Physical Computing’s Greatest Hits (and misses)
Tigoe’s Physical Computing’s explores common trends on themes found in physical computing along with their pros and cons. Ranging from implementing toys as touch sensors to using our voice to complete a task, the author emphasizes the versatility we have when it comes to designing our projects. This is particularly interesting because it reminds us how endless our creativity can go as we take mundane, everyday tools and make them into something so much greater. I find this to be particularly applicable in our case because as we make the transition from software based development to hardware, a new creativity block can be formed. In other words, working with physical materials takes an entirely new level of creativity and out of the box thinking as we turn our ideas into reality. The formal introduction of these themes or common trends not only gives us an idea for how we can implement these kind of tools, but also a starting platform of ideas for us to further develop.
Making Interactive Art: Set the Stage, Then Shut Up and Listen
In this article the author starts off by establishing the common, ineffective scenario in which an artist has to walk their audience through every stage of the their creation in order for them to follow what is happening. He highlights this as one of the most important issues to be addressed because of how it heavily hinders the experience of interactive media and art. Tigoe also states that similar to traditional art, viewers deserve the chance to interpret the art on their own and strike up conversations in regards to what it means to them. I find this advice to be extremely helpful because it reminds me of the piece we read early in the semester that said interactive media should think, listen, and speak on its own. In combining these two pieces we can clearly see what makes a strong interactive piece of art and going forward I will use these standards to assess my own work for creativity, originality, and usefulness.