Tangible bits: towards seamless interfaces between people, bits and atoms
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Design Research: Methods and Perspectives
Design Research: Methods and Perspectives
Topobo: a constructive assembly system with kinetic memory
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Extending tangible interfaces for education: digital montessori-inspired manipulatives
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Reflective physical prototyping through integrated design, test, and analysis
UIST '06 Proceedings of the 19th annual ACM symposium on User interface software and technology
A malleable control structure for softwired user interfaces
Proceedings of the 1st international conference on Tangible and embedded interaction
Proceedings of the 2nd international conference on Tangible and embedded interaction
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Fab FM: the design, making, and modification of an open-source electronic product
Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction
Case studies in the personal fabrication of electronic products
Proceedings of the Designing Interactive Systems Conference
Do-it-yourself electronic products and the people who make them
Proceedings of the 7th International Conference on Tangible, Embedded and Embodied Interaction
FAB at CHI: digital fabrication tools, design, and community
CHI '13 Extended Abstracts on Human Factors in Computing Systems
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Animated artifacts require many different electronic and mechanical components as well as appropriate drive software. This complexity has led to a kit-of-parts thinking in designing robotic assemblies. For example, Dynamixel or Lego Mindstorms provide designers, enthusiasts and children standard components from which they can assemble a multitude of creations. Despite the open-endedness of these kits, the most basic component parts such as servos present a designer with a set of constraints such as form that she cannot control. The underlying logic for these factors derives from mass-production rather than specific design requirements. The resulting black box becomes a factor around which design is created rather than an integral part of the completed artifact. In this paper, we explore the benefits of designing animated artifacts holistically. As an example, we compare the re-design of a servo in plywood and electronic components with a typical RC servo. This juxtaposition demonstrates how form-factors, materials and materiality, tactile and visual qualities and the performative aspects of a design can be reintroduced into design thinking for animated artifacts. From the example, we distill four guidelines for a design approach: (1) iterate, (2) explore material properties, (3) engage the performative aspects of the artifact, (4) cross disciplinary boundaries.