Monday, February 05, 2007

A usb key that can blow up


There is a tone of usb keys that are invented now. I chose this one for its potential to blow up.
The idea behind this usb key is that the size of the device changes depending on the data it contains. My main question is can the usb key actually blow up if there are too many data?

Made by Dima Komissarov.

Jabberstamp

I team up with Hayes Raffle to work on his invention Jabberstamp a tool that allows children to synthesize their drawings and voices.

Jabberstamp is the the first tool that allows children to synthesize their drawings and voices. To use Jabberstamp, children create drawings, collages or paintings on normal paper. They press a special rubber stamp onto the page to record sounds into their drawings. When children touch the marks of the stamp with a small trumpet, they can hear the sounds playback, retelling the stories they have created.




Children ages 4+ can use Jabberstamp to embed names, narratives, characters’ voices and environmental sound effects in their original drawings. Children’s compositions help them communicate their stories with peers and adults, and allow them to record and situate stories in personally meaningful contexts to share with others, before they have mastered writing.

Update about Jabberstamp ...



Jabberstamp's video

Sunday, February 04, 2007

From Rubix cube to pixel picture

When the product meets the digital, a multitude of Rubix cubes becomes a mario brother pixel picture ...


By space-invaders

Process ...

Sweet Synthesizer



A cute example on how digital technologies can inspire our everyday creations: a cake synthesizer by Adam!

Saturday, February 03, 2007

Digital technologies make us re-evaluate the physical world

For my PhD I research on how digital technologies make us re-evaluate the physical world. We perceive a new physicality through digital materials. This modification of our perception of the environment is developed through our experience with the digital. I am creating products that reflect this digital influence that I will post soon on the blog.

I am designing Jewelry in the form of arial patterns of a city. My vision is to have in miniature the multitude of patterns that one can see from a distance. The research implication/discussion is now that we constantly travel by plane, use GIS, google map, satellite imagery, our vision is expanded. We now consider differently objects, we have a different representation to them. As much as the car has influenced painting and the representation of space and movement, I want to show how the use of new technologies can change our way to design objects.

Today I found on Idealist an interesting related product to my research, and to a certain extent art work, The palm-size Tersumus eraser. This eraser made by artlebedev borrows its shape from the well-known key on a computer keyboard.

Friday, February 02, 2007

Nokia concept phone



This was the 1st prize project done for NOKIA 4G mobile concept competition. It incorporates a scrowlable lcd screen, with touchscreen technology and allows to adjust the space on screen to each function you want to use like video conference and internet navigation at the same time. One main button controls the primary functions. All others are acessible on the screen. Modeled in Rhino, rendered in Studio Tools.
By Hugo Danti

Found on idealist

Friday, January 26, 2007

New product development

Anne Bruseberg and Deana McDonagh-Philp (2001) New product development by eliciting user experience and aspirations International Journal of Human-Computer Studies, Volume 55, Number 4, October 2001, pp. 435-452(18)

Abstract Industrial design training is embracing the need for designers to elicit user needs in order to support the development of successful new products. This paper highlights the collaboration of an ergonomist and two industrial designers in the development of a range of mainstream domestic consumer products. It documents the experiences gained in applying and adapting focus group techniques to inform the designing process directly, and illustrates how a variety of techniques (e.g. product handling and product personality profiling) can be incorporated to elicit user needs, aspirations and emotions.

Emotional relationship with products

McDonagh D, Bruseberg A, Haslam C. (2002) Visual product evaluation: exploring users' emotional relationships with products. In Appl Ergon. 2002 May;33(3):231-40.

Abstract This paper discusses an industrial designer's approach to eliciting user perceptions and emotional responses to products through visual evaluation and stimuli. Whilst the authors accept that product functionality is crucial for product success, the appearance, use of materials, shape and form provide the most immediate product data for the user. Less tangible issues such as emotional bonding of users with products, cultural perceptions and social value systems, provide valuable insights for the product developer to help expand knowledge and understanding of the users' need beyond the functional. This paper presents product personality profiling as a new technique for design researchers/designers, and discusses it alongside other emerging approaches such as mood boards and visual product evaluation. The authors have used these techniques during focus group sessions with users to elicit individuals' needs and aspirations towards products. Such a user-centred approach is fundamental to applied ergonomics. Experiences, benefits, and limitations of these techniques are outlined as well as the opportunities for further development.


Paper

Designing Pleasurable Products and Interfaces

A conference that seems to bridge product design methods and HCI. The next one happens in Finland, Helsinki.
Designing Pleasurable Products and Interfaces 2007, August 22 - 25, University of Art and Design Helsinki, Finland.

Description UE+/User Experience Plus

"User Experience" has become a key word in design over the last decade. It articulated disappointment with usability research in the 1990s, bringing to the fore designers traditional skill, an ability to create products and interfaces that are a joy to use and, at best, exciting. In many ways, the concept has been successful. It has become a cornerstone in many leading design programs all over the world. It has generated theoretical discussion. It has rejuvenated philosophical debate in design research. It has found a home not just in research, but also in design education.
However, as all concepts, this notion has been gathering dust over the years. Designers and researchers in many parts of the world have been going beyond user experience. While taking the lesson from what has been learned, they prefer to use more specific concepts, including concepts such like affective interaction, rich interaction, and co-experience.
Designing Pleasurable Products and Interfaces 2007 will welcome contributions that explore these developments. It encourages:
Conceptual contributions backed up with designs and empirical research.
New innovative research that builds on user experience, but add t it.
Methodological papers and designs that extend user experience research.
Theoretical reflections.


List of sessions
Session I: My Fingertip's Just 1 Bit of Me! Enriching Product Interaction through Skilled Actions
Session II: Luxury in User Experience: Designing and Consuming New Luxury
Session III: The Aesthetics of Interaction
Session IV: Imagined Qualities of Products as Constituents of Experience
Session V: Things that Come Between Us: Social Interaction as Design Material

Wednesday, January 24, 2007

Interaction design from product design

In Sept. 2006, I referred to the work of Tom Djajadiningrat. Tom Djajadiningrat is both industrial designer and researcher. He works on interaction design and considers product design methods.


Figure extracted from the paper on Rich Interaction: issues.

I selected two other papers of his that look at interaction design from a product design point of view.

  • Frens, J.W., Djajadiningrat, J.P., & Overbeeke, C.J. (2004). Rich Interaction: issues. EUSAI2004, pp.271-278.
    Abstrat The topic of this paper is rich interaction. Rich interaction borrows from tangible interaction and the concept of affordances. This is achieved through integral design of form, interaction and function of products. It is applied to interactive consumer products. A digital camera with a rich user interface (RUI) was designed and compared in a user study to a digital camera with a more conventional user interface. Several issues concerning rich interfaces are discussed.

    Link

  • Wensveen, S.A.G., Overbeeke, C.J., Djajadiningrat, J.P., & Kyffin, S.H.M. (2004). Freedom of fun, freedom of interaction. Interactions Magazine, september + october, pp.59-61.
    Introduction The modernist tradition still drives our society and our scientific endeavors. Modernity stood for technology push, progress through industry, linearity, money, the abstract, and the logical. But it has resulted in a feeling of uneasiness, even coldness. That is why, we think, there is now such a drive to get human and societal values back in the equation: Think of human-centered engineering, the experience economy, funology, and the like. In this article we give an exam- ple of the direction interaction-design research might take. We describe an approach that exploits all human skills, including perceptual-motor and emotional skills. We then reflect on the question of why industry has been slow to adopt this approach.

    Link

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