Socially Tangible Media Booklet
Socially Tangible Media Booklet
Socially Tangible Media Booklet
Introduction
This booklet describes how we teach students to design with data and through
objects, aka the Internet of Things, as a way to facilitate meaningful opportunities
for social communication and interaction.
Introduction
Course set-up
Guest Lecturers
Experts
Design themes
12
Design strategies
16
20
Conclusion
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Course set-up
The aim of the course is to teach students how to select and apply different Internet
of Things design strategies during a rapid and iterative design process.
Guest lecturers
Larissa Pschetz is an interaction designer at Design Informatics,
University of Edinburgh. She is currently pursuing a Microsoft
Research funded PhD. In her research she focuses on the role
of design in challenging cultural assumptions about time and
uses robots, alternative clocks and hacked domestic objects to
influence everyday rhythms. She previously studied Interface
Design at University of Applied Sciences Potsdam, Germany
and worked as an interaction designer at IXDS in Berlin, HID
in Hamburg and IBM Research in Cambridge, Massachusetts.
Valentina Rognoli is an Assistant Professor in the Department
of Chemistry, Materials, and Chemical Engineering Giulio
Natta at Politecnico di Milano, where she conducts research
activity in the field of materials and design. She is also a
Lecturer at the School of Design of the Politecnico di Milano.
After two years at Enzo Maris studio in Milan, in 2000 she
stars her academic career with a focus on materials and their
expressive-sensory dimension. Her current research topics
delve into materials experience, design and material education,
imperfection, making and repair.
Experts
Ianus Keller is a product and interaction designer specialized
in blurring the lines between the physical and the digital for
his design consultancy For Inspiration Only. He holds a PhD
(Cum Laude) from the faculty of Industrial Design Engineering
at the Delft University of Technology. He presented his work
and work from his students for international design projects
atApple, Microsoft, Intel, HP and Wacom. Since 2008 Ianus
organizes the lecture series This happened, exploring the
making of interactive design projects.
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11
Design themes provide the boundaries for students to explore the challenges of the
connected everyday. Within the chosen design theme, students decide on a specific
problem to address.
Design themes
theme
theme
theme
NUDGING
CHANGE
REDUCING
COMPLEXITY
FOSTERING
CONNECTEDNESS
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13
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Different design strategies have been distilled for students to compare and contrast.
Each design strategy has merits and limitations. Exploring these merits and
limitations in the process of developing a design intention and an appropriate
solution to the problem, helps students learn how and when to apply each design
strategy.
Design strategies
strategy
ORDINARY
PRACTICES
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strategy
ANIMATED
THINGS
strategy
MATERIAL
TRACES
17
18
19
theme
strategy
NUDGING
CHANGE
ORDINARY
PRACTICES
Fabian Bitter
Match is a concept developed for
neighborhoods. It consists of a house
number plate with a LED Matrix and a
set of different key ring tags, with builtin RFID chips. Each tag represents
an interest or practical goal the
neighbour might get help for. When
in proximity, the house number plate
displays just a number, which stands
for the matching between the person
living in the house and the neighbour
walking by. This number is based on
the tag attached to the key ring in the
pocket of the neighbour, and it means
that someone living in the house has
for example 2 interests in common
with the neighbour passing by (e.g.,
camping and horseback riding). To
figure out the details, the person who
is walking by still has to get in contact
with the neighbour but the person
already knows, that it will be worth
the effort.
20
Rationale
Personal Reflection
21
REDUCING
COMPLEXITY
ORDINARY
PRACTICES
Rationale
Personal reflection
22
strategy
Minon Rosier
Save up is tangible bank account
for children. It provides a physical
representation of the balance in a
childs bank account. When money
is transferred to the bank account,
blocks pop up. The child can first code
the transfers into colours for example:
when my mother is transferring my
pocket money the square turns red
or when I receive a gift from my
grandmother the colour is green. In
that way the blocks show the child
from whom he or she received the
money. Children can also indicate the
goal of their savings by pushing the
blocks down, which will then light up
in a different colour.
theme
23
theme
FOSTERING
CONNECTEDNESS
strategy
ORDINARY
PRACTICES
24
Rationale
25
26
27
theme
strategy
NUDGING
CHANGE
ANIMATED
THINGS
Fabian Bitter
With Out/In people can decide
whether to navigate the city inside
or outside of their comfort zone.
