b3.2 final report-transient tides of light

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Transient Tides of Light The development of a tangible light installation | FINAL REPORT | Eindhoven University of Technology Industrial Design Zheliuyi Wang S101753 B3.2 Coach: Rob Zimmermann

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Final Report Project-Transient Tides of Light B3.2 Zheliuyi Wang

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Page 1: B3.2 Final Report-Transient Tides of Light

Transient Tides of Light The development of a tangible light installation

| FINAL REPORT |Eindhoven University of Technology

Industrial Design

Zheliuyi WangS101753

B3.2

Coach: Rob Zimmermann

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Zheliuyi Wang B3.2

AbstractThe report is developed within the bachelor program of the department of Industrial Design, Eindhoven University of Technology. It describes a design process of the project, Transient Tides of Light, which has been completed by a B3.2 student within a time span of 4 months.

The project Transient Tides of Light focuses on the transient nature of light that can be observed within a repetitive setting, aimed at discovering a movement pulse created by people and light.

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ContentIntroductionDesign process 1st Design Iteration Observation Translation Concept Prototyping Summary

2nd Design Iteration Observation Movement analysis Translation Exploration Concept Prototyping Summary

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3rd Design iteration Redefinition Analysis & Research Deign requirements Material & Movement exploration Fluorescent material innovation Research of persuasiveness character Light source exploration Inspiration & Translation Idea generation Draft concept & prototyping User test & Redesign Final concept Prototyping Usability test Summary

ConclusionAppendix

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Transient Tides of Light

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Zheliuyi Wang B3.2

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Transient Tides of Light

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Zheliuyi Wang B3.2

IntroductionIn the project Transient Tides of Light, the behavior of natural light is to be considered as a source of inspiration, students are asked to research movement that is depicted by the transient nature of light as well as the movement created by people.

The final light installation detects the pulses of human movement, moving at similar or various speeds, within different constellations and in different forms. With artificial light, one can create a reciprocal relationship between movement and light, which enables interaction. The final concept provides a tangible interaction experience, which visualizes the invisible traces of movement with light. It imitates the natural light which is ever-changing and dynamic, and indicates a subtle interplay among light, space and movement.

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Design Process1st Design Iteration

Observation

It is a Pressure Cooker design exercise in this iteration, which was finished together with other two students. The short design cycle started with an observation of nature objects/phenomena. And then the translation step, where the objects/phenomena would be translated into an abstract concept in an artificial light context.

In this observation phase, the phenomenon that melts wax changes the shape with the movement of flame. The movement of wax is influenced by temperature, not the brightness of light. Without common sense, only the visual experience cannot truly explain this movement of wax. The conclusion is that sometimes visual experience can provide illusive information.

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Concept

The final concept is a lamp that can create moving shadows on the wall. The movement of shadows was driven by a moving light source inside the lamp. People are misled to believe the room is moving when they focusing on the shadows on the wall. This visual experience provides a delusion with people, and presents the translation ‘visual cannot tell you truth’. In this way, the final concept reaches the design goal.

Translation

Based on the observation of results, the design purpose is to design a visual experience to provide illusive information with people. By focusing on the visual experience design, the final concept interprets the idea that ‘visual cannot tell you truth’.

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Prototyping

A wood frame was built to connect the pulley and light bulb in the beginning. The pulley provided the possibility to move the light bulb into lamp. The lamp shade was made by a piece of half-transparent plastic board whose the square patterns were cut out. In the shade pattern design, the patterns of squares stood out in experiments. Because squares help to provide a confusing visual experience, which contributes to the design translation.

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Summary

The light source repeats the cycle of moving up and down slowly. At the same time, the lamp shade turns to a random angle unpredictably. [1] The final design basically reached the goal of creating visual experience to draw people to a delusion. However, the movement of the square shadows brings too much artificial feeling instead of natural feeling. In order to reach the design requirements, the translation should be emphasized on a soft and transient nature cycle. Furthermore, the keyword ‘Transient’ was not clearly represented in the movement.

