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Intro to Physical Computing Syllabus Research & Learning Other Class pages
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TopicsIntro.Topics HistoryHide minor edits - Show changes to markup November 21, 2012, at 02:08 PM
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As a class, we'll make a list of fantasy devices; things that don't exist, but that we wish did. For the moment, we'll ignore tecnical fesibility, and concentrate on how you'd operate these devices if they did exist. You'll be divided into groups of 3. Pick a fantasy device from the list. Design a control interface for this device and demonstrate it in-class. Think about what a person has to see, hear, touch,etc. while operating the device. Think about what cues they need to understand the interface. Think about what parts of their body they need to have free, what gestures are best for triggering the device's behaviors, and so forth. Build a mock-up of the controls from anything you can find on the floor. At the end of class, one or two of you will act out the use of the device using your mock-up while the third person narrates.
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As a class, we'll make a list of fantasy devices; things that don't exist, but that we wish did. For the moment, we'll ignore technical feasibility, and concentrate on how you'd operate these devices if they did exist. You'll be divided into groups of 3. Pick a fantasy device from the list. Design a control interface for this device and demonstrate it in-class. Think about what a person has to see, hear, touch, etc. while operating the device. Think about what cues they need to understand the interface. Think about what parts of their body they need to have free, what gestures are best for triggering the device's behaviors, and so forth. Build a mock-up of the controls from anything you can find on the floor. At the end of class, one or two of you will act out the use of the device using your mock-up while the third person narrates.
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As a class, we'll make a list of fantasy devices; things that don't exist, but that we wish did. For the moment, we'll ignore tecnical fesibility, and concentrate on how you'd operate these devices if they did exist. You'll be divided into groups of 3. Pick a faantasy device from the list. Design a control interface for this device and demonstrate it in-class. Think about what a person has to see, hear, touch,etc. while operating the device. Think about what cues they need to understand the interface. Think about what parts of their body they need to have free, what gestures are best for triggering the device's behaviors, and so forth. Build a mock-up of the controls from anything you can find on the floor. At the end of class, one or two of you will act out the use of the device using your mock-up while the third person narrates.
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As a class, we'll make a list of fantasy devices; things that don't exist, but that we wish did. For the moment, we'll ignore tecnical fesibility, and concentrate on how you'd operate these devices if they did exist. You'll be divided into groups of 3. Pick a fantasy device from the list. Design a control interface for this device and demonstrate it in-class. Think about what a person has to see, hear, touch,etc. while operating the device. Think about what cues they need to understand the interface. Think about what parts of their body they need to have free, what gestures are best for triggering the device's behaviors, and so forth. Build a mock-up of the controls from anything you can find on the floor. At the end of class, one or two of you will act out the use of the device using your mock-up while the third person narrates.
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Reading for next week: * Physical Computing's Greatest Hits (and misses). * Making INteractive Art: Set the Stage, Then Shut Up and Listen Blog: to:
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Blog: August 28, 2012, at 02:21 PM
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* [[http://www.tigoe.net/blog/category/physicalcomputing/176/ | Physical Computing's Greatest Hits (and misses). to:
* Physical Computing's Greatest Hits (and misses). * Making INteractive Art: Set the Stage, Then Shut Up and Listen August 28, 2012, at 02:19 PM
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'PRESENT THIS WEEK: Play test reports on midterms Practice Topics: to:
PRESENT THIS WEEK: Play test reports on midterms In-class discussion/exercise: Changed line 187 from:
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In-class discussion/exercise: August 28, 2012, at 02:16 PM
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You'll be responsible to show at least one lab finished lab project in the first half of the semester in class. Your instructor will pick the next week's lab presenters at random each week.
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Labs:
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In-class exercise: As a class, we'll make a list of fantasy devices; things that don't exist, but that we wish did. For the moment, we'll ignore tecnical fesibility, and concentrate on how you'd operate these devices if they did exist. You'll be divided into groups of 3. Pick a faantasy device from the list. Design a control interface for this device and demonstrate it in-class. Think about what a person has to see, hear, touch,etc. while operating the device. Think about what cues they need to understand the interface. Think about what parts of their body they need to have free, what gestures are best for triggering the device's behaviors, and so forth. Build a mock-up of the controls from anything you can find on the floor. At the end of class, one or two of you will act out the use of the device using your mock-up while the third person narrates.
