2025 on Tumblr: Trends That Defined the Year
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@lumiblocks-blog
This is a really cool 'hack' to the rubik's cube for blind people. The simplicity in design solution is commendable, and is a great example when prototyping LumiBlocks
This interactive floor game uses sensors connected to a projector that screens the game on a mat. Technically, the method for this project will greatly assist the direction of LumiBlocks.
This toy, designed with disabled children in mind, creates immersion through play. This is important especially if my target market for Lumiblocks is disabled children. Knowing the current market needs for disabled play and learning with help define my scope and product.
Uses child's actions through play to give response. This is a well tested product that is well-loved among parents. Although it is not too similar to my project, it is an effective toy that teaches through response (which is the main idea of my project).
Peek-a-Blocks Sensory: Sound Sensations Blocks:
http://www.amazon.com/Peek-a-Blocks-Sensory-Sound-Sensations-Blocks/dp/B0007RXJR2
Using sensory integration therapy to stimulate and challenge all the senses of autistic children.
There is great potential for LumiBlocks to help disabled children, thus incorporating sensory engagement and response theories.
Week 9 Feedback: Thickice
medical assistance app, assistance before professional help
current market, problem differentiating
strong database. using experienced apps to find innovation. uses same standard system of navigate (similar to other med apps). primary colours. using google api's.
Feedback given:
combine hospital geolocationing with app
Differentiating by combining best of each app into one is a good strategy, however the app market is extremely competitive. Stronger branding and defining a new feature for the app is my advice.
Week 9 Feedback: Gestural Helpdesk
From 3DUI, gestural input to 'useful' hygiene solution
professional poster, triptych layout, modern colour scheme
Feedback given:
wizard of oz tests, informally test with students
challenge designs and ITERATE. Dont jump to first possible solution.
As I was formally a member of this project, I have a bit of feedback. Firstly the theory is poor, as well as the innovation and purpose for this project.
Their main research basis fo this project is "using air mouses in lectures", hygiene concerns in shopping centres, and Xbox360 Kinect. Firstly, most of the research conducted (located in 3dui.tumblr.com blog) suggests that the only hygiene concerns that exist in shopping centres is in fresh fruit markets, and this concern is mostly held by an older demographic. Secondly the main demographic for gamers (teens to 40yr olds) are increasing shopping online. Thus the Kinect market is not the primary users of a shopping kiosk. Primary users are experiential shoppers, whom are typically of an older demographic.
A target market was not mentioned, which if defined could focus the purpose of the project a lot better.
Week 9 Feedback: Soundscape
AR application with sound. Confines interaction space to around the user. Using tangible cubes to interact meaningfully.
Large UI development, opportunities for socia media/sharing
Clear design, easy to navigate poster
Feedback given:
Moving from personal space to mobile interaction
potential for disabled users
This group had excellent group collaboration. The only 'weakness' I could extract from the poster presentation was the target audience. Once a real purpose for the project is defined, and user demands understood, this could focus the design a bit more.
Week 9 Feedback: Spooknet
mobile app that combines story and place. Geolocations discover more, allow for greater immersion in this gothic genre. Theory based around ARG's/ people interacting within the physical world.
Comparable technically to 'zombie run' and closest to youtube 'marvel? holmes'
The poster itself had a clean, triptych layout. Aesthetically pleasing white on black with strong visual aids. Professional appeal.
Used ARG theory, not a game/ real life as a medium.
App design kept simple.
Specific target market, allowing for greater design purpose/analysis
Feedback given included:
changing graphical aesthetics
making a design concept fluent across all platforms
film an interaction, verbal scenario confusing
I don't have much feedback for this group rather than the branding aspect. As it is essentially a 'game', advertising and attracting its target market is more difficult as it is such a saturated market. The branding elements will need to be more specific and visually fluent/stronger, in order to draw in their target market.
ARG's are difficult as immersion is difficult concept to capture in the real world environment (as there are so many distractions). The 'game' will have to be incredibly innovative and immersive in order to keep players interested. Using the real world as a platform includes lots of opportunities, but twice as many constraints to find solutions for.
This is to date the closest product I can find, comparable to my project. The closed circuit response is key however LumiBlocks adds complexity with matching for example, a 2D animal with a 3D animal. The child is then given a lighting response, opposed to sound.
There are many concerns I have considered. Such as:
'Is a 'lighting' response best in all environments?' For example in bright rooms, will a young child be able to notice the appropriate feedback? Should a vibration response be implemented? Will the child treat this as a negative experience? Lighting responses aid deaf children but what about blind children? Should I narrow LumiBlocks target market to young, deaf children?
'Is there a safety concern with electronics and children?' I would not dare test open circuits on a toddler as drool + affinity to put things in mouths = disaster. Will my potential product be dangerous to young children. Solutions to solve this? Melissa & Doug toys have electronic components and are safe so this is probably me being paranoid.
