Piyum Fernando

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Tangible objects have seen an ongoing integration into real-world settings, e.g. in the classroom. These objects allow for instance learners to explore digital content in the physical space and leverage the physicality of the interface for spatial interaction. In this paper, we present SparKubes, a set of stand-alone tangible objects that are corded with(More)
In this paper we present I-Draw, a drawing tool to assist free hand drawings on physical surfaces. We explore the interaction design space that combines the digital capabilities with the traditional drawing process. I-Draw device has been conceptualised in terms of its interactive philosophy, features and affordances. We developed a proof-of-concept(More)
Alongside an expanding community of non-professional biologists, DIYbio is beginning to emerge as a fledgling sub- domain of HCI. However, this emerging subdomain is yet to be in the focal point of a long-term investigation to identify the challenges and opportunities of designing interactive systems and tools to facilitate biological practices outside of(More)
Placing information at specific locations in the home provides rich and intuitive ways for people to cope with information, as they leverage semantics of the locations within the home. However, there is no deeper investigation yet on how users would embed digital cloud-based information into various locations in their homes, partly because previous systems(More)
In this paper we present work in progress on SiFEB, a simple, interactive and extensible robot playmate for kids intended to nurture the engagement in STEM (Science, Technology, Engineering and Mathematics) related activities through playing. SiFEB's simplified and interactive hardware and software modules present users without prior experience, with the(More)
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