Arch Robotics coverMy book. MIT Press, 2016


K E Y   R E S O U R C E S :

p r o t o t y p i n g  (link)
what are we designing?
examples
prototype help
materials and where to buy
arduino code & coding
working with the shop (D2FS)

p o s t e r s  &   v i d e o s  (link)
guide: videos, posters, reports

c o u r s e   p o l i c i e s  (link)
my course policies
consent form for this course
DEA/HCD statement

c o u r s e   c u l t u r e  (link)
design culture
class organization
societies, jobs, opportunities

d e s i g n   m e t h o d s  
• ideation methods:
Collage; example how to.
Scenario; example
Storyboard; ex. 1, 2
Morphological Chart; example;         morphological chart worksheet.
WoZ
GIF ex. 1, 2, 3, 4, 5, 6.
  by Photoshop
, Figma, Gif Maker.
• user study methods:
Role Playing with a Think Aloud
Observation
Heuristic Evaluation
Survey for UX and Usability (SUS)
• more methods:
Design Guide









 



S T U D E N T   E X A M P L E S
below, from all of my classes, to share with you what I think is excellent work, broadly. The content of these videos and reports may not apply to the specific design challenge for your course. Consider carefully what you need to do for your course in your semester!

Haptic Desk Interface for Austism
haptic desk
[video] [doc]



Haptic Desk Interface for Austism
The Ice Breaker
[video] [doc]


Haptic Desk Interface for Austism
anima
[video] [poster]

 

Haptic Desk Interface for Austism
voyager box
[video] [doc]

Haptic Desk Interface for Austism
SIT
[video] [doc]


Haptic Desk Interface for Austism
SoundSoul
[video]



Growbot [video] [pub]
DIS BEST DEMO PAPER

Haptic Desk Interface for Austism
SocialStools
[video]

 

Haptic Desk Interface for Austism
SORT
[video]

 

Haptic Desk Interface for Austism
pheB
[video]

 

Haptic Desk Interface for Austism
Axis
[video] [doc]



Helping Hand
Stellavista [video] [pub]


Haptic Desk Interface for Austism
robotic furnishings
[video] [pub]


 

 

 

Architectural Robotics  
Keith Evan Green, PhD                                 >  w h e e l   o f   n a m e s
                                                                            to select work to review + 2 critics
Mon. and Wed., 10:10-11:25am
, HEB 2L32

C O U R S E   D E S C R I P T I O N   |   D E A   6 2 1 0
Embedding robotics into the fabric of the built environment fosters a more interactive and potentially more intimate relationship between the spaces we live in and us, and represents a new frontier for design, computing, and psychology. Part-seminar, part-lab, this course considers the design, technical, social, ecological, and ethical challenges and opportunities of architectural robotics.

P R E R E Q U I S I T E S   |   E N R O L L M E N T
• Enrollment is limited to 18 students to make full use of the D2FS shop and staff.
• Requires professor's permission by email to receive an enrollment code.
• Preference is given to student in my affiliations: majors in DEA, FSAD, MAE, and IS, and students enrolled in the Robotics PhD or Minor.

• This course is for 3 credits, for letter grade only. There is no final exam.
No prior coding or electronics experience is necessary to do well in this course.

S Y L L A B U S    |    S E E   A L S O   M Y   D E A  5 2 1 0    &   D E A   2 7 3 0
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N O   D E V I C E S    P O L I C Y - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

The use of phones, tablets, and laptops is prohibited in class except for
class activity focused on Arduino prototyping when laptop-use is required. Leave your mobile phones in your backpacks and be with us; you'll be more engaged and do better in this course. The evidence for this is clear. If you have an exceptional need for using these devices in class, please come talk to me about it.

L E A R N I N G    O U T C O M E S - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Architectural Robotics
aims to cultivate new vocabularies of design and new, complex realms of understanding towards realizing artifacts and systems responsive to people and the planet. Four learning outcomes are expected of this course.

Outcome 1: To understand the design, technical, social, ecological, and ethical challenges and opportunities of architectural robotics.

