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Fireflies Lamp – Objects and Memories – Final Project (Dario N)

Presentation Link:

https://www.dropbox.com/s/t2ac2prwip2iozi/Objects_%26_Memories_Final_Presentation_051018.pptx?dl=0

Concept and Goals:

Objects and Memories seeks to analyze and project the powerful relations between objects, humans and emotions, and how they connect to evoke memories, nostalgia and rituals, as influential axes for new experiences and associations. Design theorist Donald Norman highlights the importance of the “history of interaction”, the associations and values that people give to objects, and the memories that evoke, over appearance, aesthetics and utility/functionality through the concept of “Emotion rather than reason” (Norman 2005).

The theoretical framework is supported by the development of a lamp inspired by the magical tradition of catching fireflies in a jar, as a playful and gestural ritual that allows users to ‘naturally’ control, illuminate, dim and turn off the light (See image below). This object/experience[1] is also meant to change the bias of relating objects as purely sculptural artifacts, to become elements that fully engage the user, shifting schemes from “observer”, static and contemplative, to “active user” and experience.

[1] Object: Related to certain attributes such as materiality, physicality, form, functionality. Experience: Related to the attributes that are triggered by the human action.

Behavioral process of catching fireflies with the lamp

A really valid question was promptly asked at the beginning of the project by my fellow classmates and professors. What is this? Why are you doing this? An important decision taken at the initial phases was to identify the platform and the context in which the idea was to be located. When talking about “flying an LED” (Image): the technical challenge set as my goal, it is easy to imagine the response framed in a sort of installation in a museum, or in another similar context. This is a very interesting path with a lot of potential, no doubt, because these contexts allow the spatial exploration that can configure a completely immersive experience; I totally agree. One of my goals as an Industrial Designer is to change the established paradigms and premises of a purely sculptural profession focused on aesthetical decisions. In addition to create an object that can be accessible and affordable, potentially by millions of people, as I said on the introduction of this document, the ground of this project can be extrapolated to other contexts and audiences…as a unique experience in a museum, as a tool for learning and nature consciousness, as a visualization for a dystopian future where there is limited access to nature and memories. The spectrum for execution and context manifestation is, at the moment of presenting this document, an item open for re-interpretation.

From these principles, the project started with the analysis of the relationship between a potential audience (mostly children from 9 years on, to adults), artifact and experience. The balance of these three elements results in a well-designed object, where the user (observer or operator) represents the axis of the experience, and the ones who have the right answer and insights to be able to argue the decisions on the artifact -Human Centered Design-.

Precedents:

Multiple mood-boards that gave a first formal approach to what it was intended to be shaped as a final product. The original mason jars and the old oil lamps were taken as inspiration. All this was carried out along with an analysis of elements that intuitively transmitted the action of “catch” such as meshes, baseball catcher gloves, nets; these correspond to relevant archetypes to analyzed actions translated into forms (Figure 11). Interesting references such as Infinity Mirror Rooms by Artist Yayoy Kusama, a fascinating way of using mirrors and light to create an immersive experience of endless worlds, and the product “Dreamlights” by Fred and Friends, which showcase a similar experience of using light and movement (like a flying led), and a clever way to  hide the mechanisms and LEDs with frosted surfaces.

Mood-boards. Formal Inspiration

Infinity Mirror Rooms by Artist Yayoy Kusama and “Dreamlights” by Fred and Friends

Description of the Project (Process and Interaction):

‘Objects and Memories’ seeks to go beyond the ‘completed’. I’m not presenting a finalized lamp, not even a completed conceptual body; my intention is to keep the boundaries open for future iterations and explorations; this project was meant to be inconclusive…an excited segway to future possibilities.

