Interfaces

Dr Charles Martin

Announcements

  • Assignment 2 is due in two weeks!
  • Next two tutorials include assignment support baked into the activities.
  • Still processing a few queries related to Assignment 1, should be finished soon.
  • New FAQ page on the course website.
  • Final project involves thinking about alternative interfaces so this is an important lecture!

Who has a question about assignment 2?

Plan for the class

  • Research skills (how to use Google Scholar and cite references)
  • Overview of the diversity of interfaces in use and in research!
  • A method for looking at any interface: affordance analysis
  • Outline key design and research considerations
  • A case study: Apple’s Newton vs the Palm Pilot (who does the learning?)
  • Think about natural user interfaces
  • Think about which interface is best for a given application or activity

Research Skills

Finding a source

  • Assignments in this class require you to make independent choices
  • Your choices should be backed by a source of knowledge, e.g.,
    • what abilities does a particular animal have?
    • what research plan makes sense for particular interface?
    • why do human-AI interfaces have usability problems?

In scholarly writing, we need to support every statement we make. Support can be: either (1) a citation to a scholarly source or (2) evidence from a study. Where do you find these sources?

Google Scholar

  • search engine for scholarly sources
  • add more search terms to get more specific
  • you can use the “time” selector on the left column to find recent work

Careful:

  • Google Scholar indexes anything that looks like scholarly research (e.g., any PDFs on a website in a conference/journal format). Need to use critical thinking to decide whether sources are good quality or not.
  • Google Scholar can give you a formatted citation but it may not have all information (e.g., URL, DOI)
Finding sources with Google Scholar

ACM Digital Library

  • ACM Digital Library archives proceedings of ACM conferences and journals.
  • not as good at searching, but will show you only peer-reviewed works

Careful:

  • CHI and ACM are centres of HCI research, but there are other non-ACM venues that could be missed.
  • ACM DL is open access, some other publishers may require virtual.anu.edu.au to access papers.
Finding sources with ACM Digital Library

Citations

In this class, we are going to standardise on numerical citations. When you state something in your text that needs support, you put the citation at the end of the sentence [1].

References

  1. Kazuhiro Wada, Masaya Tsunokake, and Shigeki Matsubara. 2025. Citation-Worthy Detection of URL Citations in Scholarly Papers. Proceedings of the 24th ACM/IEEE Joint Conference on Digital Libraries. Association for Computing Machinery, New York, NY, USA, Article 28, 1–5. https://doi.org/10.1145/3677389.3702570

Writing references in Markdown

Write your reference list as a numbered Markdown list, and end every entry with a working link — a DOI written as a URL, or Retrieved Month Day, Year from <URL> for web sources:

### References

1. Kazuhiro Wada, Masaya Tsunokake, and Shigeki Matsubara. 2025. Citation-Worthy
   Detection of URL Citations in Scholarly Papers. Proceedings of the 24th ACM/IEEE
   Joint Conference on Digital Libraries. Association for Computing Machinery,
   New York, NY, USA, Article 28, 1–5. <https://doi.org/10.1145/3677389.3702570>

Careful: don’t type [1] yourself at the start of a line. [1]: ... is Markdown link-definition syntax — the line vanishes from the rendered page — and [1] ... paragraphs merge together unless you leave blank lines between them. A numbered list avoids both. (A bare [1] in your sentences is fine — that’s how you cite.)

Metadata vs citation format

  • metadata for a reference can be used with any citation format
  • academics often use special tools for storing reference metadata
  • computer scientists tend to use BibTeX format
  • BibTeX is part of the venerable (La)TeX ecosystem originally developed by CS luminary Donald Knuth in the late 70s
  • in LaTeX you can select citation format (e.g., ACM, IEEE, Chicago, Harvard, APA)
@inproceedings{adiwangsa-charades:2025,
  author = {Adiwangsa, Michelle and Bransky,
    Karla and Wood, Erika and Sweetser, Penny},
  title = {A Game of ChARades: Using Role-Playing
    and Mimicry with and without Tangible Objects
    to Ideate Immersive Augmented Reality
    Experiences},
  year = {2025},
  isbn = {9798400714863},
  publisher = {Association for Computing
    Machinery},
  address = {New York, NY, USA},
  url = {https://doi.org/10.1145/3715668.3736382},
  abstract = {Using tangible objects for
    immersive augmented reality (AR) ...},
  booktitle = {Companion Publication of the 2025
    ACM Designing Interactive Systems Conference},
  pages = {440–445},
  numpages = {6}
}

