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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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Market analysis - 45<br />

2.5.1 Hardware<br />

A wide range <strong>of</strong> different electronic<br />

prototyping boards are present on the<br />

market, each <strong>of</strong> them comes with a<br />

different set <strong>of</strong> specifications regarding:<br />

• Connection capabilities (usb,<br />

bluetooth, wifi, ethernet, zigbee,<br />

etc.)<br />

• Numbers <strong>of</strong> available input output<br />

• I/O capabilities (i2c, PWM, ADC etc.)<br />

• Programming language (C, javascript,<br />

python, linux, MaxMsp etc.)<br />

• Processing power<br />

• Hack-ability 5 (does the board come<br />

with a fixed set <strong>of</strong> extension sensors<br />

or can you connect a wide range <strong>of</strong><br />

other electronic devices?)<br />

An electronic platform is required whenever<br />

an experiential prototype requires reading<br />

value from the world and/or affecting it<br />

trough sensors and/or actuators.<br />

Although this category <strong>of</strong> archetypes<br />

describes hardware platforms, it must be<br />

specified that in most <strong>of</strong> the cases, in order<br />

to define the behaviour <strong>of</strong> an electronic<br />

board, the board has to be programmed.<br />

The practice, also known as physical<br />

computing 29 requires the user to acquire<br />

knowledge on two quite different discipline<br />

such as programming and electronics.<br />

Some boards however are intended to<br />

make the application <strong>of</strong> interactive <strong>objects</strong><br />

and environments more accessible. Thus<br />

allowing interaction designers to use them.<br />

Two main strategies are leading the<br />

development <strong>of</strong> electronic prototyping<br />

boards for interaction designers:<br />

• The first one is providing the user<br />

with an “easier” way to program the<br />

board. In the case <strong>of</strong> Arduino 28 for<br />

example it was decided to use an IDE<br />

that is very minimal and similar to<br />

processing with which Arduino also<br />

shares the programming language.<br />

Lego Mindstorm 30 instead can be<br />

programmed via a graphical user<br />

interface by connecting several<br />

building blocks together (Figure 29).<br />

• The second strategy is lowering<br />

the barrier <strong>of</strong> the electronic<br />

development 31 : Some platforms come<br />

with pre-assembled modules that the<br />

user can just plug in to the board<br />

without worrying about resistors<br />

capacitors or breadboard. Examples<br />

<strong>of</strong> this are the tinker kit for Arduino<br />

(Figure 30) and the Phidgets board 32 .<br />

Because my focus for this project is<br />

analysing tools aimed at the development<br />

<strong>of</strong> experiential prototypes <strong>of</strong> <strong>connected</strong><br />

<strong>product</strong>s, the different boards were<br />

categorized according to the strategy<br />

used to connect them to the Internet, the<br />

different connection layouts respond to<br />

the different needs <strong>of</strong> every project.<br />

Figure 29. Lego mindstorm<br />

programming interface.<br />

Figure 30. Arduino Tinkerkit.

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