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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 - 17<br />

phase. Along the process, through several<br />

iterations, the designer moves from ideas<br />

to formulating a concept, to refinement<br />

<strong>of</strong> that concept, and then detailing and<br />

designing the final <strong>product</strong>.<br />

Different kinds <strong>of</strong> sketches are used trough<br />

the all process: in the beginning <strong>of</strong> the<br />

process a lot <strong>of</strong> sketches are done quickly<br />

as an explorative technique to support the<br />

ideation phase.<br />

When the idea develops, tests are<br />

conducted to evaluate and improve the<br />

design. Several aspects <strong>of</strong> the interaction<br />

might be tested separately and integrated<br />

together in the next steps. At the end the<br />

integration <strong>of</strong> the different component <strong>of</strong><br />

the design (such as materials, aesthetics,<br />

interface…) will result in a <strong>product</strong> that<br />

will look, feel, and behave very similar to<br />

the one that is going to be produced.<br />

A sketch with this level <strong>of</strong> detailing is<br />

defined a prototype.<br />

The sketches done along an iterative design<br />

process are not just conventional paper<br />

sketch, but they can assume different<br />

forms according to the features that have<br />

to be understood, experimented, and<br />

tested. The sketch might take the shape <strong>of</strong><br />

a clay model, a mechanical contraption, or<br />

a website.<br />

While the practice <strong>of</strong> <strong>sketching</strong> is<br />

fundamental in every design practice, in<br />

the field <strong>of</strong> interaction design, <strong>sketching</strong><br />

covers even a more important role. If it is<br />

in fact possible to understand the visual<br />

aesthetic <strong>of</strong> a juicer from a rendering, it is<br />

impossible to experience how that object<br />

will feel like and will behave in your hands<br />

without a model, a prototype.<br />

1.1.4 Terminology<br />

The semantic problem between the use<br />

<strong>of</strong> the word “sketch” and “prototype”<br />

in the interaction design practice and in<br />

theory must be solved in order to avoid<br />

misunderstanding along the rest <strong>of</strong> the<br />

report.<br />

Two useful concepts have been identified<br />

to refer to those artefacts that are built<br />

along the design process and go beyond<br />

the conventional paper sketch but still<br />

don’t present the accuracy <strong>of</strong> a prototype.<br />

The practice <strong>of</strong> “<strong>sketching</strong> in hardware”,<br />

refers to the strong sketchy, almost messy<br />

and more designerly connotations, has<br />

the benefit <strong>of</strong> emphasizing the material<br />

and experimental qualities 5 . On the other<br />

hand, “experiential prototyping” highlights<br />

that the goal is to design and support the<br />

experience and not the prototype (or the<br />

built artefact). 5<br />

I will use in the concept <strong>of</strong> “experiential<br />

prototype” in the rest <strong>of</strong> the report as<br />

it provides more flexibility to describe<br />

the spectrum <strong>of</strong> sketchy and less sketchy<br />

artefacts produced along the design<br />

process to describe physical representation<br />

<strong>of</strong> the design developed with the scope <strong>of</strong><br />

testing a part or the entire interaction.<br />

Moreover, this term is the one commonly<br />

used within the TU Delft design community<br />

to describe to this practice.

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