Integrating Technology for Intelligent Products, Systems and Services

(c) 2011 Jun Hu, Loe Feijs

Part 1: Processing and Arduino

1. Week 1: Processing Basics

12 hours (6 class hours + 6 practice hours) + extra hours if needed.

1.1. Challenge

idi-examples.jpg

attachment:triangles.pdf

1.2. Skills needed to meet the challenge

1.3. Extra reading

2. Week 2: Processing Advanced

12 hours (6 class hours + 6 practice hours) + extra hours if needed.

2.1. Challenge

2.2. Skills needed to meet the challenge

2.3. Extra reading

3. Week 3: Introducing Arduino

12 hours (6 class hours + 6 practice hours) + extra hours if needed.

3.1. Challenge

3.2. Skills needed to meet the challenge

3.3. Extra reading

4. Week 4: Advanced topics

12 hours (6 class hours + 6 practice hours) + extra hours if needed.

4.1. Challenge

4.2. Skills needed to meet the challenge

4.3. Extra reading

Part 2: Meaningful Integration

(!) Challenge of Part 2: Design a family of installations which are capable of expressing certain emotions such as politeness, curiosity, playfulness with a social meaning

Integrating of technology into Ideas, Forms, User perspective and Culture (chunks I1,I2,I3,I4)

Technology pure (chunks T1,T2,T3),

Focusing technology to deliver class work to a meaningful exhibition (focusing discussions F1, F2, F3)

This is a preliminary mapping of topics to dates:

1. Week 5

1.1. Challenge

* As a reference: EEML website

1.2. Extra reading

2. Week 6

2.1. Challenge

2.2. Extra reading

2.3. Skills needed to meet the challenge

3. Week 7

3.1. Challenge

3.2. Skills needed to meet the challenge

3.3. Extra reading

4. References

Websites
  • Processing

  • Arduino

  • Books
  • Getting Started with Processing, by Casey Reas and Ben Fry. Published June 2010, O'Reilly Media. 208 pages. Paperback.

  • Learning Processing: A Beginner's Guide to Programming Images, Animation, and Interaction, by Daniel Shiffman. Published August 2008, Morgan Kaufmann. 450 pages. Paperback.

  • Getting Started with Arduino, by Massimo Banzi, Publisher: O'Reilly Media / Make, Released: December 2008

  • Making Things Talk: Practical Methods for Connecting Physical Objects, by Tom Igoe, Publisher: O'Reilly Media / Make, Released: September 2007

  • 5. Description

    The vision for this module is that Industrial Design will be about Intelligent Products which are Adaptive with respect to the user and to the environment. Moreover Industrial Design will not only be concerned with products but more and more with Systems and Services. This is because the products are connected, for example via the Internet and via wireless connections and because the users are connected through their social context. One of the most important tasks for designers is to explore what things mean to humans. The explorations, coupled to constructive activities, will lead to innovative Products, Systems and Services. Adaptive systems have sensors, computation and actuators. Whereas for traditional Industrial Design products it would be enough to create drawings and CAD models, for Intelligent Products, Systems and Services it is much better to create experiential prototypes as well. The relationship between sensors, actuators, computation, individual users, users in a societal context, sustainability, the internet, the health care system, and the business aspects, is sketched in the figure below.

    5.1. Learning objectives

    In this course the students will learn how to make explorative experiential prototypes with simple sensors, actuators and computation. A key role will be played by the Arduino, an embedded computation platform which facilitates easy prototyping of simple systems with sensors and actuators. This will be the vehicle for the practical assignments. The competency of Integrating Technology for Intelligent Products, Systems and Services is not just a specific type of knowledge, but includes a certain attitude and a set of skills. The knowledge includes elements of electronics and computer science. The skills include bread-boarding, Arduino programming, cardboard modeling and 4D sketching. The attitude includes exploration, experiential prototyping and discussion. Learning activities

    The learning takes place mostly through the student's own constructive activities in which experiential prototypes of increasing difficulty are created and explored. Specific lectures are possible. Group presentations and discussions are essential.

    Specific assignments could be:

    In each case the prototype must be embedded in a user context and the meaning of the design result must be explored experientially.