7×7: 2: How To Put Sauce On Your Pasta With A Manually Operated Mechanical Arm

Incorporating an artifice into a mundane daily task #2

Introduction: We have been reading a lot about technology “taking over” and about the “artificial” increasingly blending with our definition of the “natural.” I wanted to play on the idea of how our every day, mundane tasks can be taken over by a machine or some kind of man-made devise. My goal is to create 7 objects in 7 days that somehow transform my routine tasks into a machine controlled activity.

Constraints:

-I must make a tangible object using something that is in my apartment. No budget!

-The final object must be incorporated into one of my mundane daily tasks.

-There must be a video documentation of me using the object.

Project 2: How To Put Sauce On Your Pasta With A Manually Operated Mechanic Arm

In continuation with my theme of an unnecessary artifice simulating a human action or movement, I created a manually operated mechanical arm with a pulley system. I tried to recreate the anatomy and the movement of an elbow and wrist using man-made objects.

Result: YouTube video below + screen shot of video

http://www.youtube.com/watch?v=YcX_pIMrOu8

Materials used and their limitations:

I once again used pieces from an erector set, elastic bands, Jcrew bracelet, wires and a spoon. Obviously, this device does not work as well as the actual arm and wrist. I had very little control over the jerkiness of the mechanical arm. At one point I almost splattered my camera lens with tomato sauce. This was a very fun piece to make and to use once it was completed.

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7 in 7 : 1 Retro art

My constrain somehow change due to the integrity of 7 project.

It’s now “Something edible.”

7 in 7 : 1 Retro art

Using slice of food to combine picture painted from Wassily Kandinsky and Joan Miro.

Grocery: strawberry, blue berry, rice, banana, kiwi, cookie, hot dog, egg mushroom, potato chips, and onion.


Wassily Kandinsky’s work

 

Joan Miro

 

 

 

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7in7 – 2 [Subway]

my 7-in7 project, part 2

7in7-2

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7in7 – 1 [Trader Joe’s]

For my 7-in-7 project, I decided to start recording sounds on the way back home for 7 days, and create a tiny bit of music on top of them, using them as a motif. So the outcome of the project will be 7 short tracks. Guitar, Bass, [sometimes] Drum Samples and vocals are all done by me and recorded on GarageBand.   🙂

7in7-1

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Readings Week Two

Until I now I didn’t realize how important it is to do mock ups of your work. My first realization of this was during bootcamp when I had to build a new website. When building my first artist portfolio I kind of just wingged it and went with the flow. It was so much easier the second time when I had already prepared all of the elements and just had to input everything into the website.

Mock ups save time and money, you are able to test the design and functions of the object before building it. The key point for most design is human usability, it makes sense to test it out before executing the final product. A phrase I have heard a lot while being at Parsons is “It’s better to fail then to succeed because you learn more when you fail.”

I can understand there being problems with prototyping especially with technology because you aren’t able to get the full interaction, only the physical interaction. You are able to demonstrate a story board of what the functions may be but in order to get a full understanding you will have to begin creating the software.

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Week 2 readings

This week’s readings are about Prototype, I really learned and thought a lot.

In interactive product design practice, designers pay more attention on a variety of factors that affect users’ behavior and habits, how to make the user interaction to get a good experience. To this end, design teams often need to build a series of creative concept device to continuously verify the idea, comment assess its value and depth to provide a basis for further design and inspiration.

In the interaction design in general, to help us so to interact with future products, to gain first-hand experience, Explore new ideas and devices, known as the “prototype”, the construction and improvement process, known as “prototyping.” In fact, the prototype has a wide range, anything can be considered a prototype. From paper charts to complex electronic devices, from simple cardboard model to the precision machining of metal device. In short, the prototype is any kind of help us tried the unknown things, and constantly push forward to achieve the goals of things.

Prototyping follow the “learning by doing” approach. Doing the work is an open mind. No one can know the final product before the formal submission of all design details. But when we produced the first prototype, you can look at it, hold it, ponder it and keep using it. Through research and test their structures built in prototypes, we often found it there are many opportunities for improvement. We could learn more knowledge.

Building a prototype required speed ​​and efficiency, everything around us can become a powerful tool for rapid prototyping. This randomness will be more fully stimulate the design team’s creative passion and inspiration.

Prototype must be targeted, each prototype must be designed to effectively solve a group focus of concern point. If the design stage, we focus on who to use the product, then it must be observed, described and research based on the characters to build a prototype, position of the target population to address this critical issue.

The design team members are from different disciplines,  so the prototype can solve different problems. We designers need to consider all aspects. In constitute the process of building a prototype, based on different reasons we need to build a variety of different prototypes, we can not expect a prototype building process to solve all problems, recognizing this limitation, the design team will help to ease the work and stimulate the creativity.

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Week # 2 Reading

Cardboard Computer —- Mocking-It-Up or Hands-On the Future

This reading is so interesting, I do really love it. When I was reading, I also did some research online—-find out some Cardboard computers. I get some information from those cardboard computers, besides the benefits and good reflections; I found this idea is also doing an environmentally friendly job. It seems to be a kind of cardboard recycling. It is so fantastic.

Come back to the main idea of this article. With mock-ups, people can get easier to achieve the effects they are really looking for. In the very first beginning, mock-up could be such a project. But currently, it seems to be one step of a whole process of a project. Without doubt, most mock-ups are very cheap but quite useful. I mean the materials of these mock-ups, the materials can be paper, whatever, and people pretend to use it as a real one to figure out many problems. The mock up was described that holding a magic to envision the future projects (Maybe high-technical equipments.)

