A Katana Design Experience
Increases in computation power have allowed design software to become more complex. At the same time, big data and artificial intelligence, question the traditional tools of the human designer. Morphogenetic (concerned with the beginning of the form of an object) prototyping provides a method for designers to control this complexity by separating the design into pseudo developmental stages to enable the manipulation of its development at different stages. This paper investigates the tools, processes, theory and systems that would be needed to simulate this design experience. Through this process a katana sword is selected as the metaphor for the design experience to relate the affordance of cutting to the simulation of a pseudo biological sub division. A sword prototype is used to identify appropriate gestures to map to biological behaviours in order to trigger the simulation of staged pseudo biological processes in the design model. Finally, the tangible user interface (TUI) tool based on the katana sword is refined and future work is outlined.
KeywordsTangible user interface Morphogenetic prototyping Design experience Agile biomimetics Narrative prototyping
This work was funded by the University of South Australia’s Research Themes Investment Scheme.
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