Monday, December 16, 2013

Whisker V4 to V1: Amy

Whisker 1:

 materials:
from a lamp
-copper wire
-spring
-screws
-weight
-plastic
The main properties of the first part of my whisker is its magnetic attraction, as a response to its own surrounding. In essence the whisker acts as an antenna to send out electromagnetic signals to allow for an animal to respond to a predator that is nearby.
 

Whisker 2:


 materials:
-magnets
-acrylic
-metal I-hook
-wood rod

V2 takes the electromagnetic response further to allow for the head to move out and in based on magnetic attraction. This begins to incorporate a defense mode which would be move manually to attack the predator and try to catch their hand as they approached the stationary whisker. The value changed from V1 to V2 is that the object is scaled up and the magnetic attraction is continued, but the whisker still lacks a greater overall interaction for users. There is also a lack of determination as to the definition of the whiskers goals overall and how it wants to react.

Whisker 3:



 materials:
-cardboard
-acrylic
-servo motor
-magnets
-wood rod
-ardunio
-elastic band

Whisker V3 has modifications that integrate a servo motor into the claw part of the whisker. When a magnetic force is need the whisker it tries to push itself away through opposing magnetic forces. If someone gets to close the claw spins based on a simple servo coding (no sensors used) and the claw can be shut and opened through manual pulling and pushing of a rubber band. This modification continues to focus on self defense as you approach the whisker. It begins to resemble a toy and allows the user to interact with it further.

Whisker 4: 


Whisker V.4 from Amy Friedman on Vimeo.








 materials:
-Fishing Wire
-Metal Wire-Wood Rod
-Acrylic
-Servo Motor
-LED Light
-DC Motor
-Buzzer 
-PIR Sensor
-Ardunio

This final whisker prototype adds a greater interactive element as V4 reacts to motion. With all of its electronic features, it gives the whisker a personality that was lacking before. I learned that inorder for something to truly be interactive there needs to be a strong curiosity. One may know what it is made of, but the user still may want to explore what it can further active over time. When V4 is activated, it first lights up its LED, signifying that it is awake. Then he turns his head around overseeing his surroundings, and understanding what woke him up. After finishing his surveillance, he lets out a high pitched alarm signifying his scream of terror, and tries to get away but inevitably cant move. There is something different in the way we interact with a bow & arrow or clamp vs a "cute" toy as some may declare this to be. And it was a great lesson to learn about both through my prototyping. 



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