[1] Concept 1 video link: https://vimeo.com/50920470

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2nd Design Iteration

Observation

The slender water spout creates a continuous water wave in the pond. The water wave goes through a repetitive process over time. Meanwhile, the reflections of people passing by the bank are mapped on the water unconsciously. The reflections add random colors on the surface of water. In that way, it influences the appearance of water wave and generates differences between layers of ripple in this repetitive movement.

This iteration basically keeps the same design process as the 1st iteration, but it focuses on different objects/phenomena. It is not a repetitive design cycle, based on the previous design results, but this iteration expands the design horizons and involves more analysis into the process. In addition, more advanced technology is integrated into the final concept/ prototype.

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Movement analysis

There are two main elements mutually influenced in this movement, which are random reflections from crowds and a repetitive movement of water ripple. On the one hand, the random reflections are caused by unconscious influences of human activities. Thus the colors added on the ripples are unpredictable and constantly changing. This changing indicated the key words ‘transient’. On the other hand, the slender water spout creates a repetitive water wave. When layers of ripple spread out and die away, new layers are generated. It hints the key word of ‘Tides’. Combined with a nature movement of water and unconscious human activities, this phenomenon fits into the requirement of this design context.

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Exploration

In the exploration stage, connected metal circles were used to project circular shadows on the ceiling. The experiment shows that the circular shadows can be projected on the ceiling clearly with light source below and the colorful lights can create multi-color shadows. If the lights change color randomly, in return, the multiple shadows would be attached with unpredictable colors. When turning around the metal circles, the shadowed start turning and fade out uncontrollably over time.

Translation

According to the analysis, the translation should contain both autonomous movement and human influences. The final translation should visualize how human activities influence the autonomous movement.

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Concept

The final concept is a GRE light setting, which creates colorful and dynamic shadows on the ceiling. The level of the sound in the environment effects the change of color. In the concept, the repetitive rotating circular shadows simulate the movement of water waves. The random colorful lights (changes with sound) represent the unconscious human influences. As a result, the dynamic changing of sound (unconscious human effect) influences the behavior of shadows (autonomous movement) on the ceiling.

Prototyping

-Form designThe sketches below show two draft forms in the early stage. There are two ideas of the pattern design, which will be used to be projected on the ceiling. The first one contains circles in various sizes, which move up and down one by one slowly. It simulates the movement

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of water wave literally. The second one is three connected tangent circles, which brings a complex moving shadow when it turns around. In the end, the final structure is designed as a series of tangent circles, which are connected from small size to big size. When it rotates, the moving shadows show an expending and growing visual effect, which makes the movement more dynamic and natural.

-Mechanical structureThere are two layers in the main part of the prototype. The first layer used to place the LEDs, Arduino board and other electronic components. The second layer contains an electric motor and several gear wheels which are used to control the speed of circles. On the top of the prototype, the series of circles are connected with a central axis, which is driven by a small electronic motor.

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-Circuit & ProgrammingA sound sensor is connected with Arduino board, which is used to detect the level of sound in the environment and send signal to Arduino board. Three RGB LEDs in the circuit which is connected by Arduino reacts to the detected results, and then change colors. The high level of sound provides three different colors of light. The low level provides single color of light. [2]

[2] The programming code can be found in Appendix 1

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Summary

It is a direct translation based on a natural phenomenon. From the performance of the shadows we can see the influences between lights and autonomous movement clearly. Generally, this concept and final prototype reached the translation. In addition, it provides a beautiful visual experience at the end. However, when looking back to see the translation, it is still too literal and superficial. When corresponding to the title of this project, the mechanical repetitive turning, blinking color lights and the noise of motor cannot fully present a natural resemblance.

[3] Concept 2 video link: https://vimeo.com/50920584

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3rd Design Iteration

[4] V. Ryan (2001-2010) : Rich Picture. [Online] http://www.technologystudent.com/designpro/richpic1.htm

[4]

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Redefinition

Deeper and more accurate understanding about the project context was gained through previous design iterations. In this phase, the three key words ‘ Transient ’, ‘ Tides ’ and ‘ Light ’ were redefined.

