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2013年6月3日 星期一

week 15. project review

Final project :

6/18 10:00  demo party

1. A2 poster (sketch, making process, form-making, concept, annotated portfolios)
2. Presentation slides (including annotated portfolios) (10 mins)  upload to slideshare.net
3. High resolution photos (above 1024x768, at least 5, including product it self, close-up, scenarios)
4. Demo movie (upload to videmo or youtube)
5. concept: 300 words  (including background, purpose, method, result, and result)

check if we can exhibit outside of computer classroom.


Reference:

CIID interaction program

CHI 2013

2013年5月20日 星期一

week 13. project 1 review


more sensors demo



annotated portfolios : grammar principles:
1. v. + adj. + n.
2. n. and n.
3. n. as n.
4. n. for n.


2013年5月6日 星期一

week 11. Annotated portfolios and strong concept


1. Bill Gaver, Annotated Portfolios


2. Jonas Löwgren  annotated portfolios and other forms of intermediate level knowledge


Project 1:

1. team up (2-3 members in each team)
2. each member collect at least 3 works, and annotated first
3. group discuss on the annotation and modify them
4. output as a set of creative cards
5. propose final project based on annotated portfolios

Deadline 5/21




movement study example:

2013年4月22日 星期一

week 9. arduino tutorial


basic sensors and movement

1. find basic movement qualities (LMA) and gestural movement patterns
2. implement these movements with sensors

2013年4月15日 星期一

week 8. arduino introduction

http://arduino.cc
http://fritzing.org/
http://spatialmedia.org/Arduino/

http://puredata.info/community/projects/software/pd-extended
http://processing.org/


http://spatialmedia.org/Arduino/Pduino-0-1.5beta8.zip



Arduino The Documentary (2010) English HD from gnd on Vimeo.









A Week In Making from Mac Oosthuizen on Vimeo.





Prototyping Desk Mates from Ulrik Andersen Hogrebe on Vimeo.




Barcode piano from trive on Vimeo.




Control :
Output:
1. Blink
2. Fading
PWM: http://www.arduino.cc/en/Tutorial/PWM

Input:
1. Button
2. Piezo




connection :
1. http://processing.org
2. http://puredata.info
3. flash...
4. others.....
iphone osc arduino























arduino 零組件 參考: http://www.aroboto.com/shop/

2013年4月8日 星期一

week 7. interaction design framework

Bill Verplank: Interaction design sketchbook

Introducing Poetic Interaction Design

poetic material, poetic expression, poetic function, & poetic form

example : poetic expression

Whisper by Lin


example: poetic expression & poetic material


sb2 emma from j.c.karich on Vimeo.


sandbox27 from j.c.karich on Vimeo.


example: poetic material

The History Table






feature interaction designers:

Dana Gordan

j.c. Karich


Studio Action 4:

questions: what is poetic interaction? what is its meaning related to another notion of interaction design?

1. frame "poetic" in contrast with another term.
    for example:
          poetic vs. functional
          poetic vs. instrumental
          poetic vs. descriptive
          poetic vs. deterministic

2. find at least 3 examples of "poetic material" (of course, in contrast to other notions)
3. search and introduce at least 1 interaction/industrial designer who present "poetic" quality of design

Deadline: 4/23, 2013
Tags: SA4, your ID number


2013年4月1日 星期一

week 6. form review

1. form review
2. feature interaction designer: Dan Saffer


The Role of Metaphor in Interaction Design
View more presentations from Dan Saffer

Shake to change:


Reference:
Designing Gestural Interfaces by Dan Saffer

Studion Action 3:
觀察一件玩具, 分析其動作.

標簽: SA3, 學號

2013年3月18日 星期一

week 4. form making

1.


(original paper in IJDesign)

2.








3.

persuasive design
4. A hierarchy of consumer needs by P. Jordan:







(image from http://www.sciencedirect.com/science/article/pii/S1369702103012239)
5. Timo Arnall: A form vocabulary for RFID


(retrieved from nearfield.org)

Skål from Timo on Vimeo.

(nearfield.org)

6.




"Forms in various materials invite touch and manipulation"
Retrieved from interactions

7.

siteless book sample page

8.


Retrieved from "Move to get moved"

9.





Algo.Rhythm from Huaishu on Vimeo.


Problems:
1. How to design simple forms for rich interaction? (including movement-centric, social interaction, self-expression, etc.)
2. What's the relationship between movement and form? Can we think "movement" without form?
3. What kind of form is suitable for movement?

4. Echoing "tangible interaction = form + computing" by Mark Baskinger and Mark Gross, if "tangibility = movement + form", how can Tangibility be explored?
5. Affordance: restriction or hint?