When tapping the mode out on top
of their tour-dowsing rod, this does
not show the route or the name of the
final destination it makes its own
decisions, based on the social data and
learned patterns of its carrier. Out/In
is not about directing you to a specific
spot; it is about drifting. The product
also tries to avoid congregating
people, when they dont like to do so,
or the other way around to connect
people. There are vibration-actuators
in the two ends of the rod each
vibrates when the user should turn
left or right. When the user is at the
spot the product is proposing, both
ends vibrate.
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Rationale
Personal reflection
29
theme
strategy
REDUCING
COMPLEXITY
ANIMATED
THINGS
Emma Heitbrink
Social Stickers are re-usable stickers
for shared households. They give
ordinary objects a voice through
personally
recorded
messages.
When someone in the household
does something for her fellow house
members as a social gesture, they can
attach a Social Sticker to the artefact
to convey their message. When the
artifact is moved, the sticker will play
the message. Every member will have
their own set of stickers with a specific
colour, which are connected to their
phone. When house members want
to show their appreciation, they can
reply with a recorded answer. This
message will be sent to the mobile
phone of the giver and let them
know that someone has appreciated
their gesture, resulting in a two-sided
interaction.
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Rationale
Personal reflection
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32
Rationale
strategy
FOSTERING
ANIMATED
CONNECTEDTHINGS
Cheeky shopping carts encourage small talk between
NESS
I feel always so lonely
shopping strangers in the supermarket.
during grocery shopping.
No one talks to each other.
reconnect people in
the supermarket, by
providing accidental
interactions.
Personal reflection
Niels Lie
ID5213 Socially Tangible Media
Cycle two - animated things
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theme
strategy
NUDGING
CHANGE
MATERIAL
TRACES
Fabian Bitter
Connect could be a provoking
initiative of an organization such
as the Salvation Army, meant to
improve mutual understanding within
society. Homeless people can place a
personal lock where people are used
to access wireless internet services
(e.g., cafs or central housing areas).
In doing so, their lock will appear
in the list of available WiFi networks.
By connecting to this hidden WiFi
spot, people can access the personal
profile of the homeless person. Here
they can read about his personal story
(professionally edited) and give the
homeless person a like, send a twitter
message or donate money online.
The practice of connecting to free
WiFi spots is something we all do.
Sometimes we encounter intriguing
WiFi names, which everyone can
and has to read, when they want to
connect to the WiFi. The homeless
person can use this to draw attention
on him. Beside the immediate
benefits, Connect eventually gives
back to homeless people their identity
and decrease their aversion towards
society.
36
Rationale
Personal reflection
37
theme
strategy
REDUCING
COMPLEXITY
MATERIAL
TRACES
Lex Postma
Readshelf is a pair of shelves on which
to put books. One shelf is for the child
and one is for the parent. The parent
can set an example, be a role model,
and show the child that he needs to
read, by giving the good example.
Readshelf tracks the progress made in
reading the books that are stacked on
it. It has lights on the front that depict
a progress bar. This way, the child can
compete in reading against his parent,
by progressing better and faster.
They both read their own books and
the shelf will compare and score the
progress.
38
Rationale
39
strategy
MATERIAL
TRACES
Minon Rosier
The dementia patient receives visitors
such as family and friends in his/her
home for a drink in the living room.
The coffee table where the drinks are
placed notices that there are visitors
and highlights the rings around
the glass or cup (like the rings they
normally leave). When the visitors are
leaving, they can record a message.
The table knows who it is and saves
the messages. When the visitors are
gone and the patient touches the
lighted rings the table is repeating the
message of the visitor. A photo frame
on the table shows the photograph
of this particular visitor. After some
time the highlighted rings fade out.
The table will help the patient to
remember who visited him and what
the visitor looked like. So that the
patient can be more secure and be less
alone in the world.
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Rationale
Personal reflection
41
42
43
Conclusion
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