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Online code sharing for
ActionScript and physical computing
Incentives for web designers and developers




Shigeru Kobayashi
Sketching in Hardware 4: INCENTIVES, July 17-19, 2009, London
Introduction
• Roland Corp. (1993∼2004)
  – Sound design
  – Software engineering
• IAMAS (2004∼)
  – Physical computing
  – Interaction design
Introduction: Gainer
   GAINER
Physical Computing with Gainer
GainerBook Labo + Kurukuru Lab (2007 and 2008)
GAINER: Tutorial
GAINER: Cookbook
GAINER: Works
Introduction: Make Magazine (in Japanese)
Make: Technology on Your Time Volume 04-07
O’Reilly Japan (2008-2009)
Motivation (as an engineer)
• ‘Sketching in hardware’ was not so easy as
  software: Difficult to implement new ideas
  in the late stages of development.
• Difficult to evaluate ‘new’ ideas using past
  (old) experiences.
• Lack of common language between
  designers and engineers.
Motivation (at IAMAS)
• Concept driven development is not easy for
  average students who do not have
  concrete ideas.
• ‘Build to think’ method sounds good, but
  substantial skills are required.
• Difficult to teach programming for
  micro-controllers in C or assembly
  (easy to get frustrated).
Background: Gainer
A toolkit consisting of
open-source hardware and software.
• Gainer I/O module
  – PSoC + FT232RL
• Software libraries
  – ActionScript 2/3
  – Processing
  – Max/MSP
Gainer I/O modules
Efforts in the classroom at IAMAS
                 Sketching    Prototyping
       Toolkit   Gainer       Gainer or Arduino
   Connection    Wired        Wired or stand-alone
 Programming     PC only      PC and/or microcontroller
      Material   Cardboard    Wood
                 Styrofoam    3D printing (ABS)
       Wiring    Breadboard   Soldering
Motivations to Funnel
Found problems
• An I/O module doesn’t cover all user needs,
  changing between toolkits is expensive
• For beginners, it is still difficult to handle
  real-world inputs
• Wired connection narrows ideas
  during the ‘sketching in hardware’ stage
Funnel?




     Bill Buxton: Sketching User Experiences (2007)
What is Funnel?
• A toolkit for interconnecting toolkits
• Covering sketching to prototyping
• Intended to be a common language between
  designers/artists and engineers
What is Funnel?
The Funnel development team
• Shigeru Kobayashi (IAMAS)
• Takanori Endo (IAMAS)
• Ichitaro Masuda (Metaphor Inc.)
Interconnections via Funnel
Interconnections via Funnel
Supported hardware
•   Gainer I/O
•   Arduino (via Firmata v2.1)
•   XBee (IEEE 802.15.4/ZigBee)
•   FIO
Interconnections via Funnel
Supported languages
• Processing
• ActionScript 3
• Ruby
What’s new since the last year?
•   Contributors
•   FIO
•   Firmata v2.1 compatible
•   I2 C device classes
•   Physical UI classes
•   Collaboration with ‘wonderfl’
Contributors
• Jeff Hoefs
  – AS3 (I 2 C device classes)
  – A lot of helpful suggestions
• Kazuyoshi Kato
  – Ruby (Gainer)
• Kazushi Mukaiyama
  – AS3 (I2 C device classes)
FIO v1.3
FIO v1.3

           -   +
FIO v1.3
FIO v1.3 vs Funnel IO Remixed
Funnel IO Remixed
Firmata v2.1 compatible
Proposed suggestions to Firmata v2.1
•   I2C REQUEST
•   I2C REPLY
•   I2C CONFIG
•   SAMPLING INTERVAL
I2 C device classes
•   BlinkM/MaxM
•   Accelerometer (LIS302DL and LIS3LV02DQ)
•   Colour sensor (ADJD-S371-QR999)
•   Digital compass (HMC6343 and HMC6352)
•   Wii Nunchuck
I2 C device class example

                    List 1 A simple example to use a BlinkM

package {
    import funnel.i2c.BlinkM;

   public class ArduinoI2CBlinkM extends Sprite {
       private var aio:Arduino;
       private var blinkM:BlinkM;

       public function ArduinoI2CBlinkM() {
           var config:Configuration = Arduino.FIRMATA;
           config.enablePowerPins();

           aio = new Arduino(config);
           blinkM = new BlinkM(aio);

           blinkM.goToRGBColorNow([0, 0, 0]);
       }
Physical UI classes
•   Button
•   LED
•   RGBLED
•   Accelerometer
•   Potentiometer
•   Servo
Physical UI class example

