13.09.2016 Views

TINK - sketching product experiences of connected objects

Tink is the result of my graduation project from the master in design for interaction at TUDelft. Tink is a web platform that connects products with one another via the Internet, it provides designers with a complete Internet of Things (IOT) development environment. Designers are provided with a rich stack of features to sketch, prototype and test IOT projects. Tink is a user-friendly, visual, collaborative, open-source tool for designers to build connected interactions among objects.

Tink is the result of my graduation project from the master in design for interaction at TUDelft.

Tink is a web platform that connects products with one another via the Internet, it provides designers with a complete Internet of Things (IOT) development environment.
Designers are provided with a rich stack of features to sketch, prototype and test IOT projects. Tink is a user-friendly, visual, collaborative, open-source tool for designers to build connected interactions among objects.

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

98 - <strong>TINK</strong><br />

6.1 Main contributions<br />

What follows is a point to point evaluation<br />

on the program <strong>of</strong> requirements presented<br />

at the conclusion <strong>of</strong> chapter 3.<br />

provides crucial insights that will inform<br />

the design process.<br />

1)<strong>TINK</strong> provides a structure to organize<br />

and represent system diagrams.<br />

System diagrams are well known, and<br />

necessary tools to engineers and s<strong>of</strong>tware<br />

developers, at the same time, because <strong>of</strong><br />

their graphical appeal, can easily be drawn<br />

by interaction designers. Tink serves as a<br />

base for cross-expertise discussion between<br />

designers and developers, Its robust<br />

technical components adequately serve<br />

the needs <strong>of</strong> developers while the graphic<br />

appeal speaks to the design community.<br />

3)<strong>TINK</strong> combines all the features needed<br />

for developing <strong>connected</strong> object in a<br />

single platform<br />

<strong>TINK</strong> is a complete platform; designers<br />

won’t have to switch between different<br />

tools in order to build their experiential<br />

prototype <strong>of</strong> <strong>connected</strong> <strong>objects</strong>.<br />

Other existing platforms aren’t as allemcompassing.<br />

<strong>TINK</strong> combines functions<br />

<strong>of</strong> several different programs into a single,<br />

stream-lined platform and process.<br />

2)<strong>TINK</strong> is for all stages <strong>of</strong> the design<br />

process<br />

<strong>TINK</strong> supports the designer throughout<br />

the entire process <strong>of</strong> creating a <strong>connected</strong><br />

object.<br />

It supports the early exploration and<br />

<strong>sketching</strong> phases, and also allows<br />

interaction designers to make informed<br />

decisions, refine and modify the initial<br />

idea, all the way up until an experiential<br />

prototype <strong>of</strong> the final <strong>product</strong> is made.<br />

<strong>TINK</strong> supports quick iterations and testing:<br />

the behaviours <strong>of</strong> the system can be<br />

modified on the fly and tested. Moreover,<br />

it allows the tracking <strong>of</strong> data from the<br />

beginning <strong>of</strong> the design process; which<br />

4)<strong>TINK</strong> support designers in structuring<br />

the code.<br />

Code is structured and hidden inside<br />

<strong>TINK</strong> making it reusable and easy to<br />

write. Even interaction designers with no<br />

coding experience can access <strong>TINK</strong> basics<br />

functionalities, make use <strong>of</strong> the building<br />

block library, and draw system diagrams.<br />

Typically interaction designers writing<br />

Arduino code rely on using code found<br />

from other sources (be it on the Internet or<br />

from an example folder) and copying and<br />

pasting it into their project. However, this<br />

collage <strong>of</strong> different snippets <strong>of</strong> pre-formed<br />

code from multiple sources tends to create<br />

conflicts and can not easily be tailored to<br />

individual projects.

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!