Tangible Interaction Design

Pankaj Sinha
Sep 9, 2018 · 7 min read

Project brief:-Bridging the gap of communication between students of different disciplines in college by creating interactive spaces and experiences that spark a sense of togetherness and collaborative learning.

1. Background

In India, Education is virtually the practice that provides school or college experiences to children. It is the process during which all children, regardless of their abilities and needs, participate into the same learning environment. But due to Communication barriers in the classroom and colleges between students themselves and between student and faculties, it makes difficult for students to get the most out of their education.

2. Problem Identification

Effective communication between students of different disciplines in colleges are lacking due to fear of public image , hesitation and shyness. Sometimes the students have difficulty to communicate as they do not want to look creepy while approaching someone. Juniors in college fear to interact with senior because of fear of ragging in some cases while seniors doesn’t interact as they doesn’t have any common ground to share with juniors. Hencein such scenario we cannot imagine a positive learning experience environment where ideas could be collaborated and exchanged. Our Design College scenario seems to be struggling with the same issue, not only between students but with teachers too.

Personality differences and peer pressure add to the mix, making some classroom interactions feel awkward or forced. Some of the other possible reasons behind the failure of communication between teachers and students and between students and students are “Unknown Expectations” which means neither the teacher or the student pushes the communication or expresses their expectations, both parties may stay silent. Then comes “Problems with Comprehending” which means Often, students have unaddressed learning or speech difficulties and struggle to communicate in classroom settings. Sometimes, they have trouble comprehending lessons and organizing their thoughts. Because of hesi- tation, students often shut down, isolating themselves out of fear or embarrassment. Communication barriers might also be created from “Personality differences” between the two.

3. Project Objective

The objectives of the present project are:

1. To analyze the Interaction barrier existing in our college between interdisciplinary Department students.

2. To propose a solution which would break the interaction barrier and would develop a positive Learning environment.

3. To install a working prototype model within the campus premises which would help students to interact, learn from each other and exchange ideas and experiences.

4. Scenario Construction

After Desk Research and questionnaire survey within the design campus, we tried to create the existing scenario. The scenario construction before innovation shows the interdisciplinary students and faculty thoughts which are causes to build communication cage.

Before scenario storyboard

After installation, we imagine a scenario where Students and Faculties from different departments would come together in a platform which would provide them initial setup to break the communication cage .

After scenario storyboard

5. Brainstroming

Group discussion

6. Concept Generation

After Brain stroming, we came up with the concept of live installment of a game which would capture everyone’s attention and engage students and faculties of di erent departments. This game installment within the college premises would become the foundation of all future interaction. The participants would share some memory and experience by being the part of the game. Other positive aspect would be constant knowledge sharing and knowing other person’s perspective while playing.

Our only constant was the usage of the raspberry pi module and internet connected sensors to enable this feat.

Strategies used in the game:

1. It’s a game of 3 participants. same time 1 participant can also play with given five segment of questions.
2. Participants select a category and value of question to answer.
3. Once a clue is displayed, participants must press the buzzer if they know the answer.
4. A correct answer yeilds, the selected value of score, while a incorrect answer yeilds negative marking. 5. The participants with the highest score wins.

7. Hardware Specification

Tactile Switch,Tablet, Raspberry Pi, Andriod Phone, Monitor

8. Ideation

Block Diagram
Pin Diagram

9. Functionality

The setup consists of four components namely the normally open tactile push button switches, the screen, an android phone app housing the speech recognition and the raspberry pi itself. The buttons.py script holds the button control logic. The main.py script controls the main logic of the game. On selecting a question from the main screen the clue is displayed and the buttons are enabled allowing contestants to buzz in. Input for the answer is taken from the android phone and the response is saved to the pi from a flask script which takes the answer from url argument. The response is saved to a text file and when a contestants time is over his answer is checked from another text file con- taining the answers. The score is updated based on whether the answer is correct. Once all questions are answered the game is over and the winner is congratulated in a final screen.

