Tangible interfaces / realtime graphicsDevelopment 2025–2026 / 03

An interface you can hold.

Physical objects become controls for selecting, rotating and changing what appears on a shared table.

My role
Interaction and application development
Context
Smart-table work / PurpleGlo
Working with
Unity · C# · tangible input · shaders
Interaction study illustrating rotary input and visual response. Not a capture of a deployed table.

I developed applications for Space Interactive’s smart-table product. Across related projects, my work includes rotary controls, pattern and colour selection, visual previews and puck-reactive graphics.

01

Give rotation a useful job

In the weaving application, physical puck rotation controls stepped menu selection and preview scaling. Colour and pattern choices update the output, with pointer creation, subscriptions and cleanup handled around the object lifecycle.

02

Make the response spatial

In InteractiveScape, I contributed reactive shaders, visual influence around individual pucks, proximity connections and interface orientation for different sides of the screen.

03

Different apps, different responsibilities

These were related but distinct codebases. I built custom interaction layers on existing input foundations, extended shared applications and made narrower page/video lifecycle fixes in TangibleTable.

The experience, in sequence

  1. 01Place an object
  2. 02Turn to select
  3. 03Change the preview
  4. 04Remove & reset

Role & credits

Smart-table application work through PurpleGlo, including applications for Space Interactive’s product. Existing TouchScript/TUIO input foundations, studio utilities, design and colleagues’ contributions remain separately credited.

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