Monday, September 7, 2009
Design days at Liljevalchs
Thursday, June 25, 2009
Observation studies at Liljevalchs
Friday, May 29, 2009
Contiki tutorial, May 26
Installing instant-contiki on OS X
Parallels Desktop 4.0
The conversion process will take a few minutes but once it is done you are ready to start Instant Contiki! Your newly converted VM will be added to your list of Virtual Machines. From there you can start it like any other VM you have.
Installing instant-contiki on OS X, part 2
VirtualBox
Give your VM a name, here I named it Instant contiki, and set the operating system to Linux and the version to Ubuntu. In the following step stay with the suggested default value for VM memory (384 MB in my case).
Choose use existing hard disk and click on the folder icon to the right of the drop down box to bring up the virtual media manager.
In the media manager click Add and navigate to the instant-contiki.vmdk file in the directory where you unpacked the instant contiki bundle. Once you are done your new virtual drive should appear in the list. Choose it and click the Select button. This brings you back to the Virtual Hard Disk dialog where you just click next to continue.
Your VM is now configured and you are shown a summary of the settings that you have made. Click Finish to add it to the list of Virtual Machines. From the list you can start your instant contiki VM by selecting it and clicking the start button in the toolbar.
Sometime during the startup process this dialog, which explains how to get your mouse pointer back from the VM, is displayed. By default this is done by pressing the left command button but to avoid frustration be sure to take note of how to do it.
Now you have your instant contiki environment up and running and can start developing software. Note that the username/password for the linux installation is user/user. To learn more about how to use the environment or contiki pleaser refer to the Contiki site.
Tuesday, May 19, 2009
First hardware bootcamp
Project kick-off 6th of March!
In between talks there were two sessions where participants had a chance to get some hands on experience of supple systems such as Affective Health and FriendSense.
We also had the opportunity to experience some of Katherine Isbister's supple game designs for the Nintendo WII console. The Wriggle game, where you wear a knitted cap fitted with a WII controller, was particularly popular. In this game you move your head and body in various ways to control your game character and perform actions within the game. Participants agreed that the experience of playing the game is truly unique and definitely supple.
All in all it was an eventful and interesting day that provided a good starting point for the project.
Monday, May 18, 2009
What is the Designing Supple Systems project about?
Supple systems rely on subtle signals; rich human communication and interpretation strategies such as emotion, social ritual, nonverbal communication, and kinesthetic engagement; and emergent dynamics, to provide engaging moment-to-moment experiences. There are two main factors driving the evolution of supple systems. One is the rapid growth of leisure and entertainment use of technologies and the other is the commercial availability of sensor technology for tracking human expression which has lead to an increasing number of systems attempting to use such technology to provide compelling experiences. Successful examples of existing supple systems include the Nintendo WII and Apples iPhone. Designing and building supple systems is challenging because it is an unfamiliar “material” for interaction designers but also because it requires a wide range of competencies. The quality of an experience arises in interaction between users and systems. This interaction is in turn affected by a systems hardware as well as its software, and how well they work together. Even seemingly simple artefacts, such as pulse-meters, require holistic design of specialized hardware, specialized software, and specialized user interfaces to be successful. Each factor is equally important: a problem concerning any one of them can ruin an otherwise great experience.
In this project, we aim to develop a process for rapid, integrated, development of supple systems. We will focus our efforts on building so-called life-style applications, mobile systems that are tightly integrated into our every-day lives, as their often advanced use of technology highlights the challenges for future applications of supple systems – be it in factories, vehicles, or applications on our mobile phones. The systems developed within the project will explore new materials, such as fabric or paper, integrated with sensors and wireless technologies.