen. By combining digital elements with playground ideas we identify new design opportunities where players are given freedom to play face-to-face. During a Game Jam workshop, we explore this design space by looking at innovative ways that digital technology can respond to movement. We find by removing the disparity between player movement and its digital representation, players can concentrate on each other and enjoy closer interaction. Through the exploration of digital elements and playground ideas, we suggest designers of movement-based games should consider the design space between the player and the screen using interactive technology to create engaging social digital play experiences.


designing interactive systems | 2014

Gaming to sit safe: the restricted body as an integral part of gameplay

Petra Sundström; Axel Baumgartner; Elke Beck; Christine Döttlinger; Martin Murer; Ivana Randelshofer; David Wilfinger; Alexander Meschtscherjakov; Manfred Tscheligi

This paper presents a design exploration of full-body interaction games played in cars. It describes how we have designed, implemented, and evaluated the core experiences of three different games, which were all aimed at making sitting properly more fun for players/children while travelling by car. By making the restricted body an integral part of gameplay, we hope to, as a side product of gameplay, bring about the best and also most safe body posture for young players/children travelling by car, i.e., sitting reasonably upright and still in their child seat with their head leaning back on the neck rest. Another outcome of this could also be an overall safer situation in the car, in that children not sitting still in their child seats while being driven might be stressful for the driver. By presenting the details of our design efforts in this particular design context, we hope to add also to the knowledge we, in HCI, have for how to design bodily experiences with technology at large.


automotive user interfaces and interactive vehicular applications | 2012

Exploring the back of the steering wheel: text input with hands on the wheel and eyes on the road

Martin Murer; David Wilfinger; Alexander Meschtscherjakov; Sebastian Osswald; Manfred Tscheligi

Safe interaction with interactive systems in the car requires both hands to be placed on the steering wheel and eyes to be kept on the road. To allow safe text input in the vehicle, we propose the back of the steering wheel as space for interactive text input elements. In the effort to explore this space, we present two design alternatives for text input elements; one has two sliding sensors and the other has three buttons on each side of the wheel. In combination with a head up display and an adapted keyboard layout, these elements allow text input while driving with the eyes on the road an the hands on the wheel. In a first study with end users, we show the potential of the proposed text input approach for future vehicles.


designing interactive systems | 2014

Human-computer non-interaction: the activity of non-use

Verena Fuchsberger; Martin Murer; Manfred Tscheligi

Presumably, technology non-use is not an activity. However, in reference to Actor-Network Theory we argue that non-use may be considered an activity. For instance, rejecting or disregarding technology requires activity of human actors, who undermine the goal of non-human actors (such as technology) of being used. In this paper we present some aspects of Actor-Network Theory that we think are relevant in this context and describe what they may contribute to better understand non-use. Afterwards, we illustrate some examples of non-use, followed by a discussion why we consider non-use an activity.


human factors in computing systems | 2013

The wheels are turning: content rotation on steering wheel displays

David Wilfinger; Martin Murer; Sebastian Osswald; Alexander Meschtscherjakov; Manfred Tscheligi

The steering wheel is a promising space for the integration of displays since in the car there is very limited space for integrating interactive modalities for the driver that are close to the preferred field of view as well as in an easy to reach position. When the wheel is turned, the screen content could change its orientation to increase the readability and therefore reduce the distraction from the road. Thus, this paper describes three different content rotation behaviors for steering wheel displays. To investigate what effect these behaviors have on the driver in terms of visual distraction from the road we conducted a user study with eye tracking asking participants to read the current speed. We found no differences in terms of distraction and response time between the different rotation behaviors. Compared to a similar display in a dashboard position the visual distraction was reduced.


tangible and embedded interaction | 2015

TorqueScreen: Actuated Flywheels for Ungrounded Kinaesthetic Feedback in Handheld Devices

Martin Murer; Bernhard Maurer; Hermann Huber; Ilhan Aslan; Manfred Tscheligi

Handheld touch screen based devices, such as smartphones or tablets, typically provide limited haptic feedback. On cur- rent devices, what is visually perceived and what is tactile and kinesthetically felt is semantically uncoupled. In order to improve embodied interaction on handheld screen based devices, new ways to provide richer haptic feedback are re- quired. In this paper, we present TorqueScreen, a prototypi- cal system combining a handheld touch screen device (i.e., a tablet) with an actuated flywheel capable of imposing angular momentum onto the tablet. The TorqueScreen design allows interlinking the movement and physics of virtual objects on the screen with the torque as haptic output imposed on the tablet. We describe the design and implementation of the de- vice, illustrate the resulting design space, and discuss future improvements and potential applications.


tangible and embedded interaction | 2014

Handcrafting electronic accessories using 'raw' materials

Ylva Fernaeus; Martin Murer; Vasiliki Tsaknaki; Jordi Solsona Belenguer

In this studio we explore the design of interactive electronic accessories made from natural materials such as wood, copper, silver, wool and leather. A set of handcrafted sensor components along with easy to use sensor boards that connect with example smartphone software, will be utilized as a toolkit for the studio activities. Participants will, through hands-on activity, create with, learn about and discuss the role of natural materials in the design of wearable interactive designs.

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Manfred Tscheligi

Austrian Institute of Technology

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Ilhan Aslan

University of Salzburg

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