The Blog

Welcome to my blog


Plan for queue system interface


Purpose of planning queue


With the more `I researched the queue system and how to apply the materialisation of resources, I came to understand that the use of a queue system takes the users out of their individual lifestyle and forces them into a communication with other members of their community.


Name, time and queue number


This design feature provides a personal touch, a time of use that can be scheduled and a personality to the use of energy


Over time icon applied to queue system


This design style applies the use of lines to demonstrate where a large amount of energy is being used and is associated with the user at the top of the queue. , However these lines also distract and create too much tension in the design.


In the moment icons applied to interface


Looking back to the “in the moment” icons, the use of a circle can be adapted to individual housing as a focal point of where energy is being used like turning on a light.




In the queue system plan the use of a list layout for expressing the shifting of the queue is the most ideal method to apply the icons. The use of names, times and queue numbers seems to require experimentation into how the identity should be expressed to find a balance between the humanising of the queue and the anonymous identity of the users. The use of the “in the moment” seems the most effective means of expressing energy use as it relates to what energy is being used at the time of the user at the top of the queue.


Application of queue plan


While the interface is expressed well by the “in the moment” and “Neighbourhood energy” icons, more experimentation is needed into how to develop the queue and the way the user is associated with the identity and queue number.


Experiment of queue design


Purpose of experimenting interface queue icons


While the interface of materialised resources is developed, the means in which the queue system designed based on anti affordance still needs experimenting. This follows the balance of high affordance in resource awareness with the anti affordance of restricting the users control of resources to that of being part of the community’s energy.


Name and queue numbers


The name and queue number provided a personal touch to the users association with the queue, however the design proves to have a lack of flexibility and requires the user to add their name, which may lead to misunderstanding to who used what and when.


The merging of queue numbers with the personal identity


Taking influence from the use of names, it became apparent that a more flexible, yet anonymous design was needed. Here I have design the identity for users to be associated with their house number, recognising anyone within that location has part of that identity and as a result providing flexibly. This method provides and anonymous feature as people don’t know exactly who in the house is using energy, but also gives a personal touch as it represents their identity as part of the communities households.


Humanising the users of the queue system


Looking back to the research into coffee queue’s and the personality it added to the queue by allowing the user to gain an understanding of what the others in the queue were doing. I sought to apply this sense of humanising effect to the queue icons and in doing so I referred back to the survey conducted on energy use for the “making database”. From there I identified key appliances within the household that are part of lifestyle routines and integrated icons representing though appliances into the House number icons, humanising what is occurring within the house hold.


Creating a time


Providing a sense of time was to give meaning to the times that energy would spike in the form of peak times, however integrating it into the name and queue over complicated the design. To that end I redesigned the time icons based on watches that revealed the key points of time that occur every 3 hours. These involve the morning 9:00, the mid day 12:00, and the need of working day 18:00 leading to after average sleeping time 21:00.


Reflection of queue system


The design of a high affordance materialisation of resources used to place the users in a situation of anti affordance in which their use of energy is associated with being aware of the use of energy of other members of the community. This experience may be looked as frustrating, as a control of a resource becomes a part of a community schedule. The control individuals once had is gone and in its place a perspective of seeing your energy as apart of the groups takes its place.


Interactive Video and projection – research

Interactive Video and projection




The interface I designed for the Power of many queue systems provides the interactive communication in which energy sharing and energy awareness can be expressed. I intend to design an interactive video which provides the situation in which users will react to the experience of sharing energy and the direct expression of energy used in relation to the kettle social object.


Research Into energy/social object control


Purpose of device control


In order to express the anti affordance of associated with the queue system that restricts the use of energy while in the queue, I am researching methods of planning the interaction in which a user would have with the kettle and the way the kettle would respond is relation to the queue Icons previously designed.


Analysis of scenario


The Ideon cards refer to a method of using scenarios as a means of planning user responses. The method takes into account the interface or object, the context in which they will be used, the environment and the possible Reponses that the users will have. Therefore it is the ideal method for planning how users within the tribe will engage with the kettle and the context in which the interface will respond.


Analysis of Max video control


As mentioned I intend to express how users will experience the queue system by using an interactive video of the interface, which can respond to the different circumstances. Therefore I have delved into max as prototyping software effective where a variety of video clips can be designed to react to different circumstances.


Analysis of Node red appliance control


As seen in the previous designs associated with resource materialisation (link), node red can be used to hack into the power source for the kettle. This lead me to research further node red flows in which appliances were controlled


“If” and inject nodes for light switch


These flows turn on and off lights using if codes that determine whether certain circumstance have occurred in which the lights should be turned off. These flow are often associated with sound or visual based light switches. Inject nodes can be used to test these functions and later coded into the flow. The use of an “if” flow can be used in relation to the scenario planning method to map out the circumstances in which the kettle should boil.