The entry for Adiwangsa et al. (2025), cited as [@adiwangsa-charades:2025] in Markdown or \cite{adiwangsa-charades:2025} in LaTeX.

Big BibTeX files

Big reference libraries are part of academic work.

  • Charles’ “main” .bib file has ~1300 entries (started in 2013, first year of Charles’ PhD!)
  • references.bib for this course has about 100 entries.
  • Charles uses BibDesk to manage the big file, but usually just VSCode for smaller bibtex libraries.
  • Other popular reference managers are Zotero, Mendeley and Endnote.
  • Opinion time: Bibdesk is nice because the database is just a text file.
References listed in Bibdesk

In this class…

  • Not expecting you to use BibTeX (yet)
  • Expecting you to list references in “ACM format”.
  • ACM format is inspired by APA referencing
    • supports both numerical [1, 2] and author-date (Martin, 2020) referencing.
    • includes full names of authors and publication details for clarity
    • includes DOI as a full URI
  • ACM page plain text examples for references to different types of source
  • CSL version (Citation Style Language)
  • BST version (BibTeX Style)

Rules for this course:

  1. all references must exist! (!!!) – every entry ends with a working link (DOI as a URL, or Retrieved ... from <URL>) so we can check
  2. use ACM format
  3. use numerical citation (not author date) – saves words in your word count
  4. write your list as a numbered Markdown list (1., 2., …) under a References heading
  5. all references in your list should be cited in text
  6. you have actually read references and that they are relevant to your work
  7. at least two references should be scholarly (so not a medium article) and external (so not course lecture notes or textbook)
  8. expectation: ✨✨perfection✨✨

Who has a question about referencing and finding sources?

Careful: mucking up citations is a risk to lose marks unnecessarily. Easy to do, but looks really bad to markers.

Talk: 🙋🏽‍♀️🤷💁🏻🧠🗣️ Let’s clear up some questions now if you have them!

Understanding Interfaces

Describing Interfaces

How would you describe a computer interface?

graphical, command, speech, ambient, intelligent, tangible, touch free, natural, etc.

Focus of interface can change:

  • function e.g., smartphones
  • interaction style used e.g., command, graphical or multimedia
  • input/output device e.g., pen-based, speech-based, or gesture-based
  • platform e.g., tablet, mobile, PC, or wearable

Interaction Types

There are many interfaces, but only a handful of ways of interacting with them (Rogers et al., 2023):

  • Instructing: issue commands
  • Conversing: having a dialogue
  • Manipulating: acting on objects
  • Exploring: moving through a space
  • Responding: being addressed by the system

Image source: Uriel Soberanes Image source: Fikri Rasyid Image source: Szabo Viktor

45 years of interface types!

  • Command Line
  • Graphical
  • Multimedia
  • Virtual reality
  • Web
  • Mobile
  • Appliance
  • Voice
  • Pen
  • Touch
  • Touchless
  • Haptic
  • Multimodal
  • Shareable
  • Tangible
  • Augmented reality
  • Wearables
  • Robots and drones
  • Brain-computer
  • Smart
  • Shape-changing
  • Holographic

What does an interface offer you?

What do these interfaces let you do, and how do you know?

  • Affordance: a relationship between what a person can do and what a thing allows (not just a property of the interface) (Norman, 2013).
  • Signifier: the perceivable cue that the affordance is there. Buttons look pressable. A prompt invites typing.
  • Constraint: what the interface stops you doing. Constraints can give character (Magnusson, 2010).