Transient - In design concepts in previous two iterations, the ‘transient‘ is not fully translated. It is a changing process, a dynamic movement. Furthermore, it is a vanished movement, which may never come back again. It is momentary and uncontrollable.

Tides - this key word was translated as ‘repetitive movement’ in the previous two design concepts. However, ‘Tides’ in this project context indicates a repetitive, but ever changing movement. It has its own motive power in the autonomous movement. The cycle is unpredictable, and each time the movements would be different.

Light - It contains artificial light and nature light in this design context. Nature light is autonomous, uncontrollable, unpredictable, and changing. These characteristics should be simulated into an artificial light setting. Furthermore, comparing with nature light, artificial light provides the possibility of interaction (conscious/unconscious) between human activities and installations.

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Analysis & research

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- Movement Analysis

The horizontal axis reflects a comparison between one-way movement and repetitive movement. The former one contains a layer of time trace in the movement. It is unrepeatable process, for instance, people getting older over time and the land shape changing by the wind erosion. The latter one is more common to artificial installation. It is a monotonous repeating movement. The cross section between these two areas indicates the movement containing both ‘time’ and ‘repetitive’ characters, which fit into the design context of this project.

The vertical axis shows two different movements in the cross section. The upper one is autonomous movement, which includes one element in the closed movement system. It is an autonomous system and has its own motive power. For instance, the sun rises up and down and the sea tides come and go. Each iteration is a new and different movement. The under one is a movement which involves human activities. It includes two elements, the changing object and human influences. For instance, the foot prints on sand. The foot prints vanish over time, and ‘renew‘ by new crowds.

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- Natural ' memory '

Based on personal design vision, the movement with human influences was chosen as design direction. In this analysis, a characteristic of ‘memory’ was emphasized and analyzed. Human activity is the motive power of this change/movement. Meanwhile, there is a nature that object/material keeps the trace of change/movement, which resembles the human memory. Human memory keeps information and refreshes information. At the same time, the information

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fades out over time. It is uncontrollable and unpredictable process, some information may fades out soon and some other may last for a long term. As for the natural material, it also keeps information and refreshes information, which memorizes the human movement. Different from human memory, this ‘nature memory’ is a visible and dynamic physical trace.

Calm technology In computing, calm technology aims to reduce the ‘excitement’ of information overload by letting the user select what information is at the center of their attention and what information is peripheral. Knowledge of the periphery gives us ‘locatedness‘ without unduly distracting us. [5] Calm technology will not only relax the user, by moving unneeded information to the edge of an interface, but also allow more information to exist there, ready for selection in need.

In a design context, the design integrated calm technology will allow users to sense and control what immediately interests them while retaining peripheral awareness of other information possibilities that they can at any time choose to focus on. The change/movement of nature/object, which we can observe, is superficial and peripheral information. However, the abstract translation of the superficial phenomenon, which the designer intends to present, is the core information. So the final design concept should allow people to sense the resemblance from the nature phenomenon and focus on the key information from the design.

[5] Term defined by Mark Weiser, chief technologist and John Seeley Brown, director of the Xerox Palo Alto Research Lab [Online] http://whatis.techtarget.com/definition/calm-technology (2005)

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Deign requirements

Based on the movement analysis and ‘memory‘ character analysis, the design requirement is proposed in the phase. The final design should contain two parts; one is visual ‘memory’ material to visualize the transient trace of movement; the other one is physical tides of movement with human activities involved in.

The ‘memory’ materials could be vapour, bubbles, fluorescent materials, etc. These materials visually shows an obvious and natural fade out process, which hint the key word ‘Transient‘. At the same time, the movements of these natural materials are unpredictable and uncontrollable. In physical tides, the motive

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power could be the unconscious human activities like crowds, traffic, invisible internet tides and the conscious interaction between human and installation.

Movement & Material exploration

This design phase focuses on the exploration of physical trace, dynamic movement, and natural status. Three different transient movements and materials are observed and experimented: florescence, vapour, bubbles.

