Ben Leduc-Mills, Ph.D. Thesis Project 
PopCAD (Version 1, Version 2) is a paper-based tangible input device that allows non-experts to model and create their own three-dimensional objects. The user toggles lights (arranged in a 3x3x3 grid) to model the vertices of three-dimensional objects. PopCAD’s companion software reads the light configurations and then allows the users to export files that can be printed by 3D printers. PopCAD is the final version of Ben’s earlier design and implementation of UCube and SnapCAD tangible input devices. Ben discusses these systems and their implications in his doctoral thesis, “Embodied Fabrication: Body-Centric Devices for Novice Designers.”
- Ph.D. Dissertation: Embodied Fabrication: Body-Centric Devices for Novice Designers. Leduc-Mills, B. and Eisenberg, M. PopCAD: Toward Paper-Based Fabrication Tools for Education. FabLearn ’14: Stanford University, CA. Oct. 25-26, 2014.
- Ben Leduc-Mills, Halley Profita, and Michael Eisenberg. 2012. “Seeing solids” via patterns of light: evaluating a tangible 3D-input device. In Proceedings of the 11th International Conference on Interaction Design and Children (IDC ’12). ACM, New York, NY, USA, 377-380. (Best Paper, Workshop on Digital Fabrication)
- Ben Leduc-Mills and Michael Eisenberg. 2011. The UCube: a child-friendly device for introductory three-dimensional design. In Proceedings of the 10th International Conference on Interaction Design and Children (IDC ’11). ACM, New York, NY, USA, 72-80.
Yingdan Huang, Ph.D. Thesis Project 
Easigami is a tangible user interface (TUI) using an embedded computing approach. It permits users to assemble a wide variety of polyhedral objects by connecting and polygonal pieces and folding them along edge connections.
- Ph.D. Dissertation: Easigami: Virtual Creation by Physical Folding.
- Huang, Y.; Meyers, J.; DuBow, W.; Wu, Z.; and Eisenberg, M. 2013. Programming Plush Toys as an Introduction to Computer Science: the (Fraught) Question of Motivation. In Ubiquitous and Mobile Learning in the Digital Age, Sampson, D. G. et al., eds. New York: Springer, pp. 215-226.
- Huang, Y. and Eisenberg, M. 2012. PLUSHBOT: an introduction to computer science. In CHI ’12 Extended Abstracts on Human Factors in Computing Systems (CHI EA ’12). ACM, New York, NY, USA, 1457-1458.
- Huang, Y. and Eisenberg, M. 2012. Easigami: virtual creation by physical folding. In Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction (TEI ’12), Stephen N. Spencer (Ed.). ACM, New York, NY, USA, 41-48.
Nwanua Elumeze, Ph.D. Thesis Project 
- Ph.D. Dissertation: Ambient Programming
- Elumeze, N. and Eisenberg, M. ButtonSchemer: Ambient Program Reader. In Proceedings of MobileHCI 2008, Amsterdam, September 2008, pp. 323-326, 2008.
- Elumeze, N. and Eisenberg, M. 2008. Scheming Textiles: End-User Programming for Wearables [poster presentation]. In Twelfth International Symposium on Wearable Computers (ISWC 2008), pp. 111-112.
Buechley, L.; Eisenberg, M.; and Elumeze, N. 2007. Towards a Curriculum for Electronic Textiles in the High School Classroom. In Proceedings of Innovation and Technology in Computer Science Education (ITiCSE), Dundee, Scotland, June 2007, pp. 28-32.
- Elumeze, N. and Eisenberg, M. 2006. Toward Ambient Programming for Children. In Proceedings of CELDA 2006 (Cognition and Exploratory Learning in Digital Age), Barcelona, Spain, pp. 11-18.
- Elumeze, N. and Eisenberg, M. 2005. SmartTiles: Designing Interactive ‘Room-Sized’ Artifacts for Educational Computing. Children, Youth and Environments. 15(1): 54-66.
Sue Hendrix, Ph.D. Thesis Project 
- Ph.D. Dissertation: Popup workshop: computationally enhanced paper engineering for children
- Hendrix, S. and Eisenberg, M. 2005. Computer-Assisted Pop-Up Design for Children: Computationally-Enriched Paper Engineering (One of 5 Best Paper Finalists). In Proceedings of Eighth IASTED International Conference on Computers and Advanced Technology in Education (CATE 2005), Oranjestad, Aruba, pp. 47-52.
- Hendrix, S. and Eisenberg, M. 2004. Computer-Assisted Engineering for Children: a Pop-Up Design Application. (Poster presentation). In Proceedings of the International Conference of the Learning Sciences (ICLS 2004). Los Angeles, CA, p. 606.
The LilyPad Arduino and Computational Textiles
Leah Buechley, Ph.D. Thesis Project 
Leah Buechley’s initial development of the LilyPad Arduino took place as her doctoral thesis project in the Craft Tech Lab. The Lilypad Arduino is sold world-wide and is an industry standard in wearable computing and e-textiles. It has served as the conceptual basis for many other e-textile computational systems.
