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.

Saturday, June 4, 2016

6: Actuation Description, Allison & Chaeji


We want our outputs to (tentatively) engage different dimensions of our light: Brightness, Movement, and Pattern. Volume can correspond to brightness, meaning the how loud the sound detected by the mic will control how bright the light shines. In order to make the brightness changes seem smooth instead of volatile and flicker-y, we'll want to add a 10 second delay to the brightness change after the last sound of the desired volume is detected. Movement can mean how the light pulses across the globe, which can correspond to either the motion or the angle of the bear as detected by the accelerometer. Lastly, pressure can control the pattern of the light and how it is distributed spatially across the globe.

We are also considering color as an option to make something like da magic stone from Dragon Tales. Changes in type and number of colors can indicate certain types of interactions, such as movement or angle of the teddy bear.


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