OSC Node


The OSC node is a node that was introduced to me as a means in which the node red that will control the kettle, can communicate with other software such as the max MSP allowing a connection between the kettle and the interface to be created in response to energy use.



Reflection of methods of creating anti affordance experience


In my research into the means in which to create an interactive video, it became apparent that the node red software originally used for materialising resource in my project would be the best means in which to control the kettle social object while a secondary software such as max would be needed to control the video with osc nodes being used connect the max and node red to stabling the queue system.


Application towards designing queue system experience


Taking into account my reflection of the researched methods for the interactive video, I intend to factor their functions into plan that incorporates the scenario method in order to take into account the kettle, interface and user will respond under the circumstance of making coffee.


Plan of Interface


anti affordance experience


Purpose of planning experience


Past I designed a video that demonstrated how the interface would respond in the queue systems, and influenced by that video I intend to design a series of video clips, which represents different Reponses that the interface will have in context with using the kettle.



Storyboard plan and analysis of experience


Stage 1 of experience: neighbours in queue





Stage 1 follows the queue system being used by other members of the neighbourhood community and is designed to as a passive stage where the user can see how others are using the queue.


Technical plan


Max can be used to play a loop video that represents using the neighbours adding to the queue.



Stage 2 of experience: Added to queue






Stage 2 represents the moment that the user tries to boil the kettle and find s that they have been added into a queue and must wait until they are at the top of the queue.


Technical plan


Using the “if” nodes seen in the research, a trigger can be made that switches the kettle off/on. In response the OSC node can be used to send a message to max to control an alternative video clip.




Stage 3 of experience: Neighbours using energy




Stage 3 places the user in a situation where they must wait for others in the community who have already been added to the queue. This process can be seen as frustrating but I also curious as you in avertedly come in contact with you neighbours through the way energy is used.


Technical plan


Using a switch in max will allow the osc message to switch to other videos such as a queue in used with in the moment resource awareness.


Stage 4 of experience


Stage 4 is the end of the queue in which the user has reach the top and is they are once again able to use energy.


Technical plan


Max can be used to switch at certain point of time and as result trigger an additional clip where they specifically are using energy.




Stage 1 may not play a large role in the users response and can bee seen as a instruction into how the queue works, however when reach stage 2 they find that they are unable to boil the kettle demonstrating the anti affordance experience of the kettle. The stage 3 is planned to build on the frustration that user doesnt want to know about their neighbours due to individualism, however under this scenario the users will be placed into circumstance where they must see their energy as part of a group. The stage 3 acts as the relief where in which they are at the top of the queue and are able to use their energy.


Application of storyboard into interactive video


Following the reflection of the scenario the user will go through and the technical methods associated with using max and node red, I will create a series of prototype based on the above scenario and methods of using max and node red to provide the planned experience.


Queue experience Prototype 1:


Adding to the queue


Purpose adding to the queue


The purpose of this prototype is to create the experience of being added to the queue after the neighbours are already added and using energy.


Analysis of experience of being added to queue


The video effectively provides a transition from the neighbours adding into the queue and using energy (time-), towards the user attempting to use energy and being added into the queue.




While the video demonstrates the act of joining a queue effectively, there is room for improvement is having shorter and more reactive video clips to represent different times within the queue.


Application of knowledge of experience


Based on the experience of this interface video, more diver’s clips need to be made to react for different times and situations of using the kettle to create a more seamless experience.




Queue experience Prototype 2:


 Queue and user reaction


Purpose of queue and reaction


Based on the experience from the previous prototype, a more varied range of video clips needs to be designed to adapt to the different circumstance of being used.


Plan of queue and user reaction experience


I plan to create a series of clips for the queue system which will be make up 3 queue videos and 3 reaction videos with a 20 second duration that makes up a 1 minute. Each queue video represents a different place in the queue number.


Experiment experience


The video prototype provides a more diverse response by using as planned a queue video representing the neighbours and a reaction video as the response to the user trying to boil the kettle. The use of variety of short videos allows for more variety of responses.


Example of scenario


This involved the scenario in which a neighbour added received the queue number 2 and if the user uses starts the kettle within 20 seconds of this video then a reaction video with start that places the user as queue number 3 and the video continues playing until the user is at the top of the queue and energy can be used.


