The same principle applies to our setup.
However, the vibration was still perceptible, with no bi-stable condition.
-A difficulty of this work was the long manufactoring process of actuators.
-It required weeks of planning, and the actuators were printed in a white clean room.
+A difficulty of this work was the long manufacturing process of actuators.
+It required weeks of planning, and the actuators were printed in a clean white room.
This long process limited the number of iterations we could perform for designing the actuator layout and properties such as thickness, shapes ,and sizes.
-Therefore at each iteration we printed several configurations, then tested them to select the most appropriate one.
+Therefore at each iteration, we printed several configurations then tested them to select the most appropriate one.
However, it limited the type of user studies we could perform.
One of the major differences between this vibrotactile technology and other piezo-based actuators is that their thickness is very low.
Hence with a dashboard with several buttons and sliders, it is possible to vibrate buttons individually.
-%slow iterations because long manufactoring process of actuators
+%slow iterations because long manufacturing process of actuators
%low vibration amplitude => clamping arrea => localized haptic feedback
The previous project addressed technological issues due to the replacement of physical interfaces by touch interfaces.
In particular, we studied a haptic technology that could restore the haptic feedback of physical controls.
This project is the exact opposite.
-We embrace physical controls and study how we can better include them in our daily activities beyond the way they usually work.
-In this work we augmented desktop peripherals: keyboards, mice and screens.
-
+We embrace physical controls and their haptic properties, and we study how we can use them differently.
+%better include them in our daily activities beyond the way they usually work.
+In this work we focused on desktop interaction with the augmentation of desktop peripherals.
+% peripherals: keyboards, mice and screens.
+
+Past research extended the capacities of computer peripherals, in particular keyboards.
+For example additional sensors enable contact sensing on the keys of a keyboard~\cite{rekimoto03}, gesture on the whole keyboard surface~\cite{block10,kato10,taylor14,zhang14}, or force sensing on keys~\cite{dietz09}.
+It is also possible to embed actuators in each key to make them harder to press~\cite{hoffmann09,savioz11}.
+The work we have done with Métamorphe explores the augmentation of keyboards further~\cite{bailly13}.
+We embedded solenoids in keys such that they can either be raised or lowered.
+In both positions they could be pressed though.
+Not only it changes the geometry of the keyboard, but it also gives users addess to the sides of the keys.
+We will discuss this in the next section, about the augmentation of desktop interaction at the device level.
+
+Beyond the augmentation of devices, the desktop itself can also be augmented.
+For example projection around the computer can give access to additional information and offer more interactive surface~\cite{bi11}.
+Every object in the environment can actually become a screen and enrich our interaction with interactive systems~\cite{gervais16}.
+
+%%%
+\fixme{
Interesection of Tangible interaction and shape changing.
+The primary rationale of augmenting the desktop worksta- tion is to better blend it in office activities.
+Several works aimed at enabling simultaneous work with physical informa- tion such as paper documents and digital information \cite{arai95,wellner93}. The idea is to enhance paper documents that are cheap, famil- iar, easy to read, etc. with computation rather than replacing them with computers. For instance, the DigitalDesk \cite{wellner93} and InteractiveDesk \cite{arai95} recognize and scan paper documents with a camera and augment them with videoprojection.
+
+Other approaches make good use of everyday human skills to augment desktop workstation, typically designers who use
+Wacom tablets for drawing-like activities. In that respect, Hinckley et al. considers the ability of humans to use both hands in the real world and present a set of two-handed inter- action techniques for desktop \cite{hinckley98}.
+A final approach considers the furnitures surrounding the desktop workstation to extent peripheric interaction. For in- stance, office workers can use the desk as an input (touch or pen input for shortcuts) or output surface to extend the mon- itor display area with video-projection \cite{bi11,steimle11}[17]. The chair can also be used as an input device to capture emotional data, gesture input and support office activities (e.g. [35, 36]).
+Our approach also considers the desktop workstation as a whole that should be integrated in its environment, but our primary focus is on augmenting devices and their interaction.
+}
\newpage
On one hand it complies with Ullmer and Ishii's definition we provided at the beginning of this chapter.
Since the introduction of this definition, computer peripherals actually became everyday objects.
Augmenting them to couple them with digital information would make them TUIs.
-On the other hand, computer peripherals were specifically designed for interaction with digital information, and would not exist otherwise.
+On the other hand, comxputer peripherals were specifically designed for interaction with digital information, and would not exist otherwise.
Hence, considering them as TUIs would neglect the very concept of TUI.
Now, consider the situation of users giving a talk with a slideshow.
%The first one is that these devices became mainstream because they are well designed.
%The second one is that users have years of experience with these devices.
Studies showed that some design choices are questionable.
-For example Pietrzak et al. studied the impact of the mode delimiters for keyboard shortcuts by replicating the \textsc{Ctrl} and \textsc{Shift} on the thumb buttons of the mouse~\cite{pietrzak14}.
+For example Pietrzak \etal studied the impact of the mode delimiters for keyboard shortcuts by replicating the \textsc{Ctrl} and \textsc{Shift} on the thumb buttons of the mouse~\cite{pietrzak14}.
They observed similar performance for keyboard shortcut entry than with the keyboard.
This means it makes sense to revisit design choices made decades ago.
-Research explored additional dimensions to extend the capacities of computer peripherals.
-Rekimoto et al. added capacitive sensing to the keys of a keyboard~\cite{rekimoto03}.
-It enables sensing whether the user touches a key or not.
-They propose scenarios in which they use this information to display feedforward, and other scenarios which take advantage of this extended vocabulary to enhance interaction.
+%Research explored additional dimensions to extend the capacities of computer peripherals.
+%Rekimoto et al. added capacitive sensing to the keys of a keyboard~\cite{rekimoto03}.
+%It enables sensing whether the user touches a key or not.
+%They propose scenarios in which they use this information to display feedforward, and other scenarios which take advantage of this extended vocabulary to enhance interaction.
-Beyond rethinking desktop devices, Bi et al. used the desk itself for interaction~\cite{bi11}.
-They extend the peripherals capabilities with interaction with the desk, both for multi-touch input and a projected display.
-At the opposite, Gervais et al. use everyday objects as viewports, which share or extend computer screens real estate~\cite{gervais16}.
-These systems explore tangible properties of the desktop environment to extend interaction.
+%Beyond rethinking desktop devices, Bi et al. used the desk itself for interaction~\cite{bi11}.
+%They extend the peripherals capabilities with interaction with the desk, both for multi-touch input and a projected display.
+%At the opposite, Gervais et al. use everyday objects as viewports, which share or extend computer screens real estate~\cite{gervais16}.
+%These systems explore tangible properties of the desktop environment to extend interaction.
\paragraph{Motion output}