The Design process model of the that was followed in the course of the project covered 5 phases, which were developed around 3 main axes: 1. The achievement of a design concept that supported the experience and the artifacts, 2. A technical exploration that was based on the premise of how to make an LED fly, and 3. A detailed development of the artifact, which required formal and material exploration, and the realization of 3 dimensions of parts that assembled the object. Each of these phases had several technical, conceptual and human-experience challenges. The intention of the project goes past an academic exercise, but it aims to explore new interventions and experiences, as well as engaging in exciting technical experiments.

It is important to clarify that “User Testing” is a recurrent process throughout this development. The 3 axes named in the previous paragraph were developed concurrently, due to time constraints. Likewise, each phase fed and responded to the others simultaneously, so that progress was made in all the axes.

Process + Prototypes:

Initially, in the research phase, the related boundaries to the experience of catching fireflies were analyzed by describing specific objectives, actions and consequences. The objectives in this phase were raised from the observation of children and adults catching fireflies supported in a ‘playful’ context, and the different ways in which they would catch fireflies. The other important objective was to understand how users would interact with an artifact that has no instructions. In summary, in the process of catching fireflies we can identify 3 different paths. It’s important to annotate that this experience is also cultural and depends in many other factors that go beyond the acting exercise itself. In other cultures, the archetypes used to catch the fireflies range from nets to baskets. All of these icons that are part of the vast objectual domain have repercussions in the effectiveness of the memories, which is highly visual. For this particular creative exercise, I centered the analysis and results by influenced from the western way of catching fireflies.

Behavioral User Tests

In this phase, 2D sketches were made and different formal languages were explored that responded to the references of the research phase (mood-boards + inspiration + archetypes). The final result is very similar to the mason jar, since this form invites the experience of catching and containing fireflies, has a base and neutral colors that do not burst with the light that the insects generate, additionally, the lid is simple use and generate direct communication with the product’s operating system. In the same way, 3D developments were created, which aimed to test scale, technical and functional exploration.

2D Sketches. Formal Exploration

The intention with the first prototype was to quickly visualize the idea and the concept, and to test the interest and reaction of the audience to the overall experience. The prototype is screen based, made from a 120 series of “modified” images where is possible to see the behavior and response of the hardware and experience with the inputs of the user.

First Prototype. Look and Feel. GIF

In this phase was necessary to take approach the project from a technical exploration of considering different ways that resemble the light emitted by a firefly in a mason jar.

Possible Technical Approaches

The first technology that was explored was with a matrix of LED’s, which consists in making a cloud of LEDs (soldering one by one) until achieving the desired effect. This matrix was discarded since it requires a lot of space for wiring and hardware (hard-points), besides it is complex to test-build in the desired final object.

Fiber optic was another technology tested to make the effect of fireflies flying in a jar. This was not a good direction since the intensity of the light was not enough and it also required a matrix of complex LEDs on the base of the object. Lasers, projectors and a mechanical system were other alternatives that were evaluated, but finally the LED’s strip get the desired effect with the variations of speed and tonality of the light. In this option there is an important challenge, since the programmable LEDs drains a lot of current, so a very large battery pack was required, and this must be assembled inside the artifact without breaking its form and optimal operation. Something important to consider is that I wanted to avoid the use of external wires since this may affect negatively the nature and freedom from the traditional activity.

Parallel to this process, the development in 3D plays a very important role to achieve tight scales, tolerances and dimensions that are close to reality and consider hard-points by the selected mechanisms.

3D Development. Working to package all the components

I also tested different effects corresponding to the different behavioral actions from the experience. Each effect entailed different levels of complexity: one Effect with one strip, then one effect with two strips, and finally multiple effects with multiple strips (Figure 17). Also, the alignment between the different sensors and the lights, the response and feedback, corresponded to an important technical challenge. Not to mention problems with the  accelerometer reliability, problems with the light sensor, RAM issue due to the control of multiples effects in numerous leds, canvas and brush allocation problems (RAM) from the LED library, were some of the multiple issues and challenges faced during the development process.

 

 

Code Logic Illustration

Construction Process:

Most of the 3D components I built them in a 3D software and then they were manufactured in CNC.