EX1:
regarding "functionality" of a music player, pick up 8 representative forms on the above siteless sample page for 8 Effort qualities of LMA



Retrieved from "Move to get moved"





Retrieved from "interactions"

Studio Action 2:
Prepare a A2 poster
collect music players and other inspiring form 
(reference: http://www.trendhunter.com/slideshow/ipod-alternatives)
make a physical model of a music player
(reference: http://ciid.dk/education/portfolio/idp12/courses/tangible-user-interface/projects/)
show the picture of this model on poster, and analyze according to LMA and gesture patterns (proximity to activate/deactivate, point to activate, rotate to change state, shake to change state...)
Deadline: 4/2, 2013

2013年3月11日 星期一

week 3. movement

1. Laban Movement Analysis (LMA)
http://en.wikipedia.org/wiki/Laban_Movement_Analysis

Body
Effort
Shape
Space

Effort (dynamics)
  • Space: Direct / Indirect
  • Weight: Strong / Light
  • Time: Sudden (or Quick) / Sustained
  • Flow: Bound / Free
eight combinations of the first three categories (space, weight, time):
Float, Punch, Glide, Slash(砍), Dab(輕拍), Wring(絞), Flick(輕彈, 抽打), Press

Classification from Reference 1 (Ross et al.)

  • Space: Direct: single-focused, channeled, pinpointed, lazer-like
Indirect: multi-focused, flexible attention, all-around awareness, all-encompassing
  • Weight: Strong: powerful, forceful, firm touch, impactful
Light: airy, delicate, fine touch, buoyant
  • Time: Sudden: quick, urgent, instantaneous, staccato
Sustained: leisurely, gradual, lingering, prolonging
  • Flow: Bound: controlled, careful, contained, restrained
Free: outpouring, fluid, released, liquid






Simplicity v.s. complexity
abstract art v.s. practical

Reference:
1. Figure 4. in Designing Behavior in Interaction: Using Aesthetic Experience as a Mechanism for Design
2. Move to get moved: a search for methods, tools and knowledge to design for expressive and rich movement-based interaction
3. other movement analysis:
http://en.wikipedia.org/wiki/Benesh_Movement_Notation
http://en.wikipedia.org/wiki/Eshkol-Wachman_Movement_Notation

Exercise 1:
Specify the 3 dimensions for 8 movements listed above
Exercise 2:
Sketch at least 3 gradations for each dimension of the four Effort (dynamics)

Studio Action 1:
Sketch:
Find representative tangible product pairs for each dimension of the four Effort (8 in total)

TAG: SA1, id_number

2013年3月4日 星期一

week 2. Terminology in Tangible Interaction Design


1. How is "Design Basics" taught in design school?
Examples
Examples
Examples
設計是什麼
2. What is the basics of "Tangible Interaction Design" as a design discipline?
Interaction Design Process by Bill Verplank
What are the significant contrasts for Tangible Interaction?
What principles are applicable? For example, synectics triggersbasic systems in nature.

3. Material
"Materials touch directly on three major topics:
1. A designer may be motivated and stimulated directly by a particular material.
2. Materials are expressive, verying from fragile and refined to earthy and coarse.
3.Certain materials are chosen for their inherent physical properties that relate directly to the function of the finished work."

4. Expression
"Expression. Basically it describes any outward, visible manifestation of an inward condition, feeling, or mood: a shrug, a frown, a grimace, a smile -- physical indicators of inner emotional states. In design, expression refers to the act of overtly communicating a visual idea." Stoops & Samuelson.

"Three phases are involved in the design process, and each contributes to individual expressiveness:
1. Recognizing and delimiting the visual problems to be solved, and deciding what sort of action is needed.
2. Putting on paper a personal, imaginative, synthesis of ideas as the specific form and arrangement of the concrete physical solution develops. This middle phase, the imaginative, creative one, is the most characteristic phase of the whole design process. It embodies the designer's expression.
3. Finally the design is translated, built, printed, constructed, woven, fabricated by the designer or under the designer's supervision." Stoops & Samuelson.

"When designers reach the point in their creative development where considerations of placement, proportion, and empty space occur without conscious effort, their work may be called expressive." Stoops & Samuelson.

如何用 expression 開展設計


5. Function
"Form follows function" is probably the most often repeated statement about design. Clearly, it means that the form of an object should be defined by the work it has to do."

6. Form
Tangible Interaction=Form+Computing
7. Movement
Laban Movement Analysis


Designing Behavior in Interaction: Using Aesthetic Experience as a Mechanism for Design










case study: Domus Academy : Interaction Design


Reference:
Introduction to Interaction Design
Expressive Interaction Design 2010 at NTUST

Grading rules:
1. Final project 70%, Design and engineering collaborative work. (Generally, every member in a group has the same score, however, participation in proposal, presentation, and discussion will alter)
2.Personal studio action 30%, consists of 3~6 homeworks done individually

Things you might prepare:
1. Sketching tools: sketchbook, drawing tools (pencils, markers, crayon...), glue, tape...
2. Form-making tools: Foamcore, hard paper, knife, nail
3. Function-making tools: Arduino, toolbox for sensors and actuators, if necessary, NB, Digital camera, projector...
4. Body and Brain.