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After seeing the MoMA exhibit, and reading Chris Crawford's definition, how would you define physical interaction? What makes for good physical interaction? Are there works from "Talk to Me" or others that you would say are good examples of digital technology that are not interactive?
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After this class' discussion and exercise, and reading Chris Crawford's definition and Bret Victor's rant, how would you define physical interaction? What makes for good physical interaction? Are there works from others that you would say are good examples of digital technology that are not interactive?
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Practice topics for next week: Read through these in advance, try the labs, and come next week with questions about them.
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In-class discussion/exercise: Electronics lab exercises Practice topics for next week: Read through these in advance, try the labs, and come next week with questions about them.
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Blog: Sensor walk. Take a walk around your neighborhood, or a different one. Take a count of every interaction with a sensor you see. These might include:
Take pictures or video as appropriate, of the most interesting ones.
Assignment: Fantasy Device. Think of a fantasy device you've always wanted. Doesn't have to be physically possible, but it has to have a physical interface. Design what the physical interface was. Document your design on your blog, and bring it in for the class. Your mock-up doesn't have to work, and it can be made out of any materials you're comfortable with. Make this a quick sketch, just enough so that your classmates have a sense of what they would do to use your device.
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Reading for next week:
Blog: Observation. Pick a piece of interactive technology in public, used by multiple people. Write down your assumptions as to how it's used, and describe the context in which it's being used. Watch people use it, preferably without them knowing they're being observed. Take notes on how they use it, what they do differently, what appear to be the difficulties, what appear to be the easiest parts. Record what takes the longest, what takes the least amount of time, and how long the whole transaction takes. Consider how the readings from Norman and Crawford reflect on what you see.
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Assignment: Stupid Pet Trick. Make a simple physically interactive device that uses the skills you've learned in the labs. It must respond to a physical action or series of actions a person takes, and it must be amusing, surprising, or otherwise engaging.It doesn't have to be practical, or complex, as long it shows that you understand the basics of digital and analog I/O and how to use them. If you're unfamiliar with the term "stupid pet trick," Googling the term may provide you inspiration for the tone of this project.
Examples:
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In-class discussion/exercise: Getting started with Arduino, including digital input, digital output (LED) and analog input. Blinking an LED and changing the speed of the delay Practice topics for next week: Read through these in advance, try the labs, and come next week with questions about them. Changed lines 82-86 from:
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Reading for next week: * [[http://www.tigoe.net/blog/category/physicalcomputing/176/ | Physical Computing's Greatest Hits (and misses). Blog: Which of the types of projects mentioned in "Physical Computing's Greatest Hits (and misses)" have you seen before? Which are most compelling to you, and why? What strengths and weaknesses do you see in them? What other patterns of physical interaction have you seen repeatedly?
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PRESENT THIS WEEK:
Assignment: Media controller project. Make a physical device that controls a medium. It should control the medium in real-time, so that the user can change her actions and see changes as they affect the medium. There are lots of media: digital video, digital audio, electronic or acoustic sound, physical media like paint or ink, and others. Think about paint brushes, video mixers, musical instruments, water faucets, sewing machines -- anything that can control a medium and let you see the changes as you vary your control is fair game.'
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Practice topics for next week: Read through these in advance, try the labs, and come next week with questions about them.
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Midterm Assignment: Media Controller project. Make a physical device that controls a medium. It should control the medium in real-time, so that the user can change her actions and see changes as they affect the medium. There are lots of media: digital video, digital audio, electronic or acoustic sound, physical media like paint or ink, and others. Think about paint brushes, video mixers, musical instruments, water faucets, sewing machines -- anything that can control a medium and let you see the changes as you vary your control is fair game. Your device should demonstrate clear physical interaction. The user should be involved in changing the medium all the way through. The controls for making change should be clear and understandable.
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Midterm schedule:
For next week, come up with a concept for your group's project. Describe the technical system briefly (one paragraph with a diagram). Prepare a preliminary bill of materials and start budgeting the cost.
