2011年5月2日 星期一

week 10. review and comment

Metaphor:



Dan Saffer's Metaphor in Interaction Design:


http://www.slideshare.net/adorepump/tangible-interfaces-presentation

comments on concept proposal issues: reminiscence

1. Time factor
expression of "Time capsule"
pensieve
sound capsule
futureme.org

2.
What is the expression ?

other brother project



CaraClock photo viewer
Caraclock


3. LED expression for "秘密"
抽屜, 藥櫃




4Photo: A Collaborative Photo Sharing Experience


View more presentations from Chihyun

4.
4Photo: A Collaborative Photo Sharing Experience


5. Ritual
量身高
6.
Spatialization of Time
Linear, circular, height, depth Form


2011年4月18日 星期一

week 8. expression

Artisan intentions towards artistic meaning have become a major factor that distinguishes fine
art from craft in recent years (Risatti, 2007). Risatti asserted that "if the maker is deprived of choice, of free will in the making processing, he or she also is denied any chance at expression." He also cited Husserl that "the concept of meaning is reserved for the intention to mean." (Risatti, 2007) By placing the artisan at the focus of meaning creation, Risatti extended the notion of intentionality from Husserl to posit that "meaning should be understood as being made into the object as an intentional act of its maker." (Risatti, 2007) We can infer that the artisan's intention to express more profoundly impacts artistic meaning than expression does.

~Rung-Huei Liang



From use to presence:
1. an expressional: a thing designed to be the bearer of certain expressions
an appliance: designed to be the bearer of a certain functionality
2. "A thing always presents itself through its expressions."
3. "When we let things into our lifeworld and they receive a place in our life,
they become meaningful to us. We can say that this act of acceptance is in a
certain sense a matter of relating expression to meaning, or of giving meaning
to expressions."
4. "When we think of the expressions
of, for example, a mobile phone in elementary phoning-acts such as listening,
talking, waiting, dialing, etc., these are clearly related to some basic form of
mobile phone use. However, thinking about the thing in terms of how it forms
its presence by means of its expressions in such acts is different from thinking
about its functionality, for example, how it enables people to talk to each other
despite not being co-located."
5. "In, for instance, graphical design and many areas of industrial design, form giving often means to design the exterior of an object. This is reasonable when the object is sufficiently static and when its internal workings do not contribute to the overall expression. If we think about the material that forms the expressions of computational things, it is clear that it
is a combination of computations and interaction surfaces."

6. Assume that we will design a digital doorbell. A doorbell is something we
use to attract the attention of people inside as we stand outside a door, to notify
them that someone is at the door. There is nothing in this description that
refers to the expression of a doorbell. We can also describe a computational
doorbell as a thing that displays the execution of a certain program everywhere
inside of a compartment or a house as it is initiated outside a given door. This
is a distinction between describing the notion of a doorbell in terms of use and
describing what thing a computational doorbell is in terms of its expression."
7. "To design a mobile phone as an expressional means designing it on the basis
of a collection of generic expressions, that is, the expressions associated with
phones and phoning. To do this, we typically bracket functionality and focus on
the expressions of a mobile phone in use: How does it feel? How does it look?
How does it shape a gestalt of movements, speech, and gestures? How does it
transform and present my voice? How does it express time? Again, the expressions
of a mobile phone in use are different from what the phone expresses in
terms of being a part of my life, and here our focus is on the expressions of the
phone in use as we try to understand these expressions as a foundation for its
presence in everyday life."
8. "As an expressional, the mobile phone with a hands-free set is simply, among
other things, a “talking-loudly-to-yourself”-device. Being a “talking-loudly-toyourself-
device” is just one out of many things a mobile phone can become
as it is adopted as part of someone’s everyday life. For instance, it might
turn into a “flirting-device” that is used to initiate and ground a conversation
(cf. Weilenmann and Larsson [2001]), a “check-that-nothing-has-happeneddevice”
that is brought along just to see that no one has called, a “walkingcompanion”
that is brought when going for a walk to ensure company for
conversation, etc."

Slow Technology:
1. "We do not talk about
functionality and design, but about the complete
expression of a thing as it appears in the given
context."
2. " Why is it not enough to
have a reminder sign on the wall saying in
capital letters ‘‘SMILE’’ or ‘‘THINK OF YOUR
FAVOURITE PAINTING BY MATISSE’’, etc?
A key reason why this substitution is pointless is
that the reminder sign is very imprecise in telling
me what my favourite painting by Matisse is or
why I should smile. It is the expression of the
Matisse painting itself – or probably a reproduction
– hanging on the wall that is important. The
function of a thing designed to invite and make
room for reflection is inherent in the precise
meaning of reflecting that is given by the total
expression of the given thing; function is
inherent in design expression."
3. "One of the basic ideas behind the examples of
slow technology is to use simplicity in material in
combination with complexity of form. ... Simplicity in material invites people to reflect
when there is an obvious complexity in form."
4. "The design should give time for reflection
through its slow form-presence and invite us to
reflect through its clear, distinct and simple
material-expression. It is a combination of
simplicity in material with a subtle complexity
in form focusing on time as a basic element of
composition."

Conceptual Designing and Technology:
1. "I extensively used the method of
moving between analyzing expressionals in terms of function, and
appliances in terms of finding expressions."
2. "To create the form-making qualities, the material properties
were analyzed to find what transformation types the material
could offer designers, by searching for variables that designers
could manipulate through the design activity."




