Haptic as the New design methods

The rise of the internet has increased the emphasis on uniqueness, as well as the inherent worth and quality of the product. Therefore, it is not simply about producing the design, but rather about setting a high standard for the product's value for both design and creativity as well as its vital and useful value for our lives. The impact of design goods on our lives as a creative effort has become the defining benchmark for design given the transformations that new technology have brought about in our society; not as just a product from a factory. Furthermore, unlike in the past, a machine is not just made up of multiple iron components but can also be considered a product of design. Not only designers but also the user has been suggested a chance to apply for developing their life through the internet interface activities.

The roles of designers currently focus more on understanding everyday objects and analyzing people's lives to create designs leading to social changes. With smarter consumers, this has encouraged not only designers but also consumers to think creatively and set standards in regards to functional values, resulting in new life patterns. Moreover, the importance of use experience has boomed through the communication between audience and technology. One of designers who developed the technology function of our daily device and also design, as saying Dyson, who had grown to become one of the most influential brands in the world, would be their philosophy 'Solve a problem with a better technology than a technology at the moment.'. It is important at Dyson to think 'What is a better way to design for the further technology?'. There is no boundary between design and engineering at Dyson. The role of a design engineer at this era is not to see technology and design separately, but to understand how the product is seen and interacts with the user when being used, while improving and suggesting a solution to the problem at the end. As a result, design patterns and trends continued to change with higher expectations from people. Therefore, designers continue to make new things and update design technology to meet these needs. Which technology is making people has became more closer and interactive to it? If we has thought people life style pattern, we could consider supporter as producing design for helping their more development life. First of all, as a human, we could think ourselves. Humans have five senses: sight, smell, taste, hearing, and touch. These five senses are required in day-to-day human life. However, the current technology had released devices mainly an advancement of system of visual sensors or sound sensors. Skin is the first organ to be created though, which developed first among other four senses. The function of touch is a distinctive human sensory modality in comparison with other senses. Also people perceive touch sense, which gives a feedback twenty times faster then vision, more closer if they experience by hand firstly the design which emphasis touchable sensor. Furthermore, human entire body is possible to use for touching, much wider range of body parts than other four sense. Therefore, people could to build up an intimacy and interact through skin contact more closely. It also has became an importance issue, that how designer communicates well with which tools and methods for people as keeping appeared an interactive design. If we create a new interaction method in digital era, as keeping the toolʼs function extendedly by the past, humans could be apply that methods to their life pattern and make a new trend for the next life. This will be how new concepts will be released in the future. As saying Forbes Global 2000, it had listed up that haptic skill will be the one of the most important tool on ten future technologies. So then how does touchable technology change impact design practice?

/ Argument

Haptic suggests a new way of designing design as a remarkable new technology. Touchable technology has made it possible to explore how the people use it depends on their hand motion or skin stimulation. With technical advancements, the range of tactile design has become wider and new innovations to develop the consumption patterns and the life styles of people have been made.

On the other hand, we are living in a digital age where massive mechanism are released. People also expect a further technology life style and some of future lifestyle already start to release in the current as like controlling switches at home with applications, looking inside home through the mobile screen or self moving electronic products which are also designed well. Surrounding our daily space, there is a lot of touch interface devices. We could explore other touchable sense objects on various place though in a same time, some of analog objects are disappearing because they lost their function in modern times. However if we suggest a new design methods on them and redesign by a new technology, the objects remain their value also people gets a new experience but the objects are still friendly. Thus, the current society, we would like to interactive our life to new technology, that is developed functionality further, also well-designed for aesthetic value. Haptic technique could be a good solution of solving such people wishes. So if we are applied a haptic technology to objects, they could re-made as various interactive objects for the new smart lifestyle in this technical era. Furthermore, touch experience has also be merged into interactive human design. By touching people have an analog attachments by skin, so then it leads people getting a curiosity for a new experience. Moreover if this haptic products are designed well, the user would be enjoyed them as an visually satisfaction and give an daily inspiration to people. Thus, touching technology provide variety experiments to user while using them and it lead to user for giving a value on objects in our daily life by new touching experience. As a remarkable new technology, haptic also suggested various design possibilities and ways for using more wider and the user could approach to it more closer.

It approaches to the evocation of emotional and physical well-being as people increasingly take satisfactions into their own touch experience. So how we are offered the new design solution for the new haptic experiment in our ordinary life? Or which design is possible to develop in various tactile interface. Through the haptic recognition, people could experience as they memorized before, while observing, hearing or even tasting with tactile reflection. The haptic interface is explored as what design tools or methods for more closer to people, otherwise how it give an inspiration to user and communicate also how it is possible use in the future in our life.

