VIO User Notebook

Tuesday, July 08, 2008

Hey all!

Let me first introduce myself and explain my project.

My name is Gert Groeneveld and I am a dutch student from the department Industrial Design, University of Technology Delft.

Nicolas invited me to join this blog since I will try to design a prototype with the Pin & Play kit. Currently, I am doing my graduation project and I have to design a medical information system for women in rural India. Luckily I don’t have to worry about the content and I can fully concentrate on making a mobile device which is adapted to the Indian climate and is designed with a female friendly interaction. The prototype will be field-tested in rural India.


Actually, the only demand for the prototype is that it has to display a Windows PowerPoint presentation.

The results of an initial test with a pre-designed prototype were very promising. The test was conducted with a professor of Cultural Anthropology in the University of Amsterdam. She has over 40 years of experience in India and her main goal in life is to empower the women of rural India.

My idea of the prototype was to get maximum feedback with a tangible interaction with large objects, which can be hold in their hands. The physical objects also give a powerful interaction.

The Pin & Play prototype:





The prototype consists out 4 balls which each represent a Windows PowerPoint presentation with different content. Two presentations are about maternal health and the other two are about menses. Because I had to build the prototype rather quick I had no time to make 4 colourful balls. Pictures of the content were put on the balls to give an indication of the content of the PowerPoint presentation.





All balls stick to a push button by means of double sided adhesive tape.


My primary concerns with the prototype were about touching the pictures when pinning the balls into the foam, because of stigmatization of maternal health and menses issues. But it seems that, because the women come to the prototype in a select group with only other women, they are not hesitant to touch or speak about these health related problems.



The professor found the interaction quitte interesting and imagined that the women in rural India would also like to push the buttons more than once (if they are in a select group with only women).


My next idea is to design the balls in some kind of stamp, where the pins can be protected.






Well, this is it for now. I hope you like the project, and I will keep you informed!


All the best!


Gert

Sunday, October 29, 2006

Duncan the 3D flash head software

Hi,

Just realised I never updated the "Duncan the 3D flash head" post with the software. It's now available here:

click here for many heads software

Put both the files in the same directory then make a projector from the .fla file and run that from the directory.

You will then need:

A joystick called: 3Dcontrol
A slider called: zoomControl
A dial called: topLip
A dial called: bottomLip

Enjoy!

Alex

The tale of Pin and Play, DENIM and an interactive Whiteboard



This is a long post on something that actually took me about 5mins, but I found a lot to talk about!! Once I've explored a bit more I'll post some more thoughts.

Ok, so this is an idea I've been wanting to try for a while as a possible way of setting up a nicely integrated process for designing information appliances. For the set upI used an interactive whiteboard with DENIM and the pin and play key input simulator running. I also had a bit of the Pin and Play substrate attached to another board (because I wasn't too sure how happy my supervisor would be with me sticking things to a brand new interactive white board!!) which was within the field of the interactive white board's projector.

DENIM (http://dub.washington.edu/denim/)
The version of DENIM running has an additional plug in which was comissioned by the PAIPR group (i.e. Steve sorted it!) which allows the simulator to run using key press inputs, rather than relying on mouse clicks. I've used DENIM before when trying to make an interface for user testing and it's a brilliant tool but has it's problems when applied to information appliances. Firstly, once the interface gets too big the application falls over and it won't save. Secondly, if a function (like an off button) can be accesible from anywhere in the interface, arrows have to be drawn from every diagram back to the same place. This is seriously tiresome and clutters things up. The other issues relate to having to put a key press in every time, and the lack of a master slide style background. Anyhow, this isn't really the point of this post so I'll move onto bigger and better things!

PIN AND PLAY KEY INPUT
Absolutely top program and exactly what I needed to use pin and play with the same interfaces as the IE unit. I really liked the way the dials were integrated, particularly being able to control how many segments it's split into. This relates nicely to the way we integrate dials into the IE system as we use segmented pots (i think thats right!). Also, the fact that the key mappings are remembered is particularly nice feature.

USING THE SYSTEM
OK, so once these things were all running together, it was time to put together a quick interface. I wanted to use the dials to see how that fitted in to it all so a camera seemed to be a good choice. Drawing out the outline was nice and quick on DENIM and then it was a case of arranging things as if I were putting together a set of state transition diagrams. (DENIM works really really well on an interactive whiteboard and feels really nice to use. It also stops people doing things like taking down your post it notes because they want to use the wall for something else when you go for a cup of tea! Plus post it notes tend fall off the wall...) As this was just a quick thing, I only did a very very small interface involving a power button and then a dial to change between album, delete and picture taking modes. Once I'd put together this interface (all of 5minutes, very very fast to do) I then ran the interface (DENIM makes an HTML version of the interface and then runs this in a new window) and dragged the new window across so it was projected onto the pin and play substrate. Once there, I pushed the power button and dial into place. I then set the key presses using the input software. Incedentally, the way this software works with the little black and yellow circle in the corner to activate the program works really nicely on an interactive whiteboard as it's quick to access without having to double click etc.

OK, so firstly, we've managed to put an interface together with lightning speed, set up the key presses at a similar pace and have the resulting simulator projected onto the substrate. Time to test things.... (as a quick note Dale, who is a third year student, was helping me out and had some really interesting thoughts on all this)

Firstly, there was a bit of a problem on the DENIM side of things in that I couldn't scale the simulator down so that the camera appeared at a realistic size. I'm not particular fan of testing things when they are the wrong scale as I feel this actually changes things (such as where controls appear in your field of vision etc). However on the plus side, it was easy to see the icons arrayed around the dial. This would be lost if the simulator was scaled down, as the top of the dial is black and also when you get down to that sort of size the resolution of the projector becomes an issue.

