154
Tangible interaction Design Spring

Tangible interaction 2011 spring

Embed Size (px)

DESCRIPTION

Tangible Interaction Design Course at NTU & NTUST, 2011 Spring

Citation preview

Page 1: Tangible interaction 2011 spring

Tangible interaction Design

Spring

Page 2: Tangible interaction 2011 spring

week 1. Introduction

Page 3: Tangible interaction 2011 spring

Learning Design Language

Expression

Form

Function

MaterialMovement

Interaction

Tangible

Metaphor

Synectics

Physical Computing

Page 6: Tangible interaction 2011 spring

Enabling Function Connecting Digital/Analog

Page 7: Tangible interaction 2011 spring

Studying Materials

Designed by Kouji Iwasaki 20X9X9cm

Page 8: Tangible interaction 2011 spring

Thinking Metaphor

musicbottlesBeer bottle as musical instrument

Page 9: Tangible interaction 2011 spring

Designing Expression

Dancerail Alarm clock anticipates sleepers’ emotions

Page 10: Tangible interaction 2011 spring

Collaborative Project

• Expression of tangibility is of the most significant value

• The beauty of material is highly concerned• The quality of form and movement are at the

focus of interaction• The function of emerging technology and

innovative usage is strongly welcome

Page 11: Tangible interaction 2011 spring

1. How is "Design Basics" taught in design school?

• 相對詞

侷限 突破

當侷限住一切 即使希望的縫隙露出你仍然看不見

Page 14: Tangible interaction 2011 spring
Page 16: Tangible interaction 2011 spring

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."

Page 17: Tangible interaction 2011 spring

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.

Page 18: Tangible interaction 2011 spring

"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.

Page 19: Tangible interaction 2011 spring

• "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.

Page 21: Tangible interaction 2011 spring

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."

Page 23: Tangible interaction 2011 spring

7. Movement

• Laban Movement Analysis

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

Page 24: Tangible interaction 2011 spring

Reference

• Simplicity in Interaction Design

• Introduction to Interaction Design

• Expressive Interaction Design 2010 at NTUST

Page 25: Tangible interaction 2011 spring

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

Page 26: Tangible interaction 2011 spring

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.

Page 27: Tangible interaction 2011 spring

week 2. Movement

Page 28: Tangible interaction 2011 spring

1. Laban Movement Analysis (LMA)

• http://en.wikipedia.org/wiki/Laban_Movement_Analysis

Page 29: Tangible interaction 2011 spring

BodyEffortShapeSpace

Page 30: Tangible interaction 2011 spring

Effort (dynamics)

• Space: Direct / Indirect • Weight: Strong / Light • Time: Sudden (or Quick) / Sustained • Flow: Bound / Free

Page 31: Tangible interaction 2011 spring

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

Page 32: Tangible interaction 2011 spring

Classification from Reference 1 (Ross et al.)

• Space: Direct: single-focused, channeled, pinpointed, lazer-like

• Indirect: multi-focused, flexible attention, all-around awareness, all-encompassingWeight: Strong: powerful, forceful, firm touch, impactful

• Light: airy, delicate, fine touch, buoyantTime: Sudden: quick, urgent, instantaneous, staccato

• Sustained: leisurely, gradual, lingering, prolongingFlow: Bound: controlled, careful, contained, restrained

• Free: outpouring, fluid, released, liquid

Page 33: Tangible interaction 2011 spring

Vanessa Skantze butoh w/ Tatsuya Nakatani

• http://www.youtube.com/watch?v=tdecM3h5HaY&feature=player_embedded

Page 34: Tangible interaction 2011 spring

Noh Theater

• http://www.youtube.com/watch?v=MUTG6N0KFj4&feature=player_embedded

Page 35: Tangible interaction 2011 spring

SIMPLICITY V.S. COMPLEXITYABSTRACT ART V.S. PRACTICAL

Page 37: Tangible interaction 2011 spring

Exercise 1

Specify the 3 dimensions for 8 movements listed above

Page 38: Tangible interaction 2011 spring

Exercise 2

Sketch at least 3 gradations for each dimension of the four Effort

(dynamics)

Page 39: Tangible interaction 2011 spring

Studio Action 1

1. observation:Find representative tangible product pairs for each dimension of the four Effort (8 in total)

2. create:• Select a clip of music • Analyze the clip with 4 dimensions in Effort of LMA• Draw 2D representation of it • Find a tangible product to match this clip • Finish in form of video