Outcome 2: To conceptualize and evaluate design alternatives responsive to the challenges and opportunities of an ecosystem that is biological, artificial, and digital, using a variety of design and evaluation strategies.

Outcome 3: To iteratively design an Architectural Robotic device, furniture, room, building, and/or metropolitan area, manifested as a physical prototype at model scale (for a room, e.g., 1 ft. = 2 inches), and demonstrate an ability to do so in class presentations and a video.

Outcome 4: To demonstrate, in a written report, an ability to communicate the motivations for, iterative development of, and expected use of the Architectural Robotic artifact that was prototyped, as well as assess its shortcomings.

This course is designed to guide you in designing meaningful solutions, while also encouraging exploration of who we are, how we engage with the world, and our place within it.

                     "In order to understand things, we have to build them."
                              – Ruzena Bajcsy, a founder of modern robotics.

H I S T O R Y   O F   T H I S   C O U R S E - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

The pedagogy of this course has been the subject of my paper presented at ICRA (the IEEE International Conference on Robotics and Automation) and my paper published in RAM (IEEE Robotics and Automation, Rethinking the Machines in Which We Live.) I also co-authored, with Mark Gross, an overview of Architectural Robotics for ACM interactions. Required reading for this course, my book, Architectural Robotics: Ecosystems of Bits, Bytes, and Biology (MIT Press), establishes this subfield at the intersection of robotics, (environmental) design, and psychology.

I N T R O D U C T I O N - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Unlike a conventional building that has a limited range of designed responses to dynamic, changing conditions, architectural robotic environments are intimately bound together with their users and local conditions in a designed performance.

More practically, architectural robotics is defined by the movement of physical mass and by its interactivity with and adaptivity to things outside it (e.g. people, other living things, objects, information).

The prospect of this kind of environment was anticipated some fifty years ago by MIT Media Lab founder Nicholas Negroponte in his vision of “a man-made environment that responds to and is ‘meaningful’ for him or her” [5]. Wired editor Kevin Kelly later imagined a “world of mutating buildings” and “rooms stuffed with co-evolutionary furniture” [3]. And while Bill Gates envisions “a robot in every home” [2], William Mitchell, the late Dean of MIT’s School of Architecture and Planning and director of its Media Lab, envisioned homes “as robots for living in” [4].

Architectural Robotics meanwhile raises such critical questions as:

  • How will we program the built environment, from furniture to cities?

  • How will architectural robotics recognize activities taking place inside and surrounding them?

  • How will designers design built environment configurations responsive to particular human and ecological conditions?

  • How to design cross-operability and collective interactivity/intelligence of multiple architectural robotic artifacts (furnishings, furniture, rooms, buildings, cities) operating together as cyber-physical “ecosystems”?

  • What are the safety, security and privacy issues related to architectural robotics, and how do designers design architectural robotics to protect property and living things from hackers, operating failures, and other harmful impacts?

Architectural Robotics must go beyond simplistic formal achievements; it must strive to improve life, enhance existing places, and support human interaction. For philosopher Andrew Feenberg, “technology is not simply a means but has become an environment, a way of life” [1]. Architectural Robotics is more than an aesthetic search, a stylistic possibility, or a technological quest; it is, instead, a way to develop new possibilities for dwelling in support of and augmenting people and their surroundings.

References
[1] Feenberg, A. Transforming Technology, (Oxford University Press, 2002), 8.
[2] Gates, B. “A Robot in Every Home,” Scientific American, December 16, 2006.
[3] Kelly, K. Out of Control. (Cambridge, MA: Perseus, 1994), 472.
[4] Mitchell, W. J. e-topia ( Cambridge, MA: MIT Press, 2000), 59.
[5] Negroponte, N. Soft Architecture Machine (Cambridge, MA: The MIT Press, 1975).

T H E   P O W E R   O F   A   S M A L L   C L A S S - - - - - - - - - - - - - - - - - - - - - - - - -

Unlike a large lecture class at Cornell, this small class offers a unique opportunity for meaningful conversation, discovery, and collaboration. Don’t miss out on this chance to engage! To ensure attendance, a sign-in sheet will be available during the first ten minutes of each session. Additionally, a significant portion of your grade will be based on your active participation in collaborative learning and discovery (in part, by evidence of written peer evaluation).

