— nate rudolph

Prototype 1:

Each controller board has 12 indentations with that correspond to removable squares. These squares contain a conductive strip on the base that bridges the gap between connections in the board’s slots. This allows each of the slots to have three different states: completely off (square piece removed), X axis connected, or Y axis connected.

Attaching magnets to the bottom of the pieces could also aid DJs who might be placing them on the fly or in a dark room.

Last semester I built an Arduino based sound machine off a principle similar to this:


Prototype 2:

For my thesis I’ve been doing various experiments with homemade polymers. This particular recipe is entirely conductive:

With simple wire leads, or perhaps a small radio module, the object could send variables to the computer to determine speed or switch clips on/off. Each of the smaller globs represents a beat or sound in the sequence. Their size is registered by the amount of resistance, and that information is sent to the computer.

Alternatively, the entire module could be handheld to reference a smaller set of controls. Perhaps one instrument that could be changed with a toggle in the other hand.

Each of the individual fingers could be registered by encasing buttons in an insulating polymer. The elasticity of the entire glob would make for an interface that would be largely unpredictable and slowly breakdown over time, but also entirely simple to rebuild and repurpose.

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My take on the amazing LED Throwie project from the Graffiti Research Lab.

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It’s been a long understood principle that children who learn languages early will have better retention than those who start learning in later years. As we prepare children for their futures it makes sense to expose them to multiple languages, but what about programming languages? Learning Java or CSS can just as easily help in getting a job as Spanish or French. The teaching paradigms would need to be restructured to fit these new types of languages. Instead of this:

What if a classroom could work together and compile a Processing sketch like this?

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I’ve now stitched everything together and added one LED which blinks to my heart rate, via the Pulse Sensor.
Next is to add some interesting speaker tones and more LEDs mapped to increasing or decreasing heart rates. And maybe some arms for the little guy.

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“Metacognition, on this account, will often be a process that is partly in the world and partly in the head. If agents plan by making To Do lists or by using a day planner or working with a computer based planning program, we cannot understand the nature of planning without looking to the way planning is constrained by those external resources. The process of planning is as much driven by the requirements of the tools as it is by the human planner behind the curtain pulling the levers. This means that designing metacognitive tools in the right way may be as important as getting students to use them. Design a homework tracker sensitively and it will fit right into the activity of students, helping them to allocate time and locate references more effectively. It becomes another element in the many sided activity of doing homework.”
-Cognition, Education, and Communication Technology

The goal of Knuckledown is to be a tool that helps to calmly keep someone focused on the task at hand. Users are encouraged to break down one specific task, like writing a paper, into the various tasks that are inferred from the traditional one line on a To-Do list.

Influenced by Csíkszentmihályi’s psychological concept of ‘flow,’ the application can assist users in achieving a state of total immersion in a task by presenting only the current hurdle. This can also help to prevent the intimidation factor that can occur when looking at a comprehensive To-Do list and not knowing where to even start.

It does not seek to be a typical productivity application with cross-device syncing, distant time alerts, or hierarchal layouts. Rather, Knuckledown is concerned with individual events in which someone desires to remain focused and efficient.

The upshot of this is that good designs are cognitively efficient to the degree that they help users go about their tasks. They help them review where they are in their tasks, and decide what to do next because they display the task relevant features in a more cognitively efficient manner. They should reduce error, increase speed, improve tolerance to interruption, and facilitate monitoring, evaluating and deciding.
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Last week in Nano Biotech we looked at different water based samples under microscopes. I brought in some water from the 12th floor lab but wasn’t able to see anything out of the ordinary. (Not that I would really be able to identify it if there was…)

I also choose some of the “Green Machine” juice by Naked. I’ve always thought it looked pretty disgusting, so I was interested to see what it looked like up close. Turns out it looks pretty gross up close too, tastes delicious though!


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