Impulse #8

Feedback

This week was all about feedback. After months of deep diving into research, I had the chance to discuss my master’s thesis progress with three different experts, each offering a unique perspective on my work. These conversations helped me reflect on where I am, what I’ve accomplished so far, and most importantly where I should go next.

First Round: Structuring the Next Steps

On Wednesday, I had a meeting with Ms. Ursula Lagger, who guided us through our master’s thesis proseminar this semester. Our conversation focused on my exposé, my current research state, and my plans moving forward. While I have already done a lot of research on the theoretical background, she emphasized that now is the time to shift towards the practical aspects of my work. One of the biggest takeaways from this meeting was the importance of structuring my prototyping phase. She encouraged me to make a clear plan on how and when I will move from expert interviews to practical examples, prototyping, testing, and iteration. Given the timeframe of our thesis, having a structured roadmap will help me stay on track and make the most of the time I have left. This feedback was a great reminder that while research is essential, it needs to be paired with practical application.

Second Round: Expanding My Perspective

Thursday’s meeting with Mr. Horst Hörtner from Ars Electronica Futurelab provided a completely different perspective. We talked about my passion for universal design, which has been a key motivation behind my thesis. He introduced me to companies that develop products for the medical field and have successfully conducted medical trials, as well as projects designed with autistic people in mind. Beyond technical guidance, he gave me valuable pointers on how to approach expert interviews and tell the story behind my research. He encouraged me to clearly define why this field of design is important to me and how my work connects to real-world problems. This discussion gave me a lot of insights into the bigger picture of universal design, showing me new opportunities for research and development in this space. More than that, it reinforced the importance of being passionate about what I’m designing.

Third Round: Bringing Ideas to Life

Today, I had a meeting with Mr. Kaltenbrunner from the University of Art and Design in Linz, who is also a co-founder of Reactable Systems, one of the inspirations for my last year’s prototype for design and research. Our conversation revolved around tangible user interfaces and how they could be used for children with autism. He showed me several existing projects for autistic children, which immediately reignited my interest in creating an interactive school table. We talked about the best way to start working on this idea, and he suggested that my first focus should be on designing the UI for the interface, essentially starting with a digital app before thinking about how to integrate tangible interaction. One concept that stood out from our discussion was fictional design, a method that encourages focusing on the concept and complexity of interactions first, rather than getting stuck on the technological limitations. Given the limited timeframe of my thesis, this approach makes a lot of sense. Instead of trying to perfect the hardware immediately, I should develop the experience and interactions first, then later explore how to make them tangible. This conversation was incredibly valuable because it helped me redefine my next steps. Instead of jumping straight into prototyping the hardware, I will first develop the digital interface, refine the user experience, and then gradually explore physical interactions.

These three rounds of feedback helped me gain clarity on my direction. Moving forward, I now have a clear structure for my thesis work:

  1. Finalize my research phase by conducting a few more expert interviews, now with a clearer understanding of what insights I need.
  2. Develop a structured plan for my prototyping phase, breaking it down into manageable steps.
  3. Start with digital prototyping, designing an interactive learning tool that can later be explored for tangible interaction.
  4. Use the concept of fictional design to refine my ideas, focusing on how the experience should feel before worrying about the technical aspects.

🟦 02_Ideation Feedback & Topic

After my long and confusing ideation process, I had my 15-minutes talk with Birgit Bachler that really got me thinking about my topic and helped to make my mind clear in some points.

My notes from her Feedback:

She highlighted how important it is to look at things from different angles and use unexpected changes to keep it interesting. Birgit also suggested starting with what I personally care about, as this makes my writing more genuine and relatable.

We talked about asking „what if“ questions to explore new ideas, which can bring more depth to my research and make it more interesting. She also stressed the importance of knowing exactly what message I want to share—this clarity helps me write more effectively. Overall, my talk with Birgit has inspired me to approach the project in a more creative and focused way.

Choosing Topic:

After my conversation with Birgit, I realized that I was following a path of thought from the general to the personal, with her feedback, I turned inward and thought about my own interests and problems, thinking about the personal and the general helped me and I decided on my topic!! FINALLY!

Project Description:

I’ve been thinking about how I’m learning German, hearing different languages in class and around the city, noticing the varied and sometimes funny ways words are spoken. It’s interesting to see these things from an artistic angle.

So, my current project is to visualize the difference and similarities of audios from different languages. „How does the same words/letters/sentences “look” like in different languages?“ is my research question. I want to analyze the outcome of these visuals and experiment possible ways to use them. Another experiment can be asking to deaf people, if they notice a pattern in those visuals, for another point of view.

Hopefully, at the end of my prototype I can effectively demonstrate the unique acoustic properties of different languages ​​by analyzing sounds with creative visualizations, and perhaps this will also provide an interesting way to explore and understand differences in linguistic expression.

Next Step:

My next step will be creating a visual in touch designer. I will look for some tutorials and experiment with which visual representation will suit best to my project.