1) Ordinary products for Haptic Experiences; We are living in a fasten development of technology era though there is not disappearing some of daily products yet. Therefore, if designer suggests a new design with the new technology on them, it would be possible to say that haptic technology can now be used in a friendly way in real life with a closer relationship between the tactile interface and the user or it could say an analogue digital technology. Since Kenya Hara's exhibition 'Re-design-daily products of the 21st century', who has been the art director of MUJI since 2002, ʻHapticʼ word had released to public in the exhibition. There were the artworks of well-known designers, who had been asked to re-design daily products, which was like suggesting a new alternative to overcome or merge designer designs with machines and technology of the 20th century by designing design. It was Kenya Hara who suggested this new way out for the 21st century by designing design with the new unit of touch technology. What Kenya Hara found by giving specificity to the medium of design was tactility. When a user uses an object directly, which realizes phenomenological presentness, the haptic perception, which first recognizes the object, is maximized. As a result, Kenya Hara suggested a concept of senseware, that is, a design object as a medium that is true to materiality, an example of which is 'Gel remote Controlʼ. The unique remote control above is a project product in cooperation with Panasonic. In collaboration with the technology of electronics and a new suggestion of touch, a material that stimulates the sense of touch was used along with the functions of a remote control.

This flexible and pliable Gel remote control with a sensor gets lit up and becomes firm, the feeling that users expect to get when touched by a hand. Besides, there is the feeling like it is breathing, providing users with various experiences. Through this project, this technology had given a life to fine electronic device and also Kenya had given the message to consumer, that touchable sensor could improve the humans motion more activity not as usual. While there are designs that maximize a sense using the experiences of a product that people possess, there are designs that designers suggest a new way of use added with a haptic technology, which uses hand motions appearing in trivial gestures that people recognize in daily life.

Silicone switches of Studio ʻNormal Designʼ by Ross McBride, and American designer who based in Japan where he focuses on product and furniture design since 1997. The design of this silicone switch is a simple and moderated switch, which has been created for the people who do not relate to "up equals on, down equals off". It is controlled by touching with no need of flicking up or down the on/off switch. The function of the switch can be utilized by sensing the control component without looking at it. Thus, user recognized the objectʼs function easily by touching it than looking. Visual elements are emphasized on daily objects, which especially had given informations such as number or words though if delete them, user reliance on their touch sense.

Another example is the ʻVague Clockʼ by Sejoon Kim of South Korea who has designed a clock where users feel the flexible face to tell the time. The Vague Clock is an analogue clock and the time can be recognized by pressing it with a hand. It always shows the right time, being updated constantly by GPS despite the new recognition system. This object aimed that "Vague Clock obscures oneʼs reading of the minute and hour hands to relieve the feeling of having to chase time." It is one of the interactive communication way; touch, technology and even designer. As he said "Too much information can put pressure on people," so adding only one main sense on a daily stuff, people naturally recognized the time by hand feeling as their before experience. By touching a product, physical interaction with the product is naturally made. The approach of the objects used in everyday life has come to affect the reactions of peopleʼs perceptions and behavior as well. I Whether personal active, tactile sensory has used a digital technologies to provide interesting and immersive experiences in a daily space. It would be more abundance experience at an personal space, which should be needed a well-communication between user and the ordinary environment. The objects mentioned above, work by using hand stimulation to send out an information which results in the sensation of touch for user. It has been normal that using a hand parts for communicating within a haptic though also other body parts could apply to sensor.

2) Haptic technology about wide range of movement; Wearing Haptic Experiences. The potential of haptic technology that could use other parts of the skin can be found in many fields. (illustration needs) One representative example of using a haptic experience for other body parts than the hands can be found in using fabrics which come into contact with our entire body, such as clothes, shoes, and hats. Textile is flexible and productive then it is possible to suggest commercials as well. “The techniques practiced by textile designers provide a perfect template for how scientists want to design in the future.” Dr Jenny Tillotson insisted that there should be some assistance and familiar ways for people to understand and approach sensory cognition and that people would have less direct experiences than in the past with the machine civilization coming closer. She also stressed that sensory cognition would still be the most important element for people to live and that light, color, smell, and touch should be emphasized in the future. Furthermore, there are possibilities for people to interact not only using gadgets but also using wearable objects with haptic technology. With fabrics being an important and basic element in fashion, tactile sensation, also called touch sensation, can lead to many creative outcomes by many people wearing these clothes. The collaboration of technology and design has been made, enabling virtual experiences, through a hologram after checking on an application, to be connected to a direct experience. With the expectation of fabrics to be smarter and different from the past, it would be an issue how sensitively they react to body gestures and electronics. What will the wearable electronics in the near future be like? Would they be hardware-like, firm and solid? What about the materials? The Georgia Institute of Technology has produced fabrics using the energy derived from both sunshine and motion.

