Sunday, May 31, 2009

To do....

Final presentation plan:

  • 2 computers: one computer showing progress and storyline across the project and the other showing the flash animation
  • Powerpoint presentation (Me)Posters showing: Problem space, Aim, tech description (Sarah & Yuan)
  • Present 5 dices, showing 5 different ideas and materials to the potential users.
  • Prepare intro for each team member
  • Plan A: arduino
  • Plan B: Animation and scenario

Real interface

Hi from Multitouch Barcelona on Vimeo.

Thursday, May 21, 2009

Feedback

Take pics of the mockup
The posters are for information (Others to know what it is about, be descriptive)

ISSUES:
  • Will not develop the powerboard, instead will have a "diorama" type interaction
  • Instead of dots, have differente setups (kitchen, gaming, etc) on every face
  • Gesture recognition (If I move the dice twice up and then to the left it will trigger a setup)
  • How to make people aware of the battery level (indicator)?

Class Notes 7-20/4/09

  • Possible use of vibration sensor so that when the dice stops it will trigger a signal
  • Keep track on background and inspiration
  • Assignments:
  • Jono (Flash animation)
  • Build a dice (foam, wood, plastic...)
  • Show gathered data and organize it (Sarah and Yuan)
  • Posters (Andy)
Stylish: Big issue!
Design for extreme cases...engage

Monday, April 6, 2009

Class Notes March 31st.

How to build the Power Dice?

  • Mold: plaster and marbles
  • Dice: Silicon
  • Core containing the Hardware.

Got the shaking dynamo, probably will use bluetooth, probably will use arduino gyro...very doable?

Still to figure out:

  • Power specifications
  • Interconnect everything

Class Notes March 23th

Think of a different context
Domestic technology?

INTENDED EXPERIENCE
Playful: make it playful and educational (Family together) in the same room?
Metaphor (Improve communication among family members)

TECH:
Arduino + Accelerometer/Gyroscope
Dynamo (shaking torch)

CONSTRAINTS:
Bathroom, Technology?, cultural, support family coordination?

Use colour tags

At night it switches everything off!
Interaction with everyday actions
Are We designing for a specific situation?
LED's? Light the cube? Randomize pictures?

Class Notes March 16th

  • Reuse components
  • Collaborating projects
  • Provide detail that demonstrates the level of engagement with the project (What is it?)
  • Balance with something that can be feasible
Potential ideas:
  • T-shirt that encourages a better behavior
  • Self-erasing paper
  • Clock or device that shows how polluted the air is
  • Use body heat to recharge
  • Solar-powered devices like remote controls
  • Virtual or physical character whose ife depends on energy saving
  • Marquee like "Wall of Eyes"
  • USB heating device
  • LED shoes (responses to steps...faster...etc)
  • LCD screen that rotates using a remote control
  • Acceleration chair that simulates movements (acceleration)
  • Wall of LED's with sensors
  • Electric saving dice

General Context? Interactivity?

Two main options:

Shoes:
Everyday user
Sensor or pedometer to measure pulse, how weared out the shoes are? Awareness at night, Weight measuring.

Dice:
Home

Saturday, March 14, 2009

Physical Computing Review

WALL OF EYES by Adrian Baynes

What is it?
This project is a interactive public artwork, comprising of 225 mannequin eyes, all moving to follow the viewer.
(http://www.baynesandco.com/)

The size of the panel is approximately of 2x2 meters, which is my calculation from viewing the video that is attached to this review.

According to the creator "The eye is a powerful symbol, we respond to its most subtle movements.To use the eye, even in its glass form, is to work with something hard wired to the brain."
(http://www.baynesandco.com/)




Baynes & Co. was established in 1981 by Adrian Baynes and the company is based in the Midlands, Baynes & Co. also offers a comprehensive service of interior and architectural design (http://www.baynesandco.com/)

Background

This project comprises the following characteristics:
  • Interactive: Because it responds to the movement of the subject in front of the panel.
  • Kinetic: The response is a "intelligent" motion manifested by the movement of each eye.
  • Sculptured: Because it took several measurements to align the "eyes" and to give the final look to the panel.
  • Robotics: Each eye is controlled by a "brain" that coordinates the full set of eyes, creating a harmonic motion.
  • Interior and architectural design: The goal of the creator was to develop a piece of art.
( http:// interactivearchitecture.org/wall-of-eyes-adrian-baynes.html)




Technology
There is very few information regarding the technology used to develop this project, but the final data provides a general comprehension of how the panel was constructed.

Fabricated to be vandal resistant, the much larger final piece is intended to be permanently exhibited externally. The unit has a two axis controller, operating a counterbalanced plate via two 100w servos, triggered by 6 sensors (photoelectric sensors). (http://www.baynesandco.com/)

Why I chose this project?
From the beginning I found this project very powerful because of the reaction that it is capable to provide.