Reference:
1. From use to presence: on the expressions and aesthetics of everyday computational things
2. Slow Technology
3. Conceptual Designing and Technology: Short-Range RFID as Design Material
4. Design for Internet of Things

2011年4月11日 星期一

arduino軟體 速度很慢解決辦法

我在windows 7 下 打開arduino 按tools後會卡死大概十幾秒

上網查了一下有相關討論 有興趣的可以看一下

http://www.arduino.cc/cgi-bin/yabb2/YaBB.pl?num=1237179908

懶得看的 直接下載
http://servicios.ried.cl/arduino/temp/rxtxSerial-2.2_fixed_2009-03-17.rar
解壓縮到arduino資料夾下面就好了

有相同問題的可以試試看 希望有幫助~~ : )

2011年3月31日 星期四

SA2, R99922059

1. Inspired Music Player



















我將網路上找來的Music Player主要分成
Pleasure與Functionality兩個軸向
有點像老師上課提到的
"A hierarchy of consumer needs by P. Jordan"

Pleasure就是 產品給人除了功能面與使用面上以外的樂趣, 例如許多帶有隱喻的產品
就會給人充滿聯想, 每次的使用都不一定有一樣的感受等等

Functionality則是 產品給人最基礎的功能面需求, 如果這一點都達不到的話
那這東西可以說乾脆別賣比較好. 以這裡的例子來看, 就是至少要能播音樂...
不然跟擺設一樣...

雖然軸向這樣定, 但後來怎麼想都還是有些偏差
後來覺得, 可能是因為圖片從網際網路上找下來
有些音樂播放器, 並沒有demo影片, 所以真正來說
Functionality變成 光從圖片認為其功能性的可行程度
Pleasure則變成 產品圖片給我第一印象會是好玩的還是不好玩的

這樣就可以解釋我為什麼把那個公車丟到黑膠唱片上會放音樂
放在Functionality低, Pleasure高的地方了...
因為一看就覺得這東西不存在, 但是心裡就覺得如果真的成真, 會很有趣
然後躺著聽音樂那張圖, 也覺得不太實用...但又覺得用起來會很有趣
下面兩張溜溜球音樂播放器, 則讓我想到捲線耳機的脆弱...非常不實用的感覺

第二排與第三排則是一些在形狀上面奇形怪狀的音樂播放器
以我的感受覺得, 這兩排有的可能不太好使用, 或者因為形狀的關係
導致音樂播放功能影響, 所以把它們放在第二與第三排

接著右邊幾個產品, 給人新奇與高貴的印象, 可能就呼應
我們人追求時尚的一種心理, 所以Pleasure指數不低
當然那個長得像錄音帶的音樂播放器, 不僅實用, 還感覺很有趣

而我把大家熟知的ipod touch擺在pleasure相對低的原因是
功能性比其他產品強太多了...
以上大概是擺放的說明

2. Music Player Model




















我用foamcore板做了個八角形可以開合的播放器, 雖然有很多細節沒有處理

這個構想是因為作業一對溜溜球的一種執著, 剛好又在這次作業的survey中看到
所以很想試著做一個看看, 但是想到溜溜球中央構造的複雜性...
然後又想要付予這個播放器有操作空間, 讓這個有點像響板一樣可以敲打節奏
所以想改成開合的音樂播放盒看看

最後發現形狀過於對稱, 所以在一邊挖了一個洞...
至於那個洞的用途...有很多可能性
覺得最有趣的還是期待有個機關在洞底下, 可以升降的一個平台
裝置你想要操作的物品(當然也可以改造成溜溜球之類的)

不過以現在的功能來看, 可以當作沒挖洞那面, 螢幕的出光口
可以透光出去產生霓虹燈的效果

另外值得一提的是, 這個結構很硬...所以也可以當作類似骰子之類的
丟來丟去~ (當然如果這個形狀做成很精美的音樂化妝盒的話大概沒人想丟..XD)

LWA
就開合的角度來看
Space = Direct
Weight = Light
Time = Sudden
Form = Bound
開合的時候, 總是"直接地"扳開兩邊的蓋子
通常, 用來開合的力道並"不大"
而且開的時候很立即, 開了在視覺上就馬上看得出來
最後因為開合有依照一定的軌道, 蓋子是被拴在
選轉軸上的, 所以是受限的

SA2, M9910103


Product Analysis 橫向軸用Metaphorical, Non-Metaphorical將現有的音樂播放器產品做區分,看產品是否使用譬喻手法進行設計。越往左邊偏的產品,帶有譬喻意象就越強烈;往右則反之。像是有些會利用CD圓形的意象將他比喻做太陽,也有用鋼琴、留聲機、錄音帶等等與音樂有關之物品的意象做連結,另外深澤直人所設計的cd player造型與操作方式上用抽風機的意象,拉拉繩後CD會開始轉動,音樂也開始播放。橫軸的另外一邊(非譬喻手法)CD player造型用幾何造型呈現,較沒有其他特殊的象徵意義。縱向則是依據Simple, Complicated之造型設計做程度上的區分。之後的設計朝著運用譬喻性的手法並用較簡單的造型表現。


Design Concept 運用音樂的播放給人的感覺如同微風一般的意象做設計,CD為外露的,風吹或是用手轉動它,CD被觸動後即開始撥放音樂,像是風鈴一般被觸動後發出聲響。而CD轉動時又會引發陣陣的微風,音樂隨著微風輕輕飄送的耳邊。



Function and Detail Start / Stop:用手輕輕轉動CD即啟動播放音樂開關。Volume:黑色部分為揚聲器,中間的旋鈕往上調變大聲、往下調喇叭漸漸隱沒到主體裡,音樂也漸漸變小聲道沒有聲音。