Date: 2017-2018 Q1-Q2 B2.1
Course: Design Project 2 ( DPB210) Seamless interaction design for everyday life
Coach: Bart Hengeveld, Saskia Bakker, Berry Eggen & Koen Beljaars,
Collaboration: Laura Bijl, Kayla Fenwick & Lisa Laugs
Client: De Meeuw, Oirschot
Expertise areas: Creativity and Aesthetics, User and Society, Technology and Realization
The final prototype that was created for this project is a device for a smart lighting system, called ‘SYNC’. The device can be used in a tiny house or studio by one person. SYNC knows the time of day and the current activity of the
user. The user must take the prototype to the place of their activity. Based on this information, SYNC gives the user a light setting. This setting is based on previous settings the user had. All of this happens automatically, therefore this is an implicit interaction.
To continue, the user is able to give feedback to the device. The settings can be changed by squeezing the tangible device. The lights will start to change and stop changing when the user releases the device. This is a peripheral interaction. The user can squeeze the object while still engaging in another activity. The object is made of a squeezable material. The cover over the device is made of a stretchable material. It also has two ear-shaped parts. The user can save a setting by pulling both ears, this means that the user likes the setting and wants to have it again. This is a focused interaction. The lights will blink once to let the user know that the setting is saved. Additionally, the bottom of the sphere is flat, so it will not roll away.
Lastly, SYNC will store all the information it gathers. When the user engages in an activity, SYNC checks the available information. If the user saved a light setting for that activity with a maximum of 30 minutes time difference, it provides that setting. Otherwise, the system checks for the four nearest neighbors and gives a light setting based on the average. The system will remember this setting and use it as input for light settings of other activities.
The project improved my design research processes strategies. Next to that, I improved my programming skills and implemented papers about interaction into the concept.