Category: design

  • 18AprFlying video-taking pet?





    Would you like a flying video-taking pet that follows you around? Here is a fun visionary video on the future of mobile technology for teenagers by Microsoft found on RoomWare


    Video: Career in Computer Science – MS Research


  • 29AprJapanese books

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    Cute Japanese books I found on amazon.jp!


  • 29AprJapanese books

    If you’re new here, you may want to subscribe to my RSS feed to receive the latest Architectradure’s articles in your reader or via email. Thanks for visiting!

    Cute Japanese books I found on amazon.jp!


  • 30AprTangible Programming in the Classroom

    If you’re new here, you may want to subscribe to my RSS feed to receive the latest Architectradure’s articles in your reader or via email. Thanks for visiting!



    Tern: Wooden blocks shaped like jigsaw puzzle pieces

    Created by Michael Horn and Robert J.K. Jacob at Tufts University, Tern is a tangible programming language for middle school and late elementary school students. Children connect the tailored wooden blocks to form physical computer programs, which may include action commands, loops, branches, and subroutines.

    Download Tern’s paper for Chi’07



    Quetzal

    Prior to designing Tern, the authors created Quetzal (pronounced ket-sal), a “tangible programming language designed for children and novice programmers to control LEGO MINDSTORMS robots. It consists of over one hundred interlocking tiles representing flow-of-control structures, actions, and data. Programmers arrange and connect these tiles to define algorithms which can include loops, branches, and concurrent execution.”

    Also Oren Zuckerman from the MIT Media Lab created Systems Thinking Blocks for children to model and simulate dynamic systems.



    Flow Blocks for children “to create 3D structures in space, that look like common structures in life”


  • 30AprTangible Programming in the Classroom

    If you’re new here, you may want to subscribe to my RSS feed to receive the latest Architectradure’s articles in your reader or via email. Thanks for visiting!



    Tern: Wooden blocks shaped like jigsaw puzzle pieces

    Created by Michael Horn and Robert J.K. Jacob at Tufts University, Tern is a tangible programming language for middle school and late elementary school students. Children connect the tailored wooden blocks to form physical computer programs, which may include action commands, loops, branches, and subroutines.

    Download Tern’s paper for Chi’07



    Quetzal

    Prior to designing Tern, the authors created Quetzal (pronounced ket-sal), a “tangible programming language designed for children and novice programmers to control LEGO MINDSTORMS robots. It consists of over one hundred interlocking tiles representing flow-of-control structures, actions, and data. Programmers arrange and connect these tiles to define algorithms which can include loops, branches, and concurrent execution.”

    Also Oren Zuckerman from the MIT Media Lab created Systems Thinking Blocks for children to model and simulate dynamic systems.



    Flow Blocks for children “to create 3D structures in space, that look like common structures in life”


  • 10MayInspiring book : the Prosthetic Impulse

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    The Prosthetic Impulse: From a Posthuman Present to a Biocultural Future, by Marquard Smith and Joanne Morra, eds. Cambridge, Massachusetts: MIT Press, 2006.

    The prosthesis is not a mere extension of the human body; it is the constitution of this body qua “human.”
    —Bernard Steigler,Technics and Time

    With every tool man is perfecting his own organs, whether motor or sensory, or is removing the limits to their functioning. . . . Man has, as it were, become a kind of prosthetic God.When he puts on all his auxiliary organs, he is truly magnificent; but these organs have not grown on to him, and they still give him trouble at times. . . . Future ages will bring with them new and probably unimaginable great advances in this field of civilization and will increase man’s likeness to God still more. But in the interests of our investigations, we will not forget that present-day man does not feel happy in his Godlike character.
    —Sigmund Freud, Civilization and Its Discontents

    The first chapter can be downloaded here

  • 15JunYou need a brand?

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    A nice set of slides about branding a logo, a product or a company created by Neutronllc.

    More slides on slideshare.net

    The company also published a book The Brand Gap: How to Bridge the Distance Between Business Strategy and Design



    A funny graphic with cross cultural meaning the nail that sticks up is one brave nail


  • 27JulVideo, toys and perspective taking

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    I discovered this fabulous experimental research on perspective taking by developmental psychologist Masuo Koyasu.

    Masuo Koyasu’s web site (in Japanese only).

    In the 1980s, I was interested in studying the development of perspective-taking in young children. Piaget’s “three mountains task” had demonstrated that children find it difficult to understand how something looks to a person who is in a different position from themselves. In fact, younger children exhibit a strong tendency to choose their own view when asked to indicate how an object looks to someone in another position, a tendency that Piaget called “egocentrism.” I thought there are three dimensions of egocentrism (up and down, front and back, and left and right), and that children’s difficulty in understanding different perspectives might be because they do not receive feedback about other people’s perspectives. To test this hypothesis, I conducted a series of experiments with kindergarteners.