R E Q U I R E D    R E A D I N G S - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Readings for each class meeting are listed in the CLASS SCHEDULE (below). Please read the readings ahead of their assigned class session.

O P T I O N A L    R E A D I N G S - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Primary sources considered in my book that are especially important:

• Alexander, C., et al. 1977. A Pattern Language (excerpts). Oxford.
• Brooks, R. I, Rodney Brooks, Am a Robot. The Singularity, IEEE Spectrum, v. 45.
• Dourish, P. 2001. Embodied Interaction. MIT (paper).
• Hayles, N. K. 1999. How We Became Posthuman (excerpt). U. Chicago.
• Negroponte, N. 1975. "Intelligent Environments" in Soft Architecture Machines, MIT.
• McCullough, M. 2004. Digital Ground (excerpts). MIT.
• Pask, G. 1969. The Architectural Relevance of Cybernetics. Architectural Design.

C L A S S   O R G A N I Z A T I O N
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1. I will present the case study of the day.

2. On Mondays, we will consider an assigned reading.

Every student will read the reading listed for each class ahead of that class meeting.

• Every student, beginning Week 02, will upload to our shared Box folder, ahead of that class meeting, a one-page Word document that includes the following for each assigned reading:

[a] Three bullet points that you draw from the reading that capture the content and significance of that reading for architectural robotics.

[b] Two questions related to the reading that you would like us to consider in class.

One or two students will be assigned a reading for each Monday class session and will present this reading in class. Here is a good example of slides prepared tor a presentation for this course. This presentation should conclude with the presenter(s) sharing with us the most compelling questions submitted by student peers in their reviews found in the shared folder.

• Following the student presentation, 2-3 non-presenting students will be asked to advocate for their chosen question from the curated list (30 seconds each). The class votes between the advocated questions. The student whose question is chosen then facilitates class discussion for 5-7 minutes.

3. Students (for assignment 1) and student teams (for assignment 2) will present status reports and demos on their design activities, as per the weekly schedule (below) under the heading, "In class." Your status report can be a physical model, a powerpoint slide, a digital image (e.g., a 3D model), a Word document, or any other document that communicates the status of design development. For demos, you simply share your current physical prototype; or, you can take a smartphone video of your working prototype, upload the video (or a URL to it) to our shared folder, and share the video with us. (Sharing the video is a good approach, as robotics demos often fail!) Reports are uploaded to the shared class folder ahead of class presentations.

About class organization, more broadly, please also review course culture: link.

S C H E D U L E   B Y   W E E K - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

SHOP TRAINING: We will also do D2FS shop training to learn how to use the basic power tools safely. Please come to this training session with close-toe shoes (no sandals) and something to tie-back long hair if you have long hair!

STUDENT CRITICS: Each class session, two student critics-of-the-day will be selected randomly to offer feedback on developing work from other students or teams. This is a critical aspect of this course: we learn from each other!

METHODS: See top-left of this page for more on the human-centered design methods identified below (e.g., scenarios, ...)

BRING A LAPTOP AND GROVE KIT TO CLASS, ALWAYS!

P R O L O G U E  G R O V E   &   C O U R S E   I N T R O  

Week 01 | 08.24 INTRO | D2FS SHOP TRAINING | ARDUINO PROTOTYPING
In class:
M
D2FS shop training (Come dressed with closed shoes. No sandals!)
W Intro to and Rapid-Prototyping with Grove Arduino.
• Students will get a Grove Kit "bag" and the plastic panels to make a box.
Intro to Grove; my slides; download Arduino; and explore Grove (see link).
Start Assignment-1: Create an early prototype; limit yourself to materials provided.
Readings
M This webpage, top to bottom!
Case Study:
W
Paper•Mech; Mechanisms

Week 02 | 08.31 SCENES FROM A MARRIAGE
Case Study:
M
ARL: Robot Room (and see NASA's LEMUR 3)
W
Hyperbody/TU Delft x2: Pop-Up Apartment and NSA Muscle (video)
Readings:
M
Architectural Robotics: chapter 1 (link to this if you can't get the book in time).
• In class:
M
Review ideation methods (top-left) with focus on inserting scenarios in the story; for next class, present a first interactive prototype for assignment-1 using Grove & the box.