TAG: SA1, id_number

Page 40: Tangible interaction 2011 spring

week 3. Form making

Page 41: Tangible interaction 2011 spring

Transforming Taiwan Aboriginal Cultural Features into Modern Product Design:

A Case Study of a Cross-cultural Product Design Model

• (original paper in IJDesign)

Page 42: Tangible interaction 2011 spring

persuasive design

Page 43: Tangible interaction 2011 spring

A hierarchy of consumer needs by P. Jordan

• (image from slowdesign.org)

Page 44: Tangible interaction 2011 spring

Timo Arnall: A form vocabulary for RFID

• (retrieved from nearfield.org)

Page 45: Tangible interaction 2011 spring

Skål

• http://vimeo.com/6698128

Page 46: Tangible interaction 2011 spring

"Forms in various materials invite touch and manipulation"

• Retrieved from interactions

Page 48: Tangible interaction 2011 spring

Move to get moved

• Retrieved from "Move to get moved"

Page 49: Tangible interaction 2011 spring

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?

Page 50: Tangible interaction 2011 spring

3. What kind of form is suitable for movement?

Page 51: Tangible interaction 2011 spring

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?

Page 52: Tangible interaction 2011 spring

EX1

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

Page 53: Tangible interaction 2011 spring

Studio Action 2

Prepare a A2 poster

collect music players and other inspiring formmake a physical model of a music player

show the picture of this model on poster, and analyze according to LMA

Deadline: 3/22, 2011

Page 54: Tangible interaction 2011 spring

week 4. Form Practice

Page 55: Tangible interaction 2011 spring

Foam core

Page 56: Tangible interaction 2011 spring
Page 57: Tangible interaction 2011 spring
Page 58: Tangible interaction 2011 spring
Page 59: Tangible interaction 2011 spring
Page 60: Tangible interaction 2011 spring
Page 61: Tangible interaction 2011 spring
Page 62: Tangible interaction 2011 spring
Page 63: Tangible interaction 2011 spring
Page 64: Tangible interaction 2011 spring

week 5. Form Review

Page 65: Tangible interaction 2011 spring

1. FORM REVIEW2. FEATURE INTERACTION DESIGNER: DAN SAFFER

Page 66: Tangible interaction 2011 spring

Tap is the New Click

• http://www.slideshare.net/dansaffer/tap-is-the-new-click-2495091

Page 67: Tangible interaction 2011 spring

Ideation and Design Principles Workshop

• http://www.slideshare.net/dansaffer/ideation-and-design-principles-workshop

Page 68: Tangible interaction 2011 spring

The Role of Metaphor in Interaction Design

• http://www.slideshare.net/dansaffer/the-role-of-metaphor-in-interaction-design

Page 69: Tangible interaction 2011 spring

week 6. Arduino Intro

Page 70: Tangible interaction 2011 spring

Arduino Intro

http://arduino.cc

http://fritzing.org/

http://spatialmedia.org/Arduino/

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

http://processing.org/

Page 71: Tangible interaction 2011 spring

Arduino The Documentary (2010) English HD

• http://vimeo.com/18539129

Page 72: Tangible interaction 2011 spring

Super Simple Arduino - Sylvia's Super-Awesome Maker Show: Episode 03

• http://www.youtube.com/watch?feature=player_embedded&v=3xCY2K9kQz4

Page 73: Tangible interaction 2011 spring

Arduino based PC ambient lighting

• http://www.youtube.com/watch?v=Am55k0k9eq8&feature=player_embedded

Page 74: Tangible interaction 2011 spring

A Week In Making

• http://vimeo.com/19997661

Page 75: Tangible interaction 2011 spring

Prototyping Desk Mates

• http://vimeo.com/10059896

Page 76: Tangible interaction 2011 spring

Control

• Output:1. Blink2. FadingPWM: http://www.arduino.cc/en/Tutorial/PWM

• Input:1. Button2. Piezo

Page 77: Tangible interaction 2011 spring

connection

• 1. http://processing.org2. http://puredata.info3. flash...4. others..... iphone osc arduino

Page 78: Tangible interaction 2011 spring

Arduino LEDs controlled by iPhone over WiFi

• http://www.youtube.com/watch?feature=player_embedded&v=-XAwZynkwVM

Page 79: Tangible interaction 2011 spring

Arduino + Eee PC Robot final (Road to CiclopEee)

