Design
a 'Tangible
Interface' which utilizes graspable physical objects and
your hands to manipulate
digital information. Use computational power to augment
/ transform the manipulation of objects/material in a meaningful
way for people to express, learn, and create. Avoid eliminating
what is already comfortable and important to you about the
objects / material.
Form a group of 3-4 students and define a problem domain
and a specific user group you will be targeting. Follow
the design process from initial brainstorming through a final
prototype design.
10/13 - Project proposal due
Presentations of first project proposals and design critique.
Prepare a poster (large format) which summarizes and communicates
your first project ideas well with sketches. (We
will put all the posters on the wall of the class room so that everyone can
easily access
to the ideas and review them.) You may also bring a physical mockup of
your ideas if this helps demonstrate your design thinking and will inform
the discussion. Each group of students will give 15-20 minute presentation
followed
by 5-10
minutes of discussion. You may present multiple ideas if you haven't decided
on one- the purpose of the discussion will be to evaluate and refine your ideas.
Also, write a very short project proposal/description (1 paragraph)
which
discusses
the
project
and describes
your user group and the
complete interaction loop. Please email it to us and bring a hard copy to class.
10/27
- Final Project Presentations due
Each group will give 15-20 minute presentation using
a final poster summarizing the results of your
project and a further developed working prototype /
mockup followed by 5-10 minutes of discussion. The
level of technical implementation is up to you, just be sure
to be able to demonstrate and describe the complete scenario
of using your tangible interface. In many cases creating
a video to illustrate your interaction loop can be very effective
to show situations
which can't be easily created (due to time or technical constraints)
in a prototype. It is more important to demonstrate that
you have thoroughly thought through your interface in concept
and in
usage than
to have
technical implementation of all the elements of your project.
| Group |
Project
Description |
Andrea Chew
Ana Pinto da Silva
Aaron Tang
Vincent Leclerc
|
mag_Nets
mag_Nets transforms waiting
space into an environment where users post, interact
with, save and view connections
between themselves and the members of their community.
By manipulating digitally enriched pegs and viewing both
the instant postings and connections between nodes, users
see the commonalities between themselves and others while
being brought up to date on the latest news and ideas. |
Christine
Liu,
Peter Sand,
Dick Whitney
|
CineTact
The CineTact serves as a tangible interface that
has the capability to
faciliate manipulation of a high number of objects. Quick
movement and
manuevers involved with editing and arranging movie clips
for a film seem more
fitting for a two-handed tangible operation than a GUI.
Small disk pairs,
magnetically attachable, represent separate film clips.
Connecting clips and
transitions are created by connecting them linearly on
the table. A small
thumbnail accompanies each clip; more detailed frames can
be revealed by
pulling apart the disks ("unrolling" the clip).
A timeline at the base of the
table handles timeline review and splicing, and physical
bins on the table
store archived clips. Previewing current work is performed
on a display screen
above the work area. CineTact's intuitive and quick-handed
operation suits the
creative and fluid process of film editing. |
Mat
Laibowitz
Mimi Liu
Kelly Norton |
Cliques
: Tokens of friendship
Social networks are thought to bring people a greater sense
of security by combating natural feelings of anonymity.
The growing popularity of online services like Orkut and
Friendster speaks to the fascination of mapping our social
space. Our project, Cliques, couples this phenomenon with
other, more tangible, social practices like the once popular
practice of crafting friendship bracelets for friends.
Cliques combines a physical avatar that, like the friendship
bracelet, is personalized and given as an expression of
friendship. The personalization includes not only external
decoration, but also the contents of a small amount of
memory, suitable for images, audio, contact information
and perhaps some limited animation. The avatars then plug
into a grid and through the manipulation of their heads,
one can adjust their own emotional leanings towards any
member of their social network. The changes are immediately
registered on a display of one's own social surroundings.
Inside of the avatar's memory, a map also indicates affinities
for other individuals so that feedback can be provided,
through the visualization and through a pager motor in
the avatar, when avatars are placed too close to a non-agreeing
avatar. The user group for such an interface ranges from
the pre-teen crowd (Those who made friendship bracelets
popular) to people in their early to mid twenties (Those
who made online social networking popular). |
Noah
Fields
Jonathan Gips
Arnaud Pilpre
|
LightReading LightReading
is a graspable interface built around a simple desk
lamp. Its purpose is to augment any physical book,
without
altering
it, bytying its content into a richer digital context.
|
Nick
Knouf
Francis Lam
Jeffrey Nordrum |
Amiable
Media
Technologies
that aim at integrating the physical
and digital worlds to give form to a new realm of communication.
A realm of
communication
that moves beyond the spoken word where technology allows
for human emotions to be
captured and transmitted across distances. |
Philip Liang
Jackie Lee
Hyemin Chung
Sajid Sadi |
ArchiTexture
This project explores using smart legos as building blocks
for general structures. The legos are used, in essence,
to manually 3D-print the object. Each lego is equipped
with a full-color light and digital bus that allows each
lego to talk to others, and eventually, to the main board,
which can then extrapolate a complete and exact model.
This model can be used for various analysis (such as
finite element or cost analysis).
cueCloset
The project explores the sort of enhanced interactions
that are possible with a regular clothes closet. To that
end, the closet is equipped with sensors and a projection
device. In passive mode, the projection device heats up
recently worn clothes, so that there is a digital residue
of the heat left behind by the actual act of wearking clothes.
The active mode produces illumination on demand to highlight
similarities and suggestions in an unobtrusive way, and
learns from the interactions with the closet.
Fridge Manager
The Fridge Manager uses both the inside and outside of
a fridge to make interactions with its contents more simple
and physical, instead of having to deal with a paper list
that doesn't capture all information about the contents.
As contents are added, physical icons are produced for
them to allow interaction. When such phycons are moved
to a special area of the door display, the interrior automatically
rearranges itself to allow easy acces. |
|