Friday, September 30, 2005

Physical Computing - Week 3a













More on improving the subway environment in NYC. We
took 30 survey of people taking the train at Union
Square.

Most of them would improve the environment below,
navigational and temporal signage. This is what we
came up with.

For more information on this project, please visit this link:
http://www.annehong.com/itp/physgroup/

1. Schematic
2. Interface Design
3. Simulation

Computational Media - Week 3







Moving Tree :: Funtions and Objects.

Computational Media - Week 2





Loops and Void Setup Excersice.

Saturday, September 24, 2005

Industrial Design - Vase Prototype





This is the first prototype of my vase design. It was actually my second choice to do since my first choice design would cost me $60.00 to make. I'm going to try making it anyway.

Friday, September 23, 2005

Industrial Design







Here are some design comps for a vase.

Wednesday, September 21, 2005

Prototype







These are the initial prototype of the environment. We will conduct further research to hone in on which device or experiential design we decide to focus on.

Observation of a Location and Activities







Our group chose to observe the actions of individuals at the Union Square Station subway stop in Manhattan. Metro stops in general are chaotic, busy places with a lot of mental stimulus. In the Union Square station, which has takes up nearly a full block of space underground, the situation is exacerbated by its immense size. There are overhead signs every 30 feet pointing the way to various tracks,there are hordes of people going in every possible direction, there are huge steel girders to avoid, there are subway maps on the walls, as well as other signs that sometimes are useful (e.g. posters informing about limited service on certain lines) and sometimes not very useful (e.g., advertisements, announcements of city events).

There are two major groups of subway riders: those who ride on a daily or near-daily basis (frequent riders) and those who are new to the station and unfamiliar with the navigation of it (tourists). For frequent riders, speed and efficiency are the priorities: They want to get to their ultimate destination with as few distractions as possible, and they want to avoid waiting (in lines, for trains, etc.). They want to know the answers to questions like the following:

:: When is the next train?
:: Is this the fastest route to my track?
:: Do I need to speed up?
:: Will the next train be express or local? If it's the local, is it faster to take it or to wait for the express?
The tourists tend to be more concerned with information: They want to know where they are and how to get where they want to go. They want to know the answers to the questions:

:: Is this the right track?
:: Is this the way to my track?
:: Which track should I take?
:: Which exit do I take to get to the Tower Records (or Filene's Basement, etc.) aboveground?
::Our group has devised a system of technological enhancements to the subway stop that we believe will improve the experience of frequent visitors and tourists alike.


Context-aware Trains

Several of the questions above are really directed at the trains themselves. If there were a way for the train to answer the question, "When will you arrive?" both tourist and frequent visitor would be helped. By using radio-frequency ID tags on the trains, coupled with receivers on the platforms, the trains will be able to know where they are, and the subway station will be able to know where trains are further up and down the tracks. This information could be presented in a variety of ways, including displaying a countdown timer in various places around the station (and also outside the station), making it available via SMS text messaging and also via the web.


Information Kiosks

A touchscreen kiosk (similar to the metrocard dispenser machines already installed) could be used to help the tourist and frequent visitor alike. The tourist could touch an area on a subway map of the city and have the machine tell it the best route to take to get to the destination. A frequent visitor could use the kiosk to find out how long it would take to get to an arbitrary location several train-switches away. The kiosk could also have information about the map of the subway station and it could be supported in part by advertising revenue from local stores, which would display (along with the weather information) on the display screen when it's not in use. The kiosk could also show aboveground images for each of the subway's exits, so that people exiting the subway won't arrive aboveground to find themselves across a busy street from their intended destination.


Aboveground Information

In addition to displaying train arrival times aboveground (so that a subway rider can know whether to hurry up or enjoy time outdoors a little longer), a status indicator could be used to inform the public when that entrance is closed or when a line's service has been discontinued. The camera can be attached to streetlights.

