Obiettivi formativi
DESIGN FOR PHYSICAL COMPUTING
LAB. OF SMART OBJECTS (9CFU – 72 ore)
SMART OBJECTS (6CFU – 48ore - IINF-05/A)
DESIGN FOR PHYSICAL COMPUTING (3CFU – 24ore - CEAR-08/D)
Concorro all’insegnamento integrato LAB. of SMART OBJECTS i due mpduli SMART OBJECTS (6 CFU in IINF-05/A) dedicato alla introduzione dei principi base della progettazione degli oggetti intelligenti e DESIGN FOR PHYSICAL COMPUTING (3CFU in CEAR-08/D) dedicato alla applicazione sperimentale utilizzando una piattaforma open-sorse di programmazione di sensori e attuatori.
L’insegmento mira a fornire metodologie pratiche ed esperienze per la progettazione di prodotti che funzionano come oggetti intelligenti che utilizzano le tecnologie informatiche aggiornate in campo di physical computing toccando i tre principali aspetti principali della progettazione di oggetti intelligenti: il Software, introduzione ai concetti fondamentali della programmazione; l’Hardware, introduzione a esempi di base di embedded computing utilizzando la piattaforma open-source dedicate; il Comportamento, introduzione alla progettazione di interazioni intelligenti che utilizzano il paradigma "Sense-Think-Act" dell'Intelligenza Artificiale. Gli studenti svilupperanno uno scenario d’uso di uno smart object utilizzando una piattaforma open-sorse di programmazione.
In riferimento ai Descrittori di Dublino sono obiettivi specifici dell’insegnamento sviluppare:
- Conoscenza e Capacità di Comprensione delle tecnologie digitali per un corretto sviluppo morfologico e di usabilità dei prodotti e dei servizi.
- Capacità dii Applicare Conoscenza e Comprensione per la coerenza tra innovazione e contesti tecnologici
- Autonomia di Giudizio rispetto alle scelte progettuali e delle sue ripercussioni economiche, sociali, ambientali, etiche
- Abilità nella Comunicazione attraverso l’elaborazione dei dati e corredi illustrativi fisici (modelli e prototipi) e virtuali (elaborati digitali).
- Capacità Di Apprendere l'auto-formazione permanente rispetto alle tecniche di rappresentazione e prototipazione.
Per il raggiungimento dei risultati di apprendimento attesi, le attività didattiche sono organizzate in: lezioni frontali, seminari ed esercitazioni pratiche.
L'apprendimento è valutato attraverso verifiche intermedie e prova finale nella forma di prova pratica e/o prova scritto/orale.
SMART OBJECTS
LAB. OF SMART OBJECTS (9CFU – 72 ore)
SMART OBJECTS (6CFU – 48ore - IINF-05/A)
DESIGN FOR PHYSICAL COMPUTING (3CFU – 24ore - CEAR-08/D)
Concorro all’insegnamento integrato LAB. of SMART OBJECTS i due mpduli SMART OBJECTS (6 CFU in IINF-05/A) dedicato alla introduzione dei principi base della progettazione degli oggetti intelligenti e DESIGN FOR PHYSICAL COMPUTING (3CFU in CEAR-08/D) dedicato alla applicazione sperimentale utilizzando una piattaforma open-sorse di programmazione di sensori e attuatori.
L’insegmento mira a fornire metodologie pratiche ed esperienze per la progettazione di prodotti che funzionano come oggetti intelligenti che utilizzano le tecnologie informatiche aggiornate in campo di physical computing toccando i tre principali aspetti principali della progettazione di oggetti intelligenti: il Software, introduzione ai concetti fondamentali della programmazione; l’Hardware, introduzione a esempi di base di embedded computing utilizzando la piattaforma open-source dedicate; il Comportamento, introduzione alla progettazione di interazioni intelligenti che utilizzano il paradigma "Sense-Think-Act" dell'Intelligenza Artificiale. Gli studenti svilupperanno uno scenario d’uso di uno smart object utilizzando una piattaforma open-sorse di programmazione.
In riferimento ai Descrittori di Dublino sono obiettivi specifici dell’insegnamento sviluppare:
- Conoscenza e Capacità di Comprensione delle tecnologie digitali per un corretto sviluppo morfologico e di usabilità dei prodotti e dei servizi.
