The interface is done. It has a much more realistic look to the buttons and I have implemented the thought bubbles of what needs to be turned off when the user highlights the associated bar. I gave up on the game due to the complexity it would give to the interface and lack of time due to working on the video presentation of the interface. Maybe with a complete redesign of the interface it could work, but with its current aesthetic it does not work, and a complete redesign would take much too long. Now it is done and here is the final screen shot.
Wednesday, 12 October 2011
Sunday, 2 October 2011
Flash Improvement
On Friday when I went to my tutorial I was informed that we have an extra two weeks to polish up our flash interfaces. We presented what we had to the tutors and got feed back on what we should improve. They said that I should change my target audience to people who grew up with video games that had the pixel art look as one of the tutors believed that the children would not understand the look and think that the game was broken or old. Also they said that the interface should be available on touch pad devices such as touch screen phones as it would be easier for the new target audience to have around as they generally always have their phones on them. This is really just changes to the idea behind the interface rather than the interface itself and were really meant for when I make the video about the interface.
Changes that they said I should make to the interface were to make the buttons more photorealistic which gives it a nice aesthetic for an interface on mobile devices. Also I hope to be implementing some form of game function to finish off my ideas.
Here is an image of the interface as I was not able to put the swf file on blogger.
Changes that they said I should make to the interface were to make the buttons more photorealistic which gives it a nice aesthetic for an interface on mobile devices. Also I hope to be implementing some form of game function to finish off my ideas.
Here is an image of the interface as I was not able to put the swf file on blogger.
Friday, 30 September 2011
Late Night
While relaxing trying to fall asleep it is amazing what your think of. I just made a few changes to the interface to make it make sense. The main change was the home bar did not increase when one of the other bars increased. This has been fixed now.
Also I said earlier on that I was going to add thought bubbles to show what appliances could be turned off to reduce the power usage for a specific category. I have tried multiple times to implement this but for some reason it keeps breaking the interface. This has therefore not been implemented.
Also I said earlier on that I was going to add thought bubbles to show what appliances could be turned off to reduce the power usage for a specific category. I have tried multiple times to implement this but for some reason it keeps breaking the interface. This has therefore not been implemented.
Thursday, 29 September 2011
User Testing
After testing out the interface on some people at the hall and implementing their ideas I have slowed down the breathing animation on the creature to make it look more realistic. People felt that the creature was worried or stressed and when I had it breathing fast.
While most people did not understand just from using the interface that it was a way of interpreting power usage in a house, after a quick explanation about it they got the idea. From the feed back that I received I believe that the interface would be successful at showing children how to save energy in their household in a way that they can interpret it.
While most people did not understand just from using the interface that it was a way of interpreting power usage in a house, after a quick explanation about it they got the idea. From the feed back that I received I believe that the interface would be successful at showing children how to save energy in their household in a way that they can interpret it.
DONE!!!
The flash animation is done. I have animated the creature now and have added a hungry creature and implemented most of the buttons. I have not add anything to do with the games I was planing to add. I may add it in after some testing with users which hopefully show some constructive feed back and help me improve the interface slightly before hand in.
What I have learned from this project is that when you start to use a new program, you have got to start early as possible so that you can get the most time possible to figure out the things that you want to do. With this project I was unable to do as much user testing as I wanted to as I was unable to produce a complete enough version of the interface until the last three days.
Anyway here is the hungry version of the creature. I made the creature look grumpy so that the reason for it not being able to play the games is that it is grumpy at the user for "stealing" its food. Just looking at it now I have decided to move the feet in front of the hands in the final as I think this will make it look better proportioned.
What I have learned from this project is that when you start to use a new program, you have got to start early as possible so that you can get the most time possible to figure out the things that you want to do. With this project I was unable to do as much user testing as I wanted to as I was unable to produce a complete enough version of the interface until the last three days.
Anyway here is the hungry version of the creature. I made the creature look grumpy so that the reason for it not being able to play the games is that it is grumpy at the user for "stealing" its food. Just looking at it now I have decided to move the feet in front of the hands in the final as I think this will make it look better proportioned.