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Blog: Observation. Pick a piece of interactive technology in public, used by multiple people. Write down your assumptions as to how it's used, and describe the context in which it's being used. Watch people use it, preferably without them knowing they're being observed. Take notes on how they use it, what they do differently, what appear to be the difficulties, what appear to be the easiest parts. Record what takes the longest, what takes the least amount of time, and how long the whole transaction takes. Consider how the readings from Norman and Crawford reflect on what you see.
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Assigment for next week: Develop a plan to playtest your project. Figure out what the physical elements, and make stand-ins from cardboard, paper, wood, or whatever you have available. Prepare a list of questions you want to answer with this playtest. Perform a playtest before the next class and report on it. Think about what you did in week 1 with the fantasy device project, but this time for a real device. Your mock-up should include as little as you need so that you can have other people perform your system. When they do, they will have questions, or will tell you what doesn't make sense. Take note of those things and make changes to your plan accordingly.
Week 7'PRESENT THIS WEEK: Play test reports on midterms Practice Topics:
Practice topics for next week: Read through these in advance, try the labs, and come next week with questions about them.
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Assigment for next week: Revise your project plan and description based on what you've learned from your playtest
Week 8PRESENT THIS WEEK: Midterm system diagrams, descriptions, and BOMs. Practice Topics:
Reading for next week:
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PRESENT THIS WEEK: Midterm project demonstrations. Changed lines 200-201 from:
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You may work alone or in groups. Depending on how many groups/projects there are, we will split the final presentations into two weeks. You will be assigned a presentation week next week.
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Final schedule:
Blog: For next week, come up with a concept for your final project. Describe the technical system briefly (one paragraph with a diagram). Prepare a preliminary bill of materials and start budgeting the cost.
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Midterm project process review: what would you have done differently? In-class discussion PRESENT THIS WEEK: Final project concept presentations Assigment for next week: Develop a plan to playtest your project. Perform a playtest before the next class and report on it.
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Week 14PRESENT THIS WEEK:
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Come to class with questions prepared about that week's assignments. If you have no questions, be prepared to show a working version of what you made.Changed line 16 from:
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Blog: February 01, 2012, at 09:36 AM
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Sensor walk. Take a walk around your neighborhood, or a different one. Take a count of every interaction with a sensor you see. These might include:
Take pictures or video as appropriate, of the most interesting ones.
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After seeing the MoMA exhibit, and reading Chris Crawford's definition, how would you define physical interaction? What makes for good physical interaction? Are there works from "Talk to Me" or others that you would say are good examples of digital technology that are not interactive?
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BLOG: Sensor walk. Take a walk around your neighborhood, or a different one. Take a count of every interaction with a sensor you see. These might include:
Take pictures or video as appropriate, of the most interesting ones.
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Class dates:
Please note the dates of your class. Due to the Thanksgiving Holiday and the Legislative day, there are some shifted classes. August 25, 2009, at 01:49 PM
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Sensor walk. Take a walk around your neighborhood, or a different one. Take a count of every interaction with a sensor you see. These might include: to:
Sensor walk. Take a walk around your neighborhood, or a different one. Take a count of every interaction with a sensor you see. These might include:
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Take pictures or video as appropriate, of the most interesting ones. to:
Take pictures or video as appropriate, of the most interesting ones.
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Fantasy Device. Think of a fantasy device you've always wanted. Doesn't have to be physically possible, but it has to have a physical interface. Design what the physical interface was. Document your design on your blog, and bring it in for the class. Your mock-up doesn't have to work, and it can be made out of any materials you're comfortable with. Make this a quick sketch, just enough so that your classmates have a sense of what they would do to use your device. to:
Fantasy Device. Think of a fantasy device you've always wanted. Doesn't have to be physically possible, but it has to have a physical interface. Design what the physical interface was. Document your design on your blog, and bring it in for the class. Your mock-up doesn't have to work, and it can be made out of any materials you're comfortable with. Make this a quick sketch, just enough so that your classmates have a sense of what they would do to use your device.