Gaver (1991) organised affordances by whether you can perceive them:

can do can’t do
signified perceptible false
not signified hidden (nothing)

Hidden: A shortcut you discover.

False: A button that’s too small to hit.

Affordance analysis

Pick an interface and a task. Analyse in terms of affordances:

  1. Interaction type: are you instructing, conversing, manipulating, exploring or responding? (Rogers et al., 2023)
  2. Affords: what does it let you do that other interfaces wouldn’t?
  3. Constrains: what can’t you do, or what is it steering you away from?
  4. Hidden: what’s possible but not signified? (What did you only find out by being told?)
  5. False: what looks possible but isn’t? (Things you tried that didn’t work?)
  6. Learning: what does the user have to know or learn to use it, and how much of that does the design carry for them? (Knowledge in the world, or in the head? (Norman, 2013))

This analysis helps us answer “what is the best way for an interface to work?”

Worked example: the thing in front of me

Let’s do it live on something easy…

Question Answer
Interaction type
Affords
Constrains
Hidden
False
Learning

Think: As I go, think of something you might add to my analysis.

Activity: one task, three interfaces

Do: The task is tell someone you’re running late. Do it three ways on the phone in your hand:

  1. Type it in your messaging app.
  2. Dictate it (voice keyboard or assistant).
  3. Choose it: pick a canned reply, a suggested message, or an emoji from a menu, without writing anything.

In pairs, run the six questions on each. Which was fastest? Which would you choose in a lecture theatre, on a bike, in a hurry, in another language?

Post your most interesting hidden or false affordance to the poll. 15 minutes.

PollEverywhere link: https://pollev.com/charlesmarti205

What the activity shows

  • The same task is not quite the same task: each interface reshaped what “tell someone” meant (a sentence, a spoken phrase, a location).
  • Interaction type predicts a lot: instructing is fast for experts and opaque for novices; manipulating is discoverable and slow; conversing requires a system to know a lot.
  • “Best” usually depends on your context and you.

Now the catalogue of interfaces. Every type that follows is a different bundle of affordances and constraints backed by research and design considerations.

The Human-Computer Interface Catalogue

Command Line Interfaces

  • Type in commands (e.g., ls) or key combos (e.g., :q!)
  • largely superseded, but useful for complex software (e.g., CAD), scripting, coding
  • 1980s research on command form (abbreviations, familiar names), syntax and organisation found no universal optimum for naming (Shneiderman, 1992)

Design principle: naming the commands should be as consistent as possible!

Charles editing a lecture in neovim (:w)

Graphical User Interfaces

  • Information represented within a graphical interface
  • use of color, typography, and imagery (Mullet & Sano, 1995)
  • interface features abbreviated as WIMP (Windows, Icons, Menus, Pointer)
  • window management
    • enabling movement between windows and displays without distraction
    • keyboard shortcuts and task bars design; auto-fill in online forms
  • consistent menu design and icon libraries
Apple’s first GUI: Lisa. Source: The Lisa: Apple’s Most Influential Failure, Computer History Museum.

Multimedia

One interface combines different media (graphics, text, video, sound…) linked via interactivity

  • better information presentation; developed for training, education and entertainment
  • dynalinking: changes in one window directly update another (Rogers & Aldrich, 1996)
  • design question: how do you get people to interact with all of the media, not just the video?
multimedia learning app for tablets. Source: KidsDiscover “Roman Empire for iPad”

Augmented and Virtual Reality

Interfaces can sit on a spectrum between fully virtual and fully real interaction (Milgram & Kishino, 1994).

  • The big middle area includes “mixed reality” (MR) interfaces
  • Augmented reality usually closer to “real” reality.
  • eXtended reality (XR) is a more recent term.

Early AR

  • blending of digital content with the physical world to create an enhanced real-world experience
  • 1960s: Ivan Sutherland’s development of the first head-mounted three-dimensional display
The reality-virtuality continuum
First augmented reality head-mounted display (Sutherland, 1968).

