Team members: Iccha, Ruhie, Evette
In this project, my role centered around ideation and conceptualization, where I contributed to the development of ideas. I also played a significant role in working on the physical elements and implementing visuals, which were subsequently integrated with the projector. Given the collaborative nature of the project, all team members, including myself, shared the workload equally. We fostered a cooperative environment, consistently offering assistance to one another throughout the project.
DEFINITION: I would define a tangible interface as a user interface that is physical and can be touched or manipulated by users. It doesn’t rely on graphical elements displayed on screens that users interact with using input devices, tangible interfaces involve physical objects or materials that users can directly manipulate to interact with digital systems.
GOAL: The objective of the warm-up project is to explore and devise an innovative approach to a tangible music player. Drawing inspiration from both contemporary and historical modes of music consumption, the aim is to conceptualize a novel and tangible idea. The warm-up project serves as a preliminary exploration into employing physical objects to facilitate interactions that extend beyond conventional screen-based interfaces. This initiative seeks to transcend traditional boundaries by leveraging tangible elements to enhance the user experience and redefine the paradigm of music player interfaces.
A mental model of interaction is the internalized understanding users develop about how a system or interface works. It's their simplified cognitive representation based on past experiences, guiding their expectations and interactions. Good design aligns users' mental models with the actual system behavior for a more intuitive and satisfying user experience.
Why is it helpful to be aware of a user’s pre-existing mental model of interaction? Especially when designing novel forms of interaction?
Vinyl Turntable Mental Model DIagram
This is an Affordance because it affords the user to move the button up or down to increase or decrease the Volume.
This is a Constraint because it is a simple action which limits the user from doing more than just Playing or Pausing the music. It is a restriction based on the design and function of the system.
This is a Signifier because it communicates the function of the button. It is a share button, and it is an indicator that also communicated the presence of the affordances and constraints. It would cause an action( the songs would be shared)