Wether this project does not fully comply with the sustainable matter, I find it very powerful because of the reaction that it is capable to create within each person that interacts with it. Even my mood when I look at the video was altered by creating different emotions within me.

As I researched on this project I found that many people also experienced different sensations. Some of the encountered reactions are described as follows.

March 10th, 2009 by Jonas Petersen

"As you pass by this installation by
Adrian Baynes, you get the feeling that you’re being watched. No matter where you stand someone or something is monitoring you. Since the installation actually consists of 225 eyes that constantly follow your movements, this isn’t so strange.


Wall of Eyes is an interactive public artwork, which has recently been on display at the
Kinetica Art Fair in London. The installation uses photoelectric sensors to detect movement of visitors. Custom-built software then adjusts the glass eyes to look straight at the visitor while she moves in front of the wall." (http://www.digitalexperience.dk/?cat=16)

Jennie's Blog
"The eyes follow you around as you move in front of the piece. It was interesting to see something which was a reasonably sized, (pretty much) flat, wall based piece, engaging its audience physically and playfully. I can’t find anything on the web about it, though, other than people blogging about it." (http://www.folly.co.uk/node/1368)

Steven's ramblings...
"Wall of Eyes is extremely disconcerting as 225 mannequin eyes follow your movement."
http://stevebob79.blogspot.com/2009/03/kinetica-art-fair.html

Emily Druiff
"This is a scary idea and not sure it should go more public"
http://www.artstream.org/artworks/view/178

Conclusion

At the end of my research I conclude that the most important thing for physical computing projects is to create a major impact on the people that will interact with them. (Dwellers)


Also it would be better if each project complies with the three bottom line theory thus, the aforementioned impact would be even bigger by creating a conscience and a reaction within the dwellers and therefore look for a universal benefit.


Video

Friday, March 6, 2009

Notes on Will Odom talk

  • It is important to follow a sustainable behavior such as recycling, etc.
  • Be less pragmatic?
  • The dwellers are very important (How involved they are?, Do they pay?)
  • Sustainability in design = The design should last long
  • Sustainability through design = Three bottom line
  • Look always for potential users and everyday actions
A possible procedure might be as follows:
  1. People (Predisposition)
  2. Context
  3. Goals
A possible framework is comprised by:
  1. People (Ways of thinking, etc.)
  2. Literature review (research)
  3. Insights (Interpret research)
  4. Concept exploration
  5. Prototyping
  6. Testing
POSSIBLE IDEAS:

Monday, March 2, 2009

Sustainable Design

Sustainable design

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This article needs additional citations for verification. Please help improve this article by adding reliable references. Unsourced material may be challenged and removed. (July 2008)

Sustainable design (environmental design, environmentally sustainable design (ESD), environmentally-conscious design) is the philosophy of designing physical objects, the built environment and services to comply with the principles of economic, social, and ecological sustainability.

The intention of sustainable design is to "eliminate negative environmental impact completely through skillful, sensitive design"[1]. Manifestations of sustainable designs require no non-renewable resources, impact on the environment minimally, and relate people with the natural environment.

Applications of this philosophy range from the microcosm - small objects for everyday use, through to the macrocosm - buildings, cities, and the earth's physical surface. It is a philosophy that can be applied in the fields of architecture, landscape architecture, urban design, urban planning, engineering, graphic design, industrial design, interior design, and fashion design.

Sustainable design is a general reaction to global environmental crises, the rapid growth of economic activity and human population, depletion of natural resources, damage to ecosystems and loss of biodiversity.[2]

The limits of sustainable design in reducing whole earth impacts are beginning to be considered because growth in goods and services is consistently outpacing gains in efficiency. As a result, the net effect of sustainable design to date has been to simply improve the efficiency of rapidly increasing impacts. The present approach, which focuses on the efficiency of delivering individual goods and services does not solve this problem. The basic dilemmas not yet well addressed include: the increasing complexity of efficiency improvements, the difficulty of implementing new technologies in societies built around old ones, that physical impacts of delivering goods and services are not localized but distributed throughout the economies, and that the scale of resource uses is growing and not stabilizing. 'Transformative' technologies are hoped for, but workable options are not yet evident. Only if the scale of resource uses stabilizes will the efficiency of how they are each delivered result in reducing total impacts.

The motivation for sustainable design was articulated famously in E. F. Schumacher's 1973 book Small Is Beautiful. In architecture, sustainable design is not the attachment or supplement of architectural design, but an integrated design process. This requires close cooperation of the design team, the architects, the engineers and the client at all project stages, from the site selection, scheme formation, material selection and procurement and project implementation. [3]