Augmented Reality

  • AR systems have evolved significantly, particularly displays and interaction models (Billinghurst et al., 2015; Speicher et al., 2019)
  • displays: see-through, screen-based, projection-based.
  • “spatial Computing”, another way of thinking about it, defined by Greenwold (2003)
    • “human interaction with a machine in which the machine retains and manipulates referents to real objects and spaces.”
  • emphasising not only the augmentation of reality but also the meaningful interaction between digital and physical elements.
AR smartphone game Pokémon Go.
AR musical instrument (Y. Wang et al., 2023).

Virtual Reality

Emerged in 1970s with computer-generated graphical simulations.

Goal: to create user experiences that feel real when interacting with an artificial environment.

  • stereoscopically displayed immersive image.
  • variety of input devices
  • used for:
    • training (e.g., pilots, medicine, first responders).
    • treatment (e.g, mental health)
    • entertainment.
Avatars for the “We Wait” VR experience (Steed et al., 2018)
iFire Networked Visualisation System. UNSW, 2025

Website Design

  • early websites: text and hyperlinks; then a shift to aesthetics and visual design
  • breadcrumb nav: navigate without losing track
  • now designed for phones, touch and infinite scrolling
  • Keith Instone’s core questions: “Where am I? What’s here? Where can I go?” (Veen, 2000)
  • most content is not read: “a billboard going by at 60 miles an hour” (Krug et al., 2014)
Web Design history (source)
A breadcrumb trail

Mobile Device

Smartphones, fitness trackers, smartwatches, large-sized tablets on the flight, educational tablets, etc.

  • embedded sensors: movement, GPS, bio/fitness sensors.
  • affordances led to novel and creative apps e.g.,
  • careful design of limited screen and control space
  • touch target size crucial for touch small touch screens
  • guidelines exist mobile interface design, e.g., (Babich, 2018).
Photo: Eirik Solheim
Ocarina, Ge Wang. 2014.

Appliances

  • machines for everyday use in the home: washing machines, microwaves, fridges, toasters, blenders
  • Cooper et al. (2014): appliance interfaces are transient; the interaction is short and infrequent, so nothing can depend on learning
  • two design principles: simplicity and visibility
  • compare the two knobs on the microwave with the twenty programs on the washing machine
  • internet connections and remote apps: do they help the transient use case, or add a second, hidden interface?
A two-knob microwave on a washing machine with twenty programs. Photo by Ruben Mavarez on Unsplash

Smart Interfaces

  • not the future: a robot vacuum, a video doorbell and a few smart speakers that (in theory) all talk to each other is an ordinary house in 2026
  • context-aware, network-connected, often AI-driven, learning from behaviour (e.g., Nest thermostat)
  • the aim is to automate and remove people from the loop (e.g., buildings that manage their own lighting and heating)
  • over-automation frustrates: sealed windows, no manual override, an app for everything
  • design question: should the system amplify what people do, or act autonomously (Landay, 2019)? See also human-building interaction (Alavi et al., 2019).
  • affordance analysis is hard here: most of what a smart home can do is hidden

Voice Interface

  • interact through spoken language: request information (flight times, weather) or issue commands (play music, set a timer)
  • command-based or conversation-based; the system decides how human-like to pretend to be
  • design choices: natural conversation vs directed dialogue, can the user interrupt (“barge-in”), synthesised voice or actor, gender, dialect, pronunciation
  • dialogue structure, error handling and etiquette are still the core problems (Cohen et al., 2004)
  • early systems earned a reputation for mishearing (still true?)
  • almost no perceptible affordances: how do users learn what they can say?
Tea. Earl grey. Hot. –Captain Picard

Pen-Based

  • light pens, styluses, or scanners for drawing and writing
  • write, draw, select, and move objects on a page or tablet.
  • very early use in CRT displays with lightpen!
  • touchscreen versions most common now
  • another option: digital paper that scans what you write (IR sensor, special dot pattern on the paper)

Pens are great! We should do more with them.

Livescribe Echo 2 Smartpen (source).

