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Prototyping with and for PD

by dagmar eberhardt last modified 2004-10-07 04:16 PM

lecture by martin pichlmair

martin pichlmair comes more from the theoretical and practical line, without being that technical. At the moment he is writing his dissertation. His motivation on using pd started with the seven-miles boots, a functionable, wearable computer, with which you can walk from chatroom to chatroom, following herein the flaneur from walter benjamin. The boots can give you a additional social live: you are able to listen to people, but not to discuss. They have been developed in a very short process in wintertime in helsinki.His future interest lies in the work with kids, he wants to create some interactice mobile installation (toy-like) for children.

The lecture started with an analysis of our cognitive behaviour :How do we do things? In traditional cognitive signs the line goes form analysis to synthesis to evolution but in software-engineering the development-process is different, because, there´s not straight line, you always have to loop back : so the way is from specification to implementation to testing. Due to the changes of the goals during the process , you turn back to stage 1 and 2 and ask again.

Pieces of art don´t offer any solutions, they are changing continously, they refuse to be formalized because they want to be unique. (these characteristics concern also design products)

Doing things doesn´t work traditional, -> therefore the designtheory gives us general methods for doing designs as an interactive process.

Pichlmair´s proposal (concerning some techniques): sketch/ rough (more detailed)/ thumbnail/ model/experiment (to try it out, which is important for art in cause of its interactive state) Tools are build on "constraints", they affect the outcome idea, the working base is a representation (model) with limited functionality. ad constraints: thumbnail is constrained in size, a model has physical constraints. The limitations help to focus the idea. Patches: have the power to turn users into programmers, allow visual realtime interaction, allow levels of details. The contraints here are, that you cannot compile and deploy, and that the user-interface is constraint (i.e. you are limited) The experiments shows you, if it works in specific situations. SO (summarizing): 1) sketch (drawing of functionality: focussed on "what?") 2) rough ("how?") 3) patch (design of functinality) 4) experiment (specific set-up situation) 5) beta-testing (let someone else test your stuff)


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