Sketching in Hardware 3

a summit on the design and use of physical computing toolkits

The conference is over. Watch this space for documentation of what happened.

July 25-27, 2008
Rhode Island School of Design
Providence, Rhode Island

Sketching in hardware is the process through which we understand the capabilities of emerging hardware technologies pocket option .

As digital technology moved into everyday consumer products, the economics of mass production and marketing moved products from open systems that enabled experimentation to closed systems that emphasized ease of production over the ease of consumption. This technology creation culture emphasized scale, a deep understanding of basic electronics and the development of monolithic products designed for use largely in isolation from one another.

However, that may now be changing. Miniaturization, power-reduction and knowledge embedding enable smart components that abstract much of the low-level engineering complexity, while keeping the capabilities of the technology accessible and affordable to people outside of heavy industry. This has re-created the possibility of vernacular technology that can be built from smart parts. People who would otherwise be unable to directly engage with digital technology tools can now augment, manipulate, experiment, build, explore. In other words, sketch pocketoption.

This years' theme is INTERCONNECTIONS. As we recognize the value, and changing place, of information processing technology beyond laptops and mobile phones, and as we create technologies to connect people, investigate the world, and express ideas, what do we need from our prototyping tools? What do we want? Where do the parts need to connect, and where do the seams between the parts reveal new possibilities?

Through discussion, experience and sketching we will examine the nature of connections physical computing toolkits: connections between components pocketoption.com.pk , between standards, between objects, people and experiences, between the expected and the unorthodox, and between creator and toolkit.

Sketching in Hardware 3 will be a three day meeting of people intimately involved in this field to discuss the ideas, methods, challenges and potential of physical computing technologies.

BACKGROUND: SKETCHING IN HARDWARE 1 and 2

The program from Sketching in Hardware 1, June 2006, includes links to notes and many of the presentations given there.

The list of Sketching in Hardware 2 participants June 2007, includes links to notes and many of the presentations given there.

CONTACT
Mike Kuniavsky: mikek (at) sketching08.com


 
Sponsors



PARTICIPANTS

Justin Bakse
The Studio for Interactive Media, US

Ayah Bdeir
Eyebeam, US

Ranjit Bhatnagar
Parsons, US

Julian Bleecker
Nokia Design, US

Jan Borchers
Aachen University

Kipp Bradford

Leah Buechley
University of Colorado

Matt Cottam
Tellart

Ellen Yi-Luen Do
Georgia Tech, US

Daria Dorosh

Dale Dougherty
MAKE Magazine

Ylva Fernaeus
SICS, Sweden

Elizabeth Goodman
UC Berkeley School of Information

Bjoern Hartmann
Stanford University

Brian Hinch
Tellart, US

Jeff Hoefs
Smart Design

Tom Igoe
ITP, US

Pamela Jennings
Banff New Media Institute

Brian Jepson
MAKE Magazine/AS220

Shigeru Kobayashi
Gainer/Funnel, Japan

Mike Kuniavsky
ThingM, US

Tod E. Kurt
ThingM, US

Zach Lieberman
Eyebeam

Dave A. Mellis
Arduino, Synthesis Studios, US

David Merrill
MIT

Camille Moussette
Umea, Sweden

Yoichi Nagashima
Shizuoka University of Art and Culture, JP

Chris Palmer
SFAI, US

Greg Schomberg
The Studio for Interactive Media

Nathan Seidle
Sparkfun.com, US

Jasper Speicher
Tellart, US

James Tichenor
The Rockwell Group

Philip Van Allen
Art Center

Eric Von Hippel
MIT

Dave Vondle
IDEO, US

Shawn Wallace
AS220

Joshua Walton
The Rockwell Group

Nick Zambetti
Arduino, IDEO, US

Haiyan Zhang
IDII, IDEO

David Zicarelli
Cycling 74, US