• http://www.youtube.com/watch?v=VKftf8Ztisw&feature=player_embedded

Page 80: Tangible interaction 2011 spring

Cannot Look Away / Processing + Arduino

• http://www.youtube.com/watch?v=EtI3cC4DV5Y&feature=player_embedded

Page 81: Tangible interaction 2011 spring

Arduino LDR test with Pure Data

• http://www.youtube.com/watch?v=FdGUKEZJy4M&feature=player_embedded

Page 82: Tangible interaction 2011 spring

How-To Tuesday: Arduino 101 potentiometers and servos

• http://www.youtube.com/watch?feature=player_embedded&v=FKj9jJgj8Pc

Page 83: Tangible interaction 2011 spring

Microcontroller Course - Arduino Project 1

• http://www.youtube.com/watch?feature=player_embedded&v=jt2diwf_-3Q

Page 84: Tangible interaction 2011 spring

CiiDMote

• http://vimeo.com/19701784

Page 85: Tangible interaction 2011 spring

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

Page 86: Tangible interaction 2011 spring

week 7. Arduino tutorial

Page 87: Tangible interaction 2011 spring

class note

Page 88: Tangible interaction 2011 spring
Page 89: Tangible interaction 2011 spring

week 8. expression

Page 90: Tangible interaction 2011 spring

Expression

Artisan intentions towards artistic meaning have become a major factor that distinguishes fine art from craft in recent years (Risatti, 2007).

Risatti asserted that "if the maker is deprived of choice, of free will in the making processing, he or she also is denied any chance at expression.

Page 91: Tangible interaction 2011 spring

" He also cited Husserl that "the concept of meaning is reserved for the intention to mean." (Risatti, 2007) By placing the artisan at the focus of meaning creation, Risatti extended the notion of intentionality from Husserl to posit that "meaning should be understood as being made into the object as an intentional act of its maker.

" (Risatti, 2007) We can infer that the artisan's intention to express more profoundly impacts artistic meaning than expression does.

~Rung-Huei Liang

Page 92: Tangible interaction 2011 spring

• 1. an expressional: a thing designed to be the bearer of certain expressionsan appliance: designed to be the bearer of a certain functionality

From use to presence

• 2. "A thing always presents itself through its expressions."

Page 93: Tangible interaction 2011 spring

• 3. "When we let things into our lifeworld and they receive a place in our life,they become meaningful to us. We can say that this act of acceptance is in acertain sense a matter of relating expression to meaning, or of giving meaningto expressions."

Page 94: Tangible interaction 2011 spring

• 4. "When we think of the expressions of, for example, a mobile phone in elementary phoning-acts such as listening, talking, waiting, dialing, etc., these are clearly related to some basic form of mobile phone use. However, thinking about the thing in terms of how it forms its presence by means of its expressions in such acts is different from thinking about its functionality, for example, how it enables people to talk to each other despite not being co-located."

Page 95: Tangible interaction 2011 spring

• 5. "In, for instance, graphical design and many areas of industrial design, form giving often means to design the exterior of an object.

• This is reasonable when the object is sufficiently static and when its internal workings do not contribute to the overall expression. If we think about the material that forms the expressions of computational things, it is clear that it is a combination of computations and interaction surfaces."

Page 96: Tangible interaction 2011 spring

• 6. Assume that we will design a digital doorbell. A doorbell is something we use to attract the attention of people inside as we stand outside a door, to notify them that someone is at the door.

• There is nothing in this description that refers to the expression of a doorbell. We can also describe a computational doorbell as a thing that displays the execution of a certain program everywhere inside of a compartment or a house as it is initiated outside a given door. This is a distinction between describing the notion of a doorbell in terms of use and describing what thing a computational doorbell is in terms of its expression."

Page 97: Tangible interaction 2011 spring

• 7. "To design a mobile phone as an expressional means designing it on the basis of a collection of generic expressions, that is, the expressions associated with phones and phoning. To do this, we typically bracket functionality and focus on the expressions of a mobile phone in use: How does it feel? How does it look?

Page 98: Tangible interaction 2011 spring

• How does it shape a gestalt of movements, speech, and gestures?

• How does it transform and present my voice? • How does it express time? • Again, the expressions of a mobile phone in use are

different from what the phone expresses in terms of being a part of my life, and here our focus is on the expressions of the phone in use as we try to understand these expressions as a foundation for its presence in everyday life."

