Sunday, September 30, 2018

Week Four

Week 04 (17 Sep)
Mon.
Discuss Schaa article
Quiz on components and diagrams
solder up a TNM with your additions/modifications
Discuss Dunne??
Adv Students make reports on Semester Project Proposals

HOMEWORK: READ Dunne and Raby Herzian Tales 02
HOMEWORK: Post review of Hertzian Tales chapters 01 and 02. Discuss the article and how the reading relates to what you are planning for the Project 01 design. How are you going to approach your interface now? 500 to 1000 words.

  • Discuss Schaa article
Body is matter
Body is an interface of information
Steven Gray
  Build up a static charge in a child to disperse the electrical current to 




1729
The enlightenment period
         Growth in technology i.e. scientific methodology
         Science and art – write it down, uncover the underpinnings understand the how as 
such as the why

demonstrations during this time period were a way of spreading information
about newly found discoveries

Optics drove phantasmagoria 
aesthetics and metaphors important in learning / understanding the arts



Thomas eakins

use of a theater seating environment for instruction
electric kiss
  static charge discharge
farady cage
vandagraf discharge
leyden jar early form of a capacitor
   bodies to the test to prove their theory
The Norse god Odin is a relentless seeker after knowledge and wisdom, and is ... Odin hung himself from a branch of Yggdrasil, pierced himself with his spear,
artifacial.org

 HOMEWORK: Post review of Hertzian Tales chapters 01 and 02. Discuss the article and how the reading relates to what you are planning for the Project 01 design. How are you going to approach your interface now? 500 to 1000 words.

Hertzian Tales chapters 01 and 02, discussion:
 We need to break away from conventional thinking, creating a paradigm shift for how we look at solving design issues.  There’s nothing wrong with creating a visually pleasing piece for the outside of your project that may or not have anything to do with what’s on the inside. Conventional wisdom or thinking leads us to believe that if it’s been done this way before, it’s good enough for me.  This is not only flawed thinking but causes the eventual paradigm shift. According to Don Norman in his book The Psychology of Everyday Things, good design is Good design is actually a lot harder to notice than poor design, in part because good designs fit our needs so well that the design is invisible.
One of my possible solutions for the interface of my project is what’s referred to as “Smart materials”. That is I’m thinking about making a conductive gel, which I hope will satisfy the form follows function mantra of the early 20thcentury modernist architecture and industrial design. I have a few options I’m considering for the vessel to contain the gel. 
Design needs to focus on aesthetics as much as much as overall functionality of the design. To me this means that it should look as good as it works. Without any embellishments on the package itself.
The lead in sentence for the second chapter “Am I a man or a machine?” Was, what I believe part of the Bauhaus principle. In the case of the Bauhaus it’s more of how man can use machines to create and reproduce each subsequent piece of furniture as flawless as the prototype. Design has ultimately lost it’s place over function, at least in today’s day and age.  The majority of people are more into how quickly they can perform a function. Sadly the caveat that must be included here is that some people are willing to pay for this convenience, no matter what the selling price is, i.e. Apple’s $1,349asking price for the iPhone XS
As far as the decision-making loop, if you want to see what happens when humans are removed from the equation watch the movie War Games.  During my time in the military as both enlisted and civil service, humans have an intuition that can’t be programmed into any computer algorithm.
 If products depict what they do, then the viewer’s interpretation is limited to that of the designers viewpoint. Designers need to be more cognizant of the possibilities of design, and not follow the path of least resistance.
From reading these two chapters I feel I owe it to whomever views my TNM as a whole and not by the pieces. By that I mean the overall design needs to provoke thought from them, and not come out in a declarative sort of way and say this is what I am, and this is how I function. 
There’s only one clear way to commit to the process of creating an innovative skin or cover for my project and that is to follow the seven step process of creativity. Like anything it takes work for something to evolve from an idea. Over time the seven step process will become second nature, allowing me to do it subconsciously, which is where the majority of the good ideas reside.


The Psychology of Everyday Things 
Good design is actually a lot harder to notice than poor design, in part because good designs fit our needs so well that the design is invisible, serving us without drawing attention to itself. Bad design, on the other hand, screams out its inadequacies, making itself very noticeable.
The combination of good observation skills and good design principles is a powerful tool, one that everyone can use, even people who are not professional designers. Why? Because we are all designers in the sense that all of us deliberately design our lives, our rooms, and the way we do things.



Semiotics for Beginners

---------- Project ----------
DUE 1 Oct
Project 1: Noise Art 10points
build an electronic device from a plan by a internationally known sound artist, modify (circuit bend) the device, and design/build/integrate these parts into a final interface.
  • Concepts and Skills:
    • intermediate experience with electronics theory (conduction, continuity, resistance, etc.)
    • intermediate experience with prototyping on the breadboard, soldering
    • intermediate experience with electronic components, printed circuit boards, diagramming
    • intro to critical interface design, modification (modding), adaptation of existing tech, reductionist interface vs. poetic interface
    • fun 
  •  Build a kit device: Castro's Tactile Noise Machine. Students will breadboard their designs in order to discover a set of unique sounds and practice prototyping and PCB construction techniques. Integrate the soldered version of the project into User Interface. Exploration of the User Interface as a critical, creative and/or artistic medium. 
  • Public Critique Evaluation 1 Oct

Attempt either circuit #2 or #3 only


Instrument for the TNM machine
Touch point interface receptor 
  Shows resistance in audio tones



week 04 class 2 (19 Sep)
Wed.
Making touch point contacts
Studio Time
HW- TNM - Work on Interface Design
HOMEWORK: READ Dunne Hertzian Tales 02
HOMEWORK: Post review of Hertzian Tales chapters 01 and 02. Discuss the article and how the reading relates to what you are planning for the Project 01 design. How are you going to approach your interface now? 500 to 1000 words.

Also include some sketches of the design for the finished project. Describe the significant visual features of the finished project and how to operate the interface. Post on the blog with the description (on the blog, natürlich).




symbiotic

fluoresce

 takashi murakami






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