DESIGNING PHYSICAL INTERFACES:
interacting with our world

New Mexico Highlands University
May 31 - June 9, 2004

instructors: eric forman & cynthia lawson

eric@ericforman.com
cynthia@cynthialawson.com

9-12, 1-4 pm

Course Description

This week-long course focuses on physically interactive technology, enabling your work to sense and respond to its environment. This course is geared towards people interested in exploring new possibilities for screen-based and installation art, robotics, and "smart" architecture. Through current examples, technical lectures, and hands-on supervised work time, students will learn the process of building projects which react to physical interactions, as well as build a series of working prototypes.

Syllabus

Each day in the course will be divided into 4 main components:

  • review of students' work
  • introduction of new theory
  • observation of examples (other artist work)
  • hands-on supervised workshop
DATE
CLASS TOPICS
ASSIGNMENTS
Monday May 31

ELECTRONICS PRIMER

  • Brainstorm: Bring 3 ideas of projects to discuss in class- remember, do not limit yourselves by technology nor time
  • Create-your-own swtiches: Bring 3 working switches into class. EXPLORE, EXPERIMENT materials, found objects, physical properties
  • Consider: What happens with LEDs when I connect them in series? in parallel? Variations in conductivity...homemade sensors?
  • Tuesday June 1

    BX-24


  • CATCH UP! If you did not present today's assignments you are expected to do so tomorrow
  • Read Chapter 1 of Chris Crawford's Understanding Interactivity (now republished as The Art of Interactive Design and be prepared to discuss in class
  • Look at Tom Igoe's Physical Computing website (linked above) and prepare a project critique to present in class tomorrow - look under Projects, or Journals.
  • Wednesday June 2

    PROGRAMMING

    • BasicX Programming Environment
    • PutPin, GetPin
    • Variables
    • LECTURE NOTES

     

    • Create a combination lock/puzzle "game" with at least 2 inputs & 3 outputs
    • Due Saturday: Bring in final project idea w/ some form of prototype (programming, circuitry, materials, etc.)
    Thursday June 3

    DIGITAL - IN & OUT & ANALOG IN

    • Bring in a working project that uses Digital AND Analog input and some form of output. Remember to hide the breadboard!
    • Bring in your final project idea AND some form of it:
      • Materials (in the process of making something)
      • Programming code
      • Circuitry
      • Prototype
    Friday June 4 DAY OFF SEE ASSIGNMENTS FROM THURSDAY
    Saturday June 5

    HIGHER CURRENT DEVICES & SERIAL COMMUNICATION

    • WORK ON FINAL PROJECT!
    • Write-up AND draw a diagram representing the inputs and outputs of your final project. You should be able to fully describe number of inputs, number of outputs, and what technology is driving each of them.
    Sunday June 6

    SERVOMOTORS & FINAL PROJECTS

    • Work on Final projects - you should have all parts (materials & technology) you need for a full workday tomorrow.
    Monday June 7

    FINAL PROJECTS

    • All day supervised in-class work on final projects. Should be done by the end of the day.
    • Tie any loose ends with your final projects.
    Tuesday June 8

    FINAL PROJECTS

    • Quiz Review
    • FINAL PROJECT PRESENTATIONS
    • Keep us posted on future projects you may work on!

     _books_

    To consider for more information on the topics covered in this class:

    The Design of Everyday Things, Donald A. Norman ©1990 Doubleday Books; ISBN: 0385267746
    If you design at all, or work with people who do, read this. A dated but lucid approach to the psychology of everyday interaction and how the objects we deal with could be better designed to match the strengths and weaknesses of the way we think. His predictions about physical interaction design and information design, some accurate and some not, are interesting history lessons eleven years after the first edition.

    Art of the Electronic Age, Frank Popper ©1993
    Although a bit outdated, this book is an excellent overview of the history of technology in artistic practices: from mechanical automata, to lasers and holograms, video and computer art.

    The Art of Interactive Design, Chris Craw ford, ©2002 No Starch Press; ISBN: 1886411840
    Written in a very casual style, this book nevertheless is an excellent and concise summary of what interaction design is, why it is important, and what problems it brings with it. Anyone seriously interested in interaction design, physical or not, should read this book.

    The following are good references for electronics hobbyists. Take a look at both, and get one or the other as a general reference, or find an electronics reference of your own (a few more are listed in Tom Igoe's books section).

    Getting Started in Electronics, Forrest M. Mims III, ©1983, Forrest M. Mims III
    A very basic introduction to electricity and electronics, written in notebook style. Includes descriptions of the basic components and what they do, and how they relate to each other.

    Practical Electronics for Inventors, 1st Edition. Paul Scherz, ©2000, McGraw-Hill Professional Publishing; ISBN: 0070580782
    A more in-depth treatment of electronics, with many practical examples and illustrations. An excellent reference for those comfortable with the basic topics. The use of plumbing systems as examples to demonstrate electric principles makes for some very clear illustrations of how different components work. Good chapters on sound electronics and motors as well.