Page 99: Tangible interaction 2011 spring

• 8. "As an expressional, the mobile phone with a hands-free set is simply, among other things, a “talking-loudly-to-yourself”-device. Being a “talking-loudly-toyourself- device” is just one out of many things a mobile phone can become as it is adopted as part of someone’s everyday life. For instance, it might turn into a “flirting-device” that is used to initiate and ground a conversation (cf. Weilenmann and Larsson [2001]), a “check-that-nothing-has-happeneddevice” that is brought along just to see that no one has called, a “walkingcompanion” that is brought when going for a walk to ensure company for conversation, etc."

Page 100: Tangible interaction 2011 spring

Slow Technology

• 1. "We do not talk about functionality and design, but about the complete expression of a thing as it appears in the given context."

• 2. " Why is it not enough to have a reminder sign on the wall saying in capital letters ‘‘SMILE’’ or ‘‘THINK OF YOUR FAVOURITE PAINTING BY MATISSE’’, etc?

Page 101: Tangible interaction 2011 spring

• A key reason why this substitution is pointless is that the reminder sign is very imprecise in telling me what my favourite painting by Matisse is or why I should smile. It is the expression of the Matisse painting itself – or probably a reproduction – hanging on the wall that is important.

Page 102: Tangible interaction 2011 spring

• The function of a thing designed to invite and make room for reflection is inherent in the precise meaning of reflecting that is given by the total expression of the given thing; function is inherent in design expression."

Page 103: Tangible interaction 2011 spring

• 3. "One of the basic ideas behind the examples of slow technology is to use simplicity in material in combination with complexity of form. ... Simplicity in material invites people to reflect when there is an obvious complexity in form."

Page 104: Tangible interaction 2011 spring

• 4. "The design should give time for reflectionthrough its slow form-presence and invite us to reflect through its clear, distinct and simplematerial-expression. It is a combination ofsimplicity in material with a subtle complexityin form focusing on time as a basic element ofcomposition."

Page 105: Tangible interaction 2011 spring

Conceptual Designing and Technology

• 1. "I extensively used the method ofmoving between analyzing expressionals in terms of function, andappliances in terms of finding expressions."

• 2. "To create the form-making qualities, the material propertieswere analyzed to find what transformation types the materialcould offer designers, by searching for variables that designerscould manipulate through the design activity."

Page 107: Tangible interaction 2011 spring

Tangible interaction Design

week 9. project proposal

Page 108: Tangible interaction 2011 spring

week 10. metaphor

Page 109: Tangible interaction 2011 spring

REVIEW AND COMMENT

Page 110: Tangible interaction 2011 spring

Metaphor in Interaction Design

Rung-Huei Liang, NTUST, OPENHCI 2009

Page 111: Tangible interaction 2011 spring

Let’s talk about MusicBottles

Music is perfume.音樂即香氣[FORM] is[METAPHOR]

Page 112: Tangible interaction 2011 spring

Desktop and Windows

Page 113: Tangible interaction 2011 spring

Dan Saffer says

Nearly everything one says about a computer is metaphoric.

Paul Tillich : “Everything one says about God is metaphor”

Page 114: Tangible interaction 2011 spring

Microsoft BOB

Page 115: Tangible interaction 2011 spring

Metaphors We Live byOur conceptual system … is fundamentally metaphoric in nature

~Lakoff

Page 116: Tangible interaction 2011 spring

abstract tangible

Page 117: Tangible interaction 2011 spring

Bill Verplank Interaction Design Sketch

Page 118: Tangible interaction 2011 spring

Fishkin’s Metaphor Dimensions

• No metaphor• Metaphor of Noun• Metaphor of Verb• Metaphor of Noun+Verb• Full Metaphor

Page 119: Tangible interaction 2011 spring

No Metaphor

The BitBall Programmable Beads

Page 120: Tangible interaction 2011 spring

No Metaphor

Page 121: Tangible interaction 2011 spring

noun metaphor

Object looks like the real thingActions are at most weakly related to real-world

Page 122: Tangible interaction 2011 spring

Metaphor of Verb

Object acts like the real thingShape of object irrelevant

Page 123: Tangible interaction 2011 spring

noun and verb metaphor

Object looks and acts like the real thing – but they are still different

URP: MIT Media Lab

Page 124: Tangible interaction 2011 spring

FULL METAPHORReally Direct Manipulation

Illuminating Clay

Page 125: Tangible interaction 2011 spring

Form and Metaphor

1D form: text and language

Page 126: Tangible interaction 2011 spring

2D Visaphor

Page 127: Tangible interaction 2011 spring

3D Physical FormAram Bartholl

Page 128: Tangible interaction 2011 spring

4D Form: Ritual Aram Bartholl

Page 130: Tangible interaction 2011 spring

comments on concept proposal issues: reminiscence

1. Time factorexpression of "Time capsule"pensievesound capsulefutureme.org

Page 131: Tangible interaction 2011 spring

• 2.What is the expression ?

