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Figure 1. KirigamiTable is a shape-changing tabletop, supporting proxemic transitions in collaborative work. It deploys a kirigami pattern that allows
for transformation between three shapes – four-fold (A), flat-fold (B) and two-fold (C) – for working individually or together on a single tabletop.
Transitions between Personal and Shared Work is a core we have been challenged to invent novel (preliminary) so-
challenge in tabletop research [16, 64, 27], and especially lutions, and as such, the prototype embodies a number of
important for mixed-focus collaboration [21, 69, 67], e.g., design choices that raise interesting design issues. In par-
brainstorming, affinity diagramming [4] and collaborative ticular, we have explored how to move from the principle
design [70]. Multi-device groupware often responds to this of kirigami actuation, as manifest in small-scale paper mod-
challenge by separating display territories between personal els (see Figure 15) to a proof-of-concept full-scale actuated
devices and tabletops [68, 77, 48], e.g., facilitating transi- tabletop surface (see Figure 2). Next, (in line with [7]) we ex-
tions in collaborative activities by supporting branching, plored design of interactions for proxemic transitions through
independent exploring and merging across devices [48]. a scenario (see Figures 3-5). We have focused on relevant
Communicating Upcoming Shape-Changes is a challenge scenarios from collaborative creative practices. This is a com-
that has been addressed by enhancing shape changes with plex, challenging, and well-documented area of work, which
digital contents [60, 45, 13]. Lindlbauer et al. [45] propose is characterized by shifts in ways of collaborating and use of
different techniques that alter the optical appearance of interactive technology to support work processes, and there-
dynamic objects for anticipating shape-changes. fore puts our prototype design to a test. However, it should not
Interaction with Large Shape-Changing Displays is in its be regarded as an exclusive application domain, and further
early stages. Existing proposals can roughly be categorised potentially relevant areas are covered in the Discussion section.
as either implicit based on tracking of users’ proximity Finally, we synthesized the exploration into a set of interaction
relations (e.g., [66, 67]), or explicit interaction via physical techniques for KirigamiTable (see Figures 6-14). Hence, the
buttons (e.g., [19]) or mid-air gestures (e.g., [67, 29]). KirigamiTable prototype represents a point in a design space
Supporting Cooperative Control is an important challenge of shape-changing tabletops, inviting for further exploration.
for tabletops, because multiple users need to coordinate
actions and resolve conflicts (e.g., [51, 69, 63, 27]). Studies
KIRIGAMI TABLE
further show that users are hesitant to collide in centralized
controls (causing turn-taking) [51], and tend to not touch We envision a future where foldable shape-changing tabletop
other people’s personal territories [51, 63, 69]. displays can enable transitions between different ways of work-
ing – together or individually. We explore this vision through
KirigamiTable – a shape-changing tabletop augmented with
METHOD digital projection (see Figure 1 and video). The table is capa-
We explore interaction for Proxemic Transitions [19] with a ble of changing between three different shapes (see Figure 2),
kirigami-actuated shape-changing tabletop. Proxemic Transi- creating different socio-spatial conditions for working around
tions has served as a conceptual lens scoping the challenges it. The table surface utilizes a kirigami actuation principle [33,
identified in related work, identification of relevant activities 9] to enable complex shape changes based on minimal actua-
for shape-changing tabletops, and finally, it has informed our tion (using only two actuators operating along a single axis).
design explorations by drawing attention to the dynamic inter- See implementation section for more details on the prototype.
play between social interaction, technology and furniture.
With the design of KirigamiTable, we explore how shape-
We have adopted a research-through-design methodology [14]. changes can facilitate collaboration by enabling proxemic
Through the construction of the actuated table and design of transitions between working individually, in small groups or
touch-based interactions simulated on the tabletop surface, large groups of people.
The following three shapes of the table surface support differ-
ent facing formations (see Figure 2):
• Flat-fold configuration can be used as any other tabletop,
allowing the people in the group to move around the table
surface freely.