Week 03 | 09.07 MAKE MISTAKES FASTER: FIRST DEMO > NO CLASS MONDAY
• In class
W
Read together Bruce Mau: An Incomplete Manifesto; continune Grove prototyping. W Review selected students' interactive-box demos; intro to morphological chart (worksheet) & CaseMaker; for next class, upload your completed worksheet..
Case Study:
W
Ori Living; bumblebee

P A R T - 1   |   C O N C E P T S  

Week 04 | 09.14 PATTERNS - I
Case Study:
M
A walk through Parc Güell
; WOz (e.g. Nest).
W
eva/TODO/Blackboard, Kinetic Wall; Reconfigurable facades.
Readings:
M Architectural Robotics: chapter 2; Alexander, C., et al. 1977. A Pattern Language.

In class:
M
Review selected students' demos & morphological charts-What did you learn?
W Exploratory Prototype [5 pts]: ahead of class upload a camera-video of demo; in class, present your interactive-box demo.

Week 05 | 09.21 INTERACTIONS
Case Study:
M
W. Ju. Mechanical Ottoman.
W
ARL's MAPLE, a Multi-Agent Prosocial Learning Environment.
Readings:
M
Architectural Robotics: chapter 3.
In class:
M
Review selected students' iterated scenarios and demos.
W
DEMO DAY: REFINED PROTOTYPE [DUE IN CLASS. 10 pts].

Week 06 | 09.28 BODY BUILDING
• Case Study:
M
N55 Walking House; Walking City.
W Holger Schnädelbach. ExoBuilding
Readings:
M Architectural Robotics: chapter 5, 8, 11; In class, screen videos.
In class:
M Intro Assignment-2; Everyone does a GIF concept for next class.
W Review GIFs; for next class, on a Google doc, assemble you dream teamof 3-4.

P A R T - 2   |   S C A L E S   &   I M P A C T S 

Week 07 | 10.05 HABIT-ATIONS
Case Study:
M
Our "tools": 2001: A Space Odyssey
W
ARL's Space-Making Robot Surface
• Readings:
M No presentation from Architectural Robotics; instead, my overview of the unhomely.
In class:
M Form teams of 3-4; meet your team; complete a team charter; GIF for next class.
W
Each team presents a GIF for its Assignment-2 concept; for next class, a storyboard.
.
Week 08 | 10.12 DEMOS > NO CLASS MONDAY
• In class:
W
DEMOS for Assignment 1
• Case Study:
W
N55 Walking House; Walking City

- - - - - - - - - - LAST DAY TO DROP/CHANGE GRADE OPTION |10/19 - - - - - - - - - - -

Week 09 | 10.19 WORKSTATIONS | VIDEOS & REPORTS [DUE: 15 pts & 5 pts]
Case Study:
M
AWE; AWE in AR; AWE in interactions.
W Roomware.
• Readings:
M Architectural Robotics: ch. 4.
In class:
M Each team presents a storyboard for Assignment-2; iterate based on first feedback.
W
Teams present iterated storyboards for more feedback; EXPL. PROTO. next class.

Week 10 | 10.26 LIVING ROOMS & FURNISHINGS - I
Case Study:
M
Loop chair.
W
Robotic Self-Healing Chair (shorter video of same); Roombots.
Readings:
M Architectural Robotics: chapter 6.
In class:
M EXPLORATORY PROTOTYPE [5 pts]-upload video; morphological chart next class.
W Review morphological charts; ex.s 1, 2, and one from class; revised GIF next class.

Week 11 | 11.02 LIVING ROOMS & FURNISHINGS - II
Case Study:
M
ARL: home+; ART; its pneumatic surface; TU Delft's InteractiveWall.
W
Domestic Transformer (Gary Chang, 2007); Futuristic Kitchen (1970).
Readings:
M
Architectural Robotics: chapter 7.
In class:
M Review revised GIF and my video guide and video ex.s CHI17, CHI18, GrowBot.
W Concept Validation Prototype [10 pts]-upload a video.