Reflection of experience


The interactive video prototype provides a more responsive and varied reaction of using the kettle than the previous prototype. However with such a short queue numbers ranging from1 – 4, the users are left with a very short wait time which minimises the effect of the anti affordance. The user is left with little time to adapt to seeing their energy as part of the group.


Application of experience


While the prototype provided a more diverse and reactive experience, I feel that improvement is needed in making the time spent in the queue longer with a longer, allowing the user to adapt to a different perhaps more frustrating concept of energy.


Queue experience Prototype 3:

 Loop and Random video


Purpose of the loop and random video


Following the influence of the previous prototype, an experience that leaves the user more immersed in the queue system needs to be designed with a responsive series of video clips, which allow for a varied reaction for when using the kettle.


Plan of Loop and random video storyboard


I plan to maintain the use of a short 20-second video to act as a loop video in which the neighbours are added to the queue and


For the reactive video which the user is added to the queue, I plan to increase the wait time will give the user more time to adapt and become aware of the energy use allowing adapting them out of their individualising perspective.


I plan to create 7 videos representing the 7 different households, which will be randomly selected with 7 different variations of video clips, demonstrating a variety icons representing what the energy is being used for.


Experience of loop with random video


Adding to queue Loop video

The animation makes the use of icons shape to create the effect of links being formed as more people are added to the queue forming the community.


– Max set up


The max set up uses a loop with a switch that moves on to the next clip in response to the on switch on the kettle and switches back to the loop video once the reactive video


Turning on kettle

The user simply uses the kettle the same way they would use any other, however soon after the kettle is activated, node red will react and switch the kettle off. This experience initially gives a sense of frustration to the user as they think “I want to boil my kettle”.


– Node red set up


Using a node red flow that controls the on/off switch similar to the light flow through the edimax the kettle can be coded to react to the place that the user is within the queue



You have been added to queue


The extended duration of the video also leaves more room for the user to observe what the energy is being used for. The use of the humanised icons in this video, allows the time and frustration of the queue to inspire curiosity in what the energy that is keeping them from boiling the kettle is being used for.


– Max set up


Once the kettle has been switched off a message will be sent via OSC, which will activate the reaction video signalling that the user has been added to the queue.


Reflection on experience


As I reflect on the experience that this interactive video provides, I find that it is efficient in its use of icons and a varied and responsive set of video clips that adapt randomly to the situation the user has used them in. However I feel that a additional reaction is needed in which the users frustration and curiosity built over the experience finished with the kettle boiling is association with the energy awareness in the video.


Application of experience


In order to improve the interactive experience, I plan to apply the knowledge from this prototype towards adding on an experience at the end of the video where at the top of the queue the kettle reacts an is turned back on.


FMP: Power of many user interface

Power of many user interface DEVELOPMENT LINK

Below is a link to the development that took place as the interactive video which expresses the experience of the power of many queue system.

Link to development (click link)



Click the link above and then click the “Power of many user interface” category to see development posts related to this stage of development.


FMP exhibition development


Below is a link to the development that took place as the interactive video which expresses the experience of the power of many queue system.

Link to exhibition development (click link)


Click the link above and then click the “FMP exhibition” category to see development posts related to this stage of development.


Prototype User Interface

Purpose of prototype


The prototype of the interface relates these individual icons and materialisations of resources into the context of their uses in the form of a User interface that the tribe can easily understand and relate to.


Analysis of User interface Layout


Queue Side bar


In order to integrate the queue system into my interface, I placed the queue to the left side of the interface, in the form of a list that icons are added and removed from as the queue shifts.


Neighbourhood energy map icon


With the queue placed on the left side I integrated the neighbourhood map with integrated line design that demonstrates an energy link to the right of the interface. By doing so the user is able to understand their place in the queue with the context of the energy use expressed in within the community.


In the moment Icon


While the queue and map gave function and context to the interface, there was a lack of resource awareness. Therefore I designed a miniature version of the “in the moment” Icon and integrated it within the household spaces to give awareness and communication between what was occurring in the queue list and within the community.


Reflection of Interface



The use of a queue list and a neighbourhood map provides context to the interface, while the “in the moment” animation provides an awareness of energy being used as they find themselves moving up the queue. The use of a house identity defines the user as part of the households that make up the neighbehood community, which is humanised by the changing appliance icons that reflect a personality to what energy is being used for.



Application of knowledge towards anti affordance experience


While the Interface was designed to provide a merging of high affordance icons with an anti affordance experience which restricted energy use to that of the community rather than individual. Changing the mind-set of energy that turns individualism on its head and redefines energy as part of a group. The interface materialises resources in the form of a high affordance interface, however the experience that the queue system provides is that of anti affordance to prevent high energy use