• Four-fold configuration supports individual work, provid-
ing a semi-private work-area for each of the four members
of the group.
• Two-fold configuration allows group members to work in Figure 4. Control Widget: Users can slide along the vertical axis to ex-
pairs, while providing a shield space for each of the two pose menus of digital content re-organization for each table shape.
pairs working at the table. It also provides a vertical display
that may be desirable for presenting to others. The range of proxemic (socio-spatial) relations illustrated for
each shape in Figure 2 (indicated with F-formation patterns
[34]) highlights an important point: we aim to empower peo-
ple to dynamically re-organize around content in new ways.
Hence, rather than making the tabletop dictate how people
can re-organize through implicit interaction (e.g., via prox-
emic sensing [66, 67]), shape-changes of KirigamiTable are
initiated explicitly through touch-based interaction.
surface oriented from a centre point, supporting a circular cards: Technology Cards and Domain Cards, index card-sized
facing formation. However, there might be instances where it cards with a picture and a title. Figure 5 illustrates the com-
is desirable to re-organize from a circular to a semi-circular mon proxemic transitions and workflow as it unfolds around
formation in order for everyone to view the digital contents the KirigamiTable during the core part of an inspiration card
from the same direction in a one-sided arrangement. workshop. Initially, the two sub-teams of domain experts and
professional designers (technology experts) discuss domain
cards and technology cards in sub-teams. Subsequently, they
Use Case: Collaborative Creative Practices all convene in order to present the cards to each other. For the
Our design exploration with KirigamiTable is motivated and core part of the ideation process, participants for a short pe-
inspired by proxemic transitions related to collaborative cre- riod typically work individually followed by co-creation in the
ative practices. Several creativity methods take advantage of team as a whole. The workshop is concluded by a presentation
providing participants the opportunity to express themselves to other participants about the developed design concepts.
by both working individually (e.g., using Post-It notes), and
sharing the materials with the rest of the team [40, 26, 35, 35, We implemented a basic application to explore how
26, 15]). More generally, it is acknowledged that a hybrid KirigamiTable may support common proxemic transitions in
structure, in which individuals first work independently and the collaborative practice of inspiration card workshops (see
then work together generate better ideas than a team struc- Figure 3): content items in the Kirigami UI are inspiration
ture, in which the group works together throughout the whole cards of images and videos, which are color-coded in two
process [15]. As a perspective on such transitions in team separate categories – blue for technology cards and green for
work, we draw from Grønbæk et al.’s distinction for Proxemic domain cards – to illustrate the basic distinctions between
Transitions, where transitions manifest as either quick (and users working in subteams (separated colors) and when they
frequent) or radical (less frequent) shifts in people’s social all collaborate and combine cards (mixed colors).
interactions. For instance, transitions in collaborative ideation
may be subtle, such as shifting attention without particularly INTERACTION TECHNIQUES FOR KIRIGAMITABLE
significant changes to interpersonal spacing and orientation Having described the design of the KirigamiTable, the basic
(e.g., when co-creating via laptops [8]). However, as can be proxemic transitions it enables and an application scenario,
seen in the literature above, methods for collaborative creative we now describe the results of our explorations into designing
practices often promote more disruptive shifts between individ- interaction techniques for the KirigamiTable. These explo-
ual and shared work, where materials need to be re-organized rations have been guided by the challenges of designing for
and developed over time. Such transitions may then mani- proxemic transitions with a shape-changing tabletop that we
fest more significantly in people’s spatial re-organization, as earlier identified in terms of how to design for initiation and
shown by Møller et al. in their study of collaborative ideation anticipation of shape-changes as well as cooperative control.
with physical and digital sticky notes [32]. While we have
focused on proxemic transitions in the creativity domain, such
Initiating Shape and Content Transformations
transitions are not confined to these practices, but can also be
found in, for instance, collaboration in a learning context [18], Apart from the basic interactions with KirigamiTable, our de-
during surgery [50, 49] or sense making [28, 5, 69]. sign work opened up a range of opportunities for how shape
transformation can possibly trigger meaningful content trans-
In order to demonstrate the potential of KirigamiTable for formations on a shape-changing surface, and vice-versa.
