Authors:
Amanda Williams, Alicia Gibb, David Weekly
Let's be honest. Much of what we do as researchers in tangible interaction design is hacking. We reappropriate game controllers; we break open toys and cannibalize their parts; we bend and flex and stuff electronics into objects they were never meant to go into. We usually mention this hackery, briefly, in the implementation sections of our research papers and then move on to discuss their interactional affordances, which is where our innovation really lies, right? In this article, we will discuss the ways in which hacking and hackers [1] make our world go round. Widespread use of open source…
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