Week 12 | 11.09 PORTALS TO ELSEWHERE
Case Study:
M
ARL's LIT ROOM, LIT KIT
W
ARL's pheB, a soft robotic wall for wellbeing in tight confines.
Readings:
M Architectural Robotics: chapter 9 and 10.
In class:
M Intro to Role Play; progress reports on design development.
W Progress reports on design development.

Week 13 | 11.16 | ECOSYSTEMS OF BITS, BYTES, & BIOLOGY
M Futuristic City of Tomorrow; AI Building Automation Systems.
W Experimental City; Google's Quayside, its termination, website on lessons learned.
Readings:
M
Architectural Robotics: chapter 12 (discussion may carry over to next Monday).
In class:
M Progress reports on design development.
W Progress reports; Steve Jobs on presenting; do a peer evaluation.

Week 14 | 11.23 WORKSHOP > NO CLASS THURSDAY
In class:
M Advance final prototypes and supporting documents.

P A R T - 3   |   M O V I N G   &   T H I N K I N G

Week 15 | 11.30 INTELLIGENT?
Case Study:
M
Riding in a Self-Driving Tesla; AI Scorecard.
W
John Searle's Chinese Room
Readings:
M Continued discussion of Architectural Robotics: chapter 12.
> Debate: Architectural robotics: When? Where? For whom? Why?
In class:
M Advance final prototypes and supporting documents.
W Advance final prototypes and supporting documents.

Final Class | 12.07 Refined Prototypes, Assignment-2 [10 pts].
M DEMO DAY-upload a video; GUEST: Henriette Bier, TU Delft; do a peer evaluation.

12.xx | xam | DEADLINE: TEAM REPORT & VIDEO, uploaded for final grading:
Upload on or before this date/time above as specified by Cornell Registrar. some weeks into the semester for this semester.

A S S I G N M E N T S - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

There are two assignments for this course.

The first assignment, undertaken individually by each student, is intended as a fast-paced engagement that acquaints students with the full arc of physical computing design.

The second assignment is undertaken by teams of 2-4 students and provides a longer, deeper development of the design following a trajectory like this:

  • Conceptualization
  • Prototyping / Rapid, low-fidelity
  • Concept Generation: GIF, Scenario, Morphological Chart, Storyboard
  • Prototyping / Hardware/Software
  • User Testing
  • Video making and Reporting
  • Documentation

Team composition for the second assignment will be formed by the instructor(s) based partly on proposals pitched in class by class members.

Keep in mind: this course asks you to develop architectural robotic artifacts that have at least one input and one output which moves physical mass.

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E. M. Forster, “The Machine Stops,” 1909.

Assignment-1 | Addressing Emotional Isolation in Children with Trauma
Individual effort. 40pts of the course grade of 100pts.

Drawing inspiration from E.M. Forster's "The Machine Stops," where characters live in isolated cells unable to connect meaningfully with others, you will design an interactive spatial intervention for children who have suffered trauma and struggle to understand, identify, and express emotions to others. These children often experience profound emotional isolation - not physical separation like Forster's characters, but social disconnection caused by their difficulty communicating feelings and connecting emotionally with caregivers, peers, and family members (see my overview).

Your device should intervene in the child's environment to help them recognize, process, or express emotions in ways that facilitate connection with others - countering emotional isolation through embodied, responsive design that transforms the spatial experience. Consider how your yoga block-sized intervention extends beyond its physical boundaries to claim territory, cast light, generate sound, or move through the room. It may be mobile, wall-mounted, ceiling-suspended, or otherwise positioned to affect the broader spatial environment. Previous projects have included devices that crawl, swing, project patterns, or fill space with responsive soundscapes.

Consider how your design might serve as an emotional translator, a safe space for practicing expression, or a gentle presence that encourages emotional exploration and communication. The goal is not to replace human connection but to create conditions that support it, demonstrating how thoughtful architectural robotics can help children overcome emotional barriers and reconnect with others, offering a tangible alternative to the emotionally disconnected existence Forster so presciently described.

