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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.

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Graduation Assignment - 11<br />

1.1 Sketching for interaction design<br />

1.1.1 Sketching with code<br />

In my bachelor program in “Cinema and<br />

New Media Engineering”, I learned Java,<br />

an object-oriented programming language,<br />

meant for cross-platform development.<br />

It isn’t a very difficult programming<br />

language, however as most as other<br />

classical programming languages, it is<br />

quite structured. It was my first encounter<br />

with a programming language, and it<br />

required me to acquire knowledge on<br />

different levels: I had to learn lexicon,<br />

syntax, programming logic, programming<br />

paradigms, and programming tools.<br />

In my first programming course,<br />

programming graphical user interface was<br />

not covered. It wasn’t until a later and<br />

more advanced programming course that<br />

this topic was addressed. Each week’s<br />

assignment was to design a specific<br />

video game. Programming the Graphical<br />

User Interface (GUI) for these games<br />

required learning more lexicon but also<br />

new programming patterns. Displaying<br />

something on screen in Java was not that<br />

straightforward. Lots <strong>of</strong> libraries had to be<br />

imported and some difficult constructs had<br />

to be implemented.<br />

I gained an entirely new perspective the<br />

first day I started using Processing, a<br />

programming language for designers and<br />

artists to program images, animation,<br />

and interactions 3 . When I discovered that<br />

just a line <strong>of</strong> code was needed to draw an<br />

ellipse on screen, I was motivated to keep<br />

programming to explore what else I could<br />

do with it.<br />

I was inspired by that platform that made<br />

programming complex graphics quick and<br />

easy. My programming knowledge was<br />

still useful; processing is in fact based<br />

on Java. The difference between the<br />

two is that Processing hides most <strong>of</strong> the<br />

complexity required by Java. Processing’s<br />

fewer lines <strong>of</strong> code, is an improvement<br />

in efficiency: it is faster, there are fewer<br />

opportunities to make mistakes, and as a<br />

result programming flows more smoothly<br />

and is much more explorative. The absence<br />

<strong>of</strong> Java’s structured, boilerplate formatting<br />

makes Processing much more enjoyable.<br />

The way I learned how to program was<br />

mainly taught in my Bachelor as a way<br />

to solve problems. The practice <strong>of</strong> coding<br />

started always with understanding and<br />

deconstructing the given assignment, the<br />

deconstructing was done on paper, where<br />

the structure <strong>of</strong> the program was sketched.<br />

Once the program was clear on paper and<br />

in mind it was translated in code. The<br />

sketch on paper has to be correct. In that<br />

depends the effective translation <strong>of</strong> the<br />

project in to code.<br />

The process <strong>of</strong> coding described doesn’t<br />

allow for any creative exploration: from a<br />

good programmer is in fact required to gain<br />

complete awareness about the s<strong>of</strong>tware he<br />

will have to write before start coding: a

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