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Jim Wood
Designing for an everyday ubicomp with
tangible and embodied materials




                                 GSC TEI
                                 2011 Funchal
Jim Wood - Background


-    Previous study: Fine Art > Electronic Arts

-    2001 - 2007 working with Masters program
     “Digital Interactive Media”

-    2006 > PhD studies in Design Department. Goldsmiths

-    Started as interest in Physical Computing and DIY

-    After ‘Literature review’ stage - proposed to work within
     the paradigm of ubiquitous computing
Designing for an everyday ubicomp with tangible
and embodied materials
The abstract - .....explore the use and development of digital
tools and methods to enable prototyping and fabrication of
digital artefacts that may belong in the next generation of
ubiquitous or pervasive computing.
Designing for an everyday ubicomp with tangible
and embodied materials
The abstract - explore the use and development of digital tools
and methods to enable prototyping and fabrication of digital
artefacts that may belong in the next generation of ubiquitous
or pervasive computing


‣expanding from the current interest physical computing, digital
making and DIY culture

‣the use of design and creative approaches. both in methods and
materials to encourage the development of "the internet of
things"....

‣Focusing on three areas of study;
       ‣ methods, tools and communities.
3 PROPOSALS FOR DESIGNING
FOR AN EVERYDAY UBICOMP

-   1. Using Design methods for sketching
    invisible interactions

-   2. Take a materials based approach to
    embodying sensor devices

-   3. Use communities of practice and peer
    production
-   1. Using Design methods for sketching
    invisible interactions

-   2. Take a materials based approach to
    embodying sensor devices

-   3. Use communities of practice and peer
    production
Design Methods

Influences: Participatory Design methods

 -   How to think of these invisible
     networks?
                                                                        #$%&'((!&)&#*+,--./012&+3&45-&0/045&#



 -   Provide a useful framework for        ‘important things in the middle’, an outlines square frame
                                           with the label ‘everyone will sit by the window’, and
                                           several radial circles were described as ‘many centres’. This
     engaging users in designing or co-    evoked discussions about how the various players
                                           interpreted the game boards and the labels given. After
     designing                             choosing the game-board the game was played by deciding
                                           which game pieces to include, taking turns placing the
                                           images of users, Moment-cards, and Trace-cards on the


      -
                                           game-board and discussing the various configurations that
          Johansson & Linde                emerged. The game finish when the players agree on the
                                           IDEO - Method Cards
                                           configurations created. To learn more about the experiences
                                           with playing the Landscape Game see [7, 19, 20, 29].
          “playful collaborative
          exploration”

      -   Brandt “..exploratory design
          games
                                                        Figure 2. The Landscape Game.
                                          Brandt - “The Landscape Game”
                                           Discussion
                                           The three exploratory design games presented are all aimed
                                           at creating future visions and they function as a framework
                                           for how to organise events that include the people designed
Influences: Notation


 -       As in computing


     -     UML Case diagrams /Activity diagrams




 -       As in Graphic communication
Design Specification

  • Case study based on
     touchatag

  • create a tool for
     conceptualising thing
     networks

  • based on touch / contactless
     interactions [NFC]

  • enable design methods for
     ‘things’ in the internet
Card
(Carrier)      Process
                          Writer



             Replace
            make things
               Data



                          Reader

                Tag
t2t Cards kit

  * 1st version
t2t Cards kit
 t2t Cards kit
  **1st version
     2nd version
t2t Cards board
-   1. Using Design methods for sketching
    invisible interactions

-   2. Take a materials based approach to
    embodying sensor devices

-   3. Use communities of practice and peer
    production
LIM-pet
      s
-   1. Using Design methods for sketching
    invisible interactions

-   2. Take a materials based approach to
    embodying sensor devices

-   3. Use communities of practice and peer
    production
“Badger”                                   Sept-2007




“A physical artefact from
social networks”

Platforms:
                                             Collaboration:
‣Mifare RFID reader/tags    Jim Wood, Mark Wubben, Audrey, 
‣Perl                                         Mediamatic,
‣Open CI cms
‣Adobe Illustrator
‣Printer                     @ PICNIC, Amsterdam, NL. 2007
‣Hand Badge press
Tag Pet - Punch + Hole                                     Feb/Mar 2009




“RFID Smartcard Pet Creator”
                                                          by Punch and Hole
platforms:                               Myah Chun, Nuno Lourinho, Jim Wood

‣USB Mifare RFID reader                                    exhibited as part of
‣Processing software (JAVA)    Takeaway Festival @ Kinetica Art Festival, London
‣Laser printer                                   and at Maker Faire, Newcastle
“Hi-Lo Tech” -      experiments with material computing           June 2010




                                                             Prototype made in
                                 “Design for Better Living Workshop”, Brighton.

