This two week prototyping project was a challenge in creating meaningful, tangible interactions in fast iterations, and questioning the use of technology in product design.
As technology gets smaller, it opens up more potential for different physical interactions and methods of feedback. I used a pair headphones as context for further exploration into the realm of media players. This emphasized the importance of tactile feedback over visual feedback, andincreased the importance of limiting the number of controls, lest it become too confusing or nonobvious.
Experiments with different types and combinations of feedback, ranging from literal representations of current 2D buttons to more abstracted, yet intuitive controls.
These common controls need to be easily accessible, and their status can be felt by the wearer and seen by those around them.
To play/pause, slide the triangle in/out, and to skip forward/backward, nudge it up or down. Adjust the volume by cranking the large knob behind it.
Navigating through larger sets of information is more complex and requires both visual and tactile feedback.
To access controls, slide out the attachment from the casing, and unroll the screen to activate. Spin the scroll wheel to navigate through lists of music or videos. To choose a playlist, artist, song, etc., slide the bar in one notch each time, pushing you deeper into another level of information.
From representing complex forms like the Hasselblad 500cm to devising new ways to turn on a light, these models explore the the capabilities and affordances of tangible interactions.
In a class on prototyping tangible interactions, our final project was a Rube Goldberg Marble Machine powered by Arduino and made out of foamcore and paper.
The full video can be found here.