Interactive Design

Project 1: Grocery Cart Interface

cart

The Grocery Cart Interface aims to empower shoppers by providing a personalized information system using touch screen technology.

For more information, visit the project's website

Project 2: Every Drop Counts

sink

What if every turn of the faucet gave you a glimpse into the world wide water crisis? Would it change how you consume?

Assignment

Explore the integration of the physical environment with that of the media environment through the limited palette of one physical sensor and one media effector. Using the concept of information exploration, create a dynamic system where the audience creates an evocative experience by manipulating a single knob and observing a video display or listening to audio (only one medium is allowed). By interacting, the user should explore a specific information space.

Process

Working on this project was one of the most frustrating and rewarding experiences of my life. During the hours and weeks of debate, my partner considered such potential projects as Ice Fishing, Sowing Machines, Fans, Lamps, Ovens, Giant Boxes and Tops. You name it. We considered it.

Finally we settled on using a faucet as our knob. This decision allowed us to justify how the action of knob related to the information being displayed. More importantly, the topic of water was both meaningful and educational- a project finally worth diving into.

What I Learned

First and foremost, I learned that there is a delicate balance between the iterative process and simply making. I regret not having enough time to user test the final project more extensively.

However, I am also proud that our work had a larger, educational message. As Ann pointed out, there is an opportunity space for the creation of more hands-on, interactive educational systems in the future. As a former teacher, I couldn't agree more.

What was also reinforced was the importance of making as a designer. I feel uncomfortable working in the tool crib. Power Tools are not my thing. Yet there is also a sense of empowerment in making. Building and creating the knob allowed me to see the affordances of the medium. More importantly, it provided a more meaningful knowledge of the user experience.

View the Work

Great Quotes

Build a relationship with coders.

Art as Experience reflects the Rhythm of Life (Your OK, Your Not OK, Your OK).

Designers should embrace tension and create disturbances. By creating disturbances, you can shift your audience’s perspective to a new place.

The number one rule for navigation design is to be consistent.

What is the goal of design? Is it task oriented or is it to make people feel good?

Designers should have a perspective and a point of view.

Your outside, you know what the weather is.

Red = Power, Black = Grounded, Yellow = Output

Become expert in the affordances of the medium.

3D has been used for fantasy not realism.