A Conceptual Framework for Mixed Reality Environments: Designing Novel Learning Activities for Young Children
Investigates user experiences and understanding mixed realities in differing physical and digital forms. Explores novel learning/activity spaces and environments for children.
Children were able to manipulate physical artefacts (coloured blocks) to create digital results.
This research is further advanced, but still relevant to the LumiBlocks project. The study uses older demographics, yet the complex concepts are similar. LumiBlocks aims to create an experimental learning environment where toddler/young children are able to explore and differentiate 2D to 3D shapes with positive response.
Rogers, Y., Scaife, M., Gabrielli, S., Smith, H., & Harris, E. A conceptual framework for mixed reality environments: designing novel learning activities for young children. University of Sussex Interactive Lab COGS. Brighton, UK.
Designing Tangibles for Children: What Designers Need to Know
Discusses importance of tangible systems to support cognitive development in children. Four types of cognitive development which can focus the design of tangible systems. This paper discusses adaptive, body-based interaction, which supports exploration. It encourage's building on children's existing repertoire of physically-based actions.
This is relevant to LumiBlocks, and its future development, as it gives the design more meaning. The design can assist with a child's understandings of abstract concepts through clever tangible design. This can also be further applied to help complex learning in young, disabled children.
Antle, A.N. (2007). Designing tangibles for children: what designers need to know. Simon Fraser University School of Interactive Arts and Technology. Surrey, B.C Canada.
Article delves in electronic textiles and something I've never heard of before; PCB's (iron-on circuit). This can be a possibility for LumiBlocks future materials - attaching computational (safe) elements to fabrics. Thus the materials used for the the blocks have opportunity to be plush materials, making them safer for children.
Related research:
Buechley, L., Elumeze, N., Dodson, C., & Eisenberg, M. (2005). Quilt snaps: a fabric based computational construction kit. IEEE International Workshop on Wireless and Mobile Technologies in Education. University of Colarado, Boulder CO, USA.
Talks about ways children can use a fabric based construction kit. LumiBlocks future development could not only be used for deaf children, but touch technology for blind children, using this technology. Children can construct their own manipulatives of fabric technology and learn from responsive feedback. For example fabrics for the blind can incorporate braille and sound/ vibration responses. This technologie for the deaf can incorporate learned responses with light and vibrations.
Original interface idea from Week 3
Original Project Plan Summary
Executive summary
LumiBlocks, is a multimedia project designed to help toddlers in a key developmental stage, work with colours and shapes, with the added complexity of lighting and origami. Toddler’s brains are like a sponge, able to absorb increasingly mass amounts of information in this critical learning period. (Hintz, 1999). This project aims to join the market for toddlers by provide a modern and complex learning and play device.
The use of origami associations with the corresponding picture of the animal challenges the infants’ ability to perceive similarity between pictures, whilst distinguishing 2D from 3D entities. (Ganea, Allen, Butler, Carey & DeLoache, 2009). When the toddler matches the origami shape with the pictured animal block, they will be rewarded with the base lighting up. This creates a positive and rewarding system for experimenting and learning, whilst adhering to the added complexity toddlers are capable of creatively exploring. (Aaron-Barrada, 2003).
Purpose/ Background
Early childhood development is quintessential for individuals’ future social welfare and order. (Ball, 1994). This age bracket of toddlers is gaining increasing attention, particularly by the Australian Government. This is proven by the recent budget increases in the Australian curriculum and reforms. (Department of Education Employment and Workplace Relations, 2012). Teachers of all young children, including parents, are encouraged to teach more advanced concepts to their children at a stage of high cognitive development.
Modern toys marketed for toddlers experiment with the concept of play and basic principles of child development. The market is increasingly exposed to play objects testing the boundaries of toddler classrooms as more research in this demographic is undertaken. (Guyton, 2011).
Amante (2007) describes objectives important for consideration in ICT learning as:
Encourages exploration
Interactive
Easy to use
Positive feedback
SMART Objectives:
Specific: LumiBlocks aims to fulfil a market gap in toddler learning and developmental play.
Measurable: A well researched and development prototype will be completed by week 13.
Achievable: This document plan in addition to added project management programs will ensure foreseen risks are resolved and team members have a structured Gannt chart to follow.
Relevant: LumiBlocks utilises complex learning objectives for a market demographic requiring interactive influence.
Timely: The prototype must be completed and polished prior to submission in week 13.
Assessment revised
After talks with Jen, I have decided not to drop the unit. This makes me happy as I feel I have a lot of ideas and solutions to contribute this semester.
My final assessment piece has been modified to a pseudo honours proposal. Jen has given me a lot of help to succeed in this goal, by introducing me to the famous Peta Wyeth. This gives me more confidence in my final proposal as I have quite the encouraging and strong support network to complete it to the best of my ability.