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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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84 - <strong>TINK</strong><br />

5.1 Prototyping <strong>TINK</strong><br />

The design phase was followed by a<br />

prototyping phase aimed at the realization<br />

<strong>of</strong> an experiential prototype for testing<br />

purposes.<br />

Considering the limited amount <strong>of</strong> time,<br />

it was decided to directly go in the<br />

implementation <strong>of</strong> a digital working<br />

version <strong>of</strong> the platform without doing any<br />

test with paper prototypes.<br />

A digital working prototype was also<br />

preferred as it would provoke as much<br />

insight as possible on the design. Users<br />

in front <strong>of</strong> a paper prototype understand<br />

the sketchiness <strong>of</strong> the artefact and tend<br />

to be less detailed in the feedback they<br />

provide. Moreover, as one <strong>of</strong> the goals <strong>of</strong><br />

the user test is to determine how much this<br />

platform support the <strong>sketching</strong> <strong>of</strong> complex<br />

systems, it will be difficult to determine<br />

this from a low fidelity prototype that is<br />

sketchy by definition.<br />

the idea proposed.<br />

Figure 38 shows the technologies that<br />

where experimented and tested during the<br />

implementation <strong>of</strong> the two prototypes.<br />

The picture highlights how the different<br />

technologies were used to developed<br />

different parts <strong>of</strong> the prototype. Because<br />

<strong>of</strong> time constraints, the technologies were<br />

not combined in a single platform, and two<br />

different prototypes where developed:<br />

• The first prototype was built<br />

to challenge the difficulties <strong>of</strong><br />

connecting an Arduino to the Internet<br />

via web-sockets;<br />

• The second one was mainly concerned<br />

with the implementation <strong>of</strong> the<br />

platform’s user interface for the<br />

purposes <strong>of</strong> the user test.<br />

It was decided to prototype the platform<br />

using a full stack <strong>of</strong> current web<br />

technologies. This might not be the<br />

most reasonable choice from a design<br />

perspective, as it might cost a lot <strong>of</strong> time<br />

to develop. However, the decision was<br />

taken in order for the designer to learn<br />

and get familiar with new technologies<br />

that are becoming quite common in the<br />

field <strong>of</strong> interaction design. Additionally,<br />

developing a prototype using real web<br />

technologies provided opportunities for<br />

the designer to reflect on the feasibility <strong>of</strong>

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