In this course, we will look at Physical Computing as a method of Interaction Design. Our definition of Physical Computing refers to the use of hardware and code to make interactive objects that can respond to events in the real world. These events may be from the environment (temperature, radiation, etc.) or user interactions (touch, speech, etc.). These devices might respond with direct physical feedback and action or by performing actions in a digital environment. Physical Computing also describes the creative problem-solving process through the use of technological and functional prototypes.
Course Goals
The students learn how to handle hardware and code in order to prototype their own design outcomes. The students develop an understanding of the characteristics of physical interactions and demonstrate them through functional prototypes. From a technical perspective, students learn the basics of electronics, microcontroller programming (Arduino), working with digital and analogue sensors, actuators and displays.
Course Structure
The course takes place in two separate blocks: Physical Computing Basics in the first two weeks and the Main Project in the last two weeks. In the first block, students will work mostly individually through the introductory topics, while the Main Project is in groups of three to four students
Grades will be based on group presentations, class participation, exercises, documentation and final work. An attendance of min. 80% is required to pass the course.
Individual Work (weeks 1 and 2, and Bits & Atoms III)40%
Group Work (weeks 3 and 4) 60%
Jolanda Jerg
Supplied Materials:
Software (install before course begin)
Other Tools:
Materials you should rent or provide yourself:
This section will be populated with every individual exercise after it's assigned. Please ensure that you document each exercise after you complete it.
Create a Braitenberg vehicle that responds to phenomena of some kind and performs some sort of action or activity in response.
Use at least one sensor, two DC motors and an H-bridge. You can power your device with a 9-volt battery or a power-bank. This type of robot using two motors is also called a differential wheeled robot.
Sensory substitution and the human-machine interface (Paul Bach-y-Rita and Stephen W. Kercel)
Tactile sensory substitution: Models for Enaction in HCI
A Thousand Brains: A New Theory of Intelligence (Jeff Hawkins)
The Brain that Changes Itself (Norman Doidge)
Livewired: The Inside Story of the Ever-Changing Brain
David Eagleman Ted Talk
Sensory Pathways for the Plastic Mind (Chacin_Aisen_Thesis.pdf)
Neosensory
Backyard Brains Experiments
Brainport