- Capacità dii Applicare Conoscenza e Comprensione per la coerenza tra innovazione e contesti tecnologici
- Autonomia di Giudizio rispetto alle scelte progettuali e delle sue ripercussioni economiche, sociali, ambientali, etiche
- Abilità nella Comunicazione attraverso l’elaborazione dei dati e corredi illustrativi fisici (modelli e prototipi) e virtuali (elaborati digitali).
- Capacità Di Apprendere l'auto-formazione permanente rispetto alle tecniche di rappresentazione e prototipazione.
Per il raggiungimento dei risultati di apprendimento attesi, le attività didattiche sono organizzate in: lezioni frontali, seminari ed esercitazioni pratiche.
L'apprendimento è valutato attraverso verifiche intermedie e prova finale nella forma di prova pratica e/o prova scritto/orale.
DESIGN FOR PHYSICAL COMPUTING
Al termine del corso, lo studente sara in grado di:
Conoscenza e capacita di comprensione
- Comprendere i principi fondamentali della progettazione di oggetti intelligenti e dei sistemi di physical computing.
- Conoscere le tecnologie digitali e le piattaforme open-source per la programmazione di sensori e attuatori.
- Comprendere il paradigma Sense–Think–Act e la sua applicazione nella progettazione di interazioni intelligenti.
Capacita di applicare conoscenza e comprensione
- Progettare e realizzare semplici prototipi di smart objects integrando componenti hardware e software.
- Applicare metodologie di design thinking e sviluppo iterativo per la creazione di prodotti interattivi.
- Utilizzare strumenti digitali e ambienti di sviluppo open-source per la prototipazione fisica e virtuale.
Autonomia di giudizio
- Valutare le scelte progettuali in relazione agli aspetti tecnici, estetici, funzionali ed etici.
- Riflettere criticamente sulle implicazioni economiche, sociali e ambientali dell innovazione tecnologica.
- Sviluppare un approccio autonomo e responsabile nella definizione di soluzioni progettuali.
Abilita comunicative
- Presentare e documentare progetti attraverso materiali fisici (modelli, prototipi) e digitali (simulazioni, presentazioni, video).
- Lavorare efficacemente in gruppo, comunicando idee e soluzioni in modo chiaro e collaborativo.
- Utilizzare il linguaggio tecnico appropriato per descrivere processi e risultati progettuali.
Capacita di apprendimento
- Sviluppare competenze di autoapprendimento per aggiornarsi su strumenti, linguaggi e tecnologie emergenti.
- Integrare conoscenze provenienti da discipline diverse (informatica, design, ingegneria) per affrontare problemi complessi.
- Coltivare una mentalita progettuale orientata alla sperimentazione e all innovazione continua.
SMART OBJECTS
Al termine del corso, lo studente sara in grado di:
Conoscenza e capacita di comprensione
- Comprendere i principi fondamentali della progettazione di oggetti intelligenti e dei sistemi di physical computing.
- Conoscere le tecnologie digitali e le piattaforme open-source per la programmazione di sensori e attuatori.
- Comprendere il paradigma Sense–Think–Act e la sua applicazione nella progettazione di interazioni intelligenti.
Capacita di applicare conoscenza e comprensione
- Progettare e realizzare semplici prototipi di smart objects integrando componenti hardware e software.
- Applicare metodologie di design thinking e sviluppo iterativo per la creazione di prodotti interattivi.
- Utilizzare strumenti digitali e ambienti di sviluppo open-source per la prototipazione fisica e virtuale.
Autonomia di giudizio
- Valutare le scelte progettuali in relazione agli aspetti tecnici, estetici, funzionali ed etici.
- Riflettere criticamente sulle implicazioni economiche, sociali e ambientali dell innovazione tecnologica.
- Sviluppare un approccio autonomo e responsabile nella definizione di soluzioni progettuali.
Abilita comunicative
- Presentare e documentare progetti attraverso materiali fisici (modelli, prototipi) e digitali (simulazioni, presentazioni, video).
- Lavorare efficacemente in gruppo, comunicando idee e soluzioni in modo chiaro e collaborativo.
- Utilizzare il linguaggio tecnico appropriato per descrivere processi e risultati progettuali.
Capacita di apprendimento
- Sviluppare competenze di autoapprendimento per aggiornarsi su strumenti, linguaggi e tecnologie emergenti.
