Let’s make a smartphone-linked gadget

The first time objects first step of creating , physical computing is ?

Leo Matsumura / Chief Researcher , Yukai Engineering , Special Researcher , Tokyo University Advanced Science and Technology Research Center

Making things is a special theme of the ‘ smartphone , make the gadget a tablet era . The first time the ‘ smartphone · What is the gadget of the tablet age ?’ In this article, we will discuss the important concepts for making gadgets, ‘ physical computing ‘ and various tool kits .

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Smartphone • Tablet era gadgets ?

The mobile terminal market, smart phones from the conventional feature phones , and continues to market a tablet terminal moves , the domestic smart phones , sales of tablets, 2011 years 2566 to daeyeotdeon 10 000 2016 , the year 4910 seems to grow up to ten thousand ( market Investigation : “ Peripherals of report smartphones and tablet terminals , accessories market and new business ” , Seed Planning , 2012).

One of the major differences between a smart phone and a tablet terminal is that of a conventional mobile terminal, for example, strengthening the linkage with web content by an app . In the characteristics of smartphones and tablet terminals, gadgets such as peripheral devices and accessories targeting mobile terminals are undergoing major changes .

For example , provided by the US Nike FuelBand ( photo 1) can be given . FuelBand is a wristwatch type gadget , the built-in three of its own unit of activity from the measured movement of the wrist by the axis acceleration sensor NikeFuel as to produce a connection with the smart phone , assesses and records the result .

In addition, FuelBand is equipped with LEDs and displays to inform users of the degree of achievement of their goals , and provides interactive and abundant functions to the extent that it is a stroke that has been provided for conventional portable terminals . In addition , since the linkage with SNS is strong, it is also linked to maintaining the motivation of other users by sharing activities .

Thus, smartphones , gadgets of the tablet era just got stuck in the terminal haneunge not only charged , will that exists to provide a more tightly focused a content life, many peripheral manufacturers now .

Physical computing era                                                        

FuelBand feature of the gadget, such as is without being bound to the hardware interface of the terminal for connection , is the point that is providing the new content by further expansion . For example , FuelBand is bound and by the shape of the wristband-type attached to the wrist , to giving the value of the content movement by the operation amount of the acceleration measurements with it .

This development of gadgets is called physical computing ( Ref. Tom I. and Dan O., Physical Computing: Sensing and Controlling the Physical World with Computers, Thomson, (May, 2004)). Physical Computing Dan O’Sullivan professor at New York University’s ITP ( Interactive the Telecommunications Program ) in the proposed ideas curriculum called ‘ beyond the capabilities constraints of the computer , who according to the daily living environment ( physical ) and new interactions with the terminal Wouldn’t it be possible to create a new realm in the world around the body by looking for ?’ It is based on the thinking .

Specific examples of devices that conform to the spirit of the physical computing is 2010 the year of the United States, Microsoft announced Kinect for Xbox 360 ( Photo 2) can be given . Kinect will be used for the movement of people by typing on the computer , Dancing with the body , it has realized a new game content such as sports games .

However, it is not easy to develop an interface according to the idea of ​​physical computing . This is because it is necessary to think not only of software, but also of a wide range of elements such as hardware and design .

Because each area developers a common language to understand each other’s work and to discuss in depth about the new interface ‘ link ‘ the structure of the prototype that was to be expected .