2018年6月18日 星期一

week 17. project discussion (report spec)

2018  June 26 demo

final project requirement:
(1) concept video with real scale model (video upload to Google drive)
(2) High- definition product photos and product in scenarios (photos upload to Google drive)
(3) working prototype, (Work-in-progress is acceptable) (現場 demo)
(4) report in ACM Extended Abstract format (pdf) at least 6 pages (pdf upload to Google drive)
     http://st.sigchi.org/sigchi-paper-template/SIGCHIExtendedAbstractsFormat.docx

Abstract (摘要 150字)
Introduction
Annotated portfolios (參考作品)
Design concepts
Movement design
Functions
Form
Metaphor
Result
Discussion
Conclusion




參考:


Materializing infrastructures for participatory hacking (格式)


2018年5月21日 星期一

week 13. annotated portfolios & strong concepts

1. student presentation on Embodied metaphor prototypes
2. More on annotated portfolios (week 12)
3. Strong concepts (week 12)

 

2018年5月14日 星期一

week 12. annotated portfolios




1. Bill Gaver, Annotated Portfolios


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


Final Project warm up:

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

Deadline 2018/5/29




movement study example:

2018年5月7日 星期一

week 11. embodied metaphor

student presentation on metaphor


Embodied metaphors in tangible interaction design


5/22 group presentation on embodied metaphors
3 lo-fi movement prototypes implementing embodied schema.




2018年4月30日 星期一

week 10. metaphor


MusicBottles by Tangible Media Group



I/O Brush by Tangible Media Group



Tech Tap by PEGA design


Just Draw It by PEGA Design





Reference:

A taxonomy for and analysis of tangible interfaces

我們賴以生存的譬喻 (Metaphors we live by)

EX4:
Collect at least 3 tangible interaction designs and analyze their metaphors.
Create your own "metaphor expression" and then sketch one tangible design.
Deadline 2018/5/8

2018年3月26日 星期一

week 5. form review

1. form review (EX3)
2. feature interaction designer: Dan Saffer















Shake to change:



Kyary Pamyu Pamyu ♪ Ninjya Re Bang Bang ☆ au CM Making!


Reference:
Designing Gestural Interfaces by Dan Saffer


2018年3月11日 星期日

week 3. form making

1.


(original paper in IJDesign by Rung-Tai Lin)

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?

Practice:
regarding "functionality" of a music player, pick up 8 representative forms on the above siteless sample page for 8 Effort qualities of LMA. Draw 8 sketches based on the above forms and corresponding movements.





Retrieved from "Move to get moved"

"Re-routed Radio" projects by industrial design students (a) Nadeem Haidary, (b) Josh Finkle, and (c) Gavin Stewart. These music players were designed to establish new forms of interaction using standard electronics combined with non-traditional materials and expressive physical forms.




Retrieved from "interactions"

EX3: (2018/3/27)

 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 an A2 poster, and analyze according to LMA and gesture patterns (proximity to activate/deactivate, point to activate, rotate to change state, shake to change state...)

Reference: Chapter 4 in Designing Gestural Interfaces
(reference: http://www.trendhunter.com/slideshow/ipod-alternatives)

https://www.slideshare.net/jazzliang/tangible-interaction-2011-spring

2018年3月5日 星期一

week 2. movement as expression (EX2)

Simplicity in interaction design




Fonckel by Philip Ross
Ross original paper



dancerail



Alarm clock anticipates sleepers’ emotions
original paper DIS 2002


The emotionally expressive Key Table
physicality of things

Kees Overbeeke

1. What is expression? What is designer's expression? What is user's expression?
2. What is interaction?
3. What is tangible interaction?
4. manipulation vs. expression
5. tool vs. material
6. embodied interaction
7. what are the contrasts of movements?




Music, form, and mutual contrast Practice:
 1.

2.

3.

4.


5.

6.

7.

8.

9.


Practice in class:
Draw lines to represent the music form in mutual contrasts

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

EX2: (March 20, 2018)
propose at least 4 sets of mutual contrasts of movement
Give form of movement for each set of contrasts

2018年2月26日 星期一

week 1. introduction

Introduction to Tangible Interaction

2011 TID  課程成果

參考文獻:
1.Caroline Hummels, Kees C. Overbeeke, and Sietske Klooster. 2007. Move to get moved: a search for methods, tools and knowledge to design for expressive and rich movement-based interaction.Personal Ubiquitous Comput. 11, 8 (December 2007), 677-690.
2. Baskinger & Gross, "Tangible = Form + Computing", Interactions, 2010.
3. Heekyoung Jung and Erik Stolterman. 2010. Material probe: exploring materiality of digital artifacts. In Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction (TEI '11). ACM, New York, NY, USA, 153-156. 

Similar courses & project sites:
CIID interaction design
MIT Tangible Media Group
Newcastle University Culture Lab

EX1: (2018/3/13)

TOY Probes:
1. collect at least 3 interesting toys (or products) with expressive tangible quality.
2. bring 1 (or more) toy to the classroom for discussion.
3. make your own toy probes, with analysis of the "movements" in each toy.


學習內容:
1. 互動設計基本概論 (1/3)
2. 感測器原理與實作 (1/3)
3. 互動設計專案討論 (1/3)


計分方式:
個人作業(作品、口頭報告、課堂討論) 60%
期末專題(分組) 40%

作業上傳注意事項:
1. 請將作業加上標籤,例如第一次作業用 EX1
2, 請將作業加上學號標籤