This polymer fibre with fibre-based triboelectric nanogenerators, which is weaved with a general commercial textile machine, has various functions. Further, mechanical actions such as rotation or vibration as a result of the use of both the triboelectric effect and electrostatic induction, can produce a limited supply of electrical power. According to Zhong Lin Wang, a professor in the field of Materials Science and Engineering at Georgia Tech, this type of textile derived from hybrid power displays a new solution when it comes to charging devices as they can be charged from natural resources such as wind or solar power. Furthermore, as these textiles have adaptable qualities (e.g. flexible and light), they can be incorporated into clothes and even fabrics found around the house (e.g. curtains).

To take an example, there is a creative piece of work which senses the user's emotions and delivers their condition to a third party through the vibration of the body or the tactility. How wearable haptic technologies react to our body and emotion can be understood through the wearable designs developed by Billie Whitehouse, co-founder and design director of Wearable Experiments (We:eX). Whitehouse states that this justifies his job, especially in regards to the way he communicates with the skin. He goes on to comment on how it is wonderful to understand haptic and show the designs to users who use the haptic technology.

Alert Shirt, the first product of Wearable Experiments which also won the Clio Sports Award, is a wearable design, making it possible for the feelings of the players in the field to be delivered to the fans. The sensor placed in the shirt of the player detects their sensations in real time and delivers the collected information through the application to a person who is wearing the product. For instance, when a football player is tackled and attacked on the chest, the person who is wearing the product is delivered the feeling of how hard it was through the intensity of oscillation. Another example, Nadi X, is a garment for Yoga, which helps to fix the user's posture and angles through oscillation. This successful collaboration of technology and fashion has become a new subject, not being left behind in both the technology and the design field.

As it is becoming faster and closer to the internet, commercial brand also had tried to collaborate with this new technique. One example that, Topshop released a competition, which was about wearable tech. Madison Maxey had showed the light up dresses, having created one for Google and Zac Posen at New York Fashion Week. She is a founder of Brooklyn-based studio Loomia and winner of Topshopʼs wearable tech competition. This smart clothing had been applied a technological materials and commercial functions. Using LED and conductive circuitry into a stretchable smart fabrics. And also she said, this could give consumer haptic feedback as lighting up in any environment, which they need to read a map or lost a way to turn. As she saying that the new era is now for smart fabrics and clothing by using a technology. So with this information, we could understand the relationship between Haptic Feedback and wearable device that can be worn. This interface technologies that can guarantee mobility that using other output device can use visual information. Therefore, through this project, which focused on experiences and participation of the users, encouraged the users to touch and feel their current situation. It could be not only passive communication by using computer or smart phone, active interaction information while feeling it in person.

Smart fabrics, like the aforementioned, appeared in the industry earlier than expected. Fabrics combined with many body gestures appeared, suggesting a new lifestyle. It shows how haptic technology could become a part of our lives with the possibility of it becoming an everyday object.

3) Using smart daily haptic objects at home. So haptic technology is getting closer to our space. The users recognize the new concept of the products with different tactile experiences, when trivial products in real life are transformed into a different tactility. Especially when haptic technology, which is communicating between humans touch sense and computer, is added to the materials of familiar products in daily life, the new interface is recognized and approached as a different experience. Haptic communication give experiences through the sense of touch by perceiving motions, vibrations, pressures or textiles to the user. This mechanical sensory activities can be enhanced the user haptic perception as taking information. For example, ʻFeelSleeveʼ provides a story reading experience more memorable for children using haptic activities. It engage children with reading approaches more friendly by a mobile device in their hand. Also it aims that such haptic feedback into stories enhances children reading and more memorable. This process applied common use to mobile technology which link between perception of users and their haptic experience. The current society we may say that this is the age of the mobile age. Most of mobile devices have focused on output by the user touching screen, such as incoming calls and messages or gaming like entertainment things. So some of parents are disagree that children use the mobile device early. However, the faster usage of mobile device to children is unavoidable situation. So this device took advantages of the mobile devices, it aim is not only to encourage children’s reading as an educational, but also enhance technology that they widely use more friendly. Device programmed to help a dynamic and expressive effects on the userʼs hand while explore the FeelSleeve like vibrating or changing the friction of it with text elements of stories.

