jump to navigation

50% original materials March 1, 2009

Posted by Ruth Silver in FAQ's, Project 2: Evocative Prototype.
Tags: , ,
add a comment

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.

Advertisement

help for project 2 February 26, 2009

Posted by Ruth Silver in FAQ's, Please note, Project 2: Evocative Prototype.
Tags: , ,
1 comment so far

Q: Help! How do I get “metaphor” in my project?

A: Someone today in class came up with a great way to solve the metaphor problem. If you are uncertain about what metaphor means, or how to structure your project so that it deals with metaphor think first about a linguistic metaphor, like a common saying. For example; ‘the apple doesn’t fall far from the tree’ means a child, or any kind of offspring, is very close or similar to its parent.  Another example might be; ‘we’re cut from the same cloth’ which means essentially the same thing, we are very similar to one another. So if you’re having trouble with the metaphor element in your project use language to get your motor running!

Examples of Common Sayings and Proverbs

  • It’s always darkest before the dawn.
  • It’s raining cats and dogs.
  • Don’t throw out the baby with the bathwater.
  • Birds of a feather flock together.
  • Can’t see the forest for the trees.
  • Early to bed, early to rise, makes one healthy, wealthy and wise.
  • You can’t teach an old dog new tricks.
  • A stitch in time saves nine.
  • Honesty is the best policy.
  • Slow and steady wins the race.

examples from http://primaryschool.suite101.com/article.cfm/similes_metaphors_and_proverbs

Brief for Project 2: Build an evocative prototype that highlights metaphor and feedback February 8, 2009

Posted by Greg Van Alstyne in Project 2: Evocative Prototype, Projects.
Tags: , , ,
add a comment

Working solo, design and build an evocative experience that incorporates metaphor and ample use of feedback. The experience should be interesting, engaging and/or challenging.

The attached PDF matches the handout I gave in class:

ixd-2009-proj2-prototypefeedback.pdf

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

lidwelletal_universprincipdesign_feedback