Case Study: Newton vs Palm

Two pen-input handhelds, three years apart, with opposite answers.

  • Newton MessagePad (1993): recognises your ordinary handwriting. The machine learns your style.
  • Palm Pilot (1996): Graffiti, a one-stroke alphabet from Xerox PARC’s Unistrokes (Goldberg & Richardson, 1993). The user learns a new alphabet.

Talk: 🙋🏽‍♀️🤷💁🏻🗣️ It’s 1993. Which design would you go with? What would usability and user experience look like? (2 minutes).

Newton MessagePad 100 and PalmPilot Professional. Photos: F. Winkelnkemper (CC BY-SA 4.0), Letdorf (CC BY-SA 3.0), Wikimedia Commons.

Newton vs Palm: What Happened

Apple’s sounds like the better idea, but it’s considered a failure.

  • Newton misread handwriting often enough to become a joke: a week of Doonesbury (“Catching on?” became “Egg freckles”) (Trudeau, 1993) and the Simpsons’ “Eat up Martha”.
  • Later models fixed the recognition, but the reputation didn’t recover and Apple killed the line in 1998.
  • Graffiti: 86% after a minute with the chart, 97% after five minutes, still 97% a week later (MacKenzie & Zhang, 1997).

Careful: technical cleverness doesn’t always win!

Graffiti: one stroke per letter. Image: IMeowbot, Wikimedia Commons, CC BY-SA 3.0.

Newton vs Palm: what analysis says, what a study says

Affordance analysis: Newton affords your own handwriting, constrains nothing, and asks you to learn nothing. Palm constrains you to one alphabet and makes you learn it. On these six questions the Newton is the “natural” one, and it would win.

Evaluation: MacKenzie & Zhang (1997) measured Graffiti: accuracy after one minute, five minutes, and a week. Newton’s recognition was a public joke. A little learning that is quick and reliable beat no learning that is unreliable.

The lesson for “which interface is best?”: analysis tells you what each option offers and to whom. Only a study tells you which one is better. More next week!

Touchscreens

  • common in kiosks, ATMs, checkouts, phones, tablets, computers.
  • Now weird to find a non touchscreen.
  • Single-touch respond to single taps.
  • Multitouch supports multiple simultaneous touches and gestures like pinching, rotating
  • Multitouch devices (e.g., smartphones, tablets, tabletops) enable intuitive interactions using one or both hands.
  • Finger gestures enhance how users interact
  • but there are limitations. How do you “undo” on an iPhone?
A schematic of a multitouch interface. Source: Willtron / CC BY 1.0

Touchless

  • gestural interaction: moving arms, hands, position to communicate

  • track and understand gestures using cameras, sensors and machine learning

  • a webcam plus a trained mapping is an instrument: the Wekinator (Fiebrink et al., 2009) made that a standard idea.

  • Watch David Rose’s inspirations for gesture at vimeo.com/224522900

  • the recognition challenge: when does a gesture start and end, and was that a gesture or a wave to a friend? Almost every affordance is hidden until someone shows you.

Haptic Interfaces

  • vibration and forces (via actuators) give tactile feedback: phones, watches, game controllers, simulators, clothing
  • skill training: the MusicJacket nudges a violinist’s bowing arm into position, and “novice players responded well to vibrotactile cues, adjusting their actions accordingly.”
  • remote touch: actuators in clothing can simulate hugs or squeezes
  • mid-air haptics: ultrasound creates buttons and sliders that can be felt but not seen (e.g., in-car controls)
  • haptic exoskeletons: “Techno Trousers” (Rossiter, 2018) that stiffen or relax to assist movement
  • perceptible to the hand, invisible to the eye: run the affordance questions on that!
The MusicJacket with embedded actuators that nudge the player to move their arm up to be in the correct position. Source: Yvonne Rogers

Multimodal

  • multiple input/output modalities (e.g., touch, sight, sound, speech) to enhance user interaction (Bouchet & Nigay, 2004);
  • natural, flexible, and expressive interactions, similar the real world interaction experience (Oviatt et al., 2017).
  • Common combinations: speech and gesture; eye-gaze and gesture; haptic and audio, pen input and speech (Dumas et al., 2009).
  • Speech + vision processing is the most common (Deng & Huang, 2004)!
  • most researched interaction modes are: speech, gesture, eye-gaze tracking.

