Tag Archives: programming

PICAXE for Wearables

I’m looking at an Electro-Fashion sewable PICAXE control board from Kitronik. There are a few wearable systems now that keep getting better and are getting easier to use and help people get started with so this was great to see another system, with a huge advantage of being low cost (just over a fiver) that it’s a great way to get a system prototyped. You can get up and running within an hour even with no previous knowledge or experience. Continue reading PICAXE for Wearables

… I need your opinion!

Hello, I’ve been making things with Arduino for a little while now (mostly a mess and a few small fires!) but I love it so much that I want to help others who are thinking of giving it a try. I’d like to launch a short course on getting started with Arduino in under an hour, so you can see how quick and easy it is to create exciting little projects. Continue reading … I need your opinion!

Breaking up Arduino: how to make your own arduino!

I’ve been looking at breaking out the ATMEGA328P-PU chip (that is used in many Arduino boards) to be able to reduce the footprint and power consumption of the boards. This post will show you how to make your own arduino.

Continue reading Breaking up Arduino: how to make your own arduino!

Slow Technology: Programming the Interface

This post examins The interface described will be coded using Xcode, using the interface builder (fig. 20) section of Xcode as well as coding the elements that will not be immediately visible on screen (fig. 21).

Figure 20 Interface designed elements in Xcode.

1.1.1   Direct Manipulation

 

The nature of the iPad is that you are able to touch the device and it responds.

Shneiderman’s criteria for direct manipulation (1997):

  • Continuous representation of the object of interest
  • Physical actions or labeled button presses instead of complex syntax
  • Rapid incremental reversible operations whose impact on the object of interest is immediately visible.

Continue reading Slow Technology: Programming the Interface

Slow Technology: Last Planet

Last Planet is introduced as a retail solution designed to increase dwell time, reflection and interaction. The project set out to investigate the use of Slow Technology[1] (ST) in a retail environment, this is a point of departure from a study (Boehner et al 2005) where a museum exhibit raised the profiles of the other visitors, leading to emotion in interaction as well as an increase in dwell time. This study pertains to traditional bricks and mortar stores and not online shopping experiences.

[For iterations of the prototype there is a separate post.]

Figure 33 The New iPad in the housing for display in a retail environment. Image shows the final solution for this first testing phase.

Continue reading Slow Technology: Last Planet

Last Planet: The Iterations for the Design

Iterations of the prototype

The initial state of creation of the program for quick and dirty testing, was a quick mock up, not yet realizing the finished prototype, and with the basic labels of Male and Female. It has the time and date noted and the colours along the bottom, which were able to create colour circles as they were buttons.

Continue reading Last Planet: The Iterations for the Design