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Presentation for TEI'11 (the Fifth International Conference on Tangible, Embedded and Embodied Interaction 2011) Graduate School Consortium

Presentation for TEI'11 (the Fifth International Conference on Tangible, Embedded and Embodied Interaction 2011) Graduate School Consortium

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  • 1. Jim WoodDesigning for an everyday ubicomp withtangible and embodied materials GSC TEI 2011 Funchal
  • 2. Jim Wood - Background- Previous study: Fine Art > Electronic Arts- 2001 - 2007 working with Masters program “Digital Interactive Media”- 2006 > PhD studies in Design Department. Goldsmiths- Started as interest in Physical Computing and DIY- After ‘Literature review’ stage - proposed to work within the paradigm of ubiquitous computing
  • 3. Designing for an everyday ubicomp with tangibleand embodied materialsThe abstract - .....explore the use and development of digitaltools and methods to enable prototyping and fabrication ofdigital artefacts that may belong in the next generation ofubiquitous or pervasive computing.
  • 4. Designing for an everyday ubicomp with tangibleand embodied materialsThe abstract - explore the use and development of digital toolsand methods to enable prototyping and fabrication of digitalartefacts that may belong in the next generation of ubiquitousor pervasive computing‣expanding from the current interest physical computing, digitalmaking and DIY culture‣the use of design and creative approaches. both in methods andmaterials to encourage the development of "the internet ofthings"....‣Focusing on three areas of study; ‣ methods, tools and communities.
  • 5. 3 PROPOSALS FOR DESIGNINGFOR AN EVERYDAY UBICOMP- 1. Using Design methods for sketching invisible interactions- 2. Take a materials based approach to embodying sensor devices- 3. Use communities of practice and peer production
  • 6. - 1. Using Design methods for sketching invisible interactions- 2. Take a materials based approach to embodying sensor devices- 3. Use communities of practice and peer production
  • 7. Design MethodsInfluences: Participatory Design methods - How to think of these invisible networks? #$%&((!&)&#*+,--./012&+3&45-&0/045&# - Provide a useful framework for ‘important things in the middle’, an outlines square frame with the label ‘everyone will sit by the window’, and several radial circles were described as ‘many centres’. This engaging users in designing or co- evoked discussions about how the various players interpreted the game boards and the labels given. After designing choosing the game-board the game was played by deciding which game pieces to include, taking turns placing the images of users, Moment-cards, and Trace-cards on the - game-board and discussing the various configurations that Johansson & Linde emerged. The game finish when the players agree on the IDEO - Method Cards configurations created. To learn more about the experiences with playing the Landscape Game see [7, 19, 20, 29]. “playful collaborative exploration” - Brandt “..exploratory design games Figure 2. The Landscape Game. Brandt - “The Landscape Game” Discussion The three exploratory design games presented are all aimed at creating future visions and they function as a framework for how to organise events that include the people designed
  • 8. Influences: Notation - As in computing - UML Case diagrams /Activity diagrams - As in Graphic communication
  • 9. Design Specification • Case study based on touchatag • create a tool for conceptualising thing networks • based on touch / contactless interactions [NFC] • enable design methods for ‘things’ in the internet
  • 10. Card(Carrier) Process Writer Replace make things Data Reader Tag
  • 11. t2t Cards kit * 1st version
  • 12. t2t Cards kit t2t Cards kit **1st version 2nd version
  • 13. t2t Cards board
  • 14. - 1. Using Design methods for sketching invisible interactions- 2. Take a materials based approach to embodying sensor devices- 3. Use communities of practice and peer production
  • 15. LIM-pet s
  • 16. - 1. Using Design methods for sketching invisible interactions- 2. Take a materials based approach to embodying sensor devices- 3. Use communities of practice and peer production
  • 17. “Badger” Sept-2007“A physical artefact fromsocial networks”Platforms: Collaboration:‣Mifare RFID reader/tags Jim Wood, Mark Wubben, Audrey, ‣Perl Mediamatic,‣Open CI cms‣Adobe Illustrator‣Printer @ PICNIC, Amsterdam, NL. 2007‣Hand Badge press
  • 18. Tag Pet - Punch + Hole Feb/Mar 2009“RFID Smartcard Pet Creator” by Punch and Holeplatforms: Myah Chun, Nuno Lourinho, Jim Wood‣USB Mifare RFID reader exhibited as part of‣Processing software (JAVA) Takeaway Festival @ Kinetica Art Festival, London‣Laser printer and at Maker Faire, Newcastle
  • 19. “Hi-Lo Tech” - experiments with material computing June 2010 Prototype made in “Design for Better Living Workshop”, Brighton. Organised by CHANGE project OU Pervasive Interaction Lab + MIT Hi Lo Tech groupPlatforms:‣ Cardboard circuits.‣ Conductive Thread.‣ Processing / Arduino etc.
  • 20. Co*P*E*Ts‣Use an online community as a workshop for makers‣Intention - gather a group of users.‣Enable exchange of materials‣Possibilities of peer production‣http://co-p--e-ts.mixxt.com Co*P**E*Tsstarting soon
  • 21. Jim Wood, Goldsmiths University of Londonjim.wood@gold.ac.uk