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Stupid Pet Trick. Make a simple physically interactive device that uses the skills you've learned in the labs. It must respond to a physical action or series of actions a person takes, and it must be amusing, surprising, or otherwise engaging.It doesn't have to be practical, or complex, as long it shows that you understand the basics of digital and analog I/O and how to use them. If you're unfamiliar with the term "stupid pet trick," Googling the term may provide you inspiration for the tone of this project. Examples: to:
Stupid Pet Trick. Make a simple physically interactive device that uses the skills you've learned in the labs. It must respond to a physical action or series of actions a person takes, and it must be amusing, surprising, or otherwise engaging.It doesn't have to be practical, or complex, as long it shows that you understand the basics of digital and analog I/O and how to use them. If you're unfamiliar with the term "stupid pet trick," Googling the term may provide you inspiration for the tone of this project.
Examples:
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BLOG: Observation. Pick a piece of interactive technology in public, used by multiple people. Write down your assumptions as to how it's used, and describe the context in which it's being used. Watch people use it, preferably without them knowing they're being observed. Take notes on how they use it, what they do differently, what appear to be the difficulties, what appear to be the easiest parts. Record what takes the longest, what takes the least amount of time, and how long the whole transaction takes. Consider how the readings from Norman and Crawford reflect on what you see. to:
BLOG: Observation. Pick a piece of interactive technology in public, used by multiple people. Write down your assumptions as to how it's used, and describe the context in which it's being used. Watch people use it, preferably without them knowing they're being observed. Take notes on how they use it, what they do differently, what appear to be the difficulties, what appear to be the easiest parts. Record what takes the longest, what takes the least amount of time, and how long the whole transaction takes. Consider how the readings from Norman and Crawford reflect on what you see.
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ASSIGNMENT: Final project. Create a physically interactive system of your choice. Your focus in this assignment should be on careful and timely sensing of the relevant actions of the person or people that you're designing this for, and on clear, prompt, and effective response. Any interactive system is going to involve systems of listening, thinking, and speaking from both parties. Whether it involves one cycle or many, the exchange should be engaging. Document your work thoroughly online as you go. Include details of all phases of the project. Include a project summary as well, explaining what the system you built is, what it does, and what purpose it's intended to serve. Your summary should introduce the project. A few examples: Musical Instruments. Performing music involves a sustained engagement between the performer and the instrument. The feedback fro mthe instrument has to be immediate and clear in order for the performer to continue playing. The interface has to be flexible so that the musician can exercise her creativity in playing, but has to have some boundaries so that she knows what the instrument can do and what it can't do. Game interfaces. Like musical instruments, they involve constant back-and-forth interaction and immediate response. They are often simpler than musical instruments. In fact, the standard game controller has gotten so standard that the action of many games is artificially adapted to the needs of the controller, not the physical expressiveness of the player. Pick a specific game and see if you can change that. Assistive devices. Whether it's something as simple as a reaching device (think of pickle pickers) or something more complex, these devices are very demanding of clear, reliable response. Remote control systems. They require not only a clear interface, but must also return enough information on the remote system's action to let you know that you're doing the right thing. Whether it's a remote controller for your home electrical devices or a Mars rover controller, the need for clarity and good feedback are equally essential to the person who it's made for. There are many other good applications for this project. Discuss the specifics of yours with your instructor. to:
ASSIGNMENT: Final project. Create a physically interactive system of your choice. Your focus in this assignment should be on careful and timely sensing of the relevant actions of the person or people that you're designing this for, and on clear, prompt, and effective response. Any interactive system is going to involve systems of listening, thinking, and speaking from both parties. Whether it involves one cycle or many, the exchange should be engaging.
Document your work thoroughly online as you go. Include details of all phases of the project. Include a project summary as well, explaining what the system you built is, what it does, and what purpose it's intended to serve. Your summary should introduce the project.
A few examples:
Musical Instruments. Performing music involves a sustained engagement between the performer and the instrument. The feedback fro mthe instrument has to be immediate and clear in order for the performer to continue playing. The interface has to be flexible so that the musician can exercise her creativity in playing, but has to have some boundaries so that she knows what the instrument can do and what it can't do.
Game interfaces. Like musical instruments, they involve constant back-and-forth interaction and immediate response. They are often simpler than musical instruments. In fact, the standard game controller has gotten so standard that the action of many games is artificially adapted to the needs of the controller, not the physical expressiveness of the player. Pick a specific game and see if you can change that.
Assistive devices. Whether it's something as simple as a reaching device (think of pickle pickers) or something more complex, these devices are very demanding of clear, reliable response.
