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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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14 - <strong>TINK</strong><br />

Table 1.<br />

Sketchy qualities,<br />

Buxton, B. (2010).<br />

Sketching User Experiences<br />

1.1.2 sketchy qualities<br />

Processing files are called sketches. The<br />

metaphor doesn’t only refer to the fact<br />

that the programming language is primarily<br />

aimed at the development <strong>of</strong> visual<br />

materials, it also describes other important<br />

characteristic <strong>of</strong> it:<br />

Table 1 presents a list <strong>of</strong> relevant attributes<br />

characterizing conventional sketches as<br />

analysed by Bill Buxton.<br />

Processing embeds several <strong>of</strong> the<br />

characteristics <strong>of</strong> the table:<br />

Programming in Processing is in fact way<br />

faster than using other programming<br />

languages, this promotes the exploration<br />

<strong>of</strong> several ideas.<br />

By tweaking some variables in the code<br />

different results can be achieved in the<br />

visualization. This can lead to unexpected<br />

errors that might inspire the designer in<br />

exploring new paths.<br />

The level <strong>of</strong> detailing <strong>of</strong> a processing sketch<br />

can be defined by the programmer.<br />

Processing sketches as they are programmed<br />

quickly are <strong>of</strong>ten rebuilt from scratch as<br />

soon as the ideas get more concrete along<br />

the design process.<br />

At this point Someone might argue that<br />

processing is for me a great <strong>sketching</strong> tool<br />

just because I have good programming<br />

skills; while more insight about the relation<br />

between tools and designer will be given<br />

later in this chapter, I’d like to state that<br />

even though a pencil might be considered<br />

a great tool for <strong>sketching</strong>, some skills are<br />

required in order to draw with it. For me in<br />

Quick:<br />

A sketch is quick to make, or at least gives the impression that that is so.<br />

Timely<br />

A sketch can be provided when needed.<br />

inexpensive<br />

Disposable<br />

Plentiful<br />

Clear vocabulary<br />

A sketch is cheap. Cost must not inhibit the ability to explore a concept, especially early in the design process.<br />

Sketches are disposable. If you can’t afford to throw it away when done, it is probably not a sketch. The investment with a sketch<br />

is in the concept, not the execution.<br />

Sketches tend to not exist in isolation. Their meaning or relevance is generally in the context <strong>of</strong> a collection or series, not as an<br />

isolated rendering.<br />

The style in which a sketch is rendered follows certain conventions that distinguish it from other types <strong>of</strong> renderings. The style,<br />

or form, signals that it is a sketch. The way that lines extend through endpoints is an example <strong>of</strong> such a convention,or style.<br />

Distinct gesture<br />

Constrained resolution<br />

Appropriate Degree <strong>of</strong><br />

Refinement:<br />

Not tight. Open. Free.<br />

Sketches are not rendered at a resolution higher than is required to capture their intended purpose or concept. Going beyond<br />

“good enough” is a negative, not positive. (Which is why I take marks <strong>of</strong>f student’s work if it is too good.)<br />

The resolution or style <strong>of</strong> a sketch’s rendering should not suggest a degree <strong>of</strong> refinement <strong>of</strong> the concept depicted that exceeds the<br />

actual state <strong>of</strong> development, or thinking, <strong>of</strong> that concept<br />

Ambiguity:<br />

Suggest & explore rather<br />

than confirm<br />

Sketches are intentionally ambiguous, and much <strong>of</strong> their value derives from their being able to be interpreted in different ways,<br />

and new relationships seen within them, even by the person who drew them.<br />

More on this later, but sketches don’t “tell,” they “suggest.” Their value lies not in the artefact <strong>of</strong> the sketch itself,<br />

but its ability to provide a catalyst to the desired and appropriate behaviours, conversations, and interactions.

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