10. Model Making process

There is four component in 3D Model

1. Backdrop
2. Roof tracklight fixture 3. Floor
4. Contestant kiosk

Following material and product has been used in component:-

1. Backdrop consist of HDMI Monitor, Raspberrypi 3B, Light indicator for correct answer

2. Roof track fixture is extended half of the floor, which will give support to track- light over the stage.

3. Floor is place of lighting activity as well as maintaining standard distance from the contestant and the audience. There is a sitting arrangmemnt from both the side of the centre step floor.

4. Contestant Kisok , there is a three kiosk for the participant and each kiosk having buzzer button at top.

Mock up design 1:10 scale
Mock up design 1:10 scale

11. Costing

Model Scale:- 1:10

Floor size:- 18x18 inch/ backdrop size:- 18 L x 12 W inch, monitor size:-9 Lx 4 W inch Backdrop material:- Cardboard, Color Tape, Paper :-112/-
Backdrop Componet:- monitor, Raspberrypi, Light:- 6020/-
Roof Track fixture:-Long Toothpick stick, color spray:- 80/-

Roof component:- 4 focus light:-60/-
Floor Material:- Plyboard with edge corner, 4 Sitting arrangement color paper, metal stud:-344/- Contestant kiosk material:- cardboard, color tape, stickers, Buzzer button, wire:-80/-
Adhesive material:- feviquick, fevicol, DST, Foam DST, Tape:-120/-
Total cost:- 816/-
Monitor & rapberrypi:- 6000/-
Total cost:- 6816/-

12. Actual cost:- Actual Size

Backdrop material:- plyborad:- 2400/- 8x4 feet 2 piece / Size of the backdrop:- 90 L x 46 W inch Finishing:- 1000/- making of fixture for screen

Projector:- 8000/-

Total:-17400/- approx

Spraypaint:- 400/- fixture coloring White Hardware material:-100/-

Raspberry pi:- 4000/- Light Indicator:- 1500/-

Roof Tracklight fixture:- Alumunium extended fixture :-1500/ approx 4 Tracklight :- 2000 x4:- 8000/-

Total:-9500/-
Step Floor Material:- Plyboard:1200 X 6:- 7200/- :- 6 piece Size 12x12 feet

Finishing & Spray paint:-2500/-

Total:- 9700/-
Contestant kiosk material:- Acrylic:- 3500/- kiosk size:- 84inch x 16 inch:- 3 pieces

Total:- 8000/-

Bending, finishing & making charges:-2000/-

Display Screen for kiosk:-12 L x 8 W inch Acrylic:- 500/-
Finishing charges:- 200/-
Buzzer & Wire:- 1800/-

Transportation & loading Charges:- 1500/- Adhesive material:- fevicol, Nail, others:- 500/-

Total cost of actual installation will be approx 48000/-

12. Testing

Testing Process include the follwing steps:

1. Monitor inteface design

2. Code in Python

3. Connections on bread baord

4. Monitor interface log in and game level selection by tablet

5. Button buzzer allowing participants to buzzz in.

6. Responding to question by phone speech recognition

7. Response saved to the pi from a flask script which takes the answer from url argument.

8. Response answer cross checked by text file containg answers. 9. The score is updated based on whether the answer is correct.

10. Once all questions are answered the game is over and the winner is congratulat- ed in a final screen.

Student participation
Submitting answer through android phone
Selecting question category through iPad
Faculty & student participation

13. Conclusion

The installment of a live game session using Raspberry pi, button sensors, monitor , tablet and speech recognition phone tool was succesfully able to grab everyone’s attention and was able to engage students and faculties of di erent departments. This game installment within the college premises was able to become the foundation of all future interaction, hence acting an ice break- er.

The limitation of the project was that the installment couldn’t be done in an actual dimensions and was done in 1:10 ratio. The participant involvement for the current model was limited to maximum number of 3, which could be increased when made in actual dimensions. Smart foot sensors could be used instead of Contestant kiosk.

It was very interesting project and thanks to our group mates Soven parker, Namrata sinha & Viraj Duvedi.

Pankaj Sinha

Written by

Doodler. Dreamer. Designer

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