Remote control systems. They require not only a clear interface, but must also return enough information on the remote system's action to let you know that you're doing the right thing. Whether it's a remote controller for your home electrical devices or a Mars rover controller, the need for clarity and good feedback are equally essential to the person who it's made for.
There are many other good applications for this project. Discuss the specifics of yours with your instructor.
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This is a group assignment. I plan to use Sigi & Masa's approach: put six groups of three lines on the board at break, and tell them to write their name in a group with their partners. to:
Media controller project. Make a physical device that controls a medium. It should control the medium in real-time, so that the user can change her actions and see changes as they affect the medium. There are lots of media: digital video, digital audio, electronic or acoustic sound, physical media like paint or ink, and others. Think about paint brushes, video mixers, musical instruments, water faucets, sewing machines -- anything that can control a medium and let you see the changes as you vary your control is fair game.'
This is a group assignment. Groups will be arranged in class this week.
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"Stupid Pet Trick". Make a simple physically interactive device that uses the skills you've learned in the labs. It must respond to a physical action or series of actions a person takes, and it must be amusing, surprising, or otherwise engaging.It doesn't have to be practical, or complex, as long it shows that you understand the basics of digital and analog I/O and how to use them. If you're unfamiliar with the term "stupid pet trick," Googling the term may provide you inspiration for the tone of this project. to:
Stupid Pet Trick. Make a simple physically interactive device that uses the skills you've learned in the labs. It must respond to a physical action or series of actions a person takes, and it must be amusing, surprising, or otherwise engaging.It doesn't have to be practical, or complex, as long it shows that you understand the basics of digital and analog I/O and how to use them. If you're unfamiliar with the term "stupid pet trick," Googling the term may provide you inspiration for the tone of this project. August 24, 2009, at 03:28 PM
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BLOG: Sensor walk. Take a walk around your neighborhood, or a different one. Take a count of every interaction with a sensor you see. These might include:
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ASSIGNMENT: Fantasy Device. Think of a fantasy device you've always wanted. Doesn't have to be physically possible, but it has to have a physical interface. Design what the physical interface was. Document your design on your blog, and bring it in for the class. Your mock-up doesn't have to work, and it can be made out of any materials you're comfortable with. Make this a quick sketch, just enough so that your classmates have a sense of what they would do to use your device. Added lines 73-76:
PRESENT THIS WEEK:
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ASSIGNMENT: "Stupid Pet Trick". Make a simple physically interactive device that uses the skills you've learned in the labs. It must respond to a physical action or series of actions a person takes, and it must be amusing, surprising, or otherwise engaging.It doesn't have to be practical, or complex, as long it shows that you understand the basics of digital and analog I/O and how to use them. If you're unfamiliar with the term "stupid pet trick," Googling the term may provide you inspiration for the tone of this project. Examples:
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This is a group assignment. I plan to use Sigi & Masa's approach: put six groups of three lines on the board at break, and tell them to write their name in a group with their partners. READING:
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BLOG: Observation. Pick a piece of interactive technology in public, used by multiple people. Write down your assumptions as to how it's used, and describe the context in which it's being used. Watch people use it, preferably without them knowing they're being observed. Take notes on how they use it, what they do differently, what appear to be the difficulties, what appear to be the easiest parts. Record what takes the longest, what takes the least amount of time, and how long the whole transaction takes. Consider how the readings from Norman and Crawford reflect on what you see. Week 7CONCEPTS: Changed lines 141-142 from:
