Category: interaction design

  • 30AprTangible Programming in the Classroom

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    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”


  • 26JanNew product development

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    Anne Bruseberg and Deana McDonagh-Philp (2001) New product development by eliciting user experience and aspirations International Journal of Human-Computer Studies, Volume 55, Number 4, October 2001, pp. 435-452(18)

    Abstract Industrial design training is embracing the need for designers to elicit user needs in order to support the development of successful new products. This paper highlights the collaboration of an ergonomist and two industrial designers in the development of a range of mainstream domestic consumer products. It documents the experiences gained in applying and adapting focus group techniques to inform the designing process directly, and illustrates how a variety of techniques (e.g. product handling and product personality profiling) can be incorporated to elicit user needs, aspirations and emotions.


  • 26JanNew product development

    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!

    Anne Bruseberg and Deana McDonagh-Philp (2001) New product development by eliciting user experience and aspirations International Journal of Human-Computer Studies, Volume 55, Number 4, October 2001, pp. 435-452(18)

    Abstract Industrial design training is embracing the need for designers to elicit user needs in order to support the development of successful new products. This paper highlights the collaboration of an ergonomist and two industrial designers in the development of a range of mainstream domestic consumer products. It documents the experiences gained in applying and adapting focus group techniques to inform the designing process directly, and illustrates how a variety of techniques (e.g. product handling and product personality profiling) can be incorporated to elicit user needs, aspirations and emotions.


  • 05FebJabberstamp

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    I team up with Hayes Raffle to work on his invention Jabberstamp a tool that allows children to synthesize their drawings and voices.

    Jabberstamp is the the first tool that allows children to synthesize their drawings and voices. To use Jabberstamp, children create drawings, collages or paintings on normal paper. They press a special rubber stamp onto the page to record sounds into their drawings. When children touch the marks of the stamp with a small trumpet, they can hear the sounds playback, retelling the stories they have created.

    Children ages 4+ can use Jabberstamp to embed names, narratives, characters’ voices and environmental sound effects in their original drawings. Children’s compositions help them communicate their stories with peers and adults, and allow them to record and situate stories in personally meaningful contexts to share with others, before they have mastered writing.

    Update about Jabberstamp …

    Jabberstamp’s video


  • 24FebInteraction Design and Children

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    Jabberstamp? It is for adults to understand that a work of art is not a hat, but a boa digesting an elephant!Yasmine Abbas

    I teamed with Hayes Raffle to work on his Jabberstamp invention.

    This is the first time I work on a project on which I am not the inventor. This collaboration is refreshing through the distance allowed by not being the actual initiator. It brings critical insights on the interaction design. Hayes asked me to join him, because of my background in toy design for children, especially the design of toys for emergent literacy. Out of the technology available, I tried to understand what could children do with the simple mechanism of associating sounds to drawings. Hayes and I end up testing the system, improving elements of the design and discussing its contribution. A pilot evaluation with children confirmed our hypothesis about the type of narrative children explore with such technological system.

    We submitted a video for Siggraph’07, educator program and Jabberstamp was elected for being demoed and exhibited during the conference, the 5-9 of August 2007, San Diego, California.

    A full paper Hayes and I wrote together on Jabberstamp got accepted to the Interaction Design and Children conference. The focus of the conference is on children’s role in the design and evaluation of interactive technologies. So we hope to see you in June 6-8, 2007, Aalborg in Denmark!

    Abstract We introduce Jabberstamp, the first tool that allows children to synthesize their drawings and voices. To use Jabberstamp, children create drawings, collages or paintings on normal paper. They press a special rubber stamp onto the page to record sounds into their drawings. When children touch the marks of the stamp with a small trumpet, they can hear the sounds playback, retelling the stories they have created. We describe our design process and analyze the mechanism between the act of drawing and the one of telling, defining interdependencies between the two activities. In a series of studies, children ages 4-8 use Jabberstamp to convey meaning in their drawings. The system allows collaboration among peers at different developmental levels. Jabberstamp compositions reveal children’s narrative styles and their planning strategies. In guided activities, children develop stories by situating sound recording in their drawing, which suggests future opportunities for hybrid voice–visual tools to support children’s emergent literacy.

    Jabberstamp is a MIT Media Lab project developed in the Tangible Media Group with Dr Hiroshi Ishii.

    News (update)
    July 23 07 Digital inspiration by Amit Agarwal.
    July 23 07 Article in Discovery Channel by Tracy Staedter.
    June 29 07 Article in Digital experience by Jonas Petersen.

    Previous post on Jabberstamp.


    IDC logo

  • 03MarSculpting Behavior

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    Hayes Raffle not only just had two full academic papers accepted to the first class conference IDC 2007: Interaction design and Children but he is also a talented sculptor and designer. His Super Cilia Skin reflects his aesthetic sensibility and his ongoing passion for kinetic sculpture.

    Video

    Super Cilia Skin

    After co-creating and designing the award-winning ZOOB building system, Hayes joined the Tangible Media Group at the MIT Media Laboratory and created Topobo, a 3D constructive assembly system with kinetic memory and the ability to record and playback physical motion.
    Video

    a ZOOB creature


    a Topobo creature

    If you happen to be in the bay area, don’t miss Hayes’ talk, open to the public, that he is giving at the Berkeley Institute of Design, UC Berkeley, March 6th, from 1 to 2pm.
    Information about his talk.

    During the talk, he will explain how with Topobo children can assemble sculptures that dance and walk. He will present Fuzzmail a program that allow children to write a message that unfolds in time. He will show how with Jabberstamp children can embed stories, sounds and voices in their original drawings.

