Showing posts with label Design. Show all posts
Showing posts with label Design. Show all posts

Thursday, July 7, 2011

Auti: teaching children with Autism Positiv Play


"Autistic children find it difficult to play," said designer Helen Andreae, who developed Auti through an industrial design paper at Victoria University in the final year of her Honours degree last year under the supervision of lecturers Tim Miller and Edgar Rodríguez Ramírez.

Auti is a responsive, mechanised toy designed especially for autistic children six months and up has been created to teach positive play behaviours. The toy develops speaking, touching, and collaborating skills. It shuts down in response to any negative behaviour such as hitting or screaming, but quickly responds to the slightest positive interaction such as speaking gently or stroking. Each sensor can be adjusted to respond appropriately to a child's individual characteristics.

Tuesday, August 24, 2010

Experience Prototype for 'Expression'

Experiece Prototype

Concept Sketches


Touch and Expression are two concepts that I have decided to take forward and build.

Expression is suitable for children with severe autism. It exhibits simple cause-effect behavior. Ones actions trigger sensory feedback.

Touch is suitable for children with mild autism. It requires some amount of social engagement before sensory feedback is triggered.


I had a with a few friends Feedback Brainstorm on the concepts- to see what potential each idea had? possible combinations? alternatives? which concepts are stronger?


















Concept Sketches
Based on the target skills I have chosen to include.


Social Interaction- Joint attention, turn taking, coopera-
tion, coordination
Imtitation skills - fine, gross motor, peer play
Language - Identities Objects, Pictures, People
Communication - Expressing choice, needs





Thursday, August 12, 2010

Experience Prototyping

Experience prototypes are simulations to investigate and 
reveal the quality of the experience. Prototypes come in all forms,
shapes and sizes and consist of whatever is appropriate at
a point in time. They can be quick and dirty to obtain feedback 
on design intention or highly crafted solutions for in depth 
usability evaluation.

Building a prototype to explore and evolve an idea, when put in
the hands of a user can uncover unanticipated issues or needs.
Detailing the interactive experience is integral to the development, 
iteration and refinement of a design concept.



the five core skills of a design, according to Bill Moggridge are...

1) to synthesize a solution from all of the relevant constraints, 
understanding everything that will make a difference to the result

2) To frame, or reframe, the problem and objective

3) To create and envision alternatives

4) To select from those alternatives, knowing intuitively how to 
choose the best approach

5) To visualize and prototype the intended solution


STEPS

1 Understand the Experience

2 Communicate the Experience
Describe it, Diagram it, Model it

3 Explore the Experience
Whats it like? who uses it? What does it require of people?
What are the barriers?

"As an observer of user evaluations one knows very quickly if the 
designed experience is a good one. If it is people get so involved
in the experience that they forget about the limitations of the prototype."

"Experience Prototyping isnt about a tool kit of techniques, but rather an 
attitude and language to solving design problems."

" Get really good at low-fi prototypes, thats where the real learning happens"
- Jane Fulto Suri.

Saturday, August 7, 2010

How to Sketch Interactions






 

A talk by Jonas Lowgren at Stockholm University in 2004

In interaction design as in any design discipline, sketching serves several purposes.

It is a way to think. Ideas develop and grow in the conversation between eye and hand. Sketching is not merely a matter of documenting images that are already complete in the mind's eye. Thinking occurs, quite literally, in the manual actions involved in creating the sketch.

It is a way to communicate. Design ideas are made available for others' inspection, appropriation, criticism and development.

It is a way to persuade. Other stakeholders in the design process may be convinced of the value of a design idea through sketches.

There are, of course, many requirements that could be posed on sketching techniques. Here, I focus on the demands that sketching techniques be expressive (to explore the envisioned use situation in some detail), sketchy (to reflect the tentative nature of the ideas), and versatile (to handle a wide range of use situations including mobile use in physically demanding environments, for instance).

Kinds of Sketches

Pencil and Paper Sketches

Storyboarding

Video Prototyping

Pitch Movies

Animated User Sketches

Interactive Prototypes

More......



Tuesday, August 3, 2010

MEDIATE environment

A project from Centre for Responsive Environments, School of Art, Design & Media, University of Portsmouth, UK 

 To promote creativity, exploration and enjoyment in low functioning autistic children that have no verbal communication, we propose MEDIATE, an interactive environment that generates real time visual, aural and vibrotactile stimuli. This paper focuses on the design of interaction with visuals within MEDIATE. The design is guided by the objectives of giving children a sense of agency and enhance non repetitive actions. Other guidelines of this design include natural interaction, use of non invasive technology and non representational visuals. This visual interaction (together with sound and vibrotacile) allows the children to enjoy MEDIATE and be creative within this environment.