Physical Prototype Requirements:

  • Use Grove Arduino components; electronics and battery must fit in the casing.

  • Device constrained to about the size of a yoga block.

  • Device may be mobile, wall-mounted, ceiling-suspended, or otherwise positioned to affect spatial experience.

  • Minimum one sensor and one actuator.

  • Focus on helping children recognize, process, or express emotions through spatial intervention.

Practically, the kind of artifact you are striving for is small in scale, whimsical/poetic, beautifully fabricated (in hi-fidelity), interactive in simple ways, and meaningful and purposeful.

Limit yourself to the Grove electronics.

Select and justify the sensors you use:

  • Proximity (ultrasonic): approaching, lingering, withdrawing
  • Gesture: waving, hovering, hesitant movements
  • Rotation (accelerometer): turning, shaking, cradling
  • Sound: whispering, blowing, shouting
  • Light exposure: covering/uncovering
  • Pressure or switch: pressing, holding, resting weight

Your box should respond through:

  • Light: color, brightness, rhythm (LED stick)
  • Movement: servo-based gestures (twitching, turning, nodding, recoiling)
  • Sound: buzzing, tapping, or mechanically produced noise

If you diverge from the panels provided, generate your cut-files using e.g., CaseMaker and work with the D2FS to have these cut. Don't make the mistake of creating a prototype that is not meticulously designed and fabricated; prototypes that look like craft projects will receive low grades. Your finished product must not have ink-pen writing or coloring on it, or use craft materials like cotton balls or craft paper; any inscriptions should be subtracted by laser-cutter engraving; color should come from the LED stick provided. You are permitted (and even encouraged) to cut material away from the panels by laser-cutter or mat knife. You may also add on to your box other features that are meticulously fabricated and purposeful. The battery pack provided must go inside your box with all your electronics; design an elegant way for users to recharge the device.

You do not have to generate code on your own: you can select one of the codes provided under the heading below, “Arduino Codes You Can Copy & Paste.” (An effective way to tailor your code to your wants without coding experience is to use ChatGPT as described below.)

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Assignment 2 | Mitigating Worksplace Isolation Among Remote Workers
Team effort. 45pts of the course grade of 100pts.

Building on Marco Frascari's concept of the tell-the-tale detail, this assignment challenges you to develop an architectural-robotic element that embodies the behavioral logic of an entire interactive environment. Extending themes from Assignment 1 and "The Machine Stops," you will design for remote workers suffering from workplace isolation -- a different population experiencing similar challenges of disconnection and reduced agency (see the New York Times article) as both the traumatized children from Assignment 1 and Forster's isolated characters.

Your team will create architectural robotics that encourage physical movement, face-to-face social connection, breaks from screen-based work, and restoration of human agency over their environment - directly countering the machine-dependent isolation depicted in Forster's prescient vision.

Teams of 2-3 students will work at two scales simultaneously: creating meticulously crafted 1:1 physical components and a screen-based environmental design that demonstrates how your components scale to create responsive architectural experiences that restore human connection and embodied experience.

The Collaborative Component-First Approach:
Your team will begin by establishing a brief collaborative vision for your responsive architectural environment—defining the types of human behaviors it will sense, the environmental responses it will provide, and the overall experiential goals for reconnecting isolated remote workers with physical space and social interaction. With this shared framework established, each team member will design and fabricate a single responsive architectural component that serves a specific function within your environmental system.

These are not devices or gadgets, but architectural elements such as panels, surfaces, thresholds, joints, or screens that integrate sensing and actuation capabilities. Each component must "tell the tale" of its role within the larger responsive environment designed to counteract the machine-dependent isolation of Forster's vision. Through careful material exploration and technical development coordinated with your teammates, you will discover the interactive possibilities that will inform your collective environmental design.

In brief, you work from collaborative environmental visioning to individual 1:1 physical prototypes to a unified digital animation of your environmental design.

Physical 1:1 Scale Requirements:

  • Constructed from sheet goods (MDF, plywood, corrugated plastic, metal and/or acrylic) and/or 3D-printed components.

  • Dimensions: roughly 6" minimum to 24" maximum in any direction.