I used 2 clear acrylic tubes, one from the outside and one from the inside where I wrapped the LED strips. I sandblasted the outside tube to hide the internal components.

I shaped the lid from a wooden block in the lathe. The lid has some magnets to activate the reed switch and to close tightly the cap to the body.

Materials:

For the Electronics:

  • x1 Arduino Uno
  • x1 Breadboard
  • x1 ADXL 345 Accelerometer
  • x1 Reed Switch or Magnetic Switch
  • x3 Neopixels RGB strips
  • x3 330 kohm Resistors for the Strips
  • x1 1000 µF, 6.3V or higher Capacitor
  • x1 Battery Pack. 5V 2A
  • Jumper Wires

For the Jar:

  • Wood block of 2in x 6in x 6in for the lid
  • 2 clear cast acrylic tubes. One of 6″OD and one of 4″OD. for the exterior and to wrap the led strips
  • ABS. Most of the 3D components I sent them to be machined in CNC

Circuit Diagram:

 

Prototypes – DarioN (Week 12)

 

Goal:

In this phase of the project, various technical approaches were considering as methods to resemble the light emitted by a firefly in a jar.

The first explored technology was a matrix of LED’s – Charlieplex-, which consisted in making a cloud of LEDs (soldering one by one) until achieving the desired lighting effect. This matrix was discarded since it requires a lot of space for wiring and hardware (hard-points), besides it is complex to test-build in the desired final object.

Fiber optic was another technology tested to make the effect of fireflies flying in a jar. This was not a good direction since the intensity of the light was not enough and it also required a matrix of complex LEDs on the base of the object. This image shows an exploration using acrylic rods sandblasted on the tips, to work as a fiber optic. A series of LED transmit light from the bottom of the rod.

Lasers, projectors and a mechanical system were other alternatives that were evaluated, but finally the programmable LED’s strip get the desired effect with the variations of speed and tonality of the light. In this option there is an important challenge, since the programmable LEDs require a lot of current, so a very large battery pack is needed, and this must be assembled inside the artifact without breaking its form and optimal operation. One of the requirements is to avoid using cables and power supply connected to a wall, since this would drastically affect the experience.

List of Components:

  • x1 Arduino Uno
  • x1 Breadboard
  • x1 Adafruit Neopixel 144 RGB LED Strip
  • x1 330kohm Resistor
  • Jumper Wires

Assembly Process:

To create this prototype, I connected the Strip to the 5V of the Arduino and to the digital pin 6. Since I was planning to turn on 6 LEDs and not the whole strip, I was OK with the current provided by the computer (in this case). For the final product, I must consider the number of LEDs that are going to be on and the amount of current needed. If I would like to use all the LEDs in full white brightness, I would need around 9A to hold the whole strip. Each LED runs with around 60mA.

User Testing:

The objectives in this phase are raised from the observation of children and adults catching fireflies supported in a ‘playful’ context, and different ways in which they caught fireflies should be analyzed. The other important objective is to understand how users  interact with an artifact that has no instructions, is it intuitive to use? is it too complex? why?.

In summary, in the process of catching fireflies can be identified 3 different paths.

Using the hands: Although it takes many attempts, this is a common way to catch fireflies, since it is relatively easy to catch them. For the specific development of the project, this method of catching fireflies is not the most appropriate, since an external artifact (sensor) is required and together with this a complex system that affects the simple and intuitive nature of the experience.

Using a net: Like the previous one, this is a very common and simple way to catch fireflies. This method would consist of two systems (a net -to catch- and a container -to keep the fireflies-) complex both technically and objectively, since simultaneous work is required for the experience.

