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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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12 - <strong>TINK</strong><br />

SKETCHING AN ANIMATED PATTERN USING PROCESSING<br />

How to represent information trough the most unobtrusive moving pattern<br />

was the goal <strong>of</strong> this project. In particular it was required to use moving<br />

pattern to represent the emotional state <strong>of</strong> 5 best friends.<br />

The figures on the left are screenshots <strong>of</strong> different s<strong>of</strong>tware developed along<br />

the design process before getting to the final result.<br />

I started thinking at creating moving pattern like the one created for<br />

aerodynamic simulations.<br />

A first sketch was developed in Processing featuring a moving effector that<br />

was displacing dots on the screen according to its position. The dots got then<br />

<strong>connected</strong> by lines in order the resulted effect is show in the first image<br />

It was thought that using different styles to connect the dots to each other<br />

and having different displacement styles could provide enough material to<br />

represent different emotions. It was decided to make a new s<strong>of</strong>tware where it<br />

would have been possible to change those parameter on the fly and test how<br />

people would react to the different visualization.<br />

The iteration provided enough insights to proceed with the development <strong>of</strong> a<br />

new version <strong>of</strong> the s<strong>of</strong>tware. The movement <strong>of</strong> multiple elements on the grid<br />

would have made a really confusing visualization. Therefore it was decided<br />

to keep those in fixed position and instead have the grid sliding to create to<br />

create the movement.<br />

A sense <strong>of</strong> presence <strong>of</strong> multiple entities was given by having hidden entities<br />

that affect the grid by growing an diminish their interference resembling a<br />

breathing.<br />

It was observed that the breathing was perfect in giving some sort <strong>of</strong> agency<br />

to the grid, however it was thought that by having more control on the<br />

dynamic <strong>of</strong> the breathing could have gaining a higher level <strong>of</strong> expressivity.<br />

This lead to the final version <strong>of</strong> the s<strong>of</strong>tware where all the parameter could<br />

be modified via the interface. With the s<strong>of</strong>tware it was then able to prototype<br />

the behaviour <strong>of</strong> the movement for 5 different emotions and test them with<br />

participants<br />

Figure 3. Emotional Lockscreen (2013)

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