Final Brief

PART 1. Mobile Hacking, Design and Prototyping
with Matt Cottam and Brian Hinch from Tellart

You are to design an iPhone application that would be useful to someone who is in Port-au-Prince, Haiti today. You should assume that there is no reliable cellular network or access to the internet. Your application could be useful to people in an immediate life-threatening situation, or be designed for use during the longer-term rebuilding process.

Build a persona for your user. This can be a person (child or adult) that is either a local or one who has come to provide aid or news coverage.

Develop a concept for the functionality of your application. Your application should be designed as if it were created before this disaster and you should assume that your user has access to an iPhone and a means of recharging it. They cannot make calls/SMS or connect to the internet to use the Web or send/receive emails. They can however take advantage of the many features of the device including, but not limited to: multitouch display, sound and video recording and playback, camera, accelerometer, proximity sensor, compass, and GPS.

You may also develop product concepts that involve connecting additional analog sensors to the iPhone. These sensors could include, but not be limited to: force/weight, flex, temperature, light, proximity, knobs and switches. Though your user will not have access to a cellular network or the Internet, it is possible that a local ad-hoc network could be established to allow for connectivity between devices.

Depending on the specific technical requirements of project concepts, some teams may be able to build fully functioning applications during these five days, while others will build some working features, and build props for enacting features that require time or other resources beyond the scope of this course.

This is a GUI design course. Though your project will involve both hardware and software, a service concept, and may even involve additional accessory products, the design of the GUI experience and how it relates to your user and use scenario will be our central concern.

Through demonstrations, discussions and collaborative design and development sessions you will build well designed and (at least partially) functioning props in five days that will allow you to effectively communicate the value of your concept.

PART 2. Very Concise Stories
with Timo Arnall, Jack Schulze and Matt Cottam.

During this three day workshop, you will develop a concept, treatment and completed production for a very concise story about the project you made during the past week. The stories should go beyond an explanation for how it works–it should communicate the essential value of your concept in a form that is engaging, speculative and culturally resonant.

PART 3. Ecosystems.
with Fabio Sergio and

During this three day workshop, you will explore how what you made during the first five days could be expanded and interconnected with other products and services, both tangible and intangible, to make up a product and service ecosystem.