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.
"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.
1. Record a video clip that includes rich body movements or hand gestures. (sports, dancing, martial art, ...) Select a background music to make your video interesting.
2. make a physical model of a music player according to the above video (reference: http://ciid.dk/education/portfolio/idp12/courses/tangible-user-interface/projects/) 3. video prototyping your mock-up model to demonstrate music playing functions (play, pause, stop, next, previous, random, volume up/down) 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