1.1. Course Description¶
Physical computing refers to the design and construction of physical systems that use a mix of software and hardware to sense and respond to the surrounding world. Such systems blend digital and physical processes into toys and gadgets, kinetic sculpture, functional sensing and assessment tools, mobile instruments, interactive wearables, and more. This is a project-based course that deals with all aspects of conceiving, designing and developing projects with physical computing: the application, the artifact, the computer-aided design environment, and the physical prototyping facilities. The course is organized around a series of practical hands-on exercises which introduce the fundamentals of circuits, embedded programming, sensor signal processing, simple mechanisms, actuation, and time-based behavior. The key objective is gaining an intuitive understanding of how information and energy move between the physical, electronic, and computational domains to create a desired behavior. The exercises provide building blocks for collaborative projects which utilize the essential skills and challenge students to not only consider how to make things, but also for whom we design, and why the making is worthwhile.
This course is part of the Integrative Design, Arts, and Technology program at Carnegie Mellon University and makes use of the new IDeATe@Hunt Collaborative Making Facility in the lower level of Hunt Library. The main course website for Fall 2015 is at http://courses.ideate.cmu.edu/physcomp/f15/16-223.
This course is an IDeATe Portal Course for entry into either of the IDeATe Intelligent Environments or Physical Computing programs. CFA/DC/TSB students can enroll under 16-223; CIT/MCS/SCS students can enroll in the 60-223 version of the course, with whom we are planning some crossover if feasible.
Please note that there will be lab usage and materials fees associated with this course, and that students will be required to follow the IDeATe@Hunt policies.
1.2. Course Sections¶
Introduction to Physical Computing is offered in two sections.
- The 16-223 section trains students with a focus in art, design, performance, or business to approach physical computing as a study of systems theory expressed through the development of practical prototypes. The goal is an intuitive high-level understanding of the analysis of energetic and informational processes which span the physical, electronic, and algorithmic domains. The informal subtitle of the course is “How to think like an engineer” since many of the lessons are embedded in the thought processes of engineering: consideration of interfaces, boundaries, abstractions, representation, and systematic approaches to diagnosis. This is intended to provide analytic intellectual tools to complement and extend their academic experience in conceptualization and narrative, while also teaching a host of practical techniques for successfully executing project ideas.
- The 60-223 section trains students with a focus in computer science and engineering to approach physical computing from an art and design perspective. The goal is to helps students develop a culturally expansive, inclusive and critical perspective to projects, products and services that bring computation into the physical world. Since the students have a technical academic focus outside of IDEATE, this section offers complementary experiences that characterize training in the arts, design, architecture and drama: self-directed learning, critical making, performance and storytelling, discussion and critique. (Quoted from the 60-223 Syllabus.)
1.3. Learning Objectives¶
Upon completion of this course the students will be able to:
- participate in collaborative teams by negotiating common goals and coordinating roles
- communicate with technical collaborators using precise language
- approach complex physical computing problems with a systematic overview that integrates iterative research and design steps
- evaluate systems in the context of an end user application or experience
- work in a mixed physical-digital environment and laboratory
- make effective use of standard hardware and software tools for physical computing
- generate systems specifications from a perceived need
- partition functionality between hardware and software
- produce interface specifications for a system composed of numerous subsystems
- use computer-aided development tools for design, fabrication and testing and debugging
1.3.1. Teaching Philosophy¶
This course is as much an introduction to the IDeATe Physical Computing Program as to the technology. It operates under the following principles:
Immersion. Language shapes thought; thinking clearly about engineering and computing requires precise use of language. The course emphasizes correct use of technical terminology from the start, even as the meaning incrementally becomes understood.
Experiential Learning. We learn by doing. The course emphasizes immediate application of theory into practical demonstration; it is the success and especially the failure of the experiment which creates a vivid understanding of the principles.
Cooperative Learning. We teach each other. Articulating an explanation develops and tests knowledge and hones the skill of knowing the bounds of one’s own knowledge. Sometimes we will teach each other incorrectly, but careful attention to further evidence will correct this over time.
Self-motivation. Students are responsible for their own progress. Wherever possible, the driving motivation will be a self-chosen goal, divided into manageable subproblems. The desire for the goal prompts autonomous exploration. If you ever find the course dull, that is an opportunity to reflect on what you are trying to achieve and choose a new objective.
Reflection and Writing. Understanding develops through reflection, and the best discipline for reflection is writing and drawing. Mere repetition of the examples does not build skill; it is the process of reflection which integrates experience into knowledge which can be applied to novel situations.
Collaboration. The aim of IDeATe is to train each student to be excellent in one area of technology or arts and be able to collaborate within diverse cohorts of technology and arts experts. Collaborative skill requires excellence in one’s own areas of expertise, an ability to translate ideas across disciplinary bounds, and a proficiency in negotiation and compromise.
1.3.2. Essential Skills¶
The activities, exercises and graded projects in this course address a wide range of essential skills for the domain of physical computing. They are life skills, not evaluated demonstrations.
The most important essential skill is the ability to learn new skills independently and to teach them to others. The course website offers a set of online references as a starting point to acquiring the essential skills. These references are provided only as a starting point: throughout the course of the semester, students are expected to build upon these references by finding more references, finding better references, and creating their own video and photo teaching material.
For a detailed list of essential skills, please see the Essential Skills List and the essential skills posts on the F14 course web site.
1.3.3. Group Work¶
This course relies on group work and group learning. Throughout the course, students will work in pairs or groups that are either random, assigned, and self-selecting. Randomly selected groups are intended to give students practice with teamwork among unfamiliar collaborators, a common setting in the real world.
Members of small teams may have either fixed or fluid roles as long as each project responsibility is clearly assigned to a team member. The purpose of naming a role is defining a set of responsibilities for an individual to assume. When assuming a role, we expect each individual to fully assume the responsibilities of their selected role(s) for the project. Students are expected to reflect on their own successes and failures within each role and to develop a better understanding of how their own behavior can affect group dynamics and how group dynamics affect the development of a project.
We encourage experimentation with individual roles within each group. Each student is expected to occupy diverse roles over the course of the semester both within and outside their expertise. Some suggested roles include the following:
- Integrator: lead the overall development of the project. Responsibilities include leading the negotiation of a common objective, negotiating assigned roles and expectations for other group members, facilitating communication among group members, setting and maintaining and overall timeline for the project’s execution, and researching existing relevant work.
- Developer: lead the design and fabrication of an aspect of the project. Responsibilities include researching relevant existing solutions, developing concepts which meet the objectives, producing sketches and diagrams to refine the implementation plan, and determining and executing fabrication strategies.
- Iterator: lead the testing and redesign of an aspect of the project. Responsibilities include evaluating prototypes against the agreed objectives, finding solutions to problems, and modifying or refabricating as appropriate.
- Scribe: document the project with photos, videos, and writing. Responsibilities include documenting the development process as well as the final outcome, and creating a well formatted document with text, images, and video describing the project’s goals, methodologies and results.
- Tutor: teach specific techniques or knowledge to teammates. This role is natural for students with advanced knowledge or experience with the activity who will gain the most by teaching and helping others instead of breezing through familiar territory. Responsibilities include assuring that all group members gain the necessary essential skills required for the project.
A person may flow naturally from one role to the next as projects are subdivided into subgoals, as long as an individual clearly takes responsibility for each element. Note that the role of scribe is often best universally shared so that each person is continually documenting their own process, and then collaborating on final documentation at the end.