Design guidelines, see (Oviatt et al., 2017).

Microsoft’s Xbox Kinect. Source: AP Images

Shareable

Designed for multi-user interaction by co-located groups, unlike single-user PCs, laptops and phones: large wall displays, interactive tabletops.

  • everyone can point, touch, and see the same content
  • a shared point of reference improves group coordination and participation (Rogers et al., 2023)
  • used in museums and galleries; supports group-based learning (Clegg et al., 2020)
  • software shareables (Google Docs, Miro) move the same idea to remote collaboration
  • design issues: display layout, balancing participation, and personal vs shared space
Collaborative Musical Instrument Reactable (Jordà, 2010). (source).

Tangible

  • physical objects (bricks, cubes, clay) linked to digital representations through embedded sensors (Fishkin, 2004; Ishii & Ullmer, 1997)
  • manipulating the object triggers sound, light or animation, on the object or around it; or objects on a tabletop drive a simulation (Urp for urban planning)
  • artefacts can be lifted, rearranged and handled directly, unlike anything on a screen
  • the design problem is coupling: how does a physical action map to a digital effect, and where does the feedback appear? (Shaer et al., 2010; Ullmer et al., 2005)
  • prototype with sticky notes and cardboard tokens first
  • history and goals: Ullmer et al. (2022)
Tangible Bits. (Ishii & Ullmer, 1997)

Wearables

  • Digital devices worn on the body – e.g., smartwatches, fitness trackers, smart glasses, and fashion tech.
  • Early wearable computing enabled mobile recording and access to digital info.
  • Advances in flexible displays, e-textiles, and physical computing (e.g., Arduino) have made wearables more practical and appealing.
  • Items like jackets, jewelry, hats, and shoes have been designed to interact with digital info on the go.
  • From convenience design focus to expressive and communicative functions.
LivingLoom (Zhu et al., 2025).

Robots and Drones

Robots assist in manufacturing, hazardous environments, rescue, and remote exploration with remote controls using cameras and sensors.

Domestic robots help with chores and support elderly or disabled people.

Pet robots like Paro provide companionship and reduce loneliness, especially for dementia patients.

Drones, once military and hobbyist tools, now serve in delivery, entertainment, agriculture, construction, and wildlife monitoring, offering real-time data and automated operations.

(a) Mel, the penguin robot, designed to host activities; (b) Japan’s Paro, an interactive seal, designed as a companion, primarily for the elderly and sick children. Source: (a) Mitsubishi Electric Research Labs (b) Parorobots.com.

Frontier Interfaces

Three types where the design knowledge is still forming:

  • Shape-changing: physical form as input and output (Alexander et al., 2018). Do moving rods beat a chart on a screen?
  • Holographic: the illusion of a 3D person in the room (ABBA Voyage, 2022). How do you interact with a projection, and how do you keep it from being creepy?
  • Brain-computer: electrodes on the scalp drive a cursor, robot or game; assistive uses (BrainGate) and playful ones (Brainball). Ethics of mind reading get sharper with implants (Neuralink).

More on each in the interface considerations page.

inFORM: A shape-changing interface that uses a series of motor-controlled pins to render digital content in the form of 3D rods; developed by MIT Media Group. Source: http://trackr-media.tangiblemedia.org/publishedmedia/Projects/2013-inFORM/inFORM%20Collection/4676

Coda

What makes these interfaces good or bad?

How would you choose what interface to use?

Natural User Interfaces and Beyond

A natural user interface (NUI) is designed to allow people to interact with a computer in the same way that they interact with the physical world—using their voice, hands, and bodies.