  • Device may be mobile, wall-mounted, ceiling-suspended, or otherwise positioned to affect spatial experience.

  • Electronics and battery must fit in the casing.

Multiple team members' components may work together (e.g., via wireless communication) to collectively form a functional, responsive workspace environment that counters the isolated cells depicted in "The Machine Stops."

As in Assignment 1, your designs should consider presence, gesture, light, sound, movement, or other forms of spatial intervention to encourage human connection, physical engagement, and environmental agency. The environment or collection of components should be engaging and restorative, subtly challenging the machine-dependent isolation of remote work by exploring how architectural robotics can mediate social connection, embodied experience, and human control in richly interactive professional spaces that restore rather than replace human agency.

G R A D I N G   /   G R A D I N G   R U B R I C - - - - - - -- - - - - - - - - - - - - - - - - - - - -

Please review carefully the Course Policies (link). These policies are not negotiable except under grave circumstances.

Throughout this course—an intimate and intensive “conversation” across students and the professor— students will have ample opportunity to receive feedback on their work. Here is rubric for the two major assignments.

The list that follows names and describes the graded components for this course. Each component is worth so many points, as shown in red type. The sum of all of these components equals the final grade of 100 points. The numerical scale for grading is as follows: A+ (98–100), A (93–97), A- (90–92), B+ (88–89), B (83–87), B- (80–82), C+ (78–79), C (73–77), C- (70–72), D+ (68–69), D (65–67), D- (below 65).

ATTENDANCE + PARTICIPATION | 15 points
DEA 6210 is intentionally designed as a low-enrollment course to foster a dynamic classroom experience centered on discovering together. As a result, each student’s active contribution to this shared exploration is a significant component of the final grade. For a broad description of what constitutes active participation, Review "P1" of the course policies (link). Practically, at the discretion of the instructor and teaching assistant (if any), up to 15 points will be awarded for these criteria:

  • ATTENDANCE taken by the instructor or TA.

  • CONTRIBUTIONS TO CLASS, especially when your work is selected for review in-class, when you are asked to be one of the two "critics-of-the-day" that critique the work of your peers, or you are assigned to present a case study in class.

  • YOUR PEER REVIEW offered by team members using this peer evaluation form.

Active participation requires being present, prepared, and engaged when called upon. Your participation grade will be negatively impacted by repeated unexcused absences, unresponsiveness in class, and persistent distraction from phones, devices, or off-topic conversations.

ASSIGNMENTS [rubric] | 40 points (A-1) and 45 points (A-2)

  • EXPLORATORY PROTOTYPE [5 points]
    A rough prototype demonstrating early technical feasibility and exploration of design directions. Focus is on getting things moving, sensing, communicating, or affecting space—however imperfectly—rather than polish or completeness.

  • CONCEPT VALIDATION PROTOTYPE [5 points] for assignment-2 only
    A more refined prototype that clearly demonstrates the core interaction concept. It shows that the main design idea is viable, with key functions working well enough to evaluate and iterate further.

  • REFINED PROTOTYPE [10 points]
    A near-final prototype demonstrating technical completeness and design maturity. Focus is on reliability, usability, and responsiveness to earlier feedback, and (for Assignment 2) exhibition-quality fabrication. Should be testable with real users or stakeholders.
  • VIDEO [my guide] [15 points] communicates a full, cohesive story of your designed, interactive artifact, answering why, for whom, where, and for what purpose. Upload to our shared folder an MP4 file reduced to < 30MB using, e.g., Handbrake (see my video guide). In your Documentation, include a URL link to your video uploaded to Vimeo or YouTube. The video will otherwise adhere to the requirements for a Video Showcase submission to the ACM conference, CHI, a benchmark for design research. (Videos from a previous Video Showcase.)

  • REPORT (print qaulity pdf) [10 points] that includes every aspect listed in my grading rubric Including connections to E M Forster's short story and our assigned readings and theoretical frameworks. Upload your REPORT to our shared drive as a print quality pdf document. These examples from previous classes are model reports (1, 2, 3, 4) but they may not contain every requirement in my linked grading rubric. My grading rubric offers the most current expectation for documenting your design.