Using a container: In this method the net method is basically used as the previous one, where the fireflies are trapped directly with the container so as not to let them escape. This way of catching fireflies is what most resembles the product you want to finally reach; because it is an experience with the product as such (the product is experience). It is a way that finally does not add complexity to the final product because it has no external systems, and also intuitively communicates the objective of the product in its entirety. It is important to clarify that, like any product, instructions are required, which in this particular case, was developed in the form of a story book as a sub-artifact inspired by nostalgia and memory.

References:

https://github.com/technobly/NeoPixel-KnightRider

https://learn.adafruit.com/adafruit-neopixel-uberguide/the-magic-of-neopixels

 

 

First Prototype – DarioN (Week 11)

Prototype 1 (Look & Feel):

The intention with this prototype is to quickly visualize the idea and the concept, and to test the interest and reaction of the audience to this experience.

The prototype is screen based, made from a 120 series of “photoshoped” images where is possible to see the behavior and response of the hardware and experience with the inputs of the user.

Final Project Proposal – DarioN (Week 10)

Project Description: 

I’m designing a lamp that leverage on the magical tradition of catching fireflies in a jar, as a playful and intuitive ritual to illuminate, dim and turn off the light. This projects also get support in the technical challenge of “making an LED fly”. The main concept relies from evoking memories as a powerful tool to make the audience engage in the experience.

Concept Diagram (Experience):

Schedule:

Phase 1. Research. Week 11. April 2nd – April 8th

Domain Definition and Analysis. Concept Statement Proposal. Define Audience and Context. 2D Sketch of the relation of a user with the possible design solution. Show the experience step by step (User Scenario). Creation of Concept Mood-boards and Inspiration. Prototype 1 “Look and Feel”. GIF – screen based – . This prototype would help to visualize the idea, and to quickly test how interested the audience may be to this experience. Precedents Research. Research on different Technologies and Tools that could potentially support the development of the project.

Phase 2. Concept Generation. Week 12. April 9th – April 15th

Prototype 2 “Look and Feel – Role” and User Test. Prototype with an actual jar (or something similar) and test the experience. How ‘Natural’ is it? Is it too complex? Too many steps? Ideation. 2D Sketches on Experience and Form (Aesthetics Language and Appearance)Project Development Plan. Technical Approach. Determine Materials. Design Refinement. Generate 2D drawings of the different views and sections of the final physical design to facilitate the 3D modeling.   

Phase 3. Project Development. Week 13. April 16th – April 22nd

Prototype 3 “Implementation”. Technology Test 1. Test with different LEDs, arrangements and sensors… After reviewing Prototype 3, create the final technical and functional mockup. This will be a highly functional mockup. Consider Implementation. 3D CAD Model of the jar parts and mechanics housing. Send for 3D printing.

Phase 4. Construction. Week 14. April 23rd – April 29th

After receiving all the 3D components, the final product will be assembled and adjusted in the shop. Final User Tests.

Phase 5. Presentation Preparation. Week 15. April 30th – May 6

Create 3D renderings of final product for final presentation (6 images).Photograph and video record User experience.

Material List:

  • Arduino UNO
  • Breadboard
  • Jumper Wires
  • Controllable LED Strips. Or. LEDs connected in a matrix (Charlieplex)
  • Power Supply

This is my vision on the technical execution. Any recommendations?

Precedents:

Infinity Mirrors by Yayoi Kusama. An interesting way of using mirrors and light to create an immersive experience of endless worlds.

Dreamlights Lamp. 

Similar experience of using light and movement. Having the jar being frosted to hide the mechanisms and leds is a good strategy.

Stepper Motor + Water Level Sensor – Dario N (Week 8)

Goal of the Project:

With this project, I wanted to explore a new and rare sensor as a trigger/switch for a stepper motor. In this case, I used a ‘Water Level Sensor’ to tell the Motor when to turn on and off depending on how deep the sensor was into the water. I wanted to challenge myself into going to use new tools and hardware.