    Figure 1. Experimental Situation
    A:Child,B:Experimenter,C:Sample Photos,D:Place to put toy animal(s),E:Three toy animals,F:Still camera or video camera

    The task in the first experiment was to face a camera set up across from them and then to arrange one to three toy animals in a way that would produce a photograph like the sample (Figure 1). Forty-three percent of the four-year-olds exhibited front and back egocentrism by placing the toy animals’ backs to the camera. That tendency had mostly disappeared among the five-year-olds and six-year-olds, but it became clear that hardly any of the four- to six-year-olds could position two or three toy animals in the correct left-to-right order. In a second experiment, I used a video camera instead of a still camera and provided video feedback, showing an image of the toy animals as viewed from the opposite side on a color CRT monitor. In the control group, which was shown only the CRT monitor, the children were able to correct their front-back egocentrism on their own but were not informed of their errors. Even in the experimental group, which received instruction and practice in correcting left-right egocentrism, the effect on their post-test results was clearly small (Figure 2).


    Figure 2. Mean number correct in each condition

    Until the age of about seven, most children facing a teacher who says, “Let’s raise our right hands” while raising his or her own right hand will raise their left hands.
    Incidentally, research into perspective-taking abilities has traditionally focused on investigating how children understand other people’s viewpoints, but I have noticed a serious limitation in the paradigm commonly used to study this. In the case of the “three mountains task,” even if children can’t directly guess the viewpoint of a person in another position, they can solve the problem by conducting a mental simulation in which they imagine that they have gone to the other person’s position, or by a type of mental rotation, in which they imagine that the object has been placed on a lazy Susan and rotated to the correct position. The lack of methodological distinctions in the perspective-taking paradigm was a major problem. As I was worrying about how to think about this problem, I encountered research into “theory of mind.” In particular, I spent ten months as a visiting scholar in the Department of Experimental Psychology at the University of Oxford from 1994 to 1995, where I had the opportunity to come into contact with the front lines of British research into cognitive development. After returning to Japan, I began studying “theory of mind,” but at that time, hardly anyone else in the country was doing so. Without intending to, I have had to carry out the role of “missionary” in the field of “theory of mind” in Japan.
    The most famous experiment in “theory of mind” is the false belief task (the so-called “Sally and Anne task”) of Josef Perner and his colleagues. “Sally puts a doll in a basket. While Sally is away, Anne takes the doll out of the basket and puts it into a box nearby. Sally then returns and the child is asked where Sally will look for her doll.” In general, three-year-olds can’t pass this task, but they become able to do so between the ages of four and six. It has also been demonstrated that even high-functioning autistic children can’t pass this task. It is odd that most young children are easily deceived by this task, which is no problem at all for adults. I have been observing the daily lives of children at a Kyoto kindergarten once a week for three years, as well as conducting developmental research, including the false belief task. As a result, I have obtained longitudinal data on “theory of mind” (Figure 3).


    Figure 3. Results of a longitudinal study of “theory of mind”

    The data presented in this figure began with 15 children, with 4 more children transferring in at the ages of four and five, for a total of 19 children at the end. Only one child regressed from being able to pass the task to failing it, but he was a boy who became extremely nervous and made mistakes in the testing situation at age five and six. The fact that I was conducting experiments on children with whom I was in contact on a daily basis made me feel that I could interpret the results more broadly.

  • 30JulThe SynchroMate

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    The SynchroMate fits snuggly in the palm of one’s hand (…) it encourages serendipitous synchronous interaction by indicating when a message is being composed for you by a distant companion through gentle vibrations and pulsing concentric circles of lush colors on the display

    SynchroMate: A Phatic Technology for Mediating Intimacy, by Martin R. Gibbs, Steve Howard, Frank Vetere, Marcus Bunyan (2006)

    Abstract

    By and large interaction design has been concerned with information exchange – technologies for the collection, processing and transmission of informational content. This design sketch discusses preliminary ideas about an alternative way to think about interactive technologies – phatic technologies – that are less concerned with capturing and communicating information and more about the establishment and maintenance of social connection. Drawing on insights and inspiration gleaned from a recent field-based study of the role of interactive technologies within intimate relationships we outline our preliminary ideas concerning technologies to support phatic interaction. Using materials collected during our fieldwork as design inspirations, we developed design sketches for phatic technologies intended to support playful connection between intimates. One of these sketches – SynchroMate – is presented. SynchroMate is a phatic technology designed to mediate intimacy by affording serendipitous synchronous exchanges.

    Full case study


  • 30JulThe SynchroMate

    If you’re new here, you may want to subscribe to my RSS feed to receive the latest Architectradure’s articles in your reader or via email. Thanks for visiting!



    The SynchroMate fits snuggly in the palm of one’s hand (…) it encourages serendipitous synchronous interaction by indicating when a message is being composed for you by a distant companion through gentle vibrations and pulsing concentric circles of lush colors on the display

    SynchroMate: A Phatic Technology for Mediating Intimacy, by Martin R. Gibbs, Steve Howard, Frank Vetere, Marcus Bunyan (2006)

    Abstract

    By and large interaction design has been concerned with information exchange – technologies for the collection, processing and transmission of informational content. This design sketch discusses preliminary ideas about an alternative way to think about interactive technologies – phatic technologies – that are less concerned with capturing and communicating information and more about the establishment and maintenance of social connection. Drawing on insights and inspiration gleaned from a recent field-based study of the role of interactive technologies within intimate relationships we outline our preliminary ideas concerning technologies to support phatic interaction. Using materials collected during our fieldwork as design inspirations, we developed design sketches for phatic technologies intended to support playful connection between intimates. One of these sketches – SynchroMate – is presented. SynchroMate is a phatic technology designed to mediate intimacy by affording serendipitous synchronous exchanges.

    Full case study