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.