  • but how natural are NUIs? (the Newton was the “natural” one)

Don Norman (Norman, 2013) argues “natural” depends on a number of factors:

  • how much learning is required,
  • the complexity of the app or device’s interface,
  • and whether accuracy and speed are needed.

A gesture may be worth a thousand words; other times a word is worth a thousand gestures.

PhD student Sandy Ma drawing-based musical performance in AR environment, from Unspoken (Y. Wang & Ma, 2024).

Which Interface?

Is voice better than touch? Is tangible better than a screen? Is VR the ultimate interface for games?

It depends! Different approaches to telling someone you’re running late produce different answers.

  • task: which one was fastest for you? Would the answer change for a longer message?
  • people: who has to learn it, and what they already know
  • context: in a lecture theatre, on a bike, in a hurry, in another language
  • plus reliability, social acceptability, privacy, ethics, and location

Affordance analysis tells you what an interface offers and to whom. It does not tell you which one is better.

Next week: which is the better one, and how would we know?

Live demo: a music app with three interfaces

nanojam: the same sounds with pads, a command line, and a camera. https://charlesmartin.au/nanojam/

Every interface sends one of six commands to the same engine, so the only thing that changes is the interaction.

  • Pads (manipulating): tap a sound
  • CLI (instructing): loop kick x...x...
  • Camera (exploring): move a hand into a region

Think: as each one runs, fill in the six questions. Which is fastest to a first sound? Which is fastest to a pattern? What is hidden, and what is false?

Questions: Who has a question?

Who has a question?

  • I can take catchbox question up until 2:55
  • For after class questions: meet me outside the classroom at the bar (for 30 minutes)
  • Feel free to ask about any aspect of the course
  • Also feel free to ask about any aspect of computing at ANU! I may not be able to help, but I can listen.
Meet you at the bar for questions. 🍸🥤🫖☕️ Unfortunately no drinks served! 🙃

References

Adiwangsa, M., Bransky, K., Wood, E., & Sweetser, P. (2025). A game of ChARades: Using role-playing and mimicry with and without tangible objects to ideate immersive augmented reality experiences. Companion Publication of the 2025 ACM Designing Interactive Systems Conference, 440–445. https://doi.org/10.1145/3715668.3736382
Alavi, H. S., Churchill, E. F., Wiberg, M., Lalanne, D., Dalsgaard, P., Fatah gen Schieck, A., & Rogers, Y. (2019). Introduction to human-building interaction (hbi) interfacing hci with architecture and urban design. In ACM Transactions on Computer-Human Interaction (TOCHI) (No. 2; Vol. 26, pp. 1–10). ACM New York, NY, USA.
Alexander, J., Roudaut, A., Steimle, J., Hornbæk, K., Bruns Alonso, M., Follmer, S., & Merritt, T. (2018). Grand challenges in shape-changing interface research. Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 1–14.
Babich, N. (2018). The do’s and don’ts of mobile UX design. https://theblog.adobe.com/10-dos-donts-mobile-ux-design.
Billinghurst, M., Clark, A., & Lee, G. (2015). A survey of augmented reality. now. https://doi.org/10.1561/1100000049
Bouchet, J., & Nigay, L. (2004). ICARE: A component-based approach for the design and development of multimodal interfaces. CHI’04 Extended Abstracts on Human Factors in Computing Systems, 1325–1328. https://doi.org/10.1145/985921.986055
Clegg, T., Boston, C., Preece, J., Warrick, E., Pauw, D., & Cameron, J. (2020). Community-driven informal adult environmental learning: Using theory as a lens to identify steps toward concientización. The Journal of Environmental Education, 51(1), 55–71.
Cohen, M. H., Giangola, J. P., & Balogh, J. (2004). Voice user interface design. Addison-Wesley Professional.
Cooper, A., Reimann, R., Cronin, D., & Noessel, C. (2014). About face: The essentials of interaction design. John Wiley & Sons.
Deng, L., & Huang, X. (2004). Challenges in adopting speech recognition. Communications of the ACM, 47(1), 69–75.

References (cont.)

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