sketching in hardware 4

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The slides for the presentation at Sketching in Hardware 4.


  • 1. Online code sharing for ActionScript and physical computing Incentives for web designers and developers Shigeru Kobayashi Sketching in Hardware 4: INCENTIVES, July 17-19, 2009, London

2. Introduction Roland Corp. (19932004) Sound design Software engineering IAMAS (2004) Physical computing Interaction design 3. Introduction: GainerGAINER Physical Computing with Gainer GainerBook Labo + Kurukuru Lab (2007 and 2008) 4. GAINER: Tutorial 5. GAINER: Cookbook 6. GAINER: Works 7. Introduction: Make Magazine (in Japanese) Make: Technology on Your Time Volume 04-07 OReilly Japan (2008-2009) 8. Motivation (as an engineer) Sketching in hardware was not so easy as software: Dicult to implement new ideas in the late stages of development. Dicult to evaluate new ideas using past (old) experiences. Lack of common language between designers and engineers. 9. Motivation (at IAMAS) Concept driven development is not easy for average students who do not have concrete ideas. Build to think method sounds good, but substantial skills are required. Dicult to teach programming for micro-controllers in C or assembly (easy to get frustrated). 10. Background: Gainer A toolkit consisting of open-source hardware and software. Gainer I/O module PSoC + FT232RL Software libraries ActionScript 2/3 Processing Max/MSP 11. Gainer I/O modules 12. Eorts in the classroom at IAMASSketchingPrototypingToolkit Gainer Gainer or ArduinoConnectionWiredWired or stand-aloneProgramming PC onlyPC and/or microcontroller Material CardboardWoodStyrofoam3D printing (ABS)WiringBreadboard Soldering 13. Motivations to Funnel Found problems An I/O module doesnt cover all user needs, changing between toolkits is expensive For beginners, it is still dicult to handle real-world inputs Wired connection narrows ideas during the sketching in hardware stage 14. Funnel?Bill Buxton: Sketching User Experiences (2007) 15. What is Funnel? A toolkit for interconnecting toolkits Covering sketching to prototyping Intended to be a common language between designers/artists and engineers 16. What is Funnel? The Funnel development team Shigeru Kobayashi (IAMAS) Takanori Endo (IAMAS) Ichitaro Masuda (Metaphor Inc.) 17. Interconnections via Funnel 18. Interconnections via Funnel Supported hardware Gainer I/O Arduino (via Firmata v2.1) XBee (IEEE 802.15.4/ZigBee) FIO 19. Interconnections via Funnel Supported languages Processing ActionScript 3 Ruby 20. Whats new since the last year? Contributors FIO Firmata v2.1 compatible I2 C device classes Physical UI classes Collaboration with wonder 21. Contributors Je Hoefs AS3 (I 2 C device classes) A lot of helpful suggestions Kazuyoshi Kato Ruby (Gainer) Kazushi Mukaiyama AS3 (I2 C device classes) 22. FIO v1.3 23. FIO v1.3 - + 24. FIO v1.3 25. FIO v1.3 vs Funnel IO Remixed 26. Funnel IO Remixed 27. Firmata v2.1 compatible Proposed suggestions to Firmata v2.1 I2C REQUEST I2C REPLY I2C CONFIG SAMPLING INTERVAL 28. I2 C device classes BlinkM/MaxM Accelerometer (LIS302DL and LIS3LV02DQ) Colour sensor (ADJD-S371-QR999) Digital compass (HMC6343 and HMC6352) Wii Nunchuck 29. I2 C device class exampleList 1 A simple example to use a BlinkMpackage { import funnel.i2c.BlinkM; public class ArduinoI2CBlinkM extends Sprite {private var aio:Arduino;private var blinkM:BlinkM; public function ArduinoI2CBlinkM() {var config:Configuration = Arduino.FIRMATA;config.enablePowerPins(); aio = new Arduino(config);blinkM = new BlinkM(aio); blinkM.goToRGBColorNow([0, 0, 0]);} 30. Physical UI classes Button LED RGBLED Accelerometer Potentiometer Servo 31. Physical UI class exampleList 2 A simple example to use a button and a LEDpackage { import funnel.ui.*; public class GainerTest extends Sprite { public function GainerTest() {var gio:Gainer = new Gainer(); gio.button.addEventListener(ButtonEvent.PRESS, function(e:Event):void {gio.led.on();}); gio.button.addEventListener(ButtonEvent.RELEASE, function(e:Event);});} 32. Physical UI class example Button events to simplify events in time domain PRESS RELEASE LONG PRESS SUSTAINED PRESS 33. Collaboration with wonder 34. What is wonder? A web service developed by KAYAC Inc. Build ash online with a web browser Creating from scratch Fork from an existing code Since December 2008, > 9,000 registered users and > 28,000 working examples for AS3 35. Example 1: create from scratch 36. Example 1: create from scratch 37. Example 1: create from scratch 38. Example 1: create from scratch 39. Example 2: fork from an exisiting code 40. Example 2: fork from an exisiting code 41. Example 2: fork from an exisiting code 42. Example 2: fork from an exisiting code 43. What is physical wonder? A collaboration between IAMAS and KAYAC Adding physical computing extensions to wonder Substantial chages to the Funnel library Image up-loader for diagrams Embed movies to illustrate possibilities GUI for non-hardware mode Unveiled on July 18th, 2009 (i.e. today) 44. Demo: physical wonder Write code online Test without hardware Test with hardware 45. What users can do Write Get feedback Share Raise questions 46. What potential users can do Try without hardware Feel the possibilities of physical computing Learn by using working examples 47. Questions How can we bridge gaps between guided studies and real prototypes? What incentive to engineers can we provide? How to design social environments for UGD*1 ?*1 User Generated Devices 48. Project Members wonder dev team Kazuhiro Hashimoto Masakazu Ohtsuka IAMAS wxp project Shigeru Kobayashi, Masami Hirabayashi, Masahiko Furukata, Nobuya Suzuki Hoonida Kim (kim-hoonida), Takahiro Miyake, Kazuomi Eshima, Yuma Ohfusa, Leo Kikuchi, Jungun Kim, Kanna Komaki, Kaori Takemoto, Egon Bak, Daichi Misawa 49. Online code sharing for ActionScript and physical computing Incentives for web designers and developers Shigeru Kobayashi Sketching in Hardware 4: INCENTIVES, July 17-19, 2009, London