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PRESENT THIS WEEK: media controller. ASSIGNMENT: Final project. Create a physically interactive system of your choice. Your focus in this assignment should be on careful and timely sensing of the relevant actions of the person or people that you're designing this for, and on clear, prompt, and effective response. Any interactive system is going to involve systems of listening, thinking, and speaking from both parties. Whether it involves one cycle or many, the exchange should be engaging. Document your work thoroughly online as you go. Include details of all phases of the project. Include a project summary as well, explaining what the system you built is, what it does, and what purpose it's intended to serve. Your summary should introduce the project. A few examples: Musical Instruments. Performing music involves a sustained engagement between the performer and the instrument. The feedback fro mthe instrument has to be immediate and clear in order for the performer to continue playing. The interface has to be flexible so that the musician can exercise her creativity in playing, but has to have some boundaries so that she knows what the instrument can do and what it can't do. Game interfaces. Like musical instruments, they involve constant back-and-forth interaction and immediate response. They are often simpler than musical instruments. In fact, the standard game controller has gotten so standard that the action of many games is artificially adapted to the needs of the controller, not the physical expressiveness of the player. Pick a specific game and see if you can change that. Assistive devices. Whether it's something as simple as a reaching device (think of pickle pickers) or something more complex, these devices are very demanding of clear, reliable response. Remote control systems. They require not only a clear interface, but must also return enough information on the remote system's action to let you know that you're doing the right thing. Whether it's a remote controller for your home electrical devices or a Mars rover controller, the need for clarity and good feedback are equally essential to the person who it's made for. There are many other good applications for this project. Discuss the specifics of yours with your instructor. Week 10CONCEPTS: Changed lines 188-192 from:
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Week 1 (Sept. 7): * Introductions, Class structure, Digital vs. Analog * Intro to Electronics: Definition of components, reading a meter, reading a schematic, Ohm's Law * Soldering(thanks to Jeff Feddersen for the link) * Assignment: ** Join the physcomp listserve ** Introduce yourself in the class wiki. Include links to any external site you're maintaining for this class. ** Sign up for two days of shop cleaning. ** Lab: Electronics * Reading: ** Buxton, "Less is more (more or less)" ** Crawford, The Art of Interactive Design, chapters 1 and 2 (note: you will need to sign into NYUHome to view this. ) Week 2 (Sept. 14): * Microcontrollers: what they are, different types, levels. * Intro to PICand PIC programming * Digital Input and Output * serout2 (for debugging; more detail in week 5) * Assignment: ** Lab: first PIC program ** Begin observation project (group project) * Extra assignment for week 3/4: Attend a Tool safety session in the shop Week 3 (Sept. 21): * Memory and variables: Decimal, binary, hex. * Analog input, what an ADC is. * Presentations Due: observation project: Present location and observations. * Assignment: ** Lab: Analog in; tracking changes with variables; practical jokes * Reading: ** Norman, Design of Everyday Things, ch. 1 (in coursepack) ** Norman, Emotional Design, Chapter 1, "Attractive Things Work Better". Week 4 (Sept. 28): * Analog output: Devices that create analog motion or sound. (servo, freqout, PWM) * Presentations Due: Observation project; show final prototypes * Assignment: ** Begin device/instrument/tool project (group project) ** Lab: servo/analog out * Reading: Myron Krueger, "Responsive Environments", in Packer & Jordan, Multimedia: From Wagner to Virtual Reality, ch. 12, pp. 104-120. (in coursepack) Week 5 - (Oct. 5): * Serial output: Sending bytes out * Serial interpretation: ASCII * Serial to desktop: Into Processing * Presentations Due: device/instrument/tool project descriptions and observations * Assignment: ** Device/instrument/tool initial prototype ** Lab: Serial output and Talking to Processing * Reading: Applications, TBA Week 6 (Oct. 12): * Code approaches: State machines, pseudocode, using subroutines well * Presentations Due: device/instrument/tool project initial prototype * Assignment: ** Advanced prototype of device/instrument/tool project * Reading: Nørretranders, User Illusion, ch. 6, "The Bandwidth of Consciousness" (in coursepack) Week 7 (Oct. 19): * Digital output:Transistors and Relays: switching higher-current devices (light bulb and switch) * Motors and Inductance: ** DC motors ** Steppers * Presentations Due: device/instrument/tool project advanced prototype * Assignment: ** Lab: Controlling a motor Week 8 (Oct. 26): * Presentations