As computing becomes more ubiquitous in our objects, designers need to be more aware of how to design meaningful interactions into electronically enhanced objects. At the University of Washington, a class of junior Interaction Design majors is exploring this question. These pages chronicle their efforts.

Friday, June 13, 2014

Project Concept | Anjelica Harlow + Albert Lui

Hello there. This is a short blog post about our project's concept. 
If you wish to see the functional diagram instead, please click on the following link: 
http://tangibleinteractionuw.blogspot.com/2014/05/leds-would-bring-awareness-to-plants.html

In class, Dominic told us to come up with a 'concept of situation' that consists of 3 different parts:

1) Information on the situation
2) The change and response description
3) Inputs & outputs (if you get to it)

He used an example of a table jumping into a pool to save drowning children.
The situation is kids playing in the swimming pool. The change is detecting that a kid is drowning, and the response is the table jumping into the pool.


Angelica and I met up and came up with many ideas. 

We settled on this one:
1) A plant in soil is residing within a 'smart' planter pot. That basically sums up the situation.
2) A person walks in front of the plant/pot is the change happens. It's interesting to note that another type of change happens within this system (the moisture of the soil goes up or down). The planter will respond by speaking to the person. In addition, of the moisture is within an ideal range, the planter will respond by lighting up.
3) Inputs: Person walking (motion), soil moisture
Outputs: Speech, light




Our other ideas included voice controlled blinds, spinning/glowing drink coasters, a talking fireplace mantle, and a smart library bookshelf system.

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