List of Components:

  • x1 Arduino Uno
  • x1 Breadboard
  • x1 Water Level Sensor
  • x1 Unipolar Stepper Motor
  • x1 Stepper Motor H Bridge
  • Jumper Wires

Assembly Process:

To create this project, first, I checked that the water level sensor was reading the analog data as soon as a submerge it into the water. I simply connected the jumper wires to the 5V, the ground and to the analog read. Then, I connected the stepper motor to H-Bridge and into the Arduino to pins 8-11.

How it works:

The Arduino is constantly reading the input data from the Water Level Sensor. 0 means that the sensor is out of the water; as soon as it gets submerged the data start bumping up to approximately 400. I used this value to tell the stepper motor when to turn on.  It is also possible to modify the direction of rotation depending on the range of values from the sensor. There are infinite possibilities! I imagine using this scheme in applications such as in boats, aquatic designs. I quite like the idea of using the water as a trigger. What if the sensor is a trigger to create a musical instrument were the water is the medium?

Problems:

I had some issues with the coding part. The water sensor was giving me values every second when It was by itself. But as soon I connected the motor, it started reading every turn which is not ideal. I couldn’t solve this issue with coding. I had to increase the speed of the motor, so the reading happened quicker.

Arduino Code (File):

https://www.dropbox.com/s/vlz4gihrfu8y3ro/Stepper_Dario.ino?dl=0

Circuit Diagrams:

Resources:

http://engyfun.blogspot.com/2015/02/here-is-source-code-for-our-28byj48.html

https://github.com/joycemolly/stepper-motor-and-h-bridge/blob/master/sketch_mar13a.ino

Sound + Light – Dario N (Week 6)

PART 1

Goal of the Project:

The intention with this project was to explore the infinite creative possibilities of playing with the relations between light and sound using a microcontroller. In this particular case, I wanted to explore new sensors such as BIG sound as input that triggers other process such as turning on and LED.

List of Components:

  • x1 Arduino Uno
  • x1 Breadboard
  • x1 Big sound module
  • x1 RED LED
  • x1 220 kohm Resistors
  • Jumper Wires

Assembly Process:

To create this project, first, the big sound module has to be connected to Arduino (We can use a Digital pin or Analog Pin. In this case, we used the digital pin 3, but we need to tell Arduino we are using it as DIGITAL input). Then we connect the LED to a digital pin 4 as an OUTPUT.

How it works:

To test the Big sound module, the 2 LEDs of the module will light up. In order to control the sensibility of the module, we need to move the built-in potentiometer in the module using a screwdriver. The idea is to turn it to the left to reduce resistance and add sensibility. As soon as the led turn off, that means the module is ready. Then we connect an LED to a pin and set it as OUTPUT. The result? The LED will respond to the high and low frequencies received from the sounds from the surroundings.

Problems:

Controlling the sensibility of the bid sound module represented a challenge. I wasn’t able to get an important sensibility value in order to control the LED. To test it, I had to create sounds with deep basses and had to be fairly loud. I also test the “small sound” module and the issue was even worst.

Arduino Code (File):

https://www.dropbox.com/s/rgi5s89rif0mg1b/DarioNarvaez_HW6.ino?dl=0

Circuit Diagrams:

References: 

https://create.arduino.cc/projecthub/iotboys/control-led-by-clap-using-arduino-and-sound-sensor-e31809

PART 2

I2C Protocol:

Or Inter-Integrated Circuit is a protocol that allows to connect multiple “slave” devices to a one “master” device. It’s the most used between electronic devices (microcontrollers, sensors…cellphones, cars…). The connection between a microcontroller (Arduino) with sensors and modules are good exaples of Master-Slave relation, where both can communicate to each other, but the communication is initiated only by the master.

Pros:

Only requires 2 wires that can support multiple devices for the communication (bus connection) up to 127 devices.

Simple to use, reliable and inexpensive.

