Week Six Readings

[I'm so sorry this is late! ]


How to Read a Data Sheet: I wish I had watched this prior to Googling the data sheets for my RGB LED, but the data sheet they covered here is a little scary looking still. It looks like not all data sheets are not made equal, which is a pity because Interlink's data sheet was the best one.

Tidy Prototyping: I've never soldered (I didn't even know how to pronounce it until recently), but I thought soldering was permanent? In any case I would think prototyping on a breadboard would be better for flexibility, unless you're talking about user testing? Then I could see the value of having it in a box like the ones shown. I haven't really thought about the experience of physical things until this class (with the exception of doors, alarm clocks, and microwaves - those are the worst experiences I've had) but I can see why you'd want to prototype something in a 'higher fidelity' than a breadboard. I think that if I were to iterate on the midterm, I'd build a custom box for the 'paintbrush' to fling at the screen.

General Tactile Interface: It went very fast but after rewatching it twice it made more sense. What is a shield (SHIELD? is it all lower case or an acronym? I highly doubt this is a Marvel reference). I've seen ribbon cables on the Adafruit site and they were used here, are they just cables that are connected together to prevent tangling? That could be useful but do they make longer versions in case you have components that are really far apart?

Matt's Prototyping Tips: Hooray for duct tape! So it sounds to me like soldering is just a way to have components hold together better than just plugging into a solderless breadboard, are there any other benefits? (No experience with it whatsoever). 

Serial into Node JS: We covered some of the NodeJS concepts at the tail end of Networked Media and now we've got a mashup of C++ and Javascript. Ouch.  I tried to install serialport via the terminal and ran into the same errors Will had, I'm not sure why that happened.


Making Interactive Art: Set the Stage, Then Shut Up and Listen

I agree wholeheartedly with this piece - as a designer, you're not supposed to give too much direction to how someone should use the object you design, but interpretation is entirely to the user. Software doesn't leave much room for interpretation, but art in all its forms is left up to the user. The creator can share their story with the world, but they cannot force it onto another person. 

The Happy Feedback Machine

I was at NYSCI a few weekends ago and what I remember vividly was this little boy screaming "BUTTONS!" in delight. Everyone likes to touch things, to feel something directly. It reminds me a bit about the piece we read a while back that complained about the direction interaction design has gone with the rise of mobile, that we've taken to just touching glass and moving away from the interactive richness of touching things. Very cool, and the reactions are a great way to see how people really felt about it.