1. Jim Wood
Designing for an everyday ubicomp with
tangible 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 tangible
and embodied materials
The abstract - .....explore the use and development of digital
tools and methods to enable prototyping and fabrication of
digital artefacts that may belong in the next generation of
ubiquitous or pervasive computing.
4. Designing for an everyday ubicomp with tangible
and embodied materials
The abstract - explore the use and development of digital tools
and methods to enable prototyping and fabrication of digital
artefacts that may belong in the next generation of ubiquitous
or pervasive computing
‣expanding from the current interest physical computing, digital
making and DIY culture
‣the use of design and creative approaches. both in methods and
materials to encourage the development of "the internet of
things"....
‣Focusing on three areas of study;
‣ methods, tools and communities.
5. 3 PROPOSALS FOR DESIGNING
FOR 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 Methods
Influences: 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
15. - 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
22. - 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
23. “Badger” Sept-2007
“A physical artefact from
social 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
24. Tag Pet - Punch + Hole Feb/Mar 2009
“RFID Smartcard Pet Creator”
by Punch and Hole
platforms: 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
25. “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 group
Platforms:
‣ Cardboard circuits.
‣ Conductive Thread.
‣ Processing / Arduino etc.
26.
27. 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*Ts
starting soon