                                Organised by CHANGE project OU Pervasive
                                                           Interaction Lab
                                                  + MIT Hi Lo Tech group
Platforms:

‣ Cardboard circuits.
‣ Conductive Thread.
‣ Processing / Arduino etc.
Co*P*E*Ts
‣Use an online community as a workshop for makers
‣Intention - gather a group of users.
‣Enable exchange of materials
‣Possibilities of peer production


‣http://co-p--e-ts.mixxt.com
                                    Co*P**E*Ts
starting soon
Jim Wood, Goldsmiths University of London
jim.wood@gold.ac.uk

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Pres tei gsc-jw

  • 1. Jim Wood Designing for an everyday ubicomp with tangible and embodied materials GSC TEI 2011 Funchal
  • 2. Jim Wood - Background - Previous study: Fine Art > Electronic Arts - 2001 - 2007 working with Masters program “Digital Interactive Media” - 2006 > PhD studies in Design Department. Goldsmiths - Started as interest in Physical Computing and DIY - After ‘Literature review’ stage - proposed to work within the paradigm of ubiquitous computing
  • 3. Designing for an everyday ubicomp with tangible and embodied materials The abstract - .....explore the use and development of digital tools and methods to enable prototyping and fabrication of digital artefacts that may belong in the next generation of ubiquitous or pervasive computing.
  • 4. Designing for an everyday ubicomp with tangible and embodied materials The abstract - explore the use and development of digital tools and methods to enable prototyping and fabrication of digital artefacts that may belong in the next generation of ubiquitous or pervasive computing ‣expanding from the current interest physical computing, digital making and DIY culture ‣the use of design and creative approaches. both in methods and materials to encourage the development of "the internet of things".... ‣Focusing on three areas of study; ‣ methods, tools and communities.
  • 5. 3 PROPOSALS FOR DESIGNING FOR AN EVERYDAY UBICOMP - 1. Using Design methods for sketching invisible interactions - 2. Take a materials based approach to embodying sensor devices - 3. Use communities of practice and peer production
  • 6. - 1. Using Design methods for sketching invisible interactions - 2. Take a materials based approach to embodying sensor devices - 3. Use communities of practice and peer production
  • 7. Design Methods Influences: Participatory Design methods - How to think of these invisible networks? #$%&'((!&)&#*+,--./012&+3&45-&0/045&# - Provide a useful framework for ‘important things in the middle’, an outlines square frame with the label ‘everyone will sit by the window’, and several radial circles were described as ‘many centres’. This engaging users in designing or co- evoked discussions about how the various players interpreted the game boards and the labels given. After designing choosing the game-board the game was played by deciding which game pieces to include, taking turns placing the images of users, Moment-cards, and Trace-cards on the - game-board and discussing the various configurations that Johansson & Linde emerged. The game finish when the players agree on the IDEO - Method Cards configurations created. To learn more about the experiences with playing the Landscape Game see [7, 19, 20, 29]. “playful collaborative exploration” - Brandt “..exploratory design games Figure 2. The Landscape Game. Brandt - “The Landscape Game” Discussion The three exploratory design games presented are all aimed at creating future visions and they function as a framework for how to organise events that include the people designed
  • 8. Influences: Notation - As in computing - UML Case diagrams /Activity diagrams - As in Graphic communication
  • 9. Design Specification • Case study based on touchatag • create a tool for conceptualising thing networks • based on touch / contactless interactions [NFC] • enable design methods for ‘things’ in the internet
  • 10. Card (Carrier) Process Writer Replace make things Data Reader Tag
  • 11.
  • 12. t2t Cards kit * 1st version
  • 13. t2t Cards kit t2t Cards kit **1st version 2nd version
  • 15. - 1. Using Design methods for sketching invisible interactions - 2. Take a materials based approach to embodying sensor devices - 3. Use communities of practice and peer production
  • 16.
  • 17.
  • 18.
  • 19.
  • 20.
  • 21. LIM-pet s
  • 22. - 1. Using Design methods for sketching invisible interactions - 2. Take a materials based approach to embodying sensor devices - 3. Use communities of practice and peer production
  • 23. “Badger” Sept-2007 “A physical artefact from social networks” Platforms: Collaboration: ‣Mifare RFID reader/tags Jim Wood, Mark Wubben, Audrey,  ‣Perl Mediamatic, ‣Open CI cms ‣Adobe Illustrator ‣Printer @ PICNIC, Amsterdam, NL. 2007 ‣Hand Badge press
  • 24. Tag Pet - Punch + Hole Feb/Mar 2009 “RFID Smartcard Pet Creator” by Punch and Hole platforms: Myah Chun, Nuno Lourinho, Jim Wood ‣USB Mifare RFID reader exhibited as part of ‣Processing software (JAVA) Takeaway Festival @ Kinetica Art Festival, London ‣Laser printer and at Maker Faire, Newcastle
  • 25. “Hi-Lo Tech” - experiments with material computing June 2010 Prototype made in “Design for Better Living Workshop”, Brighton. Organised by CHANGE project OU Pervasive Interaction Lab + MIT Hi Lo Tech group Platforms: ‣ Cardboard circuits. ‣ Conductive Thread. ‣ Processing / Arduino etc.
  • 26.
  • 27. Co*P*E*Ts ‣Use an online community as a workshop for makers ‣Intention - gather a group of users. ‣Enable exchange of materials ‣Possibilities of peer production ‣http://co-p--e-ts.mixxt.com Co*P**E*Ts starting soon
  • 28. Jim Wood, Goldsmiths University of London jim.wood@gold.ac.uk