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.

Tuesday, October 9, 2018

Situation Options: Hannah and Netty

We explored three possible situations/ideas that we could pursue around the relationship with humans and objects/furniture around the home.

Situation one: Remember Me
We often realize too late that we left something essential at home (keys, wallet, phone, etc.). This lamp would help alert a user before they leave if it doesn't detect those essential items on you before you leave your home.
Situation two: Put Me Down
It can be frustrating when individuals are not courteous enough to put down the toilet seat. This toilet seat serves to "teach a lesson" by emitting a loud and obnoxious scream if the seat is not put down upon flushing. This hopefully helps the individual develop a habit and consider the position of those who don't use the toilet with the seat up.
Situation three: Apologetable
Accidentally hitting a body part on furniture can be one of the most rage-inducing and painful experiences around the home. We often curse the inanimate object, but we hope to create an interesting relationship by having the table apologize and take fault. Not only does that "humanize" the furniture, but also makes the human victim feel less angered.
Upon discussion with the class, we think that situation two and three have the most interesting potential in exploring how, what we consider to be static, inanimate objects, can develop a relationship with its human users. There's also potential for each object to be "smarter" in terms of responding to multiple situations or giving a more complex response. 

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