Tuesday, 27 September 2011
Stuff I Did Today
Today I completed a lot of work that had to be done. All of the creature images but the hungry on are now fully rendered. Speaking of which here is the cold creature that I didn't post yesterday and the render of the others that I posted yesterday.
Also I have got the interface working completely. All that is left to do is to fix the animations on so of the menu stuff and animate the creature for Friday!!! I would post another image of the device but it looks the same but now it works properly.
I have also decided that while the games that you can play with the creature are a good idea the time taken to implement this would be too long. I may just add another menu with a list of games that can be played with the creature to show this. Otherwise I am pretty much done :)
Monday, 26 September 2011
The Weekend
Well this weekend I ran out of internet so I could not post anything I did during that time so here it all is.
These are two images I did during the weekend for the interface. The one on the left is the bored creature, which happens when the house hold uses too much energy on entertainment, and the one on the right is the dirty creature, which happens when the too much energy goes into cleaning and water. I decided to combine the cleaning and water together as water is usually seen as being clean and that I could not come up with a good way to make the creature look really thirsty without making it look too strange(such as one sketch where I had the creature looking like dry earth). These images are still not quite finished as I still have to add shading to some parts and more dirt to the dirty creature.
I also did the creature when it is sold in a different pose to make it look like it felt the cold. Unfortunately I saved it in the wrong format so I can't upload it at this time as photoshop is on my other OS.
The only one left to make is the hungry creature which I am looking for inspiration currently to make an obviously hungry creature.
Also this weekend I managed to get a good portion of the interface working. The current colour is not final and is just a place holder until I decide. It is currently possible to scroll through the menu using the blue buttons on the 'device'. The menu animates when moving to the right correctly but when going left through the menu the menu animates in the wrong direction which I still have to fix. Also I am currently trying to implement that when you click on the energy bars they toggle between a below the over use of energy line, and above the line, which changes the appearance of the creature. I don't think I will do this for the home bar as this shows the energy use for the entire house so if anything is wrong it is probably going to be also in the other categories, which will make it change into one of the other states anyway.
Also I was going to have the creature in multiple states such as bored and cold, hungry and dirty etc. but I may have to cut this due to time constraints and the time it takes to make an image.
I will probably add animated creature for the images I have and will do, but nothing to complicated, probably only two or three frame animations.
I have also been thinking of trying to give the children a reason to keep the creature 'healthy'. I thought about adding a game element which the child could play alone or against friends and their creatures. If the creature is not happy it would not be able to play the games, for instance when it is bored it would just sleep and not wake up until the problem is fixed.
This also lead me to think how long the measurements should be taken for. For instance if the power was monitored over the whole month the child may have to wait along time for the energy to reset the creature to be able to be playable again, at which point the child may have forgotten about the creature and monitoring power. I think right now that it should record for the last week of time but be updated every hour so that the child is able to do something about the energy usage in the house quite quickly.
Finally the creature will have thought bubbles on what needs to be turned off or have its energy reduced when it gets over the limits. This is assuming that the houses in the not to distance future will all have a power measurement system which can measure the power usage of appliances individually. The alternative is to have the system measure the circuits in individual rooms and base on what the room is it would update certain categories depending on this, i.e.. the kitchen would do cooking the bathroom cleaning and water the lounge entertainment.
Tomorrow I hope to have the static interface (without animated creature) finished and then the rest of the week can be used to polish it up.
Wednesday, 21 September 2011
Cold Creature
Here is the cold creature so far. I plan to make it look more like its cold by editing its body position but this one was just to try and get the colours right.
Tuesday, 20 September 2011
Finished creature
This is the creature in what probably is its final stage. I may tweak bit and pieces but for now this is it. Next I have to make the creature in its various states. First up is when it is cold.
Monday, 19 September 2011
Creature head V1
Here is the head of the creature I am planing to use (and yes I know it looks like a yellow cow). This is just a simple render with only shadows added, I plan to try and add some shading later on today, but now it is time for a break.
