50% original materials March 1, 2009
Posted by Ruth Silver in FAQ's, Project 2: Evocative Prototype.Tags: faq, materials, project 2
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Q: For Project 2, it says that we have to make 50%of the materials for the final piece. What if my project isn’t exactly 50% hand fabricated?
A: The essence of the requirement is asking you to put materials together in an innovative way that creates exactly the experience you mean to design for your user. The 50% fabricate it yourself rule is to make sure that you’re not just re-purposing an existing object or putting together a few existing objects that are some kind of mash-up. If you can back up the decisions of why you used specific materials in your project to elicit a response, generate feedback and create metaphor than you can justify not making the full 50% of your materials. If you’re still worried about the requirement and wondering how your project will fare, refine your project by creating a richer experience using hand-made work.
Instructables & Make Magazine February 6, 2009
Posted by Ruth Silver in Project 2: Evocative Prototype.add a comment
I’ve collected some links that I think will be useful to you for exercise & project #2. I personally love the site instructables and subscribe to the newsletter “weekend builder”. Although I haven’t ever built exactly the things I’ve read about, I’ve definitely incorporated a lot of the ideas into various projects.
[ps. Make is available in the OCAD library — go check it out!]
Make Magazine http://makezine.com/magazine/
Instructables http://www.instructables.com
http://www.instructables.com/id/Hacked_Calculator_Prank/
http://www.instructables.com/id/Illuminated-Keyboard-Hack/
http://www.instructables.com/id/Hack-a-flash-camera-into-a-emergency-strobe-light-/
http://www.instructables.com/id/Repurposed—Clock-into-Kinetic-Wall-Art/
Readings from Universal Principles of Design January 29, 2009
Posted by Greg Van Alstyne in Exercise 2: Feedback Object, Project 2: Evocative Prototype, Readings.add a comment
This required reading is useful to the whole course. Try to apply the concepts and vocabulary to your first crit, for Project 1, and for the next one, Project 2, which deals heavily with feedback.
Excerpts from Lidwell, et al., Universal Principles of Design.
- Accessibility
- Aesthetic/ Usability Effect
- Affordance
- Constraint
- Feedback Loop
- Prototyping
- Visibility