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Glowing Fabric February 27, 2006

Posted by reto wettach in light, prototyping tools.
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Luminex is a new kind of fabric from Italy -a fabric that glows. A piece 35 X 50 cm costs in the online shop 50 Euro, not including the battery. They also sell glowing bras…

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A Candle as an Interface February 27, 2006

Posted by reto wettach in innovative interfaces, light, physical interaction design.
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The Candle Dimmer by Belmer Negrillo, a project of the Interaction Design Institute in Ivrea, is a candle holder, which controls the light in the room: if the candle is lit, then the light is dimmed down. Additionally the user can control the light through touch-based interaction with the object.

Lightable – It’s enlighted February 27, 2006

Posted by reto wettach in light, physical interaction design.
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A light table, designed by the German designers Julian Appelius and Markus Altmann, based on the principle of “total reflection”: The light of the LEDs, which are inside the table, becomes only visible in the moment, where a light.

Scripting Tool for PC February 11, 2006

Posted by reto wettach in prototyping tools.
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AutoIt v3 is a freeware BASIC-like scripting language designed for automating the Windows GUI and general scripting.  It uses a combination of simulated keystrokes, mouse movement and window/control manipulation in order to automate tasks in a way not possible or reliable with other languages

Stromgebrauch sichtbar gemacht February 9, 2006

Posted by reto wettach in making the invisible visible, physical interaction design.
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Das Projekt STATIC! vom Interactive Institute in Schweden zeigt Entwürfe auf, die versuchen, den Stromverbrauch sichtbar/erlebbar zu machen:

Electricity, as a product, is easily reduced to an abstract, invisible phenomenon whose only concrete representations are ‘two holes in the wall’. In a series of design examples, we explore how everyday products might be designed to better express – and thus stimulate reflection on – daily or long-term patterns of energy use. 

Danke, Thomas Manig.

Royalties für Universitäten February 8, 2006

Posted by reto wettach in legal.
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Die Universität von Stanford hat 336 Millionen $ durch den Verkauf von Google Aktien verdient. Diese Aktien hat die Hochschule erhalten, weil die von den Gründern von Google entwickelten Patente der Hochschule gehören.

Link zu einem Artikel darüber.

Link zu einem Aufsatz von Katharine Ku, die in Stanford für solche Verträge zuständig ist.

Link zu einem Vertragsbeispiel für diese Situation.

Multi-Touch Interaction February 8, 2006

Posted by reto wettach in physical interaction design, Uncategorized.
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Jeff Han hat zusammen mit Yann LeCun von der NYU einige interessante Projekt zur Interaktion mit Touchscreens gemacht – Touchscreens, die in der Lage sind, mehrere Berührungen gleichzeitig zu verarbeiten. Auch hat Jeff eine kostengünstige Technologie entwickelt, die solche Berührungen wahrnimmt – für normale Displays und für LED-Matrix Displays. Ein paar inspirierende Filmchen sind auch dabei. Bei ACM ist ausserdem ein Paper zu dem Thema veröffentlicht.

via WMMNA

Studentenprojekt auf GIZMODO February 6, 2006

Posted by reto wettach in Uncategorized.
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hourglass.jpgDie digitale Sanduhr von Fabian Hemmert und Susann Hamann, die in meinem Kurs “Objects and Spaces as Means of Interaction” entstanden ist, wird heute auf Gizmodo vorgestellt:

The aim of this stunning product is to make a new kind of alarm clock, which would focus on the amount of sleep you should be getting, not what time you wake up. 

Glückwunsch!

Learning from Games February 3, 2006

Posted by reto wettach in Uncategorized.
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Houser und Deloach haben 1998 einen ausgezeichneten Artikel geschrieben, in dem sie aufzeigen, warum Spiele so beliebt sind und was man daraus für die Gestaltung von “business applications” lernen kann.

Sie unterscheiden folgende 7 Prinzipien:

  • ATTRACT MODE
  • CLEARLY STATED GOALS
  • BRIEF INSTRUCTIONS
  • TRANSPARENCY
  • PERFORMANCE COACHING
  • TRAINING WHEELS
  • CONSISTENT FEEDBACK

  • Ich kann den Text im Moment nicht online finden…

    Why People Play Games February 3, 2006

    Posted by reto wettach in play.
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    Dove Lane hat in seinem Blog eine schöne Zusammenfassung für die Gründe des Spielens. Interessanterweise spielt auch der soziale Aspekt auch eine grosse Rolle:

  • are fun (88 percent)
  • are challenging (71 percent)
  • can be played with friends and family (42 percent)
  • offer a lot of entertainment for the price (36 percent)
  • offer a way for players to keep up with the latest technology (19 percent)
  • Dove zitiert ausser zwei anderen Begründungssystemen auch noch einige allgemeine Zahlen zur Verbreitung von Computerspielen:

  • 50% of all Americans play video games.
  • 95% of people who purchase computer games are over 18 years of age. The average age of the game buyer is 37 years old.
  • Adult gamers have been playing an average of 12 years.
  • Fifty-three percent of game players expect to be playing as much or more ten years from now than they do today.
  • The average adult woman plays games 7.4 hours per week. The average adult man plays 7.6 hours per week. The gender gap has narrowed dramatically in just the past year.
  • 43% of most frequent game players say they play games online, up from 31% in 2002.