Pixel art
I figured out how to re-size the pictures with out losing quality. I had to save them as a .png instead of JPEG, as JPEG causes blending of near by colours. Also I had to re-size the images in paint as Photoshop tends to blur colours when increasing size.
This is one of the first images I did as a practice. It is a dog.
Sunday, 18 September 2011
Friday and Weekend work
In Fridays studio was the first time I had a proper go at trying to use adobe flash. It would have been earlier but I slept in on Tuesday and missed the studio :P. I learnt how to make basic animations and buttons which should be all that I need to make the interface in flash.
Also on Friday I decided that the style of the interface will be like the video games of the 90's such as pokemon and Final Fantasy before number 7. I thought the pixel art style would suit the way the interface is being presented on a hand held console. So this weekend I have been trying to learn how to make graphics in this style, with various degrees of success. Unfortunately I can not show any of it as it quite small and I haven't figured out a way to blow it up and save it while keeping the quality yet.
Also this weekend I have been trying to come up with the look of the creature. Still have not come up with a final idea, but I know the creature will have four limbs and a tail to show the well known emotions seen in animals that children should recognize.
For Tuesdays studio I hope to have posted up some of my work on the pixel art and have the creature in pretty much it's final design, so that the flash interface can be almost finished by next Sunday.
Also on Friday I decided that the style of the interface will be like the video games of the 90's such as pokemon and Final Fantasy before number 7. I thought the pixel art style would suit the way the interface is being presented on a hand held console. So this weekend I have been trying to learn how to make graphics in this style, with various degrees of success. Unfortunately I can not show any of it as it quite small and I haven't figured out a way to blow it up and save it while keeping the quality yet.
Also this weekend I have been trying to come up with the look of the creature. Still have not come up with a final idea, but I know the creature will have four limbs and a tail to show the well known emotions seen in animals that children should recognize.
For Tuesdays studio I hope to have posted up some of my work on the pixel art and have the creature in pretty much it's final design, so that the flash interface can be almost finished by next Sunday.
Monday, 12 September 2011
Assignment 2 hand-in A: Write-up
For this project I plan to design a interface for children that brings awareness of how much power their house hold is using and how to save power. To do this I plan to design a creature which “lives” off the power that the house hold saves over a period of time. This creature is will be contained on a portable device such as an ipod or handheld game console. The interface will have to be simple to understand but be able to show multiple things at once, such as how much power you are saving and way to save more power.
Through the children using the interface I hope to also change the way that the people around them see energy. As children can be very annoying and so by giving them a goal, like looking after a creature, they will strive to achieve this and will tell their families to save energy just to keep the creature happy.
For this to work there must be a way for the device to check the power usage at least daily. The technology needed for this may come from digital power meters but I want to be more specific than that and measure individual applications of energy and how saving on say heating will keep the creature from freezing etc.
Assignment 2 hand-in A: Pictures
This is the prototype for my idea. The first is just the creature with out the menu open and the rest show the menu and how different types of energy affect the creature differently.
Sunday, 11 September 2011
The Big Idea
In Fridays studio we presented the two best ideas we had to the tutor to talk over. The ideas I presented were the monster idea and a bunch of calculations trying to figure out a way to put power in a way that everyone can understand.
My tutor liked my work on both ideas but said I needed to figure out which one I was doing and to what audience and how I was going to present the interface to the user(portable device, PC etc.) After talking it over I decided that the monster idea probably lent it self to children more than any other audience so focusing on that the tutor suggested I call it a creature instead of a monster as monsters are seen as scary.
Another reason for changing the name was because I had an idea to change the creature so that instead of feed off the excess energy you use it would require you to use certain amount of power every day, calculated by filling out a quick form, and if you went over this amount it would start starving the creature and making it sad and weak. The reason for this is that I thought if the creature got bigger by the more energy you used, people would purposely use more energy to make the creature bigger.