supporting the more radical proxemic transitions, we have
selected one of the many design methods which inherently Shape-First Interaction
incorporate dynamics between individual and collaborative The basic transitions (see Figures 3 and 4) demonstrate inter-
activities: An Inspiration Card Workshop [24] is a collab- action through a control widget, where physical shape transfor-
orative design method involving professional designers and mation is taken as the primary entry point for interaction, and
participants with knowledge of the design domain. As de- users subsequently decide how the digital contents should be
scribed in more detail in [24], the goal of such a workshop re-organized and distributed across the surfaces. We refer to
is to develop design concepts from two types of inspiration this technique as shape-first interaction, because it starts with
Figure 6. Content-first widget: A card is selected for duplication, and subsequently the four-fold shape is selected (A). KirigamiTable splits into four-fold
with four duplicates of the card, provided on each individual vertical surface in the four-fold configuration (B).
Figure 7. Content-first widget: A widget emerges from a selection action, indicating possibilities for content manipulations that also trigger shape-
changes (A). Presentation mode is selected, and the table transforms into two-fold (B)
a menu of shape-changes, followed by a sub-menu of options that providing private feedback locally in the user’s territory
for re-organizing contents according to the shape-change. can avoid social embarrassment [51], and Hornecker shows
that providing multiple access points for control increases
Content-First Interaction participation [27].
An alternative approach is to trigger shape-changes implic-
itly, based on digital content manipulations. This is referred With KirigamiTable, we demonstrate that physical tabletop
to as content-first interaction. When a user selects one or transformations can change how digital territories are physi-
more cards, a content-first widget appears that operates on cally constrained, in consequence making some actions possi-
the selection. For instance, the user can choose to duplicate ble and inhibiting others (e.g., flat-fold facilitates social aware-
a card into four individual copies, triggering a shape-change ness and equal participation, while four-fold facilitates individ-
that corresponds to the content action, as illustrated in Figure ual focus). However, since the four-fold configuration supports
6. Additionally, a user can choose a selection of cards for pre- individual display territories, it also complicates shared control
sentation as illustrated in Figure 7, subsequently triggering a of shape-changes because no-one can see the entire display
shape-change into the two-fold with vertical display real-estate surface. Hence, we propose to provide multiple access points
for presenting to others. [27] for interacting with shape-change (see Figure 8): con-
trol widgets are dynamically re-distributed depending on the
Cooperative Control of Shape-Change shape to continually provide multiple access points that are
The design of cooperative control with KirigamiTable builds accessible and visible from any position around the display.
on prior tabletop research [51, 27] that responds to the chal- Cooperative Gestures for Shape-Change
lenge of designing multi-user interactions for tabletops. First, An important challenge for collaborative displays is to design
Morris et al. [51] propose coordination policies for handling interactions that avoid potentially disruptive actions to occur
conflicts of control, e.g., touching the same item may dupli- by accident [51]. The potential of causing disruptive effects to
cate the item or tear it to pieces, or cooperative gestures may people’s work environment is specifically evident with shape-
serve as a mechanism to avoid potentially disruptive actions to changing tabletops, in the sense that when shape-changes
occur by accident. Second, Hornecker [27] exploits embodied occur it radically transforms the space around which people
constraints of tabletops (caused by their size and shape) to ex- work. This is further exacerbated when interactions with shape-
plicitly inhibit certain social behaviours (e.g., control conflicts)
while inducing others by design (e.g., helping and participa-
tion). Based on these findings, we propose two techniques
for designing controls for shape-changing tabletops: dynamic
distribution of controls and cooperative gestures.
Dynamic Distribution of Controls
As part of designing the shape-first interaction, we considered
coordination problems of interaction. It has been proposed
to exploit (or even overcome) embodied constraints on action Figure 8. Control widgets are distributed depending on the shape: in
two-fold and flat-fold there is one widget on each end (A), while in four-
around tabletops [27, 51, 63]. For instance, Morris et al. show fold each personal area has a widget (B).
changes are implicit, i.e., based on contextual information
(such as in content-first interaction).
