Automorph: Bringing Rigor to the Creation of Morphing Interactive Devices

Lead Research Organisation: University of Bristol
Department Name: Computer Science

Abstract

Today there are almost as many mobile phones and tablets as there are people on the earth. This is seven times more than the number of motor vehicles in the world. It is thus surprising that the industry of interactive device is still as such an elementary state, e.g. relying on manufacturer's gut feeling to choose the shape of devices - a static and planar rectangle resembling a brick. In comparison the automobile industry has made considerable advances since the first Benz Motor Car in 1879. It now has diligent models (fluid mechanics), systematic tools (simulation software, wind tunnels) and methods (composite lay-up) that brought rigor and innovation to the creation process, allowing the production of intelligent structures and morphing materials used in many systems (e.g. cars, wind turbines). We believe that time has come to bring similar rigor to the industry of interactive device in order to create phones, tablets or other devices that are not only adapted to human interaction but also exploit the advances made in some of the fundamental sciences used to create automotive (e.g. Fig.1 a reconfigurable touchscreen using Shape Memory Alloys).

Such revolution could fundamentally transfigure the market of interactive devices, not only changing their shapes to be fully adapted to the human morphology, but also enabling morphing abilities: when launching a game, a phone would curl its edges to facilitate grasping with two hands; when writing an email, a tablet surface would transform into a keyboard to improve touch-typing; when teaching about the formation of continents, children would physically interact with and mould actuated surfaces in order to experience the impact of geological forces. These examples only scratch the surface in terms of ways in which we can interact with morphing interactive devices. This can radically change the way we interact with computers, making them universally versatile by endowing them with the ability to adapt themselves to the users in a natural way.

However, implementation of morphing interactive devices is far off despite tremendous breakthroughs in advanced materials. The problem is that tools and methods are confined to the automotive industry, focused on large-scale systems rather than small scale ones, and whose outcomes are out-of-reach of researchers with no expertise in material engineering. More importantly the entire design process requires a profound rethinking, as the underlying models do not apply anymore (e.g. fluid mechanics). Instead we need models of human interactions that are substantially more complex, encompassing not only the physical aspects of interaction (motor) but also human cognition and perception. Such models will not only help creating tools and methods for the interactive devices industry, but also contribute an unprecedented understanding of how shapes provide affordances (quality of an object to tell us how it wants to be used and how it helps us to use it) that can unleash the humans' interactive potential.

Planned Impact

This research project has been designed to have an impact beyond the academic environment. In particular we identify three areas of impact.

(1) Our project will be beneficial to the UK economy by creating a new type of industry. By rethinking the way we create interactive devices, it will enable future development of key emerging industry by creating more synergies between the industry of interactive devices and the automotive one. Because we are not aware of any synergy of this kind, we believe it is a key opportunity to place UK in a unique competitive position that will foster national and global economic performance, and create new employment opportunities for both HCI and MS engineers.

(2) Our project will be beneficial to the general public and industry by democratizing access of advance materials to non-expert users. The ultimate goal of our project is to radically rethink the way we create interactive devices, and to do this we will create tools and methods that are directly inspired from fundamental automotive sciences but that are usable by non-expert researchers, designers and manufacturers. In other words, dissemination is an integral part of our project. We want to distribute our work through open-source material and we also want to explore the creation of a not-for-profit spin out company that would ultimately democratize access of advance materials to non-expert users.

(3) Our project will be beneficial to the society. Beyond this project, we believe that our tools and methods will increase efficiency and creativity of designers creating new ICT. This open new avenues of research towards future interactive ICT for targeted applications in many contexts such as education, cities or healthcare. For instance morphing interactive devices can dramatically improve educational experiences and outcomes in the coming decades. Consider for example the use of a shape changing map in a classroom of the future. When learning about the formation of continents, mountain ranges or river systems, students will be able to physically interact with and mould surfaces in order to better understand and simulate the impact of geological and environmental forces. This scenario could also be applied to commercial and governmental planning activities. Morphing objects can naturally adapt to the human morphology instead of forcing the human to adapt to objects. This could be very relevant for people with different psychomotor abilities such as elderly or impaired people and could also decrease muscle and nerve disorders associated with using objects with non-adapted form factor. Although our project does not directly aim at building such technology, the tools that we will create will facilitate their creation, thus why we believe our project to be groundbreaking.
 