Whilst I'm on the subject of the colour of the top of the dial, there was a similar issue with the button. On reflection, using the white button that we have for the power would have been better as it would have been possible to see the power symbol projected onto it.

The integration of the dial was an interesting issue. Being able to integrate it this quickly, and experiment with the dial in a physical manner was quite frankly absolutely astounding. Dials are particularly difficult to try out using just a computer screen and being able to try out the interaction and feel of the control in a physical way in conjunction with a quick sketch was really valuable. As a design tool I would go so far to say that this was invaluable.

Dale mentioned something interesting about control feel when trying out the interface. I'd split the control into three sections in the key input software, but this isn't refelcted in the physical operation of the dial. i.e. on a camera with a dial you would expect it to click into place for each option giving the user tactile feedback. I'm not sure how easy this would be to implement, but maybe having different dials that are split into 3, 4, 5, etc sections (in terms of physical clicks) would be possible? I think it's important to make the point that not all dials need to be segmented, even if they are in the key input software. Sometimes smooth operation is the correct tactile feedback. In this case though it would be more appropriate to have a dial that clicks.

SUMMARY
I think this set up has some really exciting potential. The speed of the sketching in DENIM coupled with the speed of Pin and Play made for a very fluid and fast design tool. DENIM does have it's problems and would need some revisions to smooth the workflow for information appliace design.

Being able to use things like dials and evaluate how this affects the interaction in a sketchy, rapid way is really useful design activity. And on that note, that is how i see this whole thing. An exciting design activity with maybe some high level user testing to try out mental models. What I would then want to do is make a 3D interactive prototype. From the pin and play and denim set up, i can move on confident that I have explored issues such as dials and sliders and made informed decisions, and that i already have a working interface made. I can then invest the time making an IE unit prototype (although it's quick, it's not as fluid as the pin and play set up) to explore issues such as how things work in a hand held and mobile context (having buttons on the back, using a thumb to enter text, etc, etc). So to summarise, I'd do the exploration with pin and play, and then larger scale mobile testing using a 3D IE prototype.

WHERE I'D LIKE TO TAKE THIS
What I'd really like to do with this is something similar to the 24hour design project run at UWIC a few years ago. i.e. get a load of people together and see how fast these things can be done. I'd like to run it over more than 24 hours as this is actually too short a period of time to involve user testing and feedback. Maybe a week long project or something, or three days, something like that.

Anyhow, this is all somewhat speculative and a bit of a pipe dream at the moment, but it's something I've started to give some more thought to recently.

The other thing I think would be good to do is contact the guys working on the DENIM project and maybe see if they would be interested in looking at an information appliance varient of the software.

ANY THOUGHTS? LET ME KNOW!!

Cheers,
Alex Woolley

Friday, July 21, 2006

Need help linking files...

Ok, so the link in the last post didn't work! Can anyone tell me how to do this in a similar way to Wolfgang's post?!

Duncan the 3D flash head


Hi all,

Sorry for taking so long to post this. I did it all in a rush of excitement after you lent us the pin and play control's and the fantastic add in for flash and with one thing and another have failed to post it till now! Basically it's a little 3D engine I was working on in flash that I adapted to use the pin and play controls. The coding in the 3D engine is awful and a bit of a bodge as it was my first crack at this sort of thing, but it gives a good effect!

Basically it uses a joystick to tilt the head up/down/left/right, a slider to zoom and two dials to control the movement of the top and bottom lips.

I found some interesting mapping issuses when playing with the zoom slider. I'd put it into the surface with the idea that up (on the page as it were) would zoom in and down zoom out, but on using it I found it better to have the control the other way up, and that the mental model of pulling Duncan (the 3D head; long story) towards you and pusing it away was much better.

I've attached the files click here to try it for yourself! (hopefully that'll work....)

Further to this, when I get time I'm planning on using a manikin head (Duncan, part of the long story) to act as the physical interface. May take some time to get round to it though!

Hope all is well with you guys, any new developments? I know Steve is planning on getting the masters guys to use the Pin and Play stuff so hopefully there will be lots of creative stuff coming your way in a few months time!

Cheers,

Alex

Saturday, May 20, 2006

VoodooIO presents: Tanks

Hi folks!

A few months ago a guy from our Info Department implemented a little application using the VoodooIO System. It is a simple 2-player game where two tanks are controlled by VoodooIO devices and have to destroy each other. It took him an incredible amount of time and thousands of lines of code. (He used C++ and some libraries for the graphics.)

Last week we re-built the game in Flash using the VoodooIO Flash components. It took only a few hours and comprises only a fraction of the original code amount. : )
The special thing about this application is the dynamic assignment of controls to functionality. As you could see on Tuesday you always had to enter an ID or a label to link a physical control with its software representation and this connection was fixed thenceforward.
This example shows how to do this by code and independent from IDs, labels and partly types of controls.

Let me briefly explain what the controls are:
Each player is prompted to choose a control device for angle adjustment, that means the angle of your tank's cannon. For this use can either use a Dial or a Slider and it is assigned simply by sticking the control into the substrate when you are asked to. Then you can choose a device that controls the power of your shot. Options here are again Dial, Slider and a PushButton. If you choose a PushButton, you are asked to insert another PushButton, one for increasing the power and one for decreasing. Finally you have to insert a PushButton for firing off a shot. Dependent on your power, angle and a random wind factor the bullet's trajectory is computed.

I tried to comment all important steps in order to make the code understandable. Check out the game --> here <--. Please feel free to ask any question you have.

Hope you enjoy it!
All the best

Wolfgang