For where the creature will be placed, at first I thought it could be on a computer, but then I realized children lie to move around a lot. So to make sure that the children are constantly checking their energy usage and consciously making sure to save energy, the interface would have to be on a portable device. I still haven't decided to make it on a stand alone device or allow it to work on existing portable devices such as gaming consoles and ipods, but more research should help me with this decision.
For where the creature will be placed, at first I thought it could be on a computer, but then I realized children lie to move around a lot. So to make sure that the children are constantly checking their energy usage and consciously making sure to save energy, the interface would have to be on a portable device. I still haven't decided to make it on a stand alone device or allow it to work on existing portable devices such as gaming consoles and ipods, but more research should help me with this decision.
Wednesday, 7 September 2011
The break and Ideas
First off, over the holiday we were required to make a dairy of how much power we used each day. During this I discovered many thing about the device I used to record the energy that were really bad design flaws.
Firstly was the size of the device. Because it was so large, it made it difficult to plug it into some power points that are behind desks and then also plug the devices being recorded. This also made it hard to read as it was behind something and in the dark, which brings me on to my second point that the screen did not light up. This made it very difficult to read in the places that a lot of power points are positioned. My final annoyance at the device was the readings on the device did not seem like they would make much sense to somebody with no understanding of power to begin with. Also the manual and the device did little to explain the meaning of the numbers on the screen.
Using this device helped a lot in deciding what not to do and over the break I tried to think of ideas for this project, but it wasn't until today that I started to come up with ideas that could actually be a project. As you can see above in the photo most of the ideas are for how the interface could work but not actually what it should be. The idea I liked the best was a monster that consumes the energy that you waste and becomes larger and starts running around the interface being generally terrifying. For Friday I hope to expand this idea and also try and come up with another idea as this is the only idea I like so far, which does not help me if this idea can not be achieved for a reason.
Firstly was the size of the device. Because it was so large, it made it difficult to plug it into some power points that are behind desks and then also plug the devices being recorded. This also made it hard to read as it was behind something and in the dark, which brings me on to my second point that the screen did not light up. This made it very difficult to read in the places that a lot of power points are positioned. My final annoyance at the device was the readings on the device did not seem like they would make much sense to somebody with no understanding of power to begin with. Also the manual and the device did little to explain the meaning of the numbers on the screen.
Using this device helped a lot in deciding what not to do and over the break I tried to think of ideas for this project, but it wasn't until today that I started to come up with ideas that could actually be a project. As you can see above in the photo most of the ideas are for how the interface could work but not actually what it should be. The idea I liked the best was a monster that consumes the energy that you waste and becomes larger and starts running around the interface being generally terrifying. For Friday I hope to expand this idea and also try and come up with another idea as this is the only idea I like so far, which does not help me if this idea can not be achieved for a reason.
Thursday, 11 August 2011
Project 1 Hand in 2 Text
The Flicker is an interactive object which you can flick in any way you like. The aim of The Flicker was to make an object with the most interesting possible flick for the Flicker. I the beginning the idea was to make an object which changed over time depending on how the user used it, with one of the interactions that the user could do with it being flicking the paper. While exploring the possibilities of my idea, it became simplified to an object which you can flick through the paper and by doing experienced a sound and feel which you wanted to repeat, and therefore fidget with the object.
Wednesday, 10 August 2011
Final studio
In the final studio I presented the last three of my prototypes to my tutor. The first two were the same two from Friday plus one more made from Zeta paper but much more thicker. This was in reaction to the request by Fridays tutor group for a thicker flicker. I also experimented with the length of the flicker to see if it made it more interesting flick. I found that the longer flicker could be interacted with in more ways, but the length made it awkward to use in one hand which is what I was aiming to do with the flicker.
Also with the new flicker I made it so that the Zeta paper had no spacers which produced a more interesting flick than I first thought the no spacers would. After giving this some thought I believe that the length and thickness of the original flicker caused the flick to be quite 'heavy' compared to the easier flicks with the newer prototypes. Although the spacers are not needed if I just use Zeta paper I think I will make the final flicker out of drafting film with Zeta paper spacers, as this seems to have been the one which people have reacted well to.