Due: device/instrument/tool project (all projects to present) * Assignment:decide on which project you want to re-do for your final; be prepared to talk about it next week. * Reading: Applications: TBA Week 9 (Nov. 2): * MIDI and other control protocols * Begin Final Project (group or individual) * Reading: Hoffman, Visual Intelligence, ch. 7, pp.172-184 (in coursepack) * Assignment: ** Lab: Talking to a MIDI device Week 10 (Nov. 9): * Video Tracking * Presentations Due: Present final project concepts. Show observations * Project workshop Week 11 (Nov. 16): * Presentations Due: Final Project: show technical research (projects selected at random) * Synchronous serial or other topic TBA at instructor's discretion No class Nov. 23: Monday classes meet this day Week 12 (Nov. 30): * Presentations Due:Final: show prototypes and user research (projects selected at random) Week 13 (Dec. 7): * Presentations Due:Final Project Presentation (half of projects) Week 14 (Dec. 14): * Presentations Due:Final Project Presentation (half of projects)
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Week 1 (Sept. 7): * Introductions, Class structure, Digital vs. Analog * Intro to Electronics: Definition of components, reading a meter, reading a schematic, Ohm's Law * Soldering(thanks to Jeff Feddersen for the link) * Assignment: ** Join the physcomp listserve ** Introduce yourself in the class wiki. Include links to any external site you're maintaining for this class. ** Sign up for two days of shop cleaning. ** Lab: Electronics * Reading: ** Buxton, "Less is more (more or less)" ** Crawford, The Art of Interactive Design, chapters 1 and 2 (note: you will need to sign into NYUHome to view this. ) Week 2 (Sept. 14): * Microcontrollers: what they are, different types, levels. * Intro to PICand PIC programming * Digital Input and Output * serout2 (for debugging; more detail in week 5) * Assignment: ** Lab: first PIC program ** Begin observation project (group project) * Extra assignment for week 3/4: Attend a Tool safety session in the shop Week 3 (Sept. 21): * Memory and variables: Decimal, binary, hex. * Analog input, what an ADC is. * Presentations Due: observation project: Present location and observations. * Assignment: ** Lab: Analog in; tracking changes with variables; practical jokes * Reading: ** Norman, Design of Everyday Things, ch. 1 (in coursepack) ** Norman, Emotional Design, Chapter 1, "Attractive Things Work Better". Week 4 (Sept. 28): * Analog output: Devices that create analog motion or sound. (servo, freqout, PWM) * Presentations Due: Observation project; show final prototypes * Assignment: ** Begin device/instrument/tool project (group project) ** Lab: servo/analog out * Reading: Myron Krueger, "Responsive Environments", in Packer & Jordan, Multimedia: From Wagner to Virtual Reality, ch. 12, pp. 104-120. (in coursepack) Week 5 - (Oct. 5): * Serial output: Sending bytes out * Serial interpretation: ASCII * Serial to desktop: Into Processing * Presentations Due: device/instrument/tool project descriptions and observations * Assignment: ** Device/instrument/tool initial prototype ** Lab: Serial output and Talking to Processing * Reading: Applications, TBA Week 6 (Oct. 12): * Code approaches: State machines, pseudocode, using subroutines well * Presentations Due: device/instrument/tool project initial prototype * Assignment: ** Advanced prototype of device/instrument/tool project * Reading: Nørretranders, User Illusion, ch. 6, "The Bandwidth of Consciousness" (in coursepack) Week 7 (Oct. 19): * Digital output:Transistors and Relays: switching higher-current devices (light bulb and switch) * Motors and Inductance: ** DC motors ** Steppers * Presentations Due: device/instrument/tool project advanced prototype * Assignment: ** Lab: Controlling a motor Week 8 (Oct. 26): * Presentations Due: device/instrument/tool project (all projects to present) * Assignment:decide on which project you want to re-do for your final; be prepared to talk about it next week. * Reading: Applications: TBA Week 9 (Nov. 2): * MIDI and other control protocols * Begin Final Project (group or individual) * Reading: Hoffman, Visual Intelligence, ch. 7, pp.172-184 (in coursepack) * Assignment: ** Lab: Talking to a MIDI device Week 10 (Nov. 9): * Video Tracking * Presentations Due: Present final project concepts. Show observations * Project workshop Week 11 (Nov. 16): * Presentations Due: Final Project: show technical research (projects selected at random) * Synchronous serial or other topic TBA at instructor's discretion No class Nov. 23: Monday classes meet this day Week 12 (Nov. 30): * Presentations Due:Final: show prototypes and user research (projects selected at random) Week 13 (Dec. 7): * Presentations Due:Final Project Presentation (half of projects) Week 14 (Dec. 14): * Presentations Due:Final Project Presentation (half of projects)
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