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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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64 - <strong>TINK</strong><br />

3.5 Program <strong>of</strong> requirements<br />

The observation from the test leads to the<br />

formulation <strong>of</strong> a program <strong>of</strong> requirement<br />

for the platform.<br />

1) Platform goal<br />

1.1 The s<strong>of</strong>tware should allow the<br />

development <strong>of</strong> experiential prototype <strong>of</strong><br />

<strong>connected</strong> <strong>objects</strong>.<br />

1.2 While it should mainly target the<br />

needs <strong>of</strong> the development <strong>of</strong> networks <strong>of</strong><br />

<strong>connected</strong> object (category 6), this will<br />

result in allowing the construction <strong>of</strong><br />

experiential prototype that are part <strong>of</strong> any<br />

other category presented in chapter 2.<br />

1.3 The s<strong>of</strong>tware will embed the sketchy<br />

quality discussed in chapter one.<br />

1.4 It should provides tool for storing<br />

visualizing, analysing and understanding<br />

data<br />

2) Target users<br />

2.1 The s<strong>of</strong>tware is meant to target<br />

interaction designers.<br />

2.2 While the full potentiality <strong>of</strong> the<br />

s<strong>of</strong>tware will be available to users with<br />

a minimum level <strong>of</strong> understanding <strong>of</strong><br />

Arduino code, the platform should be<br />

understandable by Interaction designers<br />

with different level <strong>of</strong> coding skills.<br />

3) Versatility<br />

3.1 The s<strong>of</strong>tware should assist the<br />

development <strong>of</strong> experiential prototype<br />

along the all design process. It should allow<br />

users to explore different possibilities in<br />

the beginning <strong>of</strong> the design process, but<br />

also developing more detailed experiential<br />

prototypes for testing purposes.<br />

3.2 The platform won’t force the user in<br />

a strict work-flow, but will allow different<br />

users do define their own flow.<br />

4) Openness and level <strong>of</strong> visibility<br />

The platform will provide different levels <strong>of</strong><br />

accessibility:<br />

4.1 It will help designers keep the overview<br />

<strong>of</strong> the system and at the same time allow<br />

them to have access to the details <strong>of</strong> the<br />

interaction.<br />

4.2 The s<strong>of</strong>tware should help designers<br />

deconstruct the envisioned interaction in<br />

basic construction blocks. In doing so, the<br />

distinction between the different facet <strong>of</strong><br />

the interaction should be promoted.<br />

4.3 The s<strong>of</strong>tware will be open source and<br />

hack-able. A set <strong>of</strong> API should be provided<br />

allowing expert users to have full control<br />

over the platform and enable them to<br />

integrate the advantages brought by the<br />

s<strong>of</strong>tware in their usual work-flow.

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