# 1 Fluorescence [6]

From the exploration of fluorescent character, we can see that the this material has the ‘memory’ character which can keep the trace of light’ movement for a while. Furthermore, the fade out process can be seen clearly. With different behavior of light, the florescent light shows various traces. While seeing the previous traces fade out, the new light traces are generated. Furthermore, light plays the key role in this movement.

[6] #1 video link: https://vimeo.com/54112002

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# 2 Vapour/mist [7]

In the vapour exploration, a mist generator machine was used to produce vapour in water. The vapour keeps a dynamic movement, spreading from center to surroundings slowly, and then vanishes at the end. The vapour automatically flows from a higher place to a lower level. It easily changes its behavior while the movement (e.g. blown over ). Lights help to focus on a specific area in the vapour movement. When attached with white spot light in different area, the density of vapour visually changed.

# 3 Bubbles [8]

In the bubble exploration, series bubbles were produced by a bubble machine. They fly around in the space, and then fall down on the ground or attach on wall. Bubbles were born with different sizes and break unpredictably. It is a transient process. The surface of bubble reflects light, and the reflections moves with the light source and shows a dynamic colorful appearance with specific angle.

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In a conclusion, comparing with these three different materials and the movements, the fluorescent material fits the design context best. It shows a natural transient process of light and visualizes the iterations of movement. Furthermore, it brings a magic and excited visual experience.

[7] #2 video link: https://vimeo.com/54112067 [8] #3 video link: https://vimeo.com/54112193

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Fluorescent material innovation

In this phase, short-effect fluorescent powder was mixed/attached with different materials. The created hybrid is expected to keep the fluorescent character and provide a persuasive visual/tangible experience.

Silicon

Visual character

Fabric + acrylic polymer

Casting resin (polyester)

Fluorescent character

Physical character

smooth, glossy, pea green good resilient

rough, uneven, pea green

soft (basically keep the fabric character)

two layers: - transparent glossy layer on top; -smooth, opaque, pea green layer on bottom.

hard, brittlegood

good

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Silicon

Fabric + acrylic polymer emulsion

Casting resin (polyester)

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Research of persuasiveness character

Products are often experienced by their visual appearance. The tactile experience, however, also contributes to how people perceive certain objects and interfaces. I have done a study about tactile experience on persuasiveness character before. The study results can be used to assist on material selection in this project.

The research and study is about testing a material property to see if and how it relates to the haptic experience ‘persuasive’. For this research the resilience property of a material was tested with a range of artifacts varying in this scale. In the user experiment, participants had to feel, explore and squeeze each artifact without seeing them and ranking them along a scale of 20 antonyms. The antonyms are subjective interpretations of experiences that relate to ‘persuasive’. Results showed that the persuasive experience of a material becomes stronger to some extent when the material is more resilient. However, it also showed unexpected results regarding the interpretation of the material property resilience.

ConclusionCompare with these three hybrids, all of them present a good fluorescent character. Both the groups of silicon and polyester showed an aesthetic visual perception. However, according to the research about persuasiveness character, the silicon stood out with its resilience tangible character, which will contribute to persuading users to keep exploring and interacting with the final device.

[9] The evidence of the persuasiveness character study can be found in Appendix 5.

[9]

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Light source exploration

- Red laster light- UV light- White spot light

Three different light sources were test to react with fluorescent material. It is hard to see the fluorescent light (light trace) with the red laster light. Both UV light, White light can leave obvious fluorescent light trace on surface of fluorescent material. However, the UV light showed a stronger effect. In addition, the UV light cannot be seen by eyes, which may enhance the magic feeling in the final design.

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Inspiration & Translation

According to the design requirements and the chosen material, the final design should provide a tangible interactive experience for people. The interaction leads to repetitive movements, and the trace of this movement would be visualized by fluorescent light.

The design question came up afterwards: How to visualize the dynamic invisible trace of human movement?

[10]

[10] Benjamin Wong (Nov 21, 2012) BTS: Using Shutter Drag to Shoot Motion-Blurred Photos of Dancers [online] http://www.petapixel.com/2012/11/21/bts-using-shutter-drag-to-shoot-motion-blurred-photos-of-dancers/

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Idea generation

Idea 1 - light clockThe circular shape device detects the frequency of crowds, and then the trace of movement will be visualized by light indicators on the device surface. The fluorescent light indicators appear when a person passing across a specific space. The light fades out over time, which hints the movement traces of people fades out over time.

