The children's machine: rethinking school in the age of the computer
The children's machine: rethinking school in the age of the computer
Programmable bricks: toys to think with
IBM Systems Journal
Tangible bits: towards seamless interfaces between people, bits and atoms
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Phidgets: easy development of physical interfaces through physical widgets
Proceedings of the 14th annual ACM symposium on User interface software and technology
I/O brush: drawing with everyday objects as ink
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Topobo: a constructive assembly system with kinetic memory
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
EduWear: smart textiles as ways of relating computing technology to everyday life
Proceedings of the 8th International Conference on Interaction Design and Children
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We introduce a method to stimulate and catalyse the creativity of students and the general public in the field of experience design. The research is centered on a product design called SWITCH: a simple creative prototyping platform for everyday use which can be likened to picture frame containing a picture with two states, an on and an off state. The states are switched by one of three types of adjustable sensors (light, human, sound) and mechanism. The pictures can be easily customized with analogue art materials like pens and brushes. Our core motivation was to design a product that would bypass the inherent complexities of technology as much as possible, and directly engage the student in creating their own experience design concept with SWITCH. In this paper we introduce our motivation, methods, design and workshop strategies, and evaluations from workshops with the general public.