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.