2. ‘Phygital’ is used to consider
objects that support interaction
not only in the physical but also
in the digital space.[1]
3. >Phygital objects bridge
the gap between the
Digital and the Physical,
allowing people to
interact not simply
through the use of a
finger on a touch screen
but instead through a
much wider range of
human senses.
Bridging the Digital and Physical Divide
4. >This opens up new avenues
for designers to look into
when first designing an object
or space, these Phygital
objects will allow users to
interact with the Physical and
Digital worlds in ways they
never have been able to
before.
‘Ultrahaptics’
5. >While there is scope for
disrupting common interaction
methods, confusing people
from the outset is unlikely to
lead to a well understood and
utilised Phygital object
(Burnett, 2017).
>Users’ conventional
interpretations of how they
interact with an object should
be taken into account
(Norman, 1999).
Logical, Physical and Cultural Constraints
6. The classroom is probably one of
the first environments where this
synergy will come true, and it will
impact on every aspect of the
learning experience: on teachers,
students and learning methods.
7. The emergence of a phygital
environment is made possible by
interactive mobile technology…
8. We often describe these students
as ‘phygital’ – they don’t see the
difference between the physical
world and the digital world. They
want to create, make and use
digital tools in new ways
12. >Burnett, D, (2017) - Designing digital and physical interactions
for the Digital Public Space
>Norman, D. (1999) - Affordance, conventions and design
Interactions
>Coulton, P., (2014) - Mobilizing Gamification In: The Gameful
World: Approaches, Issues, Applications. Cambridge: MIT
Press
References
13. Except where otherwise noted, this work is licensed under CC-BY-NC-ND.
Andrew Taylor
Director
andrew.taylor@collabco.co.uk
I have been…
T +44 7834 153840
myday.co.uk
1. Burnett, DJ 2017, 'Designing digital and physical interactions for the Digital Public Space', PhD, Lancaster University. DOI: 10.17635/lancaster/thesis/18
Ultrahaptics uses an array of tiny speakers – called ‘ultrasonic transducers’ – which use waves of ultrasound to create vibrations that can be felt at quite precise points in mid-air. And now engineers at the Bristol Interaction and Graphics group have found a way to beam the signals through a screen, creating an invisible layer of vibrations above it and allowing it to be used as a computer interface. (The Independent http://www.independent.co.uk/life-style/gadgets-and-tech/news/minority-report-style-technology-arrives-introducing-hands-free-touch-screen-ultrahaptics-8867209.html
Another consideration to keep in mind while designing these objects is the idea of ‘cultural conventions’ (Norman, 1999), which suggests that users’ conventional interpretations of how they interact with an object should be taken into account. These conventions were split by Norman into three distinct areas; logical, physical and cultural constraints. Logical constraints are informed by the way users expect these interactions to proceed. Such as in the video game Rockband2 users can deduce that the “Guitar” controller is used in much the same way an actual guitar is played.
Free parking in the game of Monopoly each has their own rule. (Coulton, et al., 2014).
The future will be plenty of phygital spaces, where physical and digital won’t be told apart.