Tuesday, March 18, 2008

Motorcycleshops Blueprints

Sketches Magnetic Field

In the process of developing new interaction technologies, I came across an interesting concept when it comes to test an idea. The question is simple and agile prototype that show how the product should work without putting much focus on how the product will actually work. Thinking about the user experience, interaction, technological leaving details for later. To explore ideas without considering the technological limitations, then you must create technologies to solve these limitations.
How this is understood when developing? What is meant by prototypes in this context?
One example that occurred to me is using Arduino or CUI, to name a few. Suppose we want to try some type of interaction using an accelerometer (think of an object that somehow reacts to changes in acceleration). Using Arduino can test these ideas by focusing on the algorithms that control the interaction, as communication and sensor reading, are resolved.
If we think of a classic prototype from scratch, we should be concerned with choosing a microcontroller, build a board, I2C routines write (or use some), and finally implement the reading of the accelerometer .
This is a trivial example, told simply and very schematic, but I think it serves to illustrate the idea.
is clear that when converting this idea into a product, you can not think of using Arduino as a platform, given the technological and economic limitations. It is at this point where we must look at developing the necessary technology. However, the interaction, the main motivation of our project, and was tested using the prototype (Sketch).
should not take this as a general definition, ie it may happen that a platform as technologically Arduino insufficient for the type of interaction we want to develop (such as for audio processing). This is where the concept should be extended to generate a new prototype scale, using large building blocks.
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ThingM

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