Idea 2 - light forestLots of silicon balls are hanging on the ceiling. People will walk through the ‘light forest’, the balls light up with fluorescent light when people passing by. With people get farther, the light on the ball fades out slowly. Overall, the lighting balls indicate the movement trace of a person and the flows of crowds.

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Idea 3 The device persuades people to touch and explore with it. When interact with the resilient device on the wall, the hand traces will be left on the surface. Fluorescent light depicts the hand prints to fade out over time.

Idea 4Same with idea 2, it is a device visualizing the movement of hand trace. In this idea, people interact with a big silicon ball. When squeezing in different areas, the hand trace will be depicted in the specific area on the ball.

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Draft concept & prototyping

In draft concept, the device will visualize the movement of hand trace. The UV light source is installed in an external environment, which will be lighted up to react with fluorescent material when people interact with the device.

This fluorescent light trace visualization is assisted by UV light, which lights up and off continuously. In an interaction process, the action of lights up and off should follow the personal movement. A design question came up afterwards: how to make the trace personal (UV light following the movement of people)?

- Wearable UV light source- Muscle control light (muscle changes tension while moving)

[11] Hand trace explore video link: https://vimeo.com/54565880

[11]

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Prototyping

The UV light source is fastened on arm, it will be lighted up when people squeezing the silicon surface. This UV light is controlled by a pressure sensor [13] which attached on the muscle of the arm. The tension of muscle drives the brightness of light. So, when people use strength to interact with device, the UV light lights up and then their hand trace will be left on the surface.

[12] Prototype (muscle-control) test video: https://vimeo.com/54565882[13] Plusea, Stickytape Sensors [online] http://www.instructables.com/id/Stickytape-Sensors/

[12]

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User test [14] & Redesign

It is a low fidelity working prototype[15], which shows the basic working principle of wearable UV light by muscle-control. The main goal in this phase is to discover the efficiency and accuracy of this idea.

Efficiency - The pressure sensor in the wearable muscle-control setting needs to be attached on muscle. Before interacting with the real fluorescent setting, the adjustment process consumes too much time.Accuracy - It is hard to reach the accurate control once. After wearing the pressure sensor on arm, three or more times attempts/adjustments are needed to reach the accurate control level.

In the redesign stage, the idea of wearable light control was abandoned, which breaks the interaction into two separated steps. Comparing with the real interaction process, the preparation process consumes too much time. The expected interaction process should be more clear and simpler to user.

In order to improve this problem, the placement of UV light was changed from external environment to internal space, which is inside the installation. In this case, the fluorescent material is required to be thin. Then the internal UV light can trigger the fluorescent light from inside, people can still see the reaction from outside/external environment.

[14] Alison Bloodworth (2009), User Test Methods [online] http://wiki.fluidproject.org/display/fluid/User+Testing+Methods[15] Preece, Rogers, Sharp, 'Beyond Interaction Design'. [online] http://www.slideshare.net/gelvan/prototype-and-user-test

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Final Concept [16]

In the final concept, the form is designed in a circular shape with a resilient smooth surface. The UV lights and pressure sensors are installed inside, which are the triggers of fluorescent light trace. With a hollow space behind the surface, people are persuaded to press the surface. The UV lights will be lighted up by various movements. After release, the fluorescent light traces can be seen on the surface for a while. With different strength and position to press, the surface changes its shape/space, and the brightness and shape of light trace will be different as well, which hints a personality and variety of the movement.

