Tutorial 1

This week we were introduced to the processing software on a working level and began familiarising ourselves with a basic level of coding. This included looking at the different 2D shapes and how we could format the size and colours of each. Key points to take forward when using the software:

  • // comment out means text will not be included in code
  • ; must end code line with semicolon for it to be registered
  • void setup () {} area designated for rules and commands for responses
  • void draw () {} area designated for chosen responses
  • (mouseX, mouseY,-,-) allows shape to follow the cursor
Ident View 1
Ident View 2

For our first task we were challenged to create an ident for design work that included some level of direct interaction. I wanted to keep mine simple and monochromatic using interaction from mouseX and mouseY to swap colours with cursor movement. My design features my initials and a simple corner detail, with interaction from the user these details change colour as controlled by the cursor. I applied ‘noCursor();’ for a more professional finish on screen.

Section of Code

To help decipher the many rectangles within the page I have added comments on each line. This allowed me to sort the sizing and fill more easily when required.

Summary of Reading- Electronic Furniture for the Curious Home

  • Technology is continuously developing, becoming more powerful and efficient whilst becoming physically smaller and cheaper.
  • The home offers a massive market place for design expertise as the domestic environment isn’t based only on appearance but the activities taking place within.
  • Field trials are essential to develop domestic technology as the values that characterise homes are so different here in comparison to studio’s and lab’s.
  • Testing in the home can be difficult to obtain full time as home life is personal. It should also be noted that the presence of researchers will change behaviors, attitudes and activities which will affect the prototypes success.
  • Lucid engagement allows open, responsive engagement that is led by pleasure rather than utility. This type of engagement that is led by pleasure rather than utility. This type of engagement isn’t always about the end result but instead what knowledge is gained on the way.
  • Lucid designs must somehow encourage people to create and explore for themselves through the use of different actions and interpretations.
  • Designs that are made to be unusual or extreme wont support the lucid experience if people accept the narrative implied by the design.
  • Prototype design to support lucid engagement utilises load sensors which means the systems sense and represent partial information which is then supplemented by others interpretations and perceptions. This allows for accurate representation of situations to be distributed between technology and users.

Example of lucid design- The Drift Table

The Drift Table
  • The Drift Table is a coffee table with a small viewport showing a slowly moving ariel view of the British landscape. The table is controlled through weight distribution on it’s surface.
  • The table is both compact and quiet, with the continuous roll of footage allows you to travel between locations without travel. This lets users take advantage of affordance for random drifting, sight-seeing and getting lost in the country ect.
  • To assess the success of lucid d designs in the field the engagement must be exploratory, curiosity-driven,self-motivated and defined. These deigns are nit really complete until people try and answer them through own activities and interpretations.
  • This open-ended nature makes evaluation difficult but for example with ‘The Drift Table’ we see that it can be used for random, uncontrolled casual drifting or for set travel for those who want to escape within the vicinity of their homes.
  • The only real sense of failure with this design would be if there was a complete lack of engagement with the table.
  • It is important to note that evaluation is more than just success and failure but counts more on lived experiences within this engagement.
  • In response to testing ‘The Drift Table’ became richly embedded in activities and appreciated aesthetically not only for it’s look but for it’s interactional and operational features.

Interactive Product Concepts




Product Design Student

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Jennifer Mowat

Jennifer Mowat

Product Design Student

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