By applying the stuffs and materials which we use in daily life and the haptic technology in a different way, the trivial perception of the hand motion and its feeling changes the user's cognition without the feeling of an awkward transition. That is, the use of a haptic device can affect the user's behavior and perception in many ways. When it is possible to inspire the users' emotions and interact with them, not a one-way interaction which uses a unilateral machine, the value and possibility of Haptic will increase, as it will not be considered as just a piece of technology or a machine. In addition, some hand-touchable object had a high - value, which is healing people psychically as sensory device, then it had lead people to do a positive behavior.

Simone schrammʼs stressball visually communicates stress levels(above) The ball measures the stress level of the user by pressing the hand with an external sensor. Simone Schramm is a German interface designer interested in the intersection between humans and technology (주석 필요) and also in the feelings of a hand and the experiences of emotions. By touching the smooth and rough surface, the measurement can be experienced in a haptic way by users. The length of the nobs reflects the stress levels, pressing or pricking the user's hand while performing various movements. The various colors and movements of the surface lead the haptic experience of the users, enabling them to recognize their stress levels while communicating.

Simone Schramm's stressball is an interactive haptic object which enables people to emotionally interact by measuring their stress levels. In the need of various objects for daily life, the value of the objects with which people can share feelings is increasing in our fast-changing society. Another example of increasing emotion, is a haptic chair which designed by CMU school of design. The tactile contents are moving not only seen and heard but also felt, simultaneously. It also created simulation to the user while they are playing video games, watching movies, or even attending a presentation of speech. In the gaming space for instance haptics is a fast-growing area especially dur to the growth of virtual reality with the player desiring to have the same feeling as viscerally as they observe and hear their virtual environments, This unique sensory experience bring to people an entertainment daily experiment at home. As a result, haptic manipulandums are effectively used by user and haptic feedback for entertainment purpose.

Smartwatches like the ones Apple is about to introducing are hugely adopting the use of haptic to provide turn-by-turn directions. Researchers are currently experimenting with haptic cues to be installed into the steering wheels of vehicles with the aim of enhancing safety as well as tactile feedback built into touchscreens and public maps that will enable an interaction that have a more natural feeling. Still on the daily products used at home, Haptics makes it possible for deafblind persons to browse the web, with the help of the Morse code, and they can also be able to play video games.

4. Haptic technology training the next generation of surgeons

Though at the initial stages, researchers are embarking on research for the of haptic technology in surgery. The technology therefore have the likelihood of aiding in the training of the next generation of surgeons. Haptic feedback systems for the minimally invasive surgery (RMIS) are still in the early stages of development and evaluation but they hold a significant promise of improvement of accuracy as well as dexterity of a physician while at the same time minimizing the traumatic experience that the patient has to go through.

In the robotics and virtual reality research, haptics is given a broad definition as real and simulated touch collaborations among robots, humans as well as real remote or simulated environments in different combinations. The chief aim of haptic technology in robot assisted minimally invasive surgery is provision of “transparency” whereby the physician need not to have a feeling that he or she is undertaking operations in a remote mechanism but rather his own hands comes into contact with the patient. What is necessary here is artificial haptic sensors on the side of the patient robot for acquisition of haptic information, in addition to haptic displays for conveying of information to the physician.

As seeing above example, stimulation of touch had released a new good experience and it had affected userʼs emotion. To interact and communicate with people through objects is the main purpose of designers. When added with haptic functions, as above, people will be able to have direct activities as well as visual and auditory experiences. Based on the past experiences of daily stuff, designer suggested a new method about attaching touch action. So then user could know again the message of designerʼs purpose and objectʼs value. Affection, for example, not only applying on the real-time report services for receiving situation or location on a road and location-based services but also tactile sensor would be expected to represent a health problem such as checking condition of users or other form of data about user.

Haptics encompasses force, distributed pressure, temperature, vibrations as well as texture which are often challenging to model and quantify thus even more difficult for acquisition and display. If the surgeon is to be provided with the myriad haptic information without compromising the maneuverability as well as dexterity provided for by the RMIS system major technical challenges need to be overcome. In the same way, the robot components especially the disposable instruments need to remain low cost and robust. These are areas the ongoing research is seeking to come with solutions and tap the possibilities brought by haptic technology in the medical field.

/ Analysis

The potential of haptic technology is unlimited with the possibility of daily haptics being used as one that appears in everyday life as objects. Applying the materials and the tactile technologies of the products that are widely used in everyday life in different ways, hand motions and sensations in trivial perception naturally lead to a change in the user's cognition. It would be one of interactive communication that give memorable experiences through the sense of touch by perceiving motions, vibrations, pressures or textiles to the user. This mechanical sensory activities can be enhanced the user haptic perception as taking informations. Thus, haptic is associated with the user activities to understand and communicate with stories through the “process of recognizing objects through touch”.

