Clench Interaction: Biting As Input

Shows human faced diagraming where the clench sensor should be placed between the teeth; the settings for correctly sensing clench, and the hardware platform used.
Xuhai Xu, Chun Yu, Anind K. Dey, Jennifer Mankoff
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (CHI ’19)
People eat every day and biting is one of the most fundamental and natural actions that they perform on a daily basis. Existing work has explored tooth click location and jaw movement as input techniques, however clenching has the potential to add control to this input channel. We propose clench interaction that leverages clenching as an actively controlled physiological signal that can facilitate interactions. We conducted a user study to investigate users’ ability to control their clench force. We found that users can easily discriminate three force levels, and that they can quickly confirm actions by unclenching (quick release). We developed a design space for clench interaction based on the results and investigated the usability of the clench interface. Participants preferred the clench over baselines and indicated a willingness to use clench-based interactions. This novel technique can provide an additional input method in cases where users’ eyes or hands are busy, augment immersive experiences such as virtual/augmented reality, and assist individuals with disabilities.

Helping Hands

Prosthetic limbs and assistive technology (AT) require customization and modification over time to effectively meet the needs of end users. Yet, this process is typically costly and, as a result, abandonment rates are very high. Rapid prototyping technologies such as 3D printing have begun to alleviate this issue by making it possible to inexpensively, and iteratively create general AT designs and prosthetics. However for effective use, technology must be applied using design methods that support physical rapid prototyping and can accommodate the unique needs of a specific user. While most research has focused on the tools for creating fitted assistive devices, we focus on the requirements of a design process that engages the user and designer in the rapid iterative prototyping of prosthetic devices.

We present a case study of three participants with upper-limb amputations working with researchers to design prosthetic devices for specific tasks. Kevin wanted to play the cello, Ellen wanted to ride a hand-cycle (a bicycle for people with lower limb mobility impairments), and Bret wanted to use a table knife. Our goal was to identify requirements for a design process that can engage the assistive technology user in rapidly prototyping assistive devices that fill needs not easily met by traditional assistive technology. Our study made use of 3D printing and other playful and practical prototyping materials. We discuss materials that support on-the-spot design and iteration, dimensions along which in-person iteration is most important (such as length and angle) and the value of a supportive social network for users who prototype their own assistive technology. From these findings we argue for the importance of extensions in supporting modularity, community engagement, and relatable prototyping materials in the iterative design of prosthetics

Prosthetic limbs and assistive technology (AT) require customization and modification over time to effectively meet the needs of end users. Yet, this process is typically costly and, as a result, abandonment rates are very high. Rapid prototyping technologies such as 3D printing have begun to alleviate this issue by making it possible to inexpensively, and iteratively create general AT designs and prosthetics. However for effective use, technology must be applied using design methods that support physical rapid prototyping and can accommodate the unique needs of a specific user. While most research has focused on the tools for creating fitted assistive devices, we focus on the requirements of a design process that engages the user and designer in the rapid iterative prototyping of prosthetic devices.

We present a case study of three participants with upper-limb amputations working with researchers to design prosthetic devices for specific tasks. Kevin wanted to play the cello, Ellen wanted to ride a hand-cycle (a bicycle for people with lower limb mobility impairments), and Bret wanted to use a table knife. Our goal was to identify requirements for a design process that can engage the assistive technology user in rapidly prototyping assistive devices that fill needs not easily met by traditional assistive technology. Our study made use of 3D printing and other playful and practical prototyping materials. We discuss materials that support on-the-spot design and iteration, dimensions along which in-person iteration is most important (such as length and angle) and the value of a supportive social network for users who prototype their own assistive technology. From these findings we argue for the importance of extensions in supporting modularity, community engagement, and relatable prototyping materials in the iterative design of prosthetics

Photos

Project Files

https://www.thingiverse.com/thing:2365703

Project Publications

Helping Hands: Requirements for a Prototyping Methodology for Upper-limb Prosthetics Users

Reference:

Megan Kelly Hofmann, Jeffery Harris, Scott E Hudson, Jennifer Mankoff. 2016.Helping Hands: Requirements for a Prototyping Methodology for Upper-limb Prosthetics Users. InProceedings of the 34th Annual ACM Conference on Human Factors in Computing Systems (CHI ’16). ACM, New York, NY, USA, 525-534.

Making Connections: Modular 3D Printing for Designing Assistive Attachments to Prosthetic Devices

Reference:

Megan Kelly Hofmann. 2015. Making Connections: Modular 3D Printing for Designing Assistive Attachments to Prosthetic Devices. In Proceedings of the 17th International ACM SIGACCESS Conference on Computers & Accessibility (ASSETS ’15). ACM, New York, NY, USA, 353-354. DOI=http://dx.doi.org/10.1145/2700648.2811323

Rapid Fabrication / Prototyping

Required Readings (videos for these and others found below)

Mueller, S., Im, S., Gurevich, S., Teibrich, A., Pfisterer, L., Guimbretière, F., & Baudisch, P. (2014, October). WirePrint: 3D printed previews for fast prototyping. In Proceedings of the 27th annual ACM symposium on User interface software and technology (pp. 273-280). ACM.

Interactive design space exploration and optimization for CAD models (ACM SIGGRAPH 2017) Adriana Schulz, Jie Xu, Bo Zhu, Changxi Zheng, Eitan Grinspun, and Wojciech Matusik.

Videos to flip through

Much of the work here is by Stefanie Mueller, Patrick Baudisch and others. I didn’t want to assign too many papers by the same group, but these videos are worth browsing! There are some other authors represented here too.

WirePrint:

Instacad:

Coarse to fine fabrication of large objects:

TrussFab: making even larger objects

Patching physical objects:

Protopiper:

Platener:

On-the-fly printing while modeling:

What you sculpt is what you get:

Accommodating measurement error (no video)

Jeeeun Kim, Anhong Guo, Tom Yeh, Scott E Hudson, & Jennifer Mankoff. Understanding Uncertainty in Measurement and Accommodating its Impact in 3D Modeling and Printing, In Proceedings of ACM Conference on Designing Interactive Systems (DIS’17), Edinburgh, UK PDF