We will need to become familiar with the vocabulary, approach, and constraints of the Museum. We will also need to become familiar with the opportunities and problems presented by making artifacts to engage with humans ranging from four-year old children to adults.
There are several activities which will help everyone become familiar with the context:
The primary objective is to inspire wonder and delight through the magic of embedded computing. Some ideas for possible forms which projects might take:
In the first few stages, the goal is to produce a working proof-of-concept device, not necessarily a museum-ready experience: there are many problems related to engineering for public use which will lead you far astray from the scope and intent of this course. Children in particular are notoriously rough on installations. That said, actual hands-on testing will be more successful if attention is paid to robust construction.
These are intended to be research and exploration projects: the whole point is to learn something new, and no one is paying you for the result. Reasonable ambition is encouraged, so we’d like you to try new things, and failure is part of the process. However, we will attempt to guide you away from directions which we think are unlikely to succeed or require unreasonable levels of effort. But you are the ultimate arbiter of this: we won’t outright say no because we want you to learn to assess your own ambitions and skills and don’t want to stand in your way.
A guiding principle of the course is that all ideas can be rendered at all scales. Even if your idea is grand, there is certainly a core abstraction where the essential questions can be tested with simple prototypes.
A key element of the discussion process will be identifying metrics for evaluating the success of each project stage. Quantitative metrics can be difficult, and sometimes the only practical measure is observing the length and frequency of visitor engagement, but it is important to identify other potential measures and even build measurement into projects as feasible.
Qualitative metrics will help establish the framework for critique. These may come from the discourse of art, design, and product engineering, but we will also look for qualitative metrics from museum practice.
Objective: focus on creating a moment of delight.
The idea is really to build a machine which creates happiness. This can come from any number of things: a moment of delicious surprise, amusement, something sensory and stimulating, something memorable or mysterious, perhaps something social or loving, something comforting or chaotic.
This objective is quite open-ended, and perhaps one of the best ways to approach it is to remember: what gave you delight as a child? What was a secret fascination? What did you not understand until much later? It might be quite mundane. It doesn’t need to be universal; you may have a mystery which is particularly appealing to some but glossed over by others.
The central question we are trying to answer in the course is how the secret sauce of computation can be embedded into ordinary behaviors to modify them. There is a central tension between this and the goal of transparency; computation is an essentially invisible process, a black box. But we see what it does, so the role of computation can be elucidated by focusing on behavior. So it is true that the sensory stimulation of inanimate objects and characters can be quite delightful, but we are specifically focused on the kind of delight which comes from how these objects or characters act.
My three-year old son has a stuffed jaguar which is an object of comfort; surely it brings delight. But what could we add which would subtly enhance the sense of cozy familiarity? It could be animation, like gently purring at night. Or perhaps more indirect, like emitting a subtle but familiar scent when held.
Don’t be afraid to keep it simple; making the right connection between cause and effect in a clear and empowering way can be very delightful.
Requirements
The project should include some element of computation where information about the world is transformed into action through logic or time. It doesn’t need to be much. It can have as few as one input and one output in any modality.
Even if the final version might be battery-powered and self-contained, this version should stick with a tether and a lab supply.
It would be best to avoid needing a laptop attached, so the use of computer vision, network access, large data sets, etc. is discouraged (but not disallowed).
It would be best to stick with a level of mechanical fabrication at the level of the laser-cutter for rapid iteration, and we can help you design for flat parts. But this is not required; if you have access to other fabrication resources no method is out of scope.
The course has a limited budget for project materials. If you need material from the Lending Desk for project prototypes, please tell the desk staff to charge 16-223.
Please read Project Proposals for general prompts for the proposal.
Specific prompt questions for the final report will come later.
Objective: focus on engaging simultaneously with multiple visitors.
Prompt questions for the report are TBD.
Objective: refining an idea to be compatible with the museum environment.
Prompt questions for the report are TBD.
Please observe the Lateness Policy and Fall 2016 Calendar.