Archive for November, 2007
Felt Resistor
Interaction (Connector V2)
| The word ‘interaction’ in the ITP and digital media world has become somewhat of a dirty word. Describing works as being ‘interactive,’ nowadays, means almost nothing and ends up sounding trite. I think this is because it has been often misapplied and is not really understood. So, I was excited for this week’s Softness of Things topic: interaction. Could we maybe get a-hold of a good definition of ‘interaction’?Despina enlisted Dr. Paul Pangaro (an expert in Cybernetics) to help us wade through the science of interaction and come up with some answers. As it turns out, there isn’t really a good concrete definition for interaction, all you can really do is look at a situation and asses HOW interactive it is… and there are tools to help with that.One exercise that really helped me understand the systems I create, is to diagram the feedback system using four stages: goal, action, environment, and feedback. These four areas create a loop that can be constructed from any perspective or context. The idea is simple when one loop is sitting there by itself, but when multiple intelligences are interacting and mixing their own loops, things get more complicated. It is the presence of multiple loops, I believe, that make an system more or less interactive.
So I went back and looked at a few of my projects and analyzed their Cybernetic systems. One project in particular caught my attention: my Connector project (the one with the rolling ball and LED’s). The Connector project was successful as an experience for the user because there was a really tight feedback loop: When you tilt the box, the ball rolls and you feel it instantly. It felt great and was fun, but not interactive. There is only one loop inside itself. What would happen if it had two loops working inside it? Interaction hopefully. I was interested enough in a ’smart’ ball rolling game that I decided to make one. This is how it works: (Also see schematic pdf) There is a brass ball which rolls on two rails. The rails are divided up so that they make an array of seven switches that are triggered by the ball rolling on them. Depending on which switch is activated (by the ball being on it), the whole platform, that supports the rails and ball, is tilted to a certain degree with a servo motor. The user still holds and tilts the game to make the ball move, but the game fights back… makes it harder… interacts. By adding a little a.i. into the game, the system becomes more interactive with the user. You find yourself cussing at the little wood box more… playing with it. Most of the success of the Connector game still carries through, but is augmented and supported with the interactive addition. Link: |
|
Head Space (Reactive Spaces V2)
| Luckily, this week’s Softness of Things topic was space. So, I could continue my pursuit of a reactive space. This week I really wanted to get a sense of what a human-scale spacial system would feel like. As always, we only have one week to complete our projects, so a full-scale ceiling is out of the question… but a head-sized space is more feasible.So, I set out to create a small tunnel with a small ceiling that might simulate, or at least get closer to, a movable ceiling. Because of it’s small size, I was able to use servo motors, which made the whole thing much easier to deal with. In all I had five panels at about 12×20 inches, which made a tunnel/space that was 5 foot long and 12 inches wide. Three servos working together enables the five panels to move in a wave-like fashion in response to a person’s movement in the system.As you walk up to the tunnel, the first panel lifts up for you to enter. As you move in and down the head-tunnel, the panels move up and down to make room for your head.
It works ok… The panels are not as responsive as I would have wanted (mostly because the servos were lifting at their limit), but I think it starts to give you a feeling of something. Probably not anything like what a full-scale space would feel like, but something. People seemed to enjoy the prospect of a ceiling that moved… they really wanted to try it out when I told them what it did… but I think the actual experience was not that rewarding for them. For me though, it was most interesting to see the interest level in more human-scale objects. something you can really use your body with, instead of just fingers and hands. Aside from my observations of people, I got some verbal feedback that was interesting to me: A few people said they wanted mirrors, or at least some sort of translucent/reflective material, to be the movable panels. They said it would make it more interesting to be in it. It was supprising for me to hear this, because I was focused of the ’space’ of it. In my mind I kept picturing pockets of ’space’… and that would be interesting… but the thing is, you can’t really see space. You can only see the effects of space on light. In the prototype I made, it was all shadow in the tunnel… no light the tunnel could affect. I wonder if that is why people where suggesting mirrors or translucency… they were missing the depth. THAT is something I will put in my little bag of tricks to remember. |
|
Networked Alarm p.2
| Since our last installment of the Networked alarm, we’ve made a few changed and advancements. (Man that sounded very government scientificy) First, Kacie joined me to make this a group project, which is great. Along with her came a very important concept: social networking. We wanted to make the process of waking up a more meaningful/rewarding experience, and we figured involving your friends/family would do that.
At first, we wanted to have audio messages from your friends/family wake you up in the morning when you got up and turned off the alarm. That turned out to be impractical for the technology we are using. So we turned to written messages instead. In some ways, little text messages are more intimate and cute (especially with the little LCD screens we got). AND, with text messages we can easily connect the system to Facebook and other social-networking platforms. So this is how there system works: If you are slow getting out of bed and over to the node, the message is not displayed and you miss it… forever. There is no way to recover your lost messages, so its an incentive to get out of bed. In the last bit of the process, an email is sent to the person who wrote the message to you, telling them if you got the message or not, and when. If, on a day, no one leaves you a message, a default message is displayed which the owner sets. This could be a reminder or inspiration, whatever. That is where we conceptually are. OH, and if you want to know more, see the pdf Presentation. |
|