In line with the key words of this project: ‘Transient’- the natural fade out process of light trace (the trace of movement)‘Tides‘- the dynamic and repetitive movement of people‘Light’- the fluorescent light plays the key role of visualizing the trace

As for the design purpose, it visualizes the invisible trace of human movement with visible light. In the final concept, people use their hands to play and explore with the light setting, this interaction is a dynamic and ever-changing movement. The fluorescent light trace appears with interaction, and then fades out with time automatically. The natural and subtle vanishing process is a metaphor and symbol to present all other traces (scent, deformation, temperature, etc.) are changing and transient with time. Overall, the artificial light setting indicates a subtle interplay between light, space and movement. Thus, the invisible trace of movement is visualized by transient fluorescent light.

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[16] Final prototype video: https://vimeo.com/55897885

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Prototyping

- Material innovation A hybrid was invented in this project, with the combination of short-effect fluorescent powder and silicon. This new material contains both fluorescent character and resilient tangible feeling. It provides a possibility to bring lights (visual) into a tangible experience.

- Interdisciplinary prototyping methods Some prototyping methods belong to the field of Wearable Sense were applied in this project; For instance, creating a fabric pressure sensor, sewing the silicon layer with string, the using of conductive wires and conductive fabric.

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- Integrated technologySeveral UV LEDs are installed in the prototype. It is the trigger of fluorescent light trace. UV lights are controlled by pressure sensors, and the brightness of lights respond to the strength of pressure.

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Usability test

The goals of the test are observing people using the device to discover errors and areas of improvement, and checking whether the design concept responds to my personal design vision. This usability testing generally involves measuring how well test subjects respond in four areas: efficiency, accuracy, recall, and emotional response. [17]

Efficiency -The basic task for user is playing with the device and experiencing the fluorescent light. They were given freedom to interact on different areas and various methods. It is a simple process that the effect of light trace responding to their interaction can be seen immediately.

Accuracy - With a hollow behind the resilient surface, all the users attempt with the action of ‘press‘, which is the expected way of interacting. Some of them use finger(s) and others use palm or fist. They also tried to interact with different level of strength and speed to see the difference of responding light traces.

Emotional response - This device provides a light experience rather than a functional use. Users can easily understand the design purpose and accepted with the final translation/concept. Moreover, it provides a magic experience which arouses a feeling of excitement and surprise.

Recall - Users can easily remember the way to interact. Firstly, they were provided with full freedom to interact with the device, where there is no complicated manipulate steps; secondly, the magic experience helps them keep memory of this design.

[17] Usability test [online] http://en.wikipedia.org/wiki/Usability_testing (2013)

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Summary

Overall, the final design/translation reached the design requirements. The persuasive tangible experience encourages people to keep exploring on the surface, which provides the iterations/tides of movement. The trace of movement is visualized by fluorescent light in a transient process. Furthermore, supported by new material, the invisible UV light and unpredictable fluorescent light trace enhances the magic experience, which also responds to my personal design vision.

The prototype is fully working during the final exhibition, where people can actually see, explore, and play with the real light setting. In the user test, the interaction is easily reached and the translation/design concept is sensible to users. Overall, the results of the usability testing meet the usability goals [18]. From the feedbacks of testers, some users expect a more specific function of this design. At this moment, the final concept is considered to be an art installation, which provides an interesting and magic light experience. It could be a future direction that developing a functional product based on this experience.

Prototype Improvements: - Eight UV LEDs are expected to fully light up in a same extent. However, in the final prototype, some of the UV LEDs provide a relative weak light. This problem is caused by the unstable connection of conductive wires. - Strength the quality of prototype. The prototype has four flat ‘feet’ in order to be attached on wall. However, the ‘feet’ are built by plastic blocks, which are not connected strongly enough.

[18] Usability goals [online] http://en.wikipedia.org/wiki/Usability_goals (2013)

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ConclusionThe design is well finished in three iterations. In the first iteration, the design translation was based on a nature phenomenon. The final design concept fits translation, but the key words ‘transient’ and ‘tides’ were not fully represented. In the second iteration, the design translation involved both nature vibration and rhythm of human activities. The final design concept not only fits the translation but also responds with ‘transient’ and ‘tides’. However, the understanding about the key words is still shallow in that stage. The third iteration, in line with personal design vision, the human movement/interaction was chosen to be the translation object. This time, the final design fully represents a ‘transient’ light trace and a human movement ‘tides’. The final result reflects a deeper understanding of this project design context.