A response to this challenge, is seen in Morris et al.’s con-
cept of cooporative gestures [51]. Building on this concept,
we explore how cooperative gestures can be designed for
KirigamiTable: Figure 9 demonstrates a cooperative gesture,
where the four participants collaboratively trigger a duplicate Figure 10. Digital preview (four-fold): indicating transitions through
digital animations that resemble the shape change (A). The folds are
action of an item by all simultaneously touching the same highlighted digitally before the shape change (B).
inspiration card. The number of hands detected for the gesture
can then determine whether to transform into four-fold (four
hands) or two-fold (two hands).
Anticipating Shape-Changes
One obvious challenge is how to provide feedforward regard-
ing the physical shape transformation of an actuated surface.
As shape-changes are disruptive to the ongoing activity, dy-
namic displays can provide feedforward on their upcoming
Figure 11. Digital preview (two-fold): indicating transitions through
shape-change. In the following, we illustrate how prior ideas digital animations that resemble the shape change (A). The fold is high-
of feedforward at handheld shape-changing device scale [58, lighted digitally before the shape change (B).
45] can be extended to furniture scale and support collab-
orators in anticipating shape-changes for coordinating their
actions around the tabletop. the current demonstration, the intermediate period is timer-
based. However, it could as well prompt users to cooperatively
Digital Preview: Indicating via Digital Animation confirm the shape-change when they have sorted their cards.
Lindlbauer et al. [45] propose the concept of Anticipating
shape-change, where upcoming shape-changes are simulated Highlighting Edges that Fold
virtually by altering the optical appearance of shape-changing A previewing technique that is utilized in both of the others
objects with displayed graphical animation. We extend this is to digitally highlight the folding edges. This is not only to
concept for collaborative tabletops with KirigamiTable (see indicate how the shape is going to fold in an upcoming transi-
Figures 10 and 11). Here, digital previews are not only hint- tion, but can also serve as a digital boundary for indicating a
ing at changes, but can also indicate how content will be threshold between private and shared or how contents will be
re-organized. For instance, when transforming from team to split between individuals.
individual work, the interface may first indicate how content
is sub-divided before it shape-changes (see Figure 10). First, we implemented a digital boundary as a draggable bar
(see Figure 13), enabling users to prepare before triggering
Physical Preview: Indicating via Intermediate Shape Steps transformations from individual to team work: users can sort
Rasmussen et al. [58] propose the concept of Negotiated cards into private and shared via the boundary separating the
control of shape-change (for single-user interactions), where contents on the triangle UI. This is input to the table trans-
shape-change can be negotiated (i.e., initiated and altered) be- formation when re-organizing content for a different shape
tween the user and the interface. We explore this principle for configuration. However, in developing this transition, we fur-
designing (multi-user) interactions at tabletop scale: physical ther explored the idea that highlighting a subset of edges on
previews use intermediate shape steps (i.e., a slight shape- the kirigami pattern can indicate boundaries during transitions.
change hinting at a full shape-change) to provide feedforward We extended the draggable bar to implicitly trigger a shape-
on a global interface transformation affecting all users’ indi- change to flat-fold when dragging over the physical boundary
vidual activities. As shown in Figure 12A-B, a slight shape of a shape fold (see Figure 14A-B). After the trigger, the fold-
change towards an intermediate step can communicate an up- ing edges below each triangle in the four-fold configuration are
coming shape change and prompt users for preparing their highlighted digitally to indicate to everyone that a transition is
cards (sorting into private and shared) for the transition. In coming up, and they can prepare by sorting cards into share
and minimize zones (see Figure 14C).
DISCUSSION
Through the design and implementation of the KirigamiTable,
we have come to identify a set of challenges and opportunities
for shape-changing tabletops that point towards future work
for this new and exciting type of user interfaces.
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