I have also decided to make only one end of the flicker to be the end of the main interaction. The reason for this is so that the flicker can have an obvious place to grab/hold when flicking. One way to do this is to have a curve inwards between the two ends so I could have a handle on the double ended one, but because I decided to use the drafting film doing a curved cut in the flicker would be extremely difficult especially when drafting film is already very hard to cut in straight lines with out mistakes. Instead the flicker will taper down to a smaller flicker end, which while interactive will not be the main interaction which I am trying to draw attention to.
In the final studio before the presentation it was suggested I use heat shrink to add the black wrapping around the final flicker, but due to the heat causing the drafting film to warp it was not feasible. So I will wrap the final flick like the previous prototypes in a binding of thin thread which people who tested the object seem to like very much both for its feel and the craftsmanship behind it.
So by Friday morning I aim to have the final flicker done, five photos of it in action and a 200 word explanation of the object done. If I don't I will miss hand-in so there really is no choice.
Also with the new flicker I made it so that the Zeta paper had no spacers which produced a more interesting flick than I first thought the no spacers would. After giving this some thought I believe that the length and thickness of the original flicker caused the flick to be quite 'heavy' compared to the easier flicks with the newer prototypes. Although the spacers are not needed if I just use Zeta paper I think I will make the final flicker out of drafting film with Zeta paper spacers, as this seems to have been the one which people have reacted well to.
I have also decided to make only one end of the flicker to be the end of the main interaction. The reason for this is so that the flicker can have an obvious place to grab/hold when flicking. One way to do this is to have a curve inwards between the two ends so I could have a handle on the double ended one, but because I decided to use the drafting film doing a curved cut in the flicker would be extremely difficult especially when drafting film is already very hard to cut in straight lines with out mistakes. Instead the flicker will taper down to a smaller flicker end, which while interactive will not be the main interaction which I am trying to draw attention to.
In the final studio before the presentation it was suggested I use heat shrink to add the black wrapping around the final flicker, but due to the heat causing the drafting film to warp it was not feasible. So I will wrap the final flick like the previous prototypes in a binding of thin thread which people who tested the object seem to like very much both for its feel and the craftsmanship behind it.
So by Friday morning I aim to have the final flicker done, five photos of it in action and a 200 word explanation of the object done. If I don't I will miss hand-in so there really is no choice.
Sunday, 7 August 2011
Mixing it up
So in Fridays studio we mixed up our groups so that we were with different tutors and different people so that we could get a fresh look on our projects. I ended up in a small group of five with Alex as a tutor. I showed the group my two new prototypes I had made.
The first is a flicker made of Zeta paper, one side with spacers the other without. The second is larger and made from drafting paper and printer paper both with spacers. The second one being thicker was apparently more interesting but the group agreed that they wanted it to be thicker so that they could flick for longer.
The group also agreed that the drafting paper was the most interesting to flick, then the Zeta paper with out spacers and then the printer paper. This put the Zeta paper with out spacers last which is different to printer paper when the one with spacers was more interesting to flick. This may have to do with the fact that the Zeta was probably too thin.
The group was also impressed with the binding around the center of the flickers. It takes about an hour to do this with the thread I am using and the binding comes undone if not stuck in place at the end but the reaction to it makes me think that I will keep it.
Alex also suggested handing out the flickers to people and see how they interact with it differently. I have noticed so far with the few people that I have tested with that there are many ways to flick it so I will have to note down a few of these so that I can photograph them when the flicker is done.
By Tuesday I hope to have the flicker either done or in the final prototype so that I can spend the rest of the week working on getting the write up and photos done for final hand in on Friday. If this is not so there may be some late nights, which is not a good idea and would produce unsatisfactory work for the final hand in.
The first is a flicker made of Zeta paper, one side with spacers the other without. The second is larger and made from drafting paper and printer paper both with spacers. The second one being thicker was apparently more interesting but the group agreed that they wanted it to be thicker so that they could flick for longer.