- Ph.D. Dissertation: An Investigation of Computational Textiles with Applications to Education and Design
- Buechley, L.; Peppler, K.; Eisenberg, M.; and Kafai, Y., eds. Textile Messages: Dispatches from the World of E-Textiles and Education. New York: Peter Lang, 2013.
- Leah Buechley, Kanjun Qiu. Sew Electric. December 2013.
- Buechley, L. LilyPad Arduino: rethinking the materials and cultures of educational technology. ICLS ’10: Proceedings of the 9th International Conference of the Learning Sciences – Volume 2.
- Buechley, L. and Eisenberg, M. 2009. Fabric PCBs, electronic sequins, and socket buttons: techniques for e-textile craft Personal and Ubiquitous Computing, 13:2, pp. 133-150.
- Buechley, L., Eisenberg, M., Catchen, J. and Crockett, A. 2008. The LilyPad Arduino: Using Computational Textiles to Investigate Engagement, Aesthetics, and Diversity in Computer Science Education. In Proceedings of the SIGCHI conference (CHI 2008), Florence, Italy, April 2008, pp. 423-432.
- Buechley, L. and Eisenberg, M. 2008. The LilyPad Arduino: Toward Wearable Engineering for Everyone. IEEE Pervasive Computing 7, 2 (April 2008), 12-15.
Glenn Blauvelt, Ph.D. Thesis Project 
- Ph.D. Dissertation: MachineShop: A Design Environment for Supporting Children’s Construction of Mechanical Reasoning and Spatial Cognition
- Blauvelt, G.; Wrensch, T.; and Eisenberg, M. 2000. Integrating craft materials and computation. Know.-Based Syst. 13, 7-8 (December 2000), 471-478.
Traditionally, the notion of home crafting connotes the use of “low-tech” materials and techniques; but increasingly, the once-distinct worlds of crafting and computational media have become integrated, to the mutual benefit of both cultures. In this paper, we discuss a wide range of recurring issues in the integration of crafts and computation, drawing upon a variety of related research projects. In particular, we explore the ways in which attention to computational crafts can encourage a productive re-examination of such notions as programming languages, computer architectures, and peripheral devices.
- Blauvelt, G.; Wrensch, T.; and Eisenberg, M. 1999. Integrating craft materials and computation. In Proceedings of the 3rd conference on Creativity & cognition (C&C ’99). ACM, New York, NY, USA, 50-56.
Tom Wrensch, Ph.D. Thesis Project 
- Ph.D. Dissertation: Programming computationally enhanced craft items.
This thesis is a study from a builder’s point of view of materials that blend physical objects with computation. Specifically, this study is placed in the context of craft, where the builders are crafters and the materials are computationally enhanced craft items (CECIs). CECIs are traditional craft materials enhanced with behaviors and sufficient computation to control behaviors and to provide end-user programmability.
- Wrensch, T.; Eisenberg, M.; and Blauvelt, G. 2001. Computationally-Enhanced Craft Items: Toward ‘Programmable Parts’ for Educational Robotics. In AAAI Spring Symposium on Robotics and Education, March, Palo Alto, CA.
- Wrensch, T.; Blauvelt, G.; and Eisenberg, M. 2000. The rototack: designing a computationally-enhanced craft item. In Proceedings of DARE 2000 on Designing augmented reality environments (DARE ’00). ACM, New York, NY, USA, 93-101.
This paper describes our progress in creating a device called a rototack. In its design, the rototack is an example of a computationally-enhanced craft item: a small, robust, inexpensive, and versatile — but also programmable — physical object for use in a variety of educational and home crafting projects. In particular, the tack is a source of rotational motion, suitable for turning light objects or for powering (e.g.) cams, gears, and linkages in complex, user-defined patterns. We describe the engineering decisions and trade-offs involved in creating our current prototype of the tack; discuss the central issues in creating a programming language and environment for the device; and sketch a variety of potential uses to which the tack might be put.
- Wrensch, T. and Eisenberg, M. 1998. The programmable hinge: toward computationally enhanced crafts. In Proceedings of the 11th annual ACM symposium on User interface software and technology (UIST ’98). ACM, New York, NY, USA, 89-96.
Traditionally, the practitioners of home crafting and the practitioners of computing tend to occupy distinct, nonoverlapping cultures. Those small, ubiquitous items of the crafting culture—string, thumbtacks, screws, nails, and so forth—thus tend to be viewed as inevitably “lowtech” objects. This paper describes our initial efforts toward integrating computational and crafting media by creating an instance of a computationally-enhanced craft item: a programmable hinge. We describe several prototype models of the hinge; outline a sample project in which the hinge might be employed; and discuss a variety of fundamental issues that affect the design of computationally-enhanced craft items generally.