Instructor:
Jeff
Feddersen
email: fed@zaftig.org
url: www.zaftig.org/pcomp
Office Hours:
Wednesdays,
11-2, Adjunct Office
Syllabus
Course Description:
[
H79.2301.01 ]
This course expands the students' palette for physical interaction
design with computational media. We look away from the limitations
of the mouse, keyboard and monitor interface of today's computers,
and start instead at the untapped expressive capabilities of the
the human body. We consider uses of the computer for more than
just information retrieval and processing, and at locations other
than the home or the office. The platform for the class is a microcontroller,
a single-chip computer the size of a postage stamp, programmed
using BASIC. The core technical concepts are digital, analog and
serial input and output. Students have weekly assignments to build
skills with the microcontroller and related tools, and a midterm
and final assignment in which they apply the principles from weekly
assignments in a creative application.
Physical
Computing Homepage
Lab Assignments:
There are short lab activities for nearly every class in the
semester. Their purpose is to introduce basic technical details
and principles discussed in class, and as such represent a minimum
requirement. The ideal student will go beyond/outside the lab
to incorporate the information into a more creative application
of their choosing, and may continually integrate the weekly work
into a longer-term project.
Each class, a few
people will be randomly choosen to show what they have been working
on in the lab. We will not look at everyone's project every week,
but everyone will show work from the lab at least a few times
during the semester.
Technology Research:
Each week a team of students will present novel research into
new sensing, output or communication technologies. For example,
sensors could include touch-, proximity-, and force-sensors, etc.;
output research could focus on drive motor controllers, video
manipulation chipsets, or audio devices which can be addressed
from a microcontroller; infrared or RF wireless communication
techniques might be dissected. Presentations should be approximately
10-15 minutes in length. Their purpose is to introduce your classmates
to various technologies that they may employ in future projects
and develop a body of tools for your own work. A demonstration
or prototype employing the technology should be created if possible.
The presentation must be accompanied by a website which archives
your research and links to further information.
A few suggested
topics are available online.
Journal & Documentation:
You will be expected to keep an online
journal of your work in this class. The purpose of the journal
is two-fold. First, it is a valuable way for you to communicate
to me that you are keeping up with the work in the class. I will
look to the journals to see how students are doing, and the journal
should be updated regularly throughout the semester. At a minimum,
reference to each week's work is expected, as well as thorough
documentation of the midterm, final, and tech research projects.
Second, the journal is a place for you to showcase
your work. While the journal need only be text (here is a template),
the inclusion of well documented rich media such as images, audio
or video, will make future efforts to document or present your
works much easier. Good journals may also function as resources
for other students.
Midterm and Final:
Every student will complete a midterm
project and a final project, an original application of some of
the principles covered in class. Students may work alone or in
groups. If you work in a group, every member of the group will
be expected to know how the whole project works, and to explain
the work that both you and your partner or partners have done
on the project.
Final projects will be shown in class. You must
be able to set your project up, demonstrate it in action, and
take it down in class.
Midterm Paper:
Your midterm paper is essentially a longer
journal entry, a review of your thoughts on physical interaction
at that stage, and a discussion of issues related to it that most
interest you. Bring in material from any of the readings for this
entry as well, or your own readings, as appropriate. Length: approx.
1000 words.
Grading:
- Participation
& Attendance: 15%
- Lab
Assignments: 15%
- Technology
research: 15%
- Journal:
20%
- Midterm:
15%
- Final:
20%
Parts:
A list
of parts needed for the first few weeks follows. You will
end up spending money on materials in this class. It can be done
reasonably inexpensively, by scavenging parts, reusing parts,
and so forth, but more ambitious projects inevitably make demands
on your budget.
Books:
Below are recommended texts for the
course in general. All of them are good inspirational guides for
physical computing and computing in general. They are not assigned,
but pick up at least one of them and incorporate it in your midterm
journal.
The Design of Everyday Things,
Donald A. Norman ©1990
Doubleday Books; ISBN: 0385267746
If you design at all, or work with people who
do, read this. A lucid approach to the psychology of everyday
interaction and how the objects we deal with could be better designed
to match the strengths and weaknesses of the way we think. His
predictions about physical interaction design and information
design, some accurate and some not, are interesting history lessons
eleven years after the first edition.
Code: The Hidden Language
of Computer Hardware and Software,
Charles Petzold ©1999
Microsoft Press; ISBN:
0-7356-1131-9
In spite of being published
by Microsoft, this is one of the best and most readable books
on computing I've encountered. Petzold starts with the technology
of the telegraph and builds a modern computer from the ground
up. In the end our digital technology is clarified and demystified
while seeming all the more incredible.
http://www.charlespetzold.com/code/index.html
Understanding
Interactivity, Chris Craw ford, ©2000
Self-published and written in a very casual style,
this book nevertheless is an excellent and concise summary of
what interaction design is, why it is important, and what problems
it brings with it. Anyone seriously interested in interaction
design, physical or not, should read this book.
Reference material:
The following are good references for electronics hobbyists.
Take a look at both, and get one or the other as a general reference,
or find an electronics reference of your own (a few more are listed
in the books section of the site).
Getting Started in Electronics,
Forrest M. Mims III, ©1983,
Forrest M. Mims III
A very basic introduction to electricity and electronics, written
in notebook style. Includes descriptions of the basic components
and what they do, and how they relate to each other.
Practical Electronics
for Inventors, 1st Edition. Paul Scherz, ©2000,
McGraw-Hill Professional Publishing; ISBN: 0070580782
A more in-depth treatment of electronics,
with many practical examples and illustrations. An excellent reference
for those comfortable with the basic topics. The use of plumbing
systems as examples to demonstrate electric principles makes for
some very clear illustrations of how different components work.
Good chapters on sound electronics and motors as well.
A longer list of books for inspiration and reference
is available online at the books
link.
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