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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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User research - 57<br />

3.2 Research setup<br />

The research was structured as a generative<br />

session organized in 7 phases alternating<br />

idea generation with synthesis phases.<br />

A facilitator had the role <strong>of</strong> explaining<br />

the different exercises and assisting the<br />

participants when they where in doubt or<br />

stuck. The research involved 4 sessions and<br />

2 participants took part in every session.<br />

Most <strong>of</strong> the participants were interaction<br />

design students at the end <strong>of</strong> their master,<br />

one <strong>of</strong> them was a student <strong>of</strong> computer<br />

science at the end <strong>of</strong> his master. The<br />

participants were chosen based on different<br />

levels <strong>of</strong> technological skills:<br />

• 2 participants never had programming<br />

experience;<br />

• 2 had a very little, never done a project<br />

without assistance or following a step<br />

by step tutorial;<br />

• 3 had Arduino programming<br />

experience; they were able to program<br />

simple s<strong>of</strong>tware autonomously<br />

• 1 was a s<strong>of</strong>tware developer<br />

In a step-by-step approach the participant<br />

had to, first, design a complex system and<br />

then make a representation <strong>of</strong> it.<br />

Markers and different exercise sheets for<br />

the different phases <strong>of</strong> the session were<br />

given to the participants. A set <strong>of</strong> card<br />

was also designed to help the participants<br />

generate idea on different topics.<br />

Phase 1 - Imagine that a specific<br />

object is <strong>connected</strong> to the Internet<br />

what will it do?<br />

The session started by asking the<br />

participants to brainstorm on the possible<br />

design that could arise from connecting a<br />

simple object to the internet (Figure 32).<br />

Different <strong>objects</strong> were used as starting<br />

points in different sessions (c<strong>of</strong>fee mug,<br />

c<strong>of</strong>fee machine and a plant).<br />

Phase 2- summarize your concept<br />

The participants were then asked to choose<br />

one idea from the brainstorm session and<br />

summarize it either graphically or in words.<br />

Figure 32. A result from phase<br />

1 (Imagine a c<strong>of</strong>fee maker<br />

<strong>connected</strong> to the Internet,<br />

What will it do?)

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