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Author

Nicolai Marquardt

Other affiliations: University of Calgary, Microsoft, Bauhaus University, Weimar  ...read more
Bio: Nicolai Marquardt is an academic researcher from University College London. The author has contributed to research in topics: Ubiquitous computing & Proxemics. The author has an hindex of 31, co-authored 124 publications receiving 3901 citations. Previous affiliations of Nicolai Marquardt include University of Calgary & Microsoft.


Papers
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Proceedings ArticleDOI
07 Nov 2010
TL;DR: In this article, the authors show how proxemics can regulate implicit and explicit interaction; trigger such interactions by continuous movement or by movement of people and devices in and out of discrete proxemic regions; and interpret and exploit people's directed attention to other people and objects.
Abstract: In the everyday world, much of what we do is dictated by how we interpret spatial relationships, or proxemics. What is surprising is how little proxemics are used to mediate people's interactions with surrounding digital devices. We imagine proxemic interaction as devices with fine-grained knowledge of nearby people and other devices -- their position, identity, movement, and orientation -- and how such knowledge can be exploited to design interaction techniques. In particular, we show how proxemics can: regulate implicit and explicit interaction; trigger such interactions by continuous movement or by movement of people and devices in and out of discrete proxemic regions; mediate simultaneous interaction of multiple people; and interpret and exploit people's directed attention to other people and objects. We illustrate these concepts through an interactive media player running on a vertical surface that reacts to the approach, identity, movement and orientation of people and their personal devices.

353 citations

Proceedings ArticleDOI
16 Oct 2011
TL;DR: The Proximity Toolkit simplifies the exploration of interaction techniques by supplying fine-grained proxemic information between people, portable devices, large interactive surfaces, and other non-digital objects in a room-sized environment.
Abstract: People naturally understand and use proxemic relationships (e.g., their distance and orientation towards others) in everyday situations. However, only few ubiquitous computing (ubicomp) systems interpret such proxemic relationships to mediate interaction (proxemic interaction). A technical problem is that developers find it challenging and tedious to access proxemic information from sensors. Our Proximity Toolkit solves this problem. It simplifies the exploration of interaction techniques by supplying fine-grained proxemic information between people, portable devices, large interactive surfaces, and other non-digital objects in a room-sized environment. The toolkit offers three key features. 1) It facilitates rapid prototyping of proxemic-aware systems by supplying developers with the orientation, distance, motion, identity, and location information between entities. 2) It includes various tools, such as a visual monitoring tool, that allows developers to visually observe, record and explore proxemic relationships in 3D space. (3) Its flexible architecture separates sensing hardware from the proxemic data model derived from these sensors, which means that a variety of sensing technologies can be substituted or combined to derive proxemic information. We illustrate the versatility of the toolkit with proxemic-aware systems built by students.

234 citations

Book
01 Jan 2012
TL;DR: The essential how-to-sketch workbook from design guru Bill Buxton, author of the Sketching User Experiences, features easy, cost-effective, and fun step-by-step 4-color exercises for a variety of design projects.
Abstract: Bill Buxton revolutionized the way people approach design in Morgan Kafumann's Sketching User Experiences. The book was endorsed by Bill Gates, named the best innovation book of 2007 by Strategy+Business, and has sold over 18,000 and is still gaining momentum.Design sketching is much like what it sounds like: putting pencil to paper as a first step to design of any interactive technology -- website, software application, or mobile devices. Buxton's book gives the compelling argument as to why sketching is an integral part of the design process, and then provides a series of methodologies for practitioners, researchers, and students. Buxton is now back with a how-to-sketch workbook that applies the methodologies in his book in a simple, straight forward manner. The book can be used as a complement to any book on UX design. It is designed for a 12 week course, but the exercises can be used as stand-alone modules for trainings and for practitioners who want to hone their skills. Its low price ensures it will not compete with, but will complement related texts. This is a unique contribution to the field by one of the most well known names in the field. *The essential how-to-sketch workbook from design guru Bill Buxton, author of the Sketching User Experiences*Features easy, cost-effective, and fun step-by-step 4-color exercises for a variety of design projects*Perfect complement to Buxton's Sketching User Experience or in a classroom alongside any user experience text. © 2012 Elsevier Inc. All rights reserved.

224 citations

Proceedings ArticleDOI
07 Oct 2012
TL;DR: GroupTogether is a system that explores cross-device interaction using F-formations, which indicate when and how people position themselves as a group, and micro-mobility, which describes how people orient and tilt devices towards one another to promote fine-grained sharing during co-present collaboration.
Abstract: GroupTogether is a system that explores cross-device interaction using two sociological constructs. First, F-formations concern the distance and relative body orientation among multiple users, which indicate when and how people position themselves as a group. Second, micro-mobility describes how people orient and tilt devices towards one another to promote fine-grained sharing during co-present collaboration. We sense these constructs using: (a) a pair of overhead Kinect depth cameras to sense small groups of people, (b) low-power 8GHz band radio modules to establish the identity, presence, and coarse-grained relative locations of devices, and (c) accelerometers to detect tilting of slate devices. The resulting system supports fluid, minimally disruptive techniques for co-located collaboration by leveraging the proxemics of people as well as the proxemics of devices.

203 citations


Cited by
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01 Jan 2016

950 citations

Journal ArticleDOI
TL;DR: The goal of this paper is to review the works that were published in journals, suggest a new classification framework of context-aware systems, and explore each feature of classification framework using a keyword index and article title search.
Abstract: Nowadays, numerous journals and conferences have published articles related to context-aware systems, indicating many researchers' interest. Therefore, the goal of this paper is to review the works that were published in journals, suggest a new classification framework of context-aware systems, and explore each feature of classification framework. This paper is based on a literature review of context-aware systems from 2000 to 2007 using a keyword index and article title search. The classification framework is developed based on the architecture of context-aware systems, which consists of the following five layers: concept and research layer, network layer, middleware layer, application layer and user infrastructure layer. The articles are categorized based on the classification framework. This paper allows researchers to extract several lessons learned that are important for the implementation of context-aware systems.

624 citations

Journal ArticleDOI
TL;DR: An anatomy of prototypes is proposed as a framework for prototype conceptualization that views prototypes not only in their role in evaluation but also in their generative role in enabling designers to reflect on their design activities in exploring a design space.
Abstract: The role of prototypes is well established in the field of HCI and Design. A lack of knowledge, however, about the fundamental nature of prototypes still exists. Researchers have attempted to identify different types of prototypes, such as low- vs. high-fidelity prototypes, but these attempts have centered on evaluation rather than support of design exploration. There have also been efforts to provide new ways of thinking about the activity of using prototypes, such as experience prototyping and paper prototyping, but these efforts do not provide a discourse for understanding fundamental characteristics of prototypes. In this article, we propose an anatomy of prototypes as a framework for prototype conceptualization. We view prototypes not only in their role in evaluation but also in their generative role in enabling designers to reflect on their design activities in exploring a design space. We base this framework on the findings of two case studies that reveal two key dimensions: prototypes as filters and prototypes as manifestations. We explain why these two dimensions are important and how this conceptual framework can benefit our field by establishing more solid and systematic knowledge about prototypes and prototyping.

557 citations