The group also agreed that the drafting paper was the most interesting to flick, then the Zeta paper with out spacers and then the printer paper. This put the Zeta paper with out spacers last which is different to printer paper when the one with spacers was more interesting to flick. This may have to do with the fact that the Zeta was probably too thin.
The group was also impressed with the binding around the center of the flickers. It takes about an hour to do this with the thread I am using and the binding comes undone if not stuck in place at the end but the reaction to it makes me think that I will keep it.
Alex also suggested handing out the flickers to people and see how they interact with it differently. I have noticed so far with the few people that I have tested with that there are many ways to flick it so I will have to note down a few of these so that I can photograph them when the flicker is done.
By Tuesday I hope to have the flicker either done or in the final prototype so that I can spend the rest of the week working on getting the write up and photos done for final hand in on Friday. If this is not so there may be some late nights, which is not a good idea and would produce unsatisfactory work for the final hand in.
Tuesday, 2 August 2011
Catch Up and Progress
(So this blog is about both the Friday studio and today's studio because I was being lazy over the weekend and didn't write one for Friday.)
On Friday my tutor, Helen was away sick so our group got split up and was mixed in among the other groups. I was in Byron's group and he gave an interesting new perspective to the 'flicker' (yay a name). The ideas he bought up about my object were based on the fact that as the flicker was currently designed it was not very intuitive. So thinking about this I realized that I could not figure out how to do this with out actually making the object, so over the weekend I made this prototype.
While fidgeting with it over the weekend I found that the paper seemed too dense to get a satisfactory flick to it so on Monday I made a new mock up with a smaller sheet of paper between each larger bit of paper, as a spacer. I found that flicking the one with the spacers felt better when flicking and most people agree. One thing I did notice about the 2nd prototype was that it did not wear as fast or in the same way as the first. The 1st prototype started to curl its edges after about five minutes of playing with it, the 2nd has not really started curling, even after over 2 hours of playing with it and letting multiple people have a go at it.
Even though the wearing of the 'flicker' was the original idea, I have been told been told by my tutor that I should focus on getting the sound and feel of the 'flicker' right first. So because everyone likes the flick of the 2nd prototype better I shall extend this idea further.
Also in todays studio Helen told me that i should try to figure out how to make the 'flicker' look less like a pile of paper and more like an object people would want to buy. So for Fridays studio I am going to make at least half a dozen more prototypes for people to try out, using different paper to see how this affects the flick and seeing how short or long the paper has to be to get the best flick... EVER.
On Friday my tutor, Helen was away sick so our group got split up and was mixed in among the other groups. I was in Byron's group and he gave an interesting new perspective to the 'flicker' (yay a name). The ideas he bought up about my object were based on the fact that as the flicker was currently designed it was not very intuitive. So thinking about this I realized that I could not figure out how to do this with out actually making the object, so over the weekend I made this prototype.
While fidgeting with it over the weekend I found that the paper seemed too dense to get a satisfactory flick to it so on Monday I made a new mock up with a smaller sheet of paper between each larger bit of paper, as a spacer. I found that flicking the one with the spacers felt better when flicking and most people agree. One thing I did notice about the 2nd prototype was that it did not wear as fast or in the same way as the first. The 1st prototype started to curl its edges after about five minutes of playing with it, the 2nd has not really started curling, even after over 2 hours of playing with it and letting multiple people have a go at it.
Even though the wearing of the 'flicker' was the original idea, I have been told been told by my tutor that I should focus on getting the sound and feel of the 'flicker' right first. So because everyone likes the flick of the 2nd prototype better I shall extend this idea further.
Also in todays studio Helen told me that i should try to figure out how to make the 'flicker' look less like a pile of paper and more like an object people would want to buy. So for Fridays studio I am going to make at least half a dozen more prototypes for people to try out, using different paper to see how this affects the flick and seeing how short or long the paper has to be to get the best flick... EVER.
