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?)