- Integrare conoscenze provenienti da discipline diverse (informatica, design, ingegneria) per affrontare problemi complessi.
- Coltivare una mentalita progettuale orientata alla sperimentazione e all innovazione continua.
Programma
DESIGN FOR PHYSICAL COMPUTING
Modulo: DESIGN FOR PHYSICAL COMPUTING
This course introduces the basics of smart objects, i.e., objects able to interact with an external environment and with other objects. The aim of the course is to provide students with the background needed to develop a product prototype featuring interaction capabilities.
The material of the course is organized in two axis: (a) the first axis that contributes towards the development of the theoretical and technical background necessary to a prototype of a smart object featuring interaction capabilities and (b) the second axis that focuses on the application of the theory and techniques studied for the realization of three smart objects, i.e., objects able to interact with an external environment.
The topics covered in the first axis include the notion of smart object, principles of object-environment interaction, and some basics on programming, with emphasis on command execution. The axis looks into the prototyping platform Arduino, and covers aspects of elementary circuit design and Arduino programming. Students will learn how to make a product prototype able to interact with the external environment, through a simple circuit controlled by Arduino. Topics covered include: Smart Objects: Overview, Interaction Design, Storytelling, Personas, Storyboard and Costumer Journey, Tiles IoT Toolkit, Prototyping, Tangible Interfaces, The Sense-Think-Act Interaction Paradigm, Overview of the Arduino Structure, Basics on Visual Programming (XOD), Sensors and Actuators, Interfacing with Sensors and Actuators, Elementary Circuit Assembly, Arduino Projects.
Regarding the second axis, for each different assignment students are organized in groups of three and take over the design, development and evaluation of a smart object. The development of the smart object will be based on the Arduino platform. Each project will be demonstrated at the end of a three weeks period. Each group needs to hand in the final prototype, a poster (printed) demonstrating the design choices, and a video presentation of 60 seconds. The evaluation of the projects will be based on the Design Aspects (analysis, prototypes, aesthetics), the Research & Experimentation carried out during the development and the Interaction, Technology & Integration.
Modulo: SMART OBJECTS
This course introduces the basics of smart objects, i.e., objects able to interact with an external environment and with other objects. The aim of the course is to provide students with the background needed to develop a product prototype featuring interaction capabilities.
The material of the course is organized in two axis: (a) the first axis that contributes towards the development of the theoretical and technical background necessary to a prototype of a smart object featuring interaction capabilities and (b) the second axis that focuses on the application of the theory and techniques studied for the realization of three smart objects, i.e., objects able to interact with an external environment.
The topics covered in the first axis include the notion of smart object, principles of object-environment interaction, and some basics on programming, with emphasis on command execution. The axis looks into the prototyping platform Arduino, and covers aspects of elementary circuit design and Arduino programming. Students will learn how to make a product prototype able to interact with the external environment, through a simple circuit controlled by Arduino. Topics covered include: Smart Objects: Overview, Interaction Design, Storytelling, Personas, Storyboard and Costumer Journey, Tiles IoT Toolkit, Prototyping, Tangible Interfaces, The Sense-Think-Act Interaction Paradigm, Overview of the Arduino Structure, Basics on Visual Programming (XOD), Sensors and Actuators, Interfacing with Sensors and Actuators, Elementary Circuit Assembly, Arduino Projects.
Regarding the second axis, for each different assignment students are organized in groups of three and take over the design, development and evaluation of a smart object. The development of the smart object will be based on the Arduino platform. Each project will be demonstrated at the end of a three weeks period. Each group needs to hand in the final prototype, a poster (printed) demonstrating the design choices, and a video presentation of 60 seconds. The evaluation of the projects will be based on the Design Aspects (analysis, prototypes, aesthetics), the Research & Experimentation carried out during the development and the Interaction, Technology & Integration.
Modulo: DESIGN FOR PHYSICAL COMPUTING
N/D
Modulo: SMART OBJECTS
N/D
SMART OBJECTS
Modulo: DESIGN FOR PHYSICAL COMPUTING
This course introduces the basics of smart objects, i.e., objects able to interact with an external environment and with other objects. The aim of the course is to provide students with the background needed to develop a product prototype featuring interaction capabilities.
