2021年5月31日 星期一

week 15. final project discussion

 Final Project: (deadline: 6/16, 2021)

1. 2~3 人一組
2. 主題: 以體感動作為主的實體聲音互動裝置
3. DF player 部分,喇叭單體,請先預留硬體空間,期末展示可以用藍芽喇叭配合控制 (Wizard of Oz 展示法)

Google meet 期末發表:
1. 每組準備五分鐘 pptx (或 keynote) 演講。內容包含: 作品名稱,組員,概念,作品設計,情境,動作分析,功能,隱喻,過程中之草圖,完成支機構圖 (爆炸圖),產品情境圖,操作動作圖示,示範影片(一分鐘以內)。 (不限於以上項目)
2.  現場線上問答 (三分鐘)



2021年5月17日 星期一

week 13. embodied metaphor & body schema

student presentation on hardware sketch


Embodied metaphors in tangible interaction design (https://www.researchgate.net/publication/225745928_Embodied_metaphors_in_tangible_interaction_design)



Questions:
1. what is embodied metaphor?
2. what is body schema? what is body image?
3. what is phenomenology of perception?
4. what is perceptual crossing? (http://www.ijdesign.org/index.php/IJDesign/article/view/1062/537)

Final Project:
1. 2~3 人一組
2. 主題: 以體感動作為主的實體音樂互動裝置
3. DF player 部分,喇叭單體,請先預留硬體空間,期末展示可以用藍芽喇叭配合控制 (Wizard of Oz 展示法)
4. deadline: 6/16, 2021

Next week: 
分組報告相關作品之意象看板(搜尋 Pinterest, 或 CIID interaction design),初步構想,草圖,動作等等。



2021年4月12日 星期一

week 8. arduino hack and hardware sketching


0. 基本感測器原理








"sketching in hardware" approach:

Sketching in Hardware and Building Interaction Design: tools, toolkits and an attitude for Interaction Designers




Reference:




EX4:
Sketching in Hardware and Material
1. using arduino, sensors, actuators and other materials (ex., paper, wood, clothe, ...) to perform sketching
2. sketching can be no purpose, no function, no user
3. Take photos, or videos, upload to google drives
4. criteria (評分標準):
  evocative
  suggest
  question
  explore
  provoke
  ...

deadline : to be decided


2021年3月29日 星期一

2021年3月22日 星期一

2021年3月8日 星期一

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



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.




xxx

tapTap from Andy Huntington on Vimeo.







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.



The Hit Me interac - tive lighting device responds to touch with an LED display. It affords various interactions with the hand. Designed by Carnegie Mellon students Henry Julier, Justin Rheinfrank, Amanda Ip, and Michael Cruz-Restrepo; directed by Kees Overbeeke (TU/e). Image source: www.hen - ryjulier.com



Retrieved from "interactions"

EX3: (2021/3/23)

 make a physical model of a music player
(reference: http://ciid.dk/education/portfolio/idp12/courses/tangible-user-interface/projects/)
(reference: http://ciid.dk/education/portfolio/idp18/courses/physical-computing/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...)

perform the movement on the music player with Wizard of Oz method (Bluetooth speakers needed)


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

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

2021年3月1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 16, 2021)
propose at least 4 sets of mutual contrasts of movement
Give form of movement for each set of contrasts

2021年2月22日 星期一

week 1. Introduction

Introduction to Tangible Interaction



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: (2021/3/9)

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:
請在 課程google drive 作業一0309資料夾下上傳投影片
請用學號作為檔案名稱