Wednesday, November 3, 2010

Inspirational Bits workshop

August the 30th and August the 31th fellow colleagues in the Mobile Life Centre and SICS as well as industrial partners were invited to a hands on workshop were we presented them all the Inspirational Bits we built during April, May and June. Approximately 20 engineers and designers took part from both research and industry.

Here a summary of this workshop and the bits from designer Anna Karlsson, BORIS design studio, www.borisdesignstudio.com:

When I first heard about inspirational bits and got the question to join the workshop I pictured myself as being a kid in a candy store! Easy accessible technology, a short cut for me as a designer (and the rest of the team) to fully understand the potential of a material (technology). And I was not disappointed!

I experienced the bits to be quite different to each other and therefore saw a reason to categorize them. A categorization of the inspirational bits would help me and others decide what category of bits should be used in what project, or phase of the project.

Core Bits - “Give it to me in one sentence or 3 secs”
These are bits that can be described in one sentence or quickly grasped in three seconds. An example of a core bit is the oversized mechanical model of the accelerometer.
This approach is similar to a design method where you establish the very basics of things as a way to inspire innovation. It is similar to the task of designing a chair where one had to explain what a chair is in one sentence, a sentence that really grasps the concept of a chair. One such sentence could be: “A horizontal plane big enough for one person to sit”. This explanation opens up for innovation rather than frames you in an idea of what a chair is. The core bits as I see them are about explaining technology in that very same way and thus opening up for innovation.

Educational Bits - “Explain it to me, I am an idiot”
The core characteristic of these bits is learning. The educational bits are about explaining the basics of a technology. The fewer aspects of the material you highlight the better and the easier it is to grasp the bit. There should be no value vis-à-vis a final design when creating an educational bit. An example of an educational bit is the diZe. The level of complexity in this bit is low, but fairly quickly you understand how the material works.

Boundary Bits - “Show me the Limits”
When creating a boundary bit you should focus on highlighting a downside of the technology. The boundary bits are about breaking pre-defined ideas about a material and to start a discussion in the group. An example of a bit that helps me explore the boundaries of a technology is the RadioSound bit.
The boundary bits are similar to the educational bits as the defining characteristic is learning. The boundary bits are powerful in the way that the whole team gets a full understanding of the limitations of a material before proceeding with a design conceptualization. Another great advantage of the boundary bits is the time that could be saved in the development process of a new service or product: “show me the limits so that I can avoid traps.”

Beyond Bits - “Turn the limitation into a feature”
The last of my four categories is called “beyond bits”. This category is very creative and can trigger a lot of spin-off ideas. The beyond bits tackles limitations in a material and turns them into features. A good example here is the Gymkhana bit.

To summarize the first three categories, they are all about understanding a technology, here refereed to as the material. These bits should be built and explained by those who know the material well. The fourth category is slightly different and could be used as the subsequent phase, after presenting bits in the first three categories. The beyond bits could work as a good kickoff in the concept design phase in a development project where the developers get together with the rest of the team to take things one step further. The beyond bits are about making use of the things the design team all learnt from the earlier bits.

The inspirational bits approach is mostly about play; it is a positive way to approach a technology. During the play you will learn certain things about the material and the learnings are something you will bring with you to the next step. Keeping the bits intact could though have the opposite effect for the design team, the team can get stuck on the initial ideas and not be able to move on to the next step. It is therefore important as I see it to point out that after experiencing the bits they should be broken down into their basic material parts; these are what you can use as the foundation for innovation.

The inspirational bits approach is a good way to start a complex project, it helps the team to get a better idea of the material’s properties, possibilities and limitations and it also lays the ground for more equal discussions within the group. This is maybe one of the most important aspects you can get from using the inspirational bits approach.

The inspirational bits can also help the design process to become less linear. By integrating construction and production at the start of product development, this cross-disciplinary way of working creates a common platform of knowledge for the whole team.



Tuesday, May 11, 2010

In between build fests


Marcus in action of demolishing a computer in his search for materials, in this case in search for a speaker

Thursday, May 6, 2010

Inspirational Bits

What we're doing in the second iteration of the Supple project is to look closer at our design material, computer technology, and how we better can come to share the possibilities and characteristics of this material with all members of a design team and this earlier in a design process. For this we are working on a method we call Inspirational Bits.

In August/September we will use the bits that we are now working on as inspiration for the design of a second supple system.

Second Build Fest

Now we have our first proper bits.

