Tangible compass, part 1: getting the basics to work

2008 November 24

The main component for this little experiment is a HMC6343 compass module with tilt compensation (from Honeywell, datasheet). This little IC is great because you can tilt and hold it on the side and the heading will be right. Regular compass modules just failed when there are not totally held flat. I help some colleagues of mine over the year and getting a workable heading value in a handheld prototype was totally not feasible (ref. Kristofer’s and Fabricio’s degree projects).

So this little module outputs values over I2C and it proved to be relatively simple to interface with a regular Arduino. The only thing to remember is that the Arduino talks I2C on specific pins: analog inputs 4 (SDA) and 5 (SCL).


What it does: The servo points in a particular direction (the door in the back) and as you rotate the base (cart on wheels), it keeps pointing in the specified direction. It works also with the compass tilted on the side.

Next step: use a continuous rotation servo or a stepper motor as the servo is now limited to 180 degrees of rotation.

Current (hacked) Arduino source code (largely derived from Mathieu Glachant’s work): hmc6343_01

ETSI workshop Multimodal Interaction on Mobile Devices

2008 November 21

ETSI workshop, Sophia Antipolis, France
18-19 november 2008

Website: www.etsi.org
Presentations files

ETSI presentation:
European (now global) telecom standards institute.

Laurence Nigay, Grenoble University:
Open Interface project investigator/leader
Application areas: games and large information space + ixd
OI is an open source framework for prototyping
Continuity between mobile and environment
A framework used to explore the design space
Repository of modalities, 56 available now.
Contains many classes of components: iphone, shake, wiimote, omni
OI mobile phone example
Only input of the mobile phone
Can be switch between many devices easily
Gesture to link virtual world and the real world
Multimodal equivalence for the task, but not to the user ****
Passive vs active modalities
Latency can be an issue

read more…

Reading report: The laws of simplicity

2008 November 15

Title: The Laws Of Simplicity
Author(s): John Maeda
ISBN: 9780262134729
Read: November 2008
Summary


Interesting bits

LAW 1: REDUCE
The simplest way to achieve simplicity is through thoughtful reduction.
SHE: Shrink, Hide, Embody

LAW 2: ORGANIZE
Organization makes a system of many appear fewer.
SLIP: Sort, Label, Integrate, Prioritize
TAB example

LAW 3: TIME
Savings in time feel like simplicity.
How can you make the wait shorter vs How can you make the wait more tolerable

LAW 4: LEARN
Knowledge makes everything simpler.
Relate (Revisit), Translate, Surprise

LAW 5: DIFFERENCES
Simplicity and complexity need each other.
Need both of them, in rhythm

LAW 6: CONTEXT
What lies in the periphery of simplicity is definitely not peripheral.
Be a light bulb instead of a laser beam!

LAW 7: EMOTION
More emotions are better than less.

LAW 8: TRUST
In simplicity we trust.
Undo function vs commitment and relationship.

LAW 9: FAILURE
Some things can never be made simple.

LAW 10: THE ONE
Simplicity is about subtracting the obvious, and adding the meaningful.

KEY 1: AWAY
More appears like less by simply moving it far, far away.
Google search looks simple but it is fact immensely complex.

KEY 2: OPEN
Openness simplifies complexity.

KEY 3: POWER
Use less, gain more.

Technology and life only become complex if you let it be so. [p. 99]

http://www.lawsofsimplicity.com/

Reading report: Shaping Things

2008 November 11

Title: Shaping Things
Author(s): Bruce Sterling
ISBN: 9780262693264
Read: November 2008
Summary

Interesting bits

Artifacts – Machines – Products – Gizmos – Spime

Line of no Return: we cannot voluntarily return to a previous technoculture condition.

Line of Empire: those who lack the means or capacity to evolve in the new technoculture are force into colonial or defensive postures.

There is more than them monetary metric: cognitive load (pay attention to things) and opportunity cost (have to sacrifice something to support another something) are also present in the gizmos technoculture.

Everyone can’t be a designer, Design is not science

Metahistory is important so we can learn from it more effectively.

The ability to make many small mistakes in a hurry is a vital accomplishment for any society that intends to be sustainable. [p.47] Rapid prototyping is important: “mistakes” become a source of wealth.

The rubbish maker and “obsolesence is innovation in reverse” (mirrored double S-curve)

MAYA from Raymond Loewy: Most Advanced, Yet Accpetable

A SPIME is, by definition, the protagonist of a documented process. It is an historical entity with an accessible, precise trajectory through space and time. [p.77]

He traces the history of marking stuff, from barcodes to RFID, to SPIME, to SPIME monitors, connected/GPS enabled => An Internet of Things

A WRANGLER is someone who can manage and distille the information space of SPIMEs.

I can’t possibly waste my time trying to tell the Internet what’s handy for me. I want a world that’s auto-Googling [p. 100-101]

The model is the message, Fabbing is to become important, crowd sourcing, public onlookers provide information and knowledge at the fringes of current product/service commercial spaces.

SPIME is all about timescale and the traceable knowledge encompassed with it.