Description Building digital technologies with multiple shapes (non-planar displays or reconfigurable material) is an existing space at the cross-road of multiple fields of research: Human Computer Interaction, Design, Material Enginering, Robotic. To enable such technologies in our everyday life we need more synergy between those fields. During this grant I have worked toward this in several forms: (1) the creation of a national workshop to gather people from multiple fields; (2) the creation of a road map document for the development and research needed to pursue shape changing interfaces; (3) multiple publications that advanced the state of the art.
Exploitation Route Our community have already started using our website to inform the design of their new technologies. Our road map for research in shape changing interface has already been cited 5 times which is quite exceptional in our fields given the fact it has only been published in 2018.
Sectors Digital/Communication/Information Technologies (including Software),Electronics,Manufacturing, including Industrial Biotechology

URL http://www.morphui.com
 
Description - outreach activities (workshop) to train students/researchers/designers/makers into building advanced technologies using programmable ink and morphing material - media coverage. According to the UoB press release team "skin-interfaces" had more than 1 milliard reaches online. Morphees, Fabricatink and Cubimorph received more than 1 million views on YouTube and TV each internationally. - a website http://www.morphui.com/ providing a database to explore implementation of new material for interactive devices - a brainstorming card deck for integrating advanced material into design http://www.anneroudaut.fr/morphui/Morphino_CardDeck.pdf - a platform for multi touch Arduino available to purchase online https://muca.cc/ - engineering finalist in STEM for Britain (Ollie Hanton)
Sector Education,Electronics
Impact Types Cultural,Societal

 
Description Digital tattoo: Using Programmable Ink to Create On-Body Displays
Amount £252,402 (GBP)
Funding ID EP/X017834/1 
Organisation University of Bristol 
Sector Academic/University
Country United Kingdom
Start 01/2023 
End 12/2024
 
Description Giant Tactile Robots
Amount £150,000 (GBP)
Organisation University of Bristol 
Sector Academic/University
Country United Kingdom
Start 01/2023 
End 01/2024
 
Description Impact Accelerator Account
Amount £5,000 (GBP)
Organisation Engineering and Physical Sciences Research Council (EPSRC) 
Sector Public
Country United Kingdom
Start 03/2017 
End 07/2017
 
Description Pro2 Network+: From Prototyping to Production of Digital Devices
Amount £3,323,767 (GBP)
Organisation University of Bristol 
Sector Academic/University
Country United Kingdom
Start 01/2023 
End 12/2027
 
Description 1st workshop on interactive metamaterial 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Local
Primary Audience Other audiences
Results and Impact We are organizing a 1 day workshop on Interactive metamaterial in Bristol for researchers interested in Fabrication / 3D printing / Metamaterial / Soft-robotic / Origami / Reconfigurable "things". The workshop will be held on the 28 of March at the pervasive media studio from 9:00 to 15:00 with morning coffee and tea (from 9 to 9:30), and lunch included. We have plan exciting ideas of activities that we hope will foster new ideas and collaborations. What is an "Interactive Metamaterial"? This notion has emerged from different domains within the past few years and we see here an opportunity to create more synergies between fields (e.g. Material Engineering, Robotic, Human Computer Interaction, Physics, Chemistry etc.). So, we think the time has come to lay more concrete plans for the future as well as short-term action items for collaborations/publications/co-advising etc.
Year(s) Of Engagement Activity 2018
 
Description 2nd workshop on interactive metamaterial 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach Regional
Primary Audience Other audiences
Results and Impact We are organizing a 1 day workshop on Interactive metamaterial in Bristol for researchers interested in Fabrication / 3D printing / Metamaterial / Soft-robotic / Origami / Reconfigurable "things". The workshop is a continuation of the 1st workshop held in march of this year.
Year(s) Of Engagement Activity 2018
 
Description Organization of a Dagstuhl Seminar on Shape-Changing Interfaces in February 2017 
Form Of Engagement Activity Participation in an activity, workshop or similar
Part Of Official Scheme? No
Geographic Reach International
Primary Audience Other audiences
Results and Impact Shape-changing interfaces use physical shape change as input and output; such interfaces are emerging as an alternative way of interacting with computers. This seminar brought together researchers working on shape-changing interfaces to discuss three key themes: (1) The technologies involved in shape-change, including soft and modular robotics, smart materials, and mechanical actuation. (2) The design of shape-changing interfaces, including their key application areas, and their industrial and interaction design. (3) The user experience of shape-changing interfaces, including evaluations of such interfaces and psycho-physical evaluation results. The seminar set out to strengthen this new community, create opportunities for active collaborations, and to reach-out to other fields. The seminar was attended by 25 researchers from around the world. These researchers represented the disciplines of Computer Science, Design, Engineering, Robotics and Material Science. This seminar focused on working-group discussion and report-back sessions.
Year(s) Of Engagement Activity 2017
URL https://www.dagstuhl.de/de/programm/kalender/semhp/?semnr=17082