How To Build the Prototype

To be able to user test my concept, I want to create a prototype with a certain technical functionality. Based on ease of use and personal prior knowledge, I decided to use Arduino to test the desired functions. 

Required equipment

  • Arduino Uno
  • Battery pack
  • Breadboard
  • Buttons
  • LED lights
  • NeoPixel ring
  • Electret microphone
  • Piezo speaker
  • Wires
  • Resistors

To begin the prototyping, I watched this tutorial on YouTube: https://www.youtube.com/watch?v=bMs5J4bJOD0. It shows how to connect a microphone to LED lights for instant feedback in an Arduino setup. I thought this was a good way of starting the building of my prototype, because it contains some of the major functionalities of my concept. 

I used the online web-based tool on tinkercad.com to build my Arduino setup and write the code. This is how it looks like so far:  

In the next step, I will research how to add a speaker. This tutorial shows a setup with both a microphone and speaker: https://www.youtube.com/watch?v=nIDhkvomrcg. It will hopefully help me on the way. If I can access the required equipment, I will also attempt to build it in a physical format. 

Further, I need to figure out how to generate random melodies and play them on the Arduino speaker. This website shows examples on how the melodies could sound: https://random-music-generators.onrender.com/melody. I ideally want the tempo parameter to be around 70, and the number of notes to be 4. 

For visual purposes, I also want to build a non-technical prototype to demonstrate the indented design in the end. The two prototypes will complement each other, and optimally be merged together in the final prototype video. 

09 | More than just buttons – Interactions and interfaces in VR, AR and MR experiences

What this blogpost is all about

Building upon my previous blogpost on immersive level design, this post also aims to explore the topic of immersion and interaction within VR, MR and AR a bit more by looking into different interface and interactivity solutions currently available, some previously mentioned already, some new, that may increase intuitiveness and engagement from the user. While also still covering AR and MR solutions, the main focus of this blog post will be on VR, as it is more in line with my future plans and planned research.

Different headsets, different controllers – HTC Vive Pro, Meta Quest 3 Pro, PS Move and Valve Index Pro (left to right)

Ultraleap’s 3Di, a small tracking camera for handtracking, comes with its own intergrated interface

Ultraleap Leap Motion Controller 2, a gesture tracking controller with a wide variety of applications

teslasuit – a full body haptic feeback suit, that also tracks movement and can be used for motion capture

Virtuix Omni One – a Omnidirectional treadmil developed for gaming in VR

  • Look further into different VR and MR solutions and their respective issues
  • Research essential tools for creating immersive virtual environments as well as different game engines and their advantages and disadvantages
  • Check methods of engagement and interaction within these digital environments
  • Look into accessibility and how to ensure it
  • Research into immersion and storytelling

1. Springer / Gabler.: Virtuelle Realität, in: Gabler Wirtschaftslexikon, n.y.,
https://wirtschaftslexikon.gabler.de/definition/virtuelle-realitaet-54243/ online in: https://wirtschaftslexikon.gabler.de/ [08.02.2024].
2. n.A.: Was ist Augmented Reality?, in: Omnia360, 2020, https://omnia360.de/blog/was-ist-augmented-reality/, online in: https://omnia360.de/ [08.02.2024].
3. n.A.: Mixed Reality: Wenn sich Reales und Virtuelles vermischt, in: Omnia360, 2023, https://omnia360.de/blog/mixed-reality/, online in: https://omnia360.de/ [08.02.2024].
4. n.a.: Extended Reality, in: RyteWiki, n.y., https://de.ryte.com/wiki/Extended_Reality, online in: https://de.ryte.com/wiki/Hauptseite [08.02.2024].
5. Hayden, S.: Vision Pro Teardown Shows Balancing Act Between Cutting Edge Tech & Weighty Design, in: ROADTOVR, 2024, https://www.roadtovr.com/apple-vision-pro-teardown-ifixit/, online in: https://www.roadtovr.com/ [08.02.2024].
6. Hayden, S.: Quest 3 Teardown Shows Just How Slim the Headset Really Is, in: ROADTOVR, 2023, https://www.roadtovr.com/meta-quest-3-teardown-ifixit-repair/, online in: https://www.roadtovr.com/ [08.02.2024].
7. Hayden, S.: Vive Ultimate Tracker Gets Beta Support for Third-Party PC VR Headsets, in: ROADTOVR, 2024, https://www.roadtovr.com/vive-ultimate-tracker-quest-index-pico/, online in: https://www.roadtovr.com/ [08.02.2024].
8. n.a.: What to Watch: February 2024 Highlights, n: Meta Quest-Blog, 2024, https://www.meta.com/de-de/blog/quest/what-to-watch-free-meta-quest-tv-vr-film, online in: https://www.meta.com/at/ [08.02.2024].
9. CGV Channel: TU Graz Virtual Reality Cave, https://www.youtube.com/watch?v=aeTHlAZtlAI [08.02.2024].