Brown Bag
Lab Lunch SeriesDESIGN COMPUTING RESEARCH FORUM
lab lunch participants . John Hilgeman
I agree with Mark that Ken’s presentation would benefit from some kind of performance or gimmick that might catch the audience’s attention in a good way. The performance could be subtle so as not to distract from the product information, so long as it leaves some kind of identifying mark in the memories of the audience. The “performance” could take the form of matching outfits, strangely matched clothes, hands on sticks, or a repeated image or slogan. Humor is also a great way to get people’s attention.
Regarding the presentation of the board, it would be great to show a slideshow within a single slide. The single slide could list different possibilities for the board and show various images of similar type games being played (dance game, whack a mole, simon says, twister, the piano that you walk on, etc…). The great thing is that you can advertise all of these games in one board that can be placed anywhere!
In this project, it seems that most of the functions on the headset are already possible on a screen. For example, a person could sketch on a tablet and the computer could easily recognize different arrangements and provide on-screen comments. I felt that the strongest idea that came out of the discussion was the one where the computer can be taught to recognize certain design issues through the eyes of different specialists. It would be great to draw a design in AutoCAD and then be able to run it through a digital critique for mechanical, spatial, safety, program, etc, issues. I feel that if the main idea is to use a headset, the benefits must outweigh the cumbersome device itself. This seems to be acchieved in an application where a user is encountering a large amount of information in the real world and needs feedback. There is some potential to have the headset be used in a firm if it can be trained how to recognize data on printed drawings.
Steven’s presentation was very interesting from the point of view of a consumer. The movie browsing interface is a great idea, even for video stores. I think most people who like to rent movies have at one time or another been frustrated by the fact that ¾ of the movies at the store are placed on the shelf with only the thin edge and the title showing. I feel that for a typical customer, the graphical movie cover is the first object that attracts attention and evokes interest in a movie. In a store it is not possible to arrange all the movies so the covers are showing, so a digital solution for movie browsing is great!
I really like the variety of shapes and 3D form that come out of Golnaz's programs. I feel the next step is to define thier use to architects and designers. For example, could the 2D shapes be used to generate interesting facades? Could the 3D shapes be understood from an interior spatial perspective and transferred to a structural logic. Finally, is it possible to use structural elements and materials (instead of lines, dots, colors, etc.) as the base for generating the forms. In other words, could the rules of the program be based on the rules of structural design and the variables that are entered each bring up a new possible structural configuration. Methinks this would be a very valuable design tool to architects.
I am definitely very impressed and curious about the 3D model sketch program. I feel it is simple enough for anyone to understand and the results it yields would be immensely beneficial to any 3D design process. The program can be used to quickly generate and view a number of spatial alternatives which either speeds up the design process (compare to building various models by hand) or improves the quality of the design by allowing the architect to view a greater variety of possibilities in a given amount of time. I would like to know how multiple levels and wall heights are achieved. I feel this program is close to being at a marketable stage and I feel that it would be very popular amongst designers.
Well, I am disappointed that I missed that one. I read the web site and it sounded great. I don't think my wife will let me do any of the experiments at home, but there is a micro across from the coffee shop...
Seems like it could have implications for a new art form in the realm of light and materials.
I can't help but be reminded of my pubescent explorations of chemicals and tools that I found around the house. I think lots of kids like to mix household chemicals, play with fire, and all sorts of dangerous things that usually leave some burnt fingers or melted plastic. I feel that, commendably, Bill has not lost his enthusiasm for this pasttime. I feel inspired.
I am traumatized. However, I really appreciate Claudia's investigation and her willingness to publicly explore her own and others responses to traumatic events. I am especially happy to see that she is building the website that may become a forum for traumatic memory discussion. I feel that Claudia has at least one foot in psychology and the other in art. I feel that her work would be very valuable to psychologists who study the effects of trauma. Her projects are an effective catalog of responses to and memories of trauma. Her earlier projects are interesting studies on perception. Responses of the public to these projects may provide valuable information to psychologists studying lighting effects and perception.
Well, the theory presented by Alex may explain why most of my Dad's tools work better than mine. Most of his tools are old, heavy, and high powered, whereas most of mine are light, plastic and wireless. Hopefully, in a few years, the current "lightweight" revolution will produce some solid designs.
I have no doubt that any new design - be it for tools, shelter, cloting, etc. - will either fail or become involved in a process of evolution. I do find it interesting that, like biological evolution, some fantasic designs fail simply because of the circumstances in the environment. With animals, a species may evolve on an island and, due to isolation, never have the opportunity to encounter the larger world. With man made designs, a great design might happen just in time for a recession and fail for lack of a market. I have seen examples of both and am always interested in recovering good concepts that have been lost on failed designs. Unfortunately, until bioengineering decides to take on the task, the lost species are kinda screwed.
I felt that the extra material in Markus' presentation (Hi Markus) was the case studies. I personally feel that case studies help develop an idea as it is designed but serve little purpose in the presentation of the final project other than as support for certain design decisions. I would spend more time on the concept of the project, how it works, and where it stands relative to similar projects.
I also feel that it is very important to state that the project is not a final product in iteslf. It would help to emphasize to the jurors that the project is a prototype for future applications. It would also help to suggest a number of these possible applications. Tha main idea is definately there - the next thing people will wonder is what to do with it?

i sat here today, and since I was all alone, I talked to myself. It was quite nice.
(this was supposed to be in the "no class" section)
Golnaz and Babak seem to be well on their way to being prepared for their presentations. Golnaz’s presentation was far more clear and her goals were better articulated. I have heard about Babak’s EFrame for a long time now and it was great to see it up and running with the buttons and pressure sensors. It is 3am right now and my brain is not functioning properly…
Repeating what I said in class, I feel this Video Tracing program really needs to be set free into the student body in order to make it really useful. There already exist annotating programs so the real benefit to this one is that it has been made from inside UW and can be provided for free to all of the students. I have no doubt that students would find many creative ways to use the program and incorporate it into their education if the have easy access to it.
I had some difficulty following Terry Brooks. It seems that he has an almost religious fervor for the subject. The concepts he was relating were obscure to me as I was stuck way back when he mentioned the “semantic web” and “what does meaning mean?” He definitely seemed very knowledgeable on subjects that I know nothing about and that may be the reason I was lost. I did, however, love “The Elfstones of Shannara”.

I found Vibha to be very energetic, engaging, and easy to listen to. I feel that 90% of her discussion went right over my head by I didn't mind listening. I feel that her idea for snippets is interesting though I have no experience in the field and am not fully sure if there is a demand for such a thing. Generally speaking, it may be helpful to have some kind of pop up rule reminder for design processes.

ahhhh, AIBO. I was introduced to the little pooch in this class last year and he/she seems to keep reappearing on the technology research scene. At first, I thought AIBO was one of these silly plastic walking toys that have been around for years. However, when I saw it move and react I was very entertained. I was still skeptical of this particular doggy becoming a sensation - I thought it might spark a new trend in robotic research - but it seems AIBO is the new trend, what with the soccer tournaments, and the waking up the master, and the reading email, and what not...
I find the concept of constructive conflict very interesting. I grew up in a family that justified perpetual argument with the idea that it was actually constructive conflict. I personally thought that it only created frustration and ulcers. Initially, I could not see how this was a psychologically healthy learning tool. However, I realized that such conflict can be wonderful if both parties agree to engage in it. I was glad to hear about it as a concept for learning because I realized that it is worth using if I trust the person I am engaging. I feel that hearing Susan’s talk helped me form a new opinion of group work, and collaboration.
last updated 1.15.2004 by Mike Weller