I think going the phys comp route is way over the top for this. Sorry
folks, but doing IxD for physical computers teaches you how to do
phys comp and barely teaches you how to do IxD for phys comp. Most
physical interaction design can be done a lot more simply and easily
through the study of the following attributes of IxD that most
consumer electronics devices deal with:

1) embedded software systems. Start designing for text-based systems
instead of GUIs. Think 6 line screens with only limited resolution of
8x8 dots per character space. This is a huge challenge indeed. (i.e.
think designing for an old iPod)

2) button control types. due to the limitations imposed by
constraints such as ODMs (if ya don't know what that is find out),
size issues, and cost issues there are only a finite # of controls
that about 90% of the IxDs out there in the HW space will ever deal
with: jog dials, D-pads, etc. 

3) Then there are keyboard/keypad types and these have some variety
depending on device size, but even then the rules are quite well
understood given the limited scope within each form factor size.

Then after dealing in the real world for a bit, you can explore stuff
like Arduino and learn more about phys comp and explore sensing and
gestures and what not. 

I'm not poo pooing phys comp as an important tool, but I do think
there is a ton of stuff you need to learn from an IxD POV to be
practical now before you ever need to jump into the phys comp world. 

-- dave


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Posted from the new ixda.org
http://www.ixda.org/discuss?post=49472


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