Cons:

Short distance communication with a single device

Hardware is more complex than other protocols

Resource:

http://www.robot-electronics.co.uk/i2c-tutorial

https://www.youtube.com/watch?v=qeJN_80CiMU

Distance Sensor + Photo-resistor – Dario N (Week 5)

Goal of the Project:

The intention with this project was to explore the capabilities of sensors connected to an Arduino, and how with the transformed data it is possible to create statements (conditionals) to achieve different purposes. In this particular case, the proposal was to create conditionals by mapping the values of a distance sensor and a photoresistor in order to light up or turn off and Led.

Conditions:

  1. If the environment is bright, the LED won’t light up.
  2. If the environment is dark but the distance is far away, the LED won’t light up.
  3. If the environment is dark and the distance is close, the LED will light up.

List of Components:

  • x1 Arduino Uno
  • x1 Breadboard
  • x1 Distance Sensor
  • x1 Photoresistor
  • x1 RED LED
  • x1 220 kohm Resistors (for the LED)
  • x1 10 kohm Resistors (for the photosensor)
  • Jumper Wires

Assembly Process:

A good practice to create this circuit consists to connect each sensor (one by one) and check if the microcontroller is reading the data and is doing it correctly. First, the LED is connected, positive side to pin 11, and negative to a 10kohm resistor and ground. The Distance Sensor Trig and Echo are connected to pins 13 and 12 respectably.  The photoresistor is connected to the Analog Pin A0.

How it works:

The Arduino program is constantly reading 3 conditions: If it’s bright (more than 30 for the photoresistor sensorValue), then the LED is off (LOW). if (sensorValue > 30), then: digitalWrite(led,LOW). If it’s dark and the distance to the sensor is more than 10cms, then the LED is off (LOW). if (distance > 10 && sensorValue < 30), then digitalWrite(led,LOW). Finally, if it’s dark and the distance to the sensor is less than 10cms, then turn on the led (HIGH). if (distance < 10 && sensorValue < 30), then, digitalWrite(led,HIGH).

Problems:

The main issue doing this exercise was trying to understand the Photoresistor I had available. The one that I have it’s from Elegoo and it has 3 connections instead of 2. In this case, it’s a bit more convenience when I want to connect the different wires to the breadboard and to the Arduino. I just had to check the “info-sheet” of the product.

Arduino Code (File):

https://www.dropbox.com/s/wb1e1fnj43sxcen/DarioNarvaez_HW_5.ino?dl=0

Circuit Diagrams:

Alternative Photo-Resistor Connection:

 

Combination Lock – Dario N (Week 4)

Goal of the Project:

The intention with this project was to learn about the capabilities of Arduino and how this platform connects to analog mediums. In this particular case, the proposal was to unlock a green LED by pressing 4 buttons with a programmed sequence. If the sequence is not pressed in the correct order, the red LED will turn on or the system is still locked.

List of Components:

  • x1 Arduino Uno
  • x1 Breadboard
  • x4 Pushbuttons
  • x6 220 kohm Resistors
  • x1 RED LED
  • x1 GREEN LED

Assembly Process:

The circuit is made of from 4 Buttons and 2 LEDs. All the components are connected in series with 220kohm resistors (in the case of the buttons, they help the charge to drain away when the button is released, for the LED, they help to limit the current flow to a safe level to the LED). Each button (INPUT) component is connected to the digital pins, and the LED (output).

How it works:

The Arduino program is constantly reading if a button is pressed and it’s telling it the sequence is correct or not. if it’s correct (true) and the previous button pressed is correct (true), then the green LED will light up; if not, until the buttonlenght (number of presses-4) is true, then the Red will turn on.

Problems:

This program is based on a program I found on internet (https://www.youtube.com/watch?v=7HeT4wvgz7w). The challenge consisted in getting to understand the code (I’m fairly new at coding), and to modify it to be more understandable and to function with the required components we had in the brief.

Circuit Diagrams:

Arduino Code (File):

https://www.dropbox.com/s/28b1s6tkrl9ltfu/Combination_Lock.ino?dl=0