Three iterations are independent of its own observation, translation and concept developing process. Meanwhile, they are connected with each other. The first two iterations are considered to be a preparation and exploration process, where the design methods from observation to translation were practiced and improved. By learning and reflecting from previous iterations, the latter design process was always deeper and more complete than the former one. By laying the solid foundation in previous iterations, the final design concept was fully developed in the third iteration. Overall, even though the different iterations started over with different observation objects, the overall process still keeps a continuous process.

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Appendix 1 pinMode(ledArray[count][count1], OUTPUT); } } randomSeed(analogRead(0)); Serial.begin(9600);}void loop() { if (counter <= 10) { tempValue = analogRead(knockSensor); if (tempValue < silent) { tempValue = silent - tempValue; } else { tempValue = tempValue - silent; } sensorValue += tempValue; counter++; Serial.print(tempValue); Serial.print(","); } else { sensorValue = sensorValue/10; counter = 1; Serial.println(sensorValue); //Serial.println(sensorValue); for (count=0;count<3;count++) { //dim all leds for (count1=0;count1<3;count1++) { digitalWrite(ledArray[count][count1], HIGH); } }

2nd Iteration prototype code

int ledCount = 3;int ledArray[][3] = {{3,4,5}, {7,8,9}, {11,12,13}};long randNumber;int count = 0;int count1 = 0;int counter = 1;int timer = 10;int sensorValue = 0;int oldLedColor[] = {0,0,0};int curLedColor[] = {0,0,0};int tempValue;int worker;int worker2;int knockSensor = 5;int silent = 25;int marging = 25;

boolean isOld;boolean isOther;

void setup(){ for (count=0;count<3;count++) { for (count1=0;count1<3;count1++) {

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if (sensorValue < marging) { randNumber = random(1,8); while (oldLedColor[0] == randNumber) { randNumber = random(1,8); } for (count=0;count<ledCount;count++) { oldLedColor[count] = randNumber; } for (count=0;count<ledCount;count++) { //times of random selection of a pin worker2 = randNumber; for (count1=0;count1<ledCount;count1++) { //loop through the leds worker = worker2%2; worker2 = (worker2-worker)/2; if (worker == 1) { digitalWrite(ledArray[count][count1], LOW); } } /* Serial.print("low,"); Serial.print(count1); Serial.print(","); Serial.println(randNumber); */ } } else {

for (count=0;count<ledCount;count++) { //times of random selection of a pin randNumber = random(1,8); if (oldLedColor[count] == randNumber) { isOld = true; } else { isOld = false; } for (count1=0;count1<count;count1++) { if (randNumber == curLedColor[count1]) { isOther = true; } } isOther = false; while (isOld || isOther ) { randNumber = random(1,8); if (oldLedColor[count] == randNumber) { isOld = true; } else { isOld = false; } for (count1=0;count1<count;count1++) { if (randNumber == curLedColor[count1]) { isOther = true; } } curLedColor[count] = randNumber; oldLedColor[count] = randNumber;

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isOther = false; } worker2 = randNumber; for (count1=0;count1<ledCount;count1++) { //loop through the leds worker = worker2%2; worker2 = (worker2-worker)/2; if (worker == 1) { digitalWrite(ledArray[count][count1], LOW); } Serial.print("high,"); Serial.print(count1); Serial.print(","); Serial.println(randNumber); } } } } delay(100);}

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Modboard 1

Appendix 2

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Modboard 2

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1st Iteration observation 2nd Iteration observation

Appendix 3

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3rd Iteration observation

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Appendix 4

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Appendix 5

Figure 1

The previous study about tactile experience on persuasiveness character.

Figure 1: ten final artifacts that were used in the experiment

Figure 2:The artifact’s fixed position in the box

Figure 3: The physical set-up for the experiment. The participant can feel the artifact that is inside the black box with both hands

Figure 4: User test results table

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Figure 2 Figure 3

Figure 4

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Final exhibition poster

Appendix 6

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Final prototype

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Design Process(1st version)

Appendix 7

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