Also some of the stations have screens aboveground, yet the content played on these screens are generally advertisements. These screens could be better integrated with subway information, as well as what lines or buses are unavailable.


Turnstiles

At busy times of the day, there is a mass exodus at certain exits of the station. These occur right after a train has arrived. If the trains were outfitted with the RFID tags described earlier, the station will know when a train has arrived. If the turnstiles could then be momentarily turned into one-way turnstiles (by keeping the bar from being able to move in a certain direction) and indicated as such using green or red lights, then the subway riders just entering the station would be able to get through the onrush of exiting people. The turnstiles could also be outfitted to pay attention to how many times they have been used in the past 10 seconds or so, and if they are unused for a specified period of time, they could be turned back into two-way turnstiles.

We also noticed that occasionally the metrocard needs to be swipe again, and the sound that accompanies the "swipe again" message on the display is the same sound that accompanies a successful swipe, leading to riders occasionally slamming into an immobile turnstile. The solution to this is simple: change the sounds so there is a negative feedback and a positive feedback sound.

Saturday, September 17, 2005

Analysis on "The Art of Interactive Design" and " Less is More"







Listen, think and speak are the three major components of interactivity. In computer language, listen is input, think is process, and speak is output. I was enlightened to read that a fridge can be interactive ("The Art of Interactive Design," Crawford). A fridge listens to you when you open it's door, thinks as it switches, and speaks when it lights up. I just played the most remarkable game, called "Nintendog." The console was as small as PSP and the Tetris games, the difference in the experience is the content. In "Nintendog" you could touch the screen and pet the dog, play with him (by throwing a frisbee), and if you blow into the microphone, bubbles magically appear, and your digital dog reacts to them by wagging it's tail. It is a sophisticated version of Tomagachi (those Japanese games of dinosaur eggs), except "Nintendog" is also similar to the SIMS (you can even shop for food, toys, and a dog condo for your dog). The graphics are life-like, unlike SIMS. It's interactivity was so sophisticated, that I was engaged with throwing a digital frisbee for 20 minutes. "Interactivity is superior to all other forms of human expresssion in one way: it engages the human mind more powerfully than any other form of expression" ("Why Bother With Interactivity," Crawford). This is true. I definitely want this game.

"Less is more" in fashion, but not function. When designing tools, one should think about not just the function, but the user's interactivity with it. William Buxton makes a point of analyzing the user's actions; who is using the computer; what are they doing; where are they doing it; when will they be able to use it; why are they using it; and how are they doing it. There definitely seems to be a disconnect between experience and interface. For example, when I use my laptop, the metaphor of the desktop doesn't really physically look like my desktop at home, yet my laptop desktop functions more. Maybe because the location of my computer is in the physical location it's suppose to mimic. Crawford uses examples of the "Shopsmith," which encompasses a saw, sander, drill, drill press and lathe, and a Swiss Army Knife (the portable utilitarian tool handy in every situation." These tools are multi-usage, portable, exhibit in a single location. A food processor which is located in the kitchen would look absurd in the bathroom. I believe it's important to think of certain rituals in certain spaces when designing a tool or computer. Specialization can link to it's physical space. Nevertheless, a successful tool or appliance specializes and diversifies. Crawford supports this with the outstanding design reputation of the Palm Pilot. It understands and addresses human needs. This article is why I went looking for the perfect switch. While the color of my switch (red) is not the desired color because it represents danger or intense passion, it is a "soft press" switch, a trait important to interactivity. I want to integrate tactility and emotion to my designs.
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Physical Computing - Week 2b







Microcontrollers, 2 Switches, and 2 Subroutines:

goto main

stoplight:

high portb.7
pause 500
low portb.7
high portb.6
pause 600
low portb.6
pause 700
high portb.5
pause 800
low portb.5

return

yellowblinker:
high portd.2
high portd.3
pause 250
low portd.2
low portd.3
pause 250

return

Physical Computing - Week 2a






I bought this switch at RadioShack and hooked it up to my board. My LED lights WORK!