Page 132: Tangible interaction 2011 spring

Other Brother Project

• http://johnhelmes.com/projectsOtherbrother.html

Page 133: Tangible interaction 2011 spring

Caraclock

CaraClock photo viewerhttp://www.slideshare.net/Chihyun/caraclock

Page 134: Tangible interaction 2011 spring

3. LED expression for " 秘密 "

• 抽屜 , 藥櫃

Page 135: Tangible interaction 2011 spring

4. 4Photo: A Collaborative Photo Sharing Experience

Page 136: Tangible interaction 2011 spring

5. Ritual

• 量身高

Page 137: Tangible interaction 2011 spring

6. Spatialization of Time

• Linear, circular, height, depth Form

KHRONOS Projectorhttp://www.youtube.com/watch?v=uUDvGJ5ZnY4&feature=player_embedded

Page 138: Tangible interaction 2011 spring

week 11. project proposal II

Page 139: Tangible interaction 2011 spring

week 12. visiting craft museum

Page 140: Tangible interaction 2011 spring

week 13. Cross group evaluation

Page 141: Tangible interaction 2011 spring

• 1. revisiting notions of "Form," "Expression," "Function," "Material."

• 2. Each group discusses with a brainstorming session, an ideation session.

• 3. Both Meaning-making (Expression-making) and Form-giving (with LMA) are of same importance.

• 4. Each group needs to work out a design process. Especially identify "design problem," and "engineering problem."

• 5. One group is evaluated and criticized by another group.

Page 142: Tangible interaction 2011 spring

Brainstorming

• THE SEVEN RULES OF BRAINSTORMING (FROM IDEO)

• 1) Defer judgment• 2) Encourage wild ideas• 3) Build on the ideas of others• 4) Stay focused on the topic• 5) One conversation at a time• 6) Be visual• 7) Go for quantity

Page 143: Tangible interaction 2011 spring

Brainstorming

• Seven Secrets to Good Brainstorming• 1. Sharpen the focus.• 2. Write playful rules.• 3. Number your ideas.• 4. Build and jump.• 5. Make the space remember.• 6. Stretch your mental muscles.• 7. Get physical.

Page 144: Tangible interaction 2011 spring

Inside IDEO Part 1

• http://www.youtube.com/watch?feature=player_embedded&v=oUazVjvsMHs

Page 145: Tangible interaction 2011 spring

Gamestorming

• http://www.youtube.com/watch?feature=player_embedded&v=3mrtu4MmthE

Page 146: Tangible interaction 2011 spring

Improv: Building Ideas With the Yes, and Principle : Improv: "Yes, and" Marketing Brainstorm Exercise

• http://www.youtube.com/watch?v=eicyG2hPoIE&feature=player_embedded

Page 147: Tangible interaction 2011 spring

Go Into The Story by Scott Myers

• http://www.gointothestory.com/2009/11/brainstorming-improvisation.html

Page 148: Tangible interaction 2011 spring

The world cafe

• http://www.theworldcafe.com/

Page 149: Tangible interaction 2011 spring

Form language

• http://tangibleinteraction2011.blogspot.com/2011/03/week-3-form-making.html

Page 150: Tangible interaction 2011 spring

CIID interaction design

• http://ciid.dk/education/portfolio/

Page 151: Tangible interaction 2011 spring

week 14. Final project proposal

Page 152: Tangible interaction 2011 spring

week 15. Term project requirements

Page 153: Tangible interaction 2011 spring

時間 & 地點• :2011/6/21 pm 2:00

• 佈展時間:早上九點到下午兩點

• NTUST 設計系灰專廣場第二教學大樓三樓

Page 154: Tangible interaction 2011 spring

展示要求• A2 海報 ( 組員 , 作品名稱 , 概念 , 技術 , 照片 ...)

functional prototype ( 模型展示 )

• A4 說明書一頁五十份

• 部落格上傳 :

• 影片一支高解析度 (1280x1024 以上 ) 照片 2 張以上

• 概念說明 500 字每位成員 200 字跨領域學習心得 , 100 字給組員的話