Designing for the Internet of Things

(Nandana) #1

  1. LEarninG and tHinkinG witH tHinGs (^) | 127
    If we look a bit further out:
    • Sites such as Sparkfun, Parallax, or Seeed offer hundreds of dif-
    ferent kinds of sensors (RFID, magnetic, thermal, and so on) and
    associated hardware with which hobbyists and businesses can tin-
    ker. Crowdfunding sites such as Kickstarter have turned many of
    these hobbyist projects into commercial products.
    • Smartphones have a dozen or more different sensors (GPS, accel-
    erometer, and so on) built in to them, making them a lot more
    “aware” than most personal computers (and ready for the imagina-
    tive entrepreneur). And while most of us are focused on the apps
    we can build on top of these now-ubiquitous smartphone sensors,
    folks like Chris Harrison, a researcher at Disney Research Labs,
    have crafted a way to recognize the differences between various
    kinds of touch—fingertip, knuckle, nail, and pad—using acoustics
    and touch sensitivity; the existing sensors can be exploited to create
    new forms of interaction.
    • Indeed, places such as Disney Research Labs in Pittsburgh or the
    MIT Media Lab are hotspots for these tangible computing proj-
    ects. Imagine turning a plant into a touch surface, or a surface
    that can sense different grips. Look further out, and projects like
    ZeroN show an object floating in midair, seemingly defying grav-
    ity; when moved, information is recorded and you can play back
    these movements!
    • How about a robotic glove covered with sensors and micro-ultra-
    sound machines? Med Sensation is inventing just such a device
    that would allow the wearer to assess all kinds of vital information
    not detectable through normal human touch.
    There is no shortage of exciting technologies primed to be the next big
    thing!
    We live in a time full of opportunity for imaginative individuals. In
    our lifetime, we will witness the emergence of more and varied forms
    of human-computer interaction than ever before. And, if history is any
    indication (there’s generally a 20 -year incubation period from inven-
    tion in a laboratory to commercial product), these changes will happen
    inside of the next few decades.

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