The material of the course is organized in two axis: (a) the first axis that contributes towards the development of the theoretical and technical background necessary to a prototype of a smart object featuring interaction capabilities and (b) the second axis that focuses on the application of the theory and techniques studied for the realization of three smart objects, i.e., objects able to interact with an external environment.
The topics covered in the first axis include the notion of smart object, principles of object-environment interaction, and some basics on programming, with emphasis on command execution. The axis looks into the prototyping platform Arduino, and covers aspects of elementary circuit design and Arduino programming. Students will learn how to make a product prototype able to interact with the external environment, through a simple circuit controlled by Arduino. Topics covered include: Smart Objects: Overview, Interaction Design, Storytelling, Personas, Storyboard and Costumer Journey, Tiles IoT Toolkit, Prototyping, Tangible Interfaces, The Sense-Think-Act Interaction Paradigm, Overview of the Arduino Structure, Basics on Visual Programming (XOD), Sensors and Actuators, Interfacing with Sensors and Actuators, Elementary Circuit Assembly, Arduino Projects.
Regarding the second axis, for each different assignment students are organized in groups of three and take over the design, development and evaluation of a smart object. The development of the smart object will be based on the Arduino platform. Each project will be demonstrated at the end of a three weeks period. Each group needs to hand in the final prototype, a poster (printed) demonstrating the design choices, and a video presentation of 60 seconds. The evaluation of the projects will be based on the Design Aspects (analysis, prototypes, aesthetics), the Research & Experimentation carried out during the development and the Interaction, Technology & Integration.
Modulo: SMART OBJECTS
This course introduces the basics of smart objects, i.e., objects able to interact with an external environment and with other objects. The aim of the course is to provide students with the background needed to develop a product prototype featuring interaction capabilities.
The material of the course is organized in two axis: (a) the first axis that contributes towards the development of the theoretical and technical background necessary to a prototype of a smart object featuring interaction capabilities and (b) the second axis that focuses on the application of the theory and techniques studied for the realization of three smart objects, i.e., objects able to interact with an external environment.
The topics covered in the first axis include the notion of smart object, principles of object-environment interaction, and some basics on programming, with emphasis on command execution. The axis looks into the prototyping platform Arduino, and covers aspects of elementary circuit design and Arduino programming. Students will learn how to make a product prototype able to interact with the external environment, through a simple circuit controlled by Arduino. Topics covered include: Smart Objects: Overview, Interaction Design, Storytelling, Personas, Storyboard and Costumer Journey, Tiles IoT Toolkit, Prototyping, Tangible Interfaces, The Sense-Think-Act Interaction Paradigm, Overview of the Arduino Structure, Basics on Visual Programming (XOD), Sensors and Actuators, Interfacing with Sensors and Actuators, Elementary Circuit Assembly, Arduino Projects.
Regarding the second axis, for each different assignment students are organized in groups of three and take over the design, development and evaluation of a smart object. The development of the smart object will be based on the Arduino platform. Each project will be demonstrated at the end of a three weeks period. Each group needs to hand in the final prototype, a poster (printed) demonstrating the design choices, and a video presentation of 60 seconds. The evaluation of the projects will be based on the Design Aspects (analysis, prototypes, aesthetics), the Research & Experimentation carried out during the development and the Interaction, Technology & Integration.
Modulo: DESIGN FOR PHYSICAL COMPUTING
N/D
Modulo: SMART OBJECTS
N/D
Modalità d'esame
DESIGN FOR PHYSICAL COMPUTING
Knowledge assessment is structured as follows:
- Assessments during the course, through 3 practical rojects, aimed at evaluating the progressive acquisition of theoretical and operational skills;
- A final project, based on one of the use-case prototypes presented (or equivalent ideas), with a working prototype supported by technical documentation and a polished presentation;
- Oral presentation and discussion of the project, including a live demo of the prototype, justification of design choices, and description of iterative experimentation;
- A concise written report, describing objectives, architecture, hardware and software components, results obtained, encountered challenges, and possible future extensions.
Evaluation criteria include:
- application and integration of theoretical and practical knowledge;
- the quality and functionality of the realized prototype;
- originality and coherence of the scenario relative to the course goals;
- clarity of exposition in the written report and oral presentation;
- ability for self-assessment and responsiveness to critical questions during the discussion.