Tuesday, 26 July 2011
Favorite Things
Today is the studio we bought our favorite physical objects, which pretty much means nothing electronic. So I brought in my favorite cup. There is nothing really special about the design of the cup its self but as it was one of the last gifts my grandfather gave to me before he passed away it holds great value to me personally. Also while in studio today I talked to my tutor about the design of my object (really need to give this a name, calling it an object is annoying me). I decided to change the design from that of a loop of paper to a string of paper (see the picture below). This is because the loop was quite hard to make and I felt that the string was a better shape for fidgeting with. Also with the string of paper I can use bookbinding tools to make the object.
After some tries at tying the paper together I found that the string I was using was not strong enough to bind the paper tightly. This meant that the paper kept moving to much and did not give a satisfactory flick to it. I will go and get some different string this week before the next studio and talk to my tutor about this.
After some tries at tying the paper together I found that the string I was using was not strong enough to bind the paper tightly. This meant that the paper kept moving to much and did not give a satisfactory flick to it. I will go and get some different string this week before the next studio and talk to my tutor about this.
Monday, 25 July 2011
Sunday, 24 July 2011
Project 1: First Hand in (text)
My idea for the first project is to make an object that changes over time as you interact with it, and the changes look different depending on how you interact with it. I plan to make multiple copies of the object and give them to different people to fidget with during their normal daily routine, such as at work and uni. After a period of time I will collect them back and ask each user what they thought of the experience. From this I will most likely redesign the object based on feed back and ten repeat the test handing in the used objects along with an unused one for the final hand in.
What I want the users to get out of this experience is an object which is distinctly theirs, some thing which changed because of the way they fidgeted with it and became their own.
What I want the users to get out of this experience is an object which is distinctly theirs, some thing which changed because of the way they fidgeted with it and became their own.
Testing
On Fridays studio we took in our prototypes for testing. Although I wanted to test my texture that changes over time prototype I was unable to due to not being able to produce a successful prototype before the studio. Instead I bought in a prototype for paper the realizes its smell when cooked. I was told that a few people around the class were talking about doing that as well so I decide to focus on my other idea. We talked about way to make it work, such as using different paper and binding methods so that the object gets the right feel to it in the beginning that would make you want to play with it. I also discovered later that the reason that my previous prototypes were unsuccessful, was due to the fact that the paper near the center of the circle was not ridged enough so instead of flick back like I wanted it to it would just found over and stay their.
Wednesday, 20 July 2011
Presentation of Ideas
In todays studio we presented our three best ideas to the group. The ideas I presented were an object that changed it's texture the more you used it and depending on how you used it, it got different textures, an object that looks completely different to how it actually feels and something to do with the way texture affects taste. Of these ideas the first idea and last idea were deemed the strongest. I want to pursue the first idea personally and have started to make mock ups. Another idea which a group of us came up with is making paper smell like food when it is cooked in a pan. I am going to give this a go if I get time before the next studio where we are testing our prototypes with the group.
Saturday, 16 July 2011
Interactive Objects
Today in studio we had a look at objects with interesting interactions. Almost everyone brought at least one object where the interaction with it was fidgeting. Noticing this I think I want to try and add this component of fidgeting to my design, as it seems to be something everyone does.
Wednesday, 13 July 2011
The Five Senses
Today in the first studio for DSDN112 we were asked to each bring one object which was interesting to each of the five senses. The things I found really interesting from this were the objects that had interesting textures and objects which had history to the owner of the object. I think I will explore how textures can affect the other senses or how textures change depending on how you interact with them.
After this we filled out a morphological box on the five senses and the different interactions that we have with them. Mine is incomplete because I could not think of or find any examples of illusions for touch, smell and taste that did not have to do with taking drugs that cause hallucinations.
After this we filled out a morphological box on the five senses and the different interactions that we have with them. Mine is incomplete because I could not think of or find any examples of illusions for touch, smell and taste that did not have to do with taking drugs that cause hallucinations.
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