                List 2 A simple example to use a button and a LED

package {
    import funnel.ui.*;

   public class GainerTest extends Sprite {

       public function GainerTest() {
           var gio:Gainer = new Gainer();

           gio.button.addEventListener(ButtonEvent.PRESS, function(e:Event):void {
               gio.led.on();
           });

           gio.button.addEventListener(ButtonEvent.RELEASE, function(e:Event):void
               gio.led.off();
           });
       }
Physical UI class example
Button events to simplify events in time domain
•   PRESS
•   RELEASE
•   LONG PRESS
•   SUSTAINED PRESS
Collaboration with ‘wonderfl’
What is wonderfl?
http://wonderfl.net
• A web service developed by KAYAC Inc.
• Build flash online with a web browser
  – Creating from scratch
  – Fork from an existing code
• Since December 2008, > 9,000 registered
  users and > 28,000 working examples for AS3
Example 1: create from scratch
Example 1: create from scratch
Example 1: create from scratch
Example 1: create from scratch
Example 2: fork from an exisiting code
Example 2: fork from an exisiting code
Example 2: fork from an exisiting code
Example 2: fork from an exisiting code
What is physical × wonderfl?
http://physical.wonderfl.net
• A collaboration between IAMAS and KAYAC
• Adding physical computing extensions to
  wonderfl
  – Substantial chages to the Funnel library
  – Image up-loader for diagrams
  – Embed movies to illustrate possibilities
  – GUI for non-hardware mode
• Unveiled on July 18th, 2009 (i.e. today)
Demo: physical × wonderfl
• Write code online
• Test without hardware
• Test with hardware
What users can do
•   Write
•   Get feedback
•   Share
•   Raise questions
What potential users can do
• Try without hardware
• Feel the possibilities of physical computing
• Learn by using working examples
Questions
• How can we bridge gaps between guided
  studies and real prototypes?
• What incentive to engineers can we provide?
• How to design social environments for UGD*1 ?




   *1   User Generated Devices
Project Members
• wonderfl dev team
  – Kazuhiro Hashimoto
  – Masakazu Ohtsuka
• IAMAS wxp project
  – Shigeru Kobayashi, Masami Hirabayashi,
    Masahiko Furukata, Nobuya Suzuki
  – Hoonida Kim (kim-hoonida), Takahiro Miyake,
    Kazuomi Eshima, Yuma Ohfusa, Leo Kikuchi,
    Jungun Kim, Kanna Komaki, Kaori Takemoto,
    Egon Bak, Daichi Misawa
Online code sharing for
ActionScript and physical computing
Incentives for web designers and developers