Tactile device has used the whole body into intimate contact and can readily perceive information and expression through the skin appears a big advantage. In addition, various textile mechanism is using the entire skin that they recognize not the specific parts of the body so then it would make various form of wearable appliance with a wide range of fabrics. Wearable haptic technology, in particular, enables people to have a new tactile experience and therefore, the wearable haptic experience with an internet interface will make life more comfortable, providing information faster. So wearing haptic device suggested an alternative for meaningful feeling experiences using the other senses. Through this design objects designers and users get feedback on touch surfaces by sensing high-degree-of-freedom input devices while affecting each other with the reaction. However, it is a main point to apply on a effective parts of body, which is given intuitive information from the touchable fabric and how this process strategically stationed on the skin.

Moreover, a touch experience has an influence on the people cognition and this stimulus can be applied to the products which inspire user's behaviors. It will play a big role in the parts where communication often occurs and social influence is exerted as well. Thus, when it is possible to influence the user's emotion during interaction, not a one-way interaction through a machine, haptic technology and the scope of its potential, not just as a machine, would expand. Further, the value of the objects that interact with people's emotions, among other various objects which are needed in daily life, will increase. With the possibility of using skin tactility, haptic technology will be able to provide people with familiar results using a wide range of materials. It is depends on designing, the using a touch sense and communicating it, is not limitation on age or place. What is more, haptic technology is possible to collaborate with internet technology, which exists the origin of objectʼs function but will be possible to utilize in the future, and the use of tactility is also possible with the haptic "feel" while it can be suggested as a new industry to interact with other technologies. Thus, the haptic experience, which affects our emotions, can be used in various ways, not only for products. In particular, it can be very useful where communication occurs a lot, exerting social influences in various places. Also gesture-based interface which use devices can interact with various media, being naturally used for the user's circumstance and emotions at the same time. There is a possibility for the technology to be personalized with the consideration of the user's contextual information along with the tactile fragmentary information. Therefore, when haptic technology that makes it possible to approach people in emotionally creative ways by stimulating their tactility, is used as a tool of tactility data in design along with visually remarkable designs, the technology is expected to be utilized in the fields where the 'sensory interaction effect' is high.

Besides, tactile interaction communicate between human and design objects, that is to enhance the experience by improving the quality of active and making products more efficient and convenient. Products, also would become more increased valuable when they are giving people feedback in a real-time. Thus, users can understand new conceptions of new concepts by touching things differently when they have treated slightly differently in daily life. Digitalized haptic sensors make it possible to produce better outputs and products, the feedbacks of which are delivered to designers to produce other creative products.

/ Conclusion

Haptic is worthy designing technology as giving a value to design. Touch interface are deal with preserving an origin function of object and developing a tactile technology, it leads us using a further technology device more easily. Thus, it is easy to recognize familiar objects by touching them. Such good performance may be due to the fact that common 3-D objects vary in several dimensions easily perceived in a converging way by executing the appropriate exploratory procedures. Using haptic technology in the design of perception experiments as we have seen, it offers exciting capabilities for investigating haptic perception and interaction in general. So a role of graphic designers may be important to consumer for having a curiosity on valuable haptic devices. It also expects a positive solutions to user who wants to develop their life style having a fasten feedback when they have touch experiments. Moreover, the user would like to give more values to haptic objects which is human interacting. Then if designers design the haptic technology more productive, it could affect to a new further life, and also a new tactile technics provide a new information for the future dailfey life. However depends on a development of technology, a lot of ordinary stuff at our space could disappear their own functional value, so designers need to remain their own worthy of products but the suggests a new experience while the user use them. Haptic technology is a skill of well communication design methods, if it has a practical and aesthetic functions as well, it would be also a potential interaction design for our better life. Companies are using the technological innovation to come with innovative products. For instance, Applewatch us a products of haptics and is able to provide turn-by-turn directions. Other promising technology that will use haptics include haptics cues built into the steering wheel of vehicles and will enhance safety as well as provide tactile feedback that is constructed into touchscreens and public maps for improved natural feeling interactions. Haptics also aids deafblind people in browsing the web with the help of Morse code and can also enable them in to play games. The haptic technology is also in the frontline in training the next breed of surgeons, enhance simulations in the industrial sector for pilots in addition to large machine operators. Furthermore, it would be more real-time interactive design using an internet based feedback as a variety form of products and it could be used variety materials. So the haptic technology could flexible technology but closer to human interface then it has a potential value to develop design also producing a design objects. Meanwhile, it is using a sense of human skin so the technology would be more sensitive on taking information accuracy. Also if hardware form ...

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