In the first instance, mock up acted as a language game. People can use their familiar language, or the modes of thinking they get used to create new ideas and figure out the mass in work. (Because this design language game has a family resemblance with other language games they know how to play. The language game in which the cardboard box is used has a family resemblance with the use of a traditional proof machine in the professional.)

Nevertheless, mock-ups can be very complex for technology and the functionality. It might be a limitation.

As it is mentioned in this article, “In summary, mock-ups become useful when they make sense to the participants in a specific design language game, not because they mirror “real things,” but because of the interaction and reflection they support (see Ehn, 1989).”

Another point was mentioned in the first part of this article is quite significant—-the concept “ Increasingly it is being accepted that design can not be completed by a designer sitting alone. The design process must include users.” Users are considered as a very important part in a design. That means, we can get some information of the evaluation of designing project from the users. It helper the designers get more accurate in their projects.

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My first 7 in 7 project

My first 7 in 7 project is a short music I made last night, ‘I see faces everywhere’.

 

I see faces everywhere

watch it in youtube

The constrain is the emotion. In this project, the emotion is loneliness.

This song has two sides, the first side is in the human being side. Sometimes we might feel lonely, when we come to a new place, when we walk in the street, although there are many people in the street, although we see faces everywhere, but in fact we might feel that ‘I am the only person on this street, there is only me on this street. ‘ It is a loneliness, the feeling that we do not belong to this city, this street.  Also, we have always been taught that we have to make people happy when we are in contact with people, which has become a habit. However, is the good and right interaction between people  just as simple as making people happy? Or making people happy is make ourselves happy?

The second side is standing on the machine’s point of view, this song is like the voice of the machine. Machines, robots or even softwares are created in order to ‘make people happy’, there is a program which has a word has been repeated in their minds — ‘make people happy’. They seemed alive, and seemed not alive too. They see our faces everywhere, and they actually are very lonely. For those old machines discarded by us, they once made us happy , they once accompanied us, but when they are no longer usable, we discard them, and they have been very lonely, they have always been just a tool of people. I wonder if one day, the interaction and relationship between people and machines would be more humane? Will people regard machines as true friends, and treat them as real persons some day?

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Presentation: Re-imagined social network

major studio week#1 re-imagined social network

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Week 2: Prototyping

I found the readings to be really useful this week since they all address one of the fundamentals of design: prototyping. “Prototyping” is often a term thrown around by us designers, but sometimes we need to take a step back and really ask ourselves what a prototype is actually doing.  Every project and every designer are different, meaning the ways of prototyping are extremely variable.  However, before designers start a prototype they should figure out the best way to go about creating one.  There are a lot of options when it comes to prototyping, and a lot of questions we need to ask ourselves. Do we want to convey the role of the design, the look and feel, the implementation, or a combination of these? Who is our target audience?  Is it beneficial for us to experience it in a subjective way? Will this best be shown digitally or as a “cardboard mockup”?  What should the resolution and fidelity of the prototype be in order to get the best results?

In the reading “What Do Prototypes Prototype?” by Houde & Hill, prototype is defined as any representation of a design idea. This has room for a lot of variation. However, the focus here is the significance of what the designer is prototyping, and what is being represented, rather than its attributes. It is how the prototype is used by a designer to explore and demonstrate some aspect of the future artifact that is important, not the tools or media used to create it. The article discusses the prototype triangle, which includes the role (function in the user’s life), implementation (how it actually works), look and feel (sensory experience), and the integration, or balance of all three.  These are the factors that can be integrated into a prototype to make it successful.  Another thing to look at is the fidelity of the prototype, or the closeness to the final design.  This differs from the resolution, or amount of detail put into the prototype. There are issues to watch out for with both low-fidelity and high-fidelity prototypes.  Low-fidelity prototypes are sometimes mistaken for being close to the final design if its not made clear, and high-fidelity prototypes may not be the most efficient way as they are usually costly and time-consuming, and often prototypes lead to change anyway. Prototypes are meant as an experimentation, therefore it is good design practice to define “prototype” broadly, as well as build multiple prototypes.

The next reading, “Experience Prototyping”, is one that I found to be an extremely relevant approach to prototyping. As designers we are mostly focusing on the experience of the user with whatever product or design we create.  It is too often that we design without fully experimenting the different interactions and experiences that could potentially take place with our design.  The article talks about focusing on active participation to provide a relevant subjective experience.  Prototypes can effectively combine active and passive approaches, which may produce the best understanding of the experience.  I completely agree with the point that a low-fidelity solution may be the best for this kind of prototyping, because it suggests that the design system itself is the focus (as it should be), not the tools and techniques. In my game design class, we are using experiential prototyping to test the game we are designing. It is a physical twister-like game, so the most effective way for us to test it is to create the environment that this game would exist in and play it over and over again. We were using a subjective approach, but then decided it would be necessary to get other people to try our game, in which we realized it was not as fun for them as it was for us.  This was an important part of the prototype – it made us step back and ask them questions about the game’s problems.  Not only is this type of prototyping usually more fun for the designer than simply drawing something up at a computer, but it is effective in creating different user experiences which can be used to focus on the design itself, not the finished product.

The “Carboard Computers” reading is an extension of the concepts and ideas from the first two readings.  Its main point is that the design process must include users. The designer must find a way for users to participate in the design through action.  All of the readings discuss different types on prototyping and the positive and negative that come along with them. As designers it is up to us to decide which prototype will best suit a certain design project.  In doing this, we must first work on how to represent the design itself effectively, taking away focus from the tools and techniques used to create it. The functionality is significant, and this is where users and experiential prototyping can really come into play. Multiple prototypes should be created in order to get closer and closer to envisioning the final artifact.  Prototyping is an important part of design and one that should not be taken lightly. There is a lot to think about with prototypes, but weighing these issues and making smart decisions about prototyping is the key to designing a successful final artifact.

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