Shigeru Kobayashi
Sketching in Hardware 4: INCENTIVES, July 17-19, 2009, London

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Sketching In Hardware 4

  • 1. Online code sharing for ActionScript and physical computing Incentives for web designers and developers Shigeru Kobayashi Sketching in Hardware 4: INCENTIVES, July 17-19, 2009, London
  • 2. Introduction • Roland Corp. (1993∼2004) – Sound design – Software engineering • IAMAS (2004∼) – Physical computing – Interaction design
  • 3. Introduction: Gainer GAINER Physical Computing with Gainer GainerBook Labo + Kurukuru Lab (2007 and 2008)
  • 7. Introduction: Make Magazine (in Japanese) Make: Technology on Your Time Volume 04-07 O’Reilly Japan (2008-2009)
  • 8. Motivation (as an engineer) • ‘Sketching in hardware’ was not so easy as software: Difficult to implement new ideas in the late stages of development. • Difficult to evaluate ‘new’ ideas using past (old) experiences. • Lack of common language between designers and engineers.
  • 9. Motivation (at IAMAS) • Concept driven development is not easy for average students who do not have concrete ideas. • ‘Build to think’ method sounds good, but substantial skills are required. • Difficult to teach programming for micro-controllers in C or assembly (easy to get frustrated).
  • 10. Background: Gainer A toolkit consisting of open-source hardware and software. • Gainer I/O module – PSoC + FT232RL • Software libraries – ActionScript 2/3 – Processing – Max/MSP
  • 12. Efforts in the classroom at IAMAS Sketching Prototyping Toolkit Gainer Gainer or Arduino Connection Wired Wired or stand-alone Programming PC only PC and/or microcontroller Material Cardboard Wood Styrofoam 3D printing (ABS) Wiring Breadboard Soldering
  • 13. Motivations to Funnel Found problems • An I/O module doesn’t cover all user needs, changing between toolkits is expensive • For beginners, it is still difficult to handle real-world inputs • Wired connection narrows ideas during the ‘sketching in hardware’ stage
  • 14. Funnel? Bill Buxton: Sketching User Experiences (2007)
  • 15. What is Funnel? • A toolkit for interconnecting toolkits • Covering sketching to prototyping • Intended to be a common language between designers/artists and engineers
  • 16. What is Funnel? The Funnel development team • Shigeru Kobayashi (IAMAS) • Takanori Endo (IAMAS) • Ichitaro Masuda (Metaphor Inc.)
  • 18. Interconnections via Funnel Supported hardware • Gainer I/O • Arduino (via Firmata v2.1) • XBee (IEEE 802.15.4/ZigBee) • FIO
  • 19. Interconnections via Funnel Supported languages • Processing • ActionScript 3 • Ruby
  • 20. What’s new since the last year? • Contributors • FIO • Firmata v2.1 compatible • I2 C device classes • Physical UI classes • Collaboration with ‘wonderfl’
  • 21. Contributors • Jeff Hoefs – AS3 (I 2 C device classes) – A lot of helpful suggestions • Kazuyoshi Kato – Ruby (Gainer) • Kazushi Mukaiyama – AS3 (I2 C device classes)
  • 23. FIO v1.3 - +
  • 25. FIO v1.3 vs Funnel IO Remixed
  • 27. Firmata v2.1 compatible Proposed suggestions to Firmata v2.1 • I2C REQUEST • I2C REPLY • I2C CONFIG • SAMPLING INTERVAL
  • 28. I2 C device classes • BlinkM/MaxM • Accelerometer (LIS302DL and LIS3LV02DQ) • Colour sensor (ADJD-S371-QR999) • Digital compass (HMC6343 and HMC6352) • Wii Nunchuck
  • 29. I2 C device class example List 1 A simple example to use a BlinkM package { import funnel.i2c.BlinkM; public class ArduinoI2CBlinkM extends Sprite { private var aio:Arduino; private var blinkM:BlinkM; public function ArduinoI2CBlinkM() { var config:Configuration = Arduino.FIRMATA; config.enablePowerPins(); aio = new Arduino(config); blinkM = new BlinkM(aio); blinkM.goToRGBColorNow([0, 0, 0]); }
  • 30. Physical UI classes • Button • LED • RGBLED • Accelerometer • Potentiometer • Servo
  • 31. Physical UI class example List 2 A simple example to use a button and a LED package { import funnel.ui.*; public class GainerTest extends Sprite { public function GainerTest() { var gio:Gainer = new Gainer(); gio.button.addEventListener(ButtonEvent.PRESS, function(e:Event):void { gio.led.on(); }); gio.button.addEventListener(ButtonEvent.RELEASE, function(e:Event):void gio.led.off(); }); }
  • 32. Physical UI class example Button events to simplify events in time domain • PRESS • RELEASE • LONG PRESS • SUSTAINED PRESS
  • 34. What is wonderfl? http://wonderfl.net • A web service developed by KAYAC Inc. • Build flash online with a web browser – Creating from scratch – Fork from an existing code • Since December 2008, > 9,000 registered users and > 28,000 working examples for AS3
  • 35. Example 1: create from scratch
  • 36. Example 1: create from scratch
  • 37. Example 1: create from scratch
  • 38. Example 1: create from scratch
  • 39. Example 2: fork from an exisiting code
  • 40. Example 2: fork from an exisiting code
  • 41. Example 2: fork from an exisiting code
  • 42. Example 2: fork from an exisiting code
  • 43. What is physical × wonderfl? http://physical.wonderfl.net • A collaboration between IAMAS and KAYAC • Adding physical computing extensions to wonderfl – Substantial chages to the Funnel library – Image up-loader for diagrams – Embed movies to illustrate possibilities – GUI for non-hardware mode • Unveiled on July 18th, 2009 (i.e. today)
  • 44. Demo: physical × wonderfl • Write code online • Test without hardware • Test with hardware
  • 45. What users can do • Write • Get feedback • Share • Raise questions
  • 46. What potential users can do • Try without hardware • Feel the possibilities of physical computing • Learn by using working examples
  • 47. Questions • How can we bridge gaps between guided studies and real prototypes? • What incentive to engineers can we provide? • How to design social environments for UGD*1 ? *1 User Generated Devices
  • 48. Project Members • wonderfl dev team – Kazuhiro Hashimoto – Masakazu Ohtsuka • IAMAS wxp project – Shigeru Kobayashi, Masami Hirabayashi, Masahiko Furukata, Nobuya Suzuki – Hoonida Kim (kim-hoonida), Takahiro Miyake, Kazuomi Eshima, Yuma Ohfusa, Leo Kikuchi, Jungun Kim, Kanna Komaki, Kaori Takemoto, Egon Bak, Daichi Misawa
  • 49. Online code sharing for ActionScript and physical computing Incentives for web designers and developers Shigeru Kobayashi Sketching in Hardware 4: INCENTIVES, July 17-19, 2009, London