Jordi's Comparison bits and Niklas' accelerometer bit NoisyTobias


Katjas rfid twister game


and Marcus audioalization of radio

Thursday, April 29, 2010

First proper build fest for the second iteration of the Supple project

And what a start...









Jordi is trying to make us feel the difference in sensitivity between a complete hardware solution and a solution supported by software. When he is done he argues we will feel the difference between smooth and a step like movement.












Niklas had us play with an accelerometer and made us aware of how it is more suitable for fluent movements than trying to use it for more iconic gestures. By playing with it in Niklas set up we also understood more about noise and the various parameters in an accelerometer and what they can give us.












Marcus talked about interference and how he was working on a system that will let us hear, touch and physically create interference ourselves. This to make us better understand and "see" the radio waves.









Katja had translated the numbers of rfid tags into words and we got to play around with the random sentences various rfid tags could create.

We also talked about what really makes a bit inspirational and how there is a difference between inspirational bits in general and the more specific supple inspirational bits we are trying to find. But how we probably will have to find some of the more general kind too in order to find the bits that really presents the supple aspects of our materials.

Very much looking forward to next weeks build fest!

Tuesday, February 9, 2010

LEGA@Liljevalchs

LEGAn är nu igång på Liljevalchs Vårsalong. Nedan så kan du se vilka dagar som LEGAn kommer att finnas tillgänglig. Grupper av besökare kan boka LEGAn kl 11, 13, 15 samt tisdagar och torsdagar även kl 17.
Du bokar LEGAn genom att sända ett mail där du anger önskat datum och tid till jarmo@mobilelifecentre.org. Om inga bokningar finns så går det även bra att låna dem av oss på plats. Nedan ser du när LEGA finns tillgänglig och hittills bokade tider.



OBS! LEGA är en forskningsprototyp. Om det går för sig skulle vi därför vilja videofilma er när ni använder Legan för att lära oss mer om både hur ni uppfattar den och hur vi kan förbättra den. Vi skulle även vilja ställa lite frågor till er efteråt eller be er vara med på andra utvärderingsaktiviteter. Materialet kommer att användas internt i vår forskning på Mobile Life (www.mobile-life.org), ett forskningscenter som bedriver forskning kring framtidens mobila teknik och dess användning. Om ni har frågor om utvärderingen eller forskningen så kan ni kontakta projektledaren jarmo@mobilelifecentre.org.

Monday, September 7, 2009

Design days at Liljevalchs

During five days (13-14th and 24-26th) in August the project organized a design workshop at Liljevalchs art gallery. The architect of the whole workshop was Petra Sundström who did a tremendous job of putting together an interesting agenda. The workshop had two purposes. First it marked the conclusion of the projects initial efforts to educate team members about each other’s disciplines. Having previously learnt about hardware design and sensor network programming the time had now come to interaction design. Secondly it was the start of the design process for the projects first prototype, dubbed ArtSense, which is scheduled to be shown at Liljevalchs in 2010. The first two days focused on introducing various methods for design work, while the last three days had a stronger focus on developing prototype ideas for ArtSense. Over five days participants went all the way from analysing data from the studies performed during the spring to an implemented prototype that was tested by visitors to Liljevalchs. In total the workshop was extremely successful producing over 35 prototype ideas through random words, enacting 15 of those through bodystorming, refining and selecing 3 ideas using the six thinking hats method, lo-fi prototyping those using non-computational materials such as styrofoam and cardboard, and finally rapid prototyping the ideas using computational materials and evaluating the resulting systems in-situ at Liljevalchs. Throughout this process a close relationship was maintained to the intended users: visitors to Liljevalchs. Ideas and prototypes were regularly subjected to the scrutiny of visitors which helped to weed out bugs and mould ideas. Particpants also lived their own designs through excercises in method acting where they e.g. were instructed to to use prototypes in angry, happy, slow or quick ways. This was helpful in bringing forth the supple qualites of prototypes and make them available for discussion.












Another outcome of the design workshop is the beginnings of a rapid prototyping kit for supple systems. While preparing for the design days we started investigating building blocks for rapid prototyping of supple systems. Such building blocks are necessary for early testing of ideas without having to build a system from scratch. Rather than developing blocks completely from scratch we decided to start with existing hardware and software components and modify those to suit our needs. Currently the kit consists of Sentilla JCreate sensor nodes running the Contiki operating system and various Phidgets (sensors and actuators) that can be plugged into the JCreate nodes. A driver to make the Phidgets and Contiki communicate has been developed and will be added to the Contiki distribution. The kit was first used during the design days and will continue to develop over the projects life time.