2025年5月23日 星期五

week 15. final project discussion


sFinal Project: (deadline: 6/3, 2025) 

1. 1~2 人一組 
2. 主題: 以體感動作為主的實體燈光互動裝置 
3. 現場展示,可先預錄影片,用影片示範 

期末發表: 
1. 每組準備十分鐘 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. 現場問答 (三分鐘)

2025年5月17日 星期六

week 14. project proposal

 

方法: 

 annotated portfolios (註記作品集)

設計考量:

1.  動作分析 (LMA 拉邦動作分析) 與 動作設計

2.  知覺現象學模型 

3.  體現譬喻 (embodied metaphor)

4.  身體基模與身體意象(body schema & body image)

概念設計:

  身體動作與燈光變化互動設計 - 使用情境設定 (居家、遊戲、展場、咖啡店、車站...)

  身體與空間的關係,燈光反應與身體的關係

實作:

  arduino + 感測器 + 燈條 實現可以展示的部分

2025年5月4日 星期日

week 12. embodied metaphor & body schema


0. students share hardware sketches

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 (身體基模)? what is body image (身體圖像)?
3. what is phenomenology of perception?
4. what is perceptual crossing? (http://www.ijdesign.org/index.php/IJDesign/article/view/1062/537)

example:

Final Project:
1. 2人一組
2. 主題: 以體感動作為主的燈光互動裝置
3. deadline: 6/3, 2025

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



2025年4月20日 星期日

week 10. annotated portfolios

0. Hardware Tutorial (燈條教學) (1hr)



1. Bill Gaver, Annotated Portfolios


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







movement study example:

movement study:
1. LMA
Designing Behavior in Interaction: Using Aesthetic Experience as a Mechanism for Design
PDF

2. Dan Saffer: Free form movement patterns


3.


Embodied metaphors in tangible interaction design




Next course: (5/6)
Hardware sketch: show your hardware sketch with arduino to produce interactive light 


Final Project warm up:
主題: 以體感動作為主的燈光互動裝置
1. team up (1-2 members in each team)
2. each member collect at least 3 works (lighting work 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 2025/5/13

2025年3月30日 星期日

week 7. arduino hack and hardware sketching


Review "metaphor in Interaction Design"

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: (2025/5/8)
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
  ...


2025年3月22日 星期六

week 6. metaphor

1. WoZ demonstration of movement-based audio player.


MusicBottles by Tangible Media Group



I/O Brush by Tangible Media Group



Tech Tap by PEGA design


Just Draw It by PEGA Design

2025年3月16日 星期日

week 5. form review

1. form review (EX3) extended to next week
2. feature interaction designer: Dan Saffer

Tap is the New Click from Dan Saffer

LightCube: Gesture-controlled light that can be used in different ways:








Movement-based methods for music player design practice:

1.  Soma-Slowstorming
  (1) pickup an object and intuitively apply a movement on it
  (2) Redo with very slow speed, notice your inner experience
  (3) Try other qualities of movement (slow vs. fast, light vs. strong, free vs. bound, one-focus vs. multi-foci)

2. Bodystorming with Props
  (1) choose one or more objects
  (2) bodystroming with objects, demonstrating music paly, stop, next song, volume up...

3. Brain Walk
 (1) Based on the above practice, walk and write down ideas
  (2) collect your ideas as well as others' ideas

4. Mockups for Movement Design 

5. Build & Describe
    (1) use one page advertisement
     (2) highlight your movement design feature of music player 





Shake to change:



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


Reference:
Designing Gestural Interfaces by Dan Saffer


2025年3月8日 星期六

week 4. form practice and gestural interaction

Digital Photo Printer re-design from Jasper Dekker on Vimeo.



SWYP: See What You Print from Artefact on Vimeo.
https://www.artefactgroup.com/work/swyp/

http://www.ludwigrensch.com/paper-a-printer-you-actually-want

Re-designing printers:



 Berg Little Printer



Paperang Portable thermal printer


Reflexive printer from Benforest on Vimeo.


Dispensing with words

Foam Core



Practice:
Redesign a printer with rich body movements.


reference: 





Movement Practice: (for Music Player)
I.  Movement Method 7 : Explore Movement:
 Step by step 
1. Pick a modifier from Modifing Movement (pick one from 4 LMA dimensions). 
2. Pick one or more props. 
3. Play with the props inspired by the modifier.
II. Movement Methods 14: Brain Walk
Step by step
1. Write one idea on each post-it 
2. Place the post-its near you. 
3. Take a few steps and repeat steps 1-3.
III. Movement Method 23: Object Theatre
Step by step  
1. Pick a scene that you want to roleplay. 
2. Choose or assign different roles to the participants (roles can be both actors and objects). 
3. Play out the scene or scenario. The participants must only focus on the perspective of their role.

2025年3月2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



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.

Algo.Rhythm: computational thinking through tangible music device


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: (2025/3/18) (2025/3/25)

 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, 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)
 
document how you design with "movement-based methods"