  • 29MarInteractive toy for autistic children

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    LINKX an interactive toy that stimulates the language development of autistic children. Via Idealist

    Helma van RijnI designed LINKX, a language toy for autistic toddlers. Throughout the process, experts in autism were involved. She tested the prototype with three autistic children in several play-sessions.

    The following is the video of her tests:


  • 30Marvideo-cards

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    Children playing with Moving Pictures

    Tangible artifacts have been linked to video as a way to support collaborative exploration of a video collection. More recently, Labrune and Mackay designed the TangiCam, a tangible camera made of two cameras on a circular frame to capture both the child and the video of the child. Researchers have worked on token-based access to digital information. See also pioneer research done by Hiroshi Ishii and Brygg Ullmer.

    A broad range of interactive table-tops have been designed for collaboration. From Yumiko Tanakas Plable, a traditional looking table under which children can build an imaginary world, to the DiamondTouch table that allows the collaboration and coordination of multiple users at the same time, designers developed a new concept for movie editing to help children understand the process of editing. In Moving Pictures, children arrange tokens on a table, guided by a GUI, in order to create and visualize the storyboard of a movie.

    Plable

    The Plable web site has awesome videos both of the process and the final project.

    This interesting concept started to take a more “card shape” with Mika Miyabara and Tatsuo Sugimoto, the Movie cards, a set of printed cards that can be re-arranged in any order. Their bar code is used to identify them on a digital screen. Regine Debatty gives more details about this very interesting project.

    Also, TVS explores the manipulation of digital video clips using multiple handheld computers.

    Movie Cards

    Recently, Dave Merrill and Jeevan Kalanithi created the Siftables, a set of small displays that can be physically manipulated as a group to interact with digital information and media. I bet that these miniature video cards will lead to very interesting projects …

    Paper on the siftables.

    The siftables

    Philips Design developed Pogo, a system that allows replaying visual sequences using tangible objects with a stationary computer for capturing and associating media to objects. Even though these systems invite capture and editing of the movie segments, they donnot propose the publication of the final movie created and the possibility to share it with peers remotely. For this reason, Moving Pictures integrates a videojockey mode to allow children to perform a final movie as much as inviting them to revisit the movie impact.



    Pogo

    Allowing authorship as a design principle in most Tangible Interfaces is rare. It is probably due to the fact that it requires a very flexible interface and a software architecture that takes care of data management. This design principle can allow children to become active participants instead of simply observers. In Moving Pictures, tangible media containers can easily be integrated in mobile technology and also be combined for performance using a video jockey platform. Maybe a new version could use the potential of the siftables 😉


  • 30Marvideo-cards

    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!

    Children playing with Moving Pictures

    Tangible artifacts have been linked to video as a way to support collaborative exploration of a video collection. More recently, Labrune and Mackay designed the TangiCam, a tangible camera made of two cameras on a circular frame to capture both the child and the video of the child. Researchers have worked on token-based access to digital information. See also pioneer research done by Hiroshi Ishii and Brygg Ullmer.

    A broad range of interactive table-tops have been designed for collaboration. From Yumiko Tanakas Plable, a traditional looking table under which children can build an imaginary world, to the DiamondTouch table that allows the collaboration and coordination of multiple users at the same time, designers developed a new concept for movie editing to help children understand the process of editing. In Moving Pictures, children arrange tokens on a table, guided by a GUI, in order to create and visualize the storyboard of a movie.

    Plable

    The Plable web site has awesome videos both of the process and the final project.

    This interesting concept started to take a more “card shape” with Mika Miyabara and Tatsuo Sugimoto, the Movie cards, a set of printed cards that can be re-arranged in any order. Their bar code is used to identify them on a digital screen. Regine Debatty gives more details about this very interesting project.

    Also, TVS explores the manipulation of digital video clips using multiple handheld computers.

    Movie Cards

    Recently, Dave Merrill and Jeevan Kalanithi created the Siftables, a set of small displays that can be physically manipulated as a group to interact with digital information and media. I bet that these miniature video cards will lead to very interesting projects …

    Paper on the siftables.

    The siftables

    Philips Design developed Pogo, a system that allows replaying visual sequences using tangible objects with a stationary computer for capturing and associating media to objects. Even though these systems invite capture and editing of the movie segments, they donnot propose the publication of the final movie created and the possibility to share it with peers remotely. For this reason, Moving Pictures integrates a videojockey mode to allow children to perform a final movie as much as inviting them to revisit the movie impact.



    Pogo

    Allowing authorship as a design principle in most Tangible Interfaces is rare. It is probably due to the fact that it requires a very flexible interface and a software architecture that takes care of data management. This design principle can allow children to become active participants instead of simply observers. In Moving Pictures, tangible media containers can easily be integrated in mobile technology and also be combined for performance using a video jockey platform. Maybe a new version could use the potential of the siftables 😉


  • 16AprCan a lamp blush?



    Blush

    Can a lamp blush because of your phone conversations? Apparently yes and this by being responsive to your emotions. Pitch detection during phone conversations triggers a red halo around the lamp shade.

    I love objects with moods, with apparent intelligence and most especially responding emotionally. They seem to always exemplify our anthropomorphosis relationship to products. Now that objects can pretend being responsive with a technology seamlessly integrated, this relationship between people and tech-products can completely be taken advantage of.

    Blush is an example I think of this nature, made by Nadine Jarvis + Jayne Potter.

    The light blushes in response to the emotional pitch of a mobile phone conversation. It is activated by the EMF emitted from a mobile phone. It continues blushing for 5 minutes after the call has ended, prolonging the memory of the otherwise transient conversation.