People can’t outguess themselves through planning. Their needs, and desires and wishes defy prediction, for they are hierarchical, nonlinear, time-bound and inherently conflicted.

A successful human lifespan is a homeostatic tumbling with enough flexibility to allow effective action, but enough continuity to avert terrifying chaos. [p. 140] Ublopia vs Otivion

One three basic kinds of “technology” are truly worthy of civilized use.
-technology that can rot and go away all by itself
-technology that is monumental (monument that last multi-generations, timeless pieces)
-technology that is fully documented, trackable, searchable technology.

NordiCHI’08 notes

2008 October 25

NordiCHI 2008, Using Bridges, October 19-22 2008 in Lund, Sweden. http://www.nordichi2008.org

NordiCHI is the main Nordic forum for human-computer interaction research

Sunday October 15

Workshop 15 – Haptic interfaces, making use of gestures, force feedback and tactile devices
Previous workshop at CHI, tactons.org, haptimap.org

read more…

Reading report: The Craftsman

2008 September 23

Title: The Craftsman
Author(s): Richard Sennett
ISBN: 780300119091
Read: September 2008 

Summary

Interesting bits

What is craftsmanship?
Achieving quality, on doing good work.

From Hannah Arendt’s The Human Condition
Animal Laborens, the work as an end in itself. How?
Animal Faber, “man as maker”, Why?

Not so clear distinction as engagement and materialism is much more complex [p. 7]

Craftsmanship names an enduring, basic human impulse, the desire to do a job well for its own sake. [p.9] What is good enough and done well (conflicting standards)?

An intimate connection between hand and head [p.9]

Workshops where knowledge is made and shared (unequally). A recipe for binding people tightly together [p. 80]. It started from religion and ritual, now a site of unresolvable conflict between autonomy and authority.

The development of skill:
-all the skills begin with bodily practices
-technical understanding develops through the powers of imagination (imperfect or incomplete tools force you to repair and improvise).

Motivation matters more than talent.

Craftsmanship is both problem-solving and problem-finding (simultaneously). “Fit-for-purpose” procedures or tools [p. 160]

It takes 10 000 hours to become expert in any fields (musician, carpenter, etc.) [p. 20], 3 hours a day, for ten years, Daniel Levitin [p. 172]

Emotional rewards are twofold: people are anchored in tangible reality and people take pride in their work. Culturally neglected in western society, technical less valued than intellectual activities (fractured skills, hand and head divided)

Industrial Revolution vs Craftsmanship: machines bring more power to people but often a cost of relational understanding [p. 43], over determination, we should aim at embodied knowledge, improvising in the reality with the current world as we experience it.

Higher stages of skill: constant interplay of tacit knowledge and critique/corrective measures.

Machines: friendly tool or enemy replacing the human hand? [p. 81]
A mirror tool: replicants (do the same thing as human) or robots (enlarged capacities), or mixture of the two (i.e. Diderot’s Encyclopedia description of glassblowing)

Material consciousness: people invest thought in things they change [p. 120]
-Metamorphosis, change in procedure
-Presence, leaving marks
-Anthropomorphosis, impute human qualities to raw material
Immanuel Kant: “The hand is the window to the mind” [p. 149]

Hand and bodily skill: prehension, hand virtues, coordination/cooperation, minimum force, hand and eye relation, etc.

Getting better at using tools, by necessity, when they challenge us.
Arousing tools, difficult tools , making repairs, intuitive leaps (does not generally fit the pattern of deductive syllogistic thinking) [p. 213]

Resistance and ambiguity.

Craftsmanship: Quality-driven work
Expertise, the social (can explain, mentor) and anti-social ways (closed, invidious comparison)
Managing obsession.
Vocation.

Ability, work and play

HAID’08 report

2008 September 20

report of the workshop, coming soon…

HAID’08 notes

2008 September 16

HAID’08, the third International Workshop on Haptic and Audio Interaction Design, September 15-16 2008 in Jyväskylä, Finland. http://www.haid2008.org

September 15

Keynote, Marcelo Wanderley

http://www.sensorwiki.org

Design of input devices for musical expression
Buxton —–> specs increasing: consumer – military – musical
music control made of effective actions and anneillary actions
Match between transducers and musical functions [Vertegaal et al. Working on Dimple, simple glue between system for non-programmer to control haptic/audio scenes
The Gyrotyre: bicycle wheel for input instrument control. Intrinsic mechanical properties.
T-Stick: family of controllers, design language found across a group of instruments/controllers. Joseph Malloch
MA thesis from David Birnbaum, McGill: Musical vibrotactile feedback

read more…

eNTERFACE08 logbook

2008 August 31

eNTERFACE08, summer workshop on multimodal interfaces, Orsay, France, from August 4th to August 29th, 2008

website: http://enterface08.limsi.fr/

our project: Project 4 , Design and Usability Issues for Multimodal Cues in Interface Design/Virtual Environments, http://enterface08.limsi.fr/project/4

Catherine Guastavino
Emma Murphy
Charles Verron
Camille Moussette

read more…

Sketching08 report

2008 July 30

Report from Sketching08, Providence, Rhode Island, USA

coming soon…