EVENT BY MICHAEL SMITH-WELCH,
DESCRIPTION, EXPECTATIONS, & SCHEDULE •
IDEA LIBRARY, RESOURCES, & DISCUSSION NOTES
Using open-source software and hardware, workshop participants learn the fundamentals of interaction design and the role of play in learning. Participants design and prototype digital and analog toys that younger children can play and learn from. The workshop introduces:
-electronics for inventors;
-principles of computer programming;
-physical and tangible computing;
-basic engineering, and;
-interactive art and design,
along with thinking about human development and how children learn through play.
The workshop will include short discussions about the state of the art, introductions to a variety of design and prototyping tools, significant time for individual and group hands-on design and construction, and project critique.
You should treat this workshop like a serious, intensive college-level design seminar.
This is serious stuff. Serious fun too. That being said, laughter is an important
part of learning, so long as it is not at the expense of others.
Here are some general expectations for the week. Everyone will:
- support each other;
- share their ideas;
- experiment with all the tools introduced, and;
- create at least one thing for another person to play with.
Here are some specific expectations for the end of the week. Everyone will:
- gain a basic knowledge of electronic circuits;
- gain some experience soldering some electronics;
- understand the importance or reverse engineering;
- sculpt, shape and work in 3-D forms with a variety of materials;
- explore computer programming, including programming a micro controller.
Day 1 - August 12
9:00 - 9:30 :::::: Welcome. What's this all about?
9:30 - 9:45 :::::: Pre-survey survey thing.
9:45 - 10:45 :::: Basic electronics. Let's make some electronica!
10:45 - 11:00 :: What is a toy? What is a good toy? What good are toys?
11:00 - 11:15 :: Break.
11:15 - 11:30 :: Computer as material. Computer as toy.
11:30 - 12:15 :: Sketching with Design Blocks.
12:15 - 1:00 :::: Lunch. Yum.
1:00 - 1:15 :::::: Low floors, high ceilings, wide walls: Intro to Scratch.
1:15 - 2:00 :::::: Building a minimalist video game.
2:00 - 3:15 :::::: Building a maximalist video game controller.
3:15 - 3:30 :::::: Game jam!
3:30 - 3:45 :::::: Tidying up and a TED talk.
3:45 - 4:00 :::::: Intro to critique process and overnight assignment.
Day 2 - August 13
9:15 - 9:20 :::::: Getting settled, getting laptops.
9:20 - 9:30 :::::: Discussion about documentation.
9:30 - 10:15 :::: Game and controller development with MaKey MaKey.
10:45 - 11:15 :: Game jam!
11:15 - 11:30 :: Break.
11:30 - 11:45 :: Intro to Human-Computer Interaction with Michael Gubbels.
11:45 - 12:30 :: The Arduino community. Turning the MaKey MaKey into Arduino.
12:30 - 1:00 :: Lunch. Yum.
1:00 - 1:15 :::::: Breadboarding 101. Building a basic motor circuit.
1:15 - 2:15 :::::: Design/Build. Kinetic sculptures.
2:15 - 2:30 :::::: Critique.
2:30 - 3:00 :::::: Final project development. Discussion. Brainstorming.
Day 3 - August 14
8:30 - 9:45 :::::: Working on Kinetic Sculptures
9:45 - 10:30 :::::: Let there be light. Intro to LED's and Arduino.
10:30 - 10:45 :::: Break.
10:45 - 11:00 :::::: The Sandbox.
11:00 - 12:00 :::::: Project brainstorming.
12:00 - 12:30 :::::: Lunch. Outside.
12:30 - 3:00 ::::::Project development. Check-in with Michael & Michael.
Day 4 - August 15
8:45 - 9:00 ::::::: Overview of the day. Re-mapping MaKey MaKey.
9:00 - 12:30 ::::: Finalizing projects.
12:30 - 1:00 ::::::: Working lunch.
1:00 - 2:00 :::::: Clean up. Exhibition set-up.
2:00 - 3:00 :::::: Final project exhibition.