SMART OBJECTS
Knowledge assessment is structured as follows:
- Assessments during the course, through 3 practical rojects, aimed at evaluating the progressive acquisition of theoretical and operational skills;
- A final project, based on one of the use-case prototypes presented (or equivalent ideas), with a working prototype supported by technical documentation and a polished presentation;
- Oral presentation and discussion of the project, including a live demo of the prototype, justification of design choices, and description of iterative experimentation;
- A concise written report, describing objectives, architecture, hardware and software components, results obtained, encountered challenges, and possible future extensions.
Evaluation criteria include:
- application and integration of theoretical and practical knowledge;
- the quality and functionality of the realized prototype;
- originality and coherence of the scenario relative to the course goals;
- clarity of exposition in the written report and oral presentation;
- ability for self-assessment and responsiveness to critical questions during the discussion.
Testi di riferimento
DESIGN FOR PHYSICAL COMPUTING
Modulo: DESIGN FOR PHYSICAL COMPUTING
Gaver, B., Dunne, T., & Pacenti, E. (1999). Design: cultural probes. interactions, 6(1), 21-29.
Johnson, J., & Henderson, A. (2002). Conceptual models: begin by designing what to design. interactions, 9(1), 25-32.
Löwgren, J. (2006). Articulating the use qualities of digital designs. Aesthetic computing, 383-403.
Bakker, S., Antle, A.N. & van den Hoven, E. Embodied metaphors in tangible interaction design. Pers Ubiquit Comput 16, 433–449 (2012). https://doi.org/10.1007/s00779-011-0410-4
Scott Fitzgerald and Michael Shiloh: THE ARDUINO PROJECTS BOOK. Published September 2012 by Arduino LLC.
Modulo: SMART OBJECTS
Gaver, B., Dunne, T., & Pacenti, E. (1999). Design: cultural probes. interactions, 6(1), 21-29.
Johnson, J., & Henderson, A. (2002). Conceptual models: begin by designing what to design. interactions, 9(1), 25-32.
Löwgren, J. (2006). Articulating the use qualities of digital designs. Aesthetic computing, 383-403.
Bakker, S., Antle, A.N. & van den Hoven, E. Embodied metaphors in tangible interaction design. Pers Ubiquit Comput 16, 433–449 (2012). https://doi.org/10.1007/s00779-011-0410-4
Scott Fitzgerald and Michael Shiloh: THE ARDUINO PROJECTS BOOK. Published September 2012 by Arduino LLC.
Modulo: DESIGN FOR PHYSICAL COMPUTING
N/D
Modulo: SMART OBJECTS
N/D
SMART OBJECTS
Modulo: DESIGN FOR PHYSICAL COMPUTING
Gaver, B., Dunne, T., & Pacenti, E. (1999). Design: cultural probes. interactions, 6(1), 21-29.
Johnson, J., & Henderson, A. (2002). Conceptual models: begin by designing what to design. interactions, 9(1), 25-32.
Löwgren, J. (2006). Articulating the use qualities of digital designs. Aesthetic computing, 383-403.
Bakker, S., Antle, A.N. & van den Hoven, E. Embodied metaphors in tangible interaction design. Pers Ubiquit Comput 16, 433–449 (2012). https://doi.org/10.1007/s00779-011-0410-4
Scott Fitzgerald and Michael Shiloh: THE ARDUINO PROJECTS BOOK. Published September 2012 by Arduino LLC.
Modulo: SMART OBJECTS
Gaver, B., Dunne, T., & Pacenti, E. (1999). Design: cultural probes. interactions, 6(1), 21-29.
Johnson, J., & Henderson, A. (2002). Conceptual models: begin by designing what to design. interactions, 9(1), 25-32.
Löwgren, J. (2006). Articulating the use qualities of digital designs. Aesthetic computing, 383-403.
Bakker, S., Antle, A.N. & van den Hoven, E. Embodied metaphors in tangible interaction design. Pers Ubiquit Comput 16, 433–449 (2012). https://doi.org/10.1007/s00779-011-0410-4
Scott Fitzgerald and Michael Shiloh: THE ARDUINO PROJECTS BOOK. Published September 2012 by Arduino LLC.
Modulo: DESIGN FOR PHYSICAL COMPUTING
N/D
Modulo: SMART OBJECTS
N/D
Codice insegnamento 10621809