Tuesday, April 18, 2017

Arduino Monome Process Diary

Hi folks!

For my Arduino Project, I originally wanted to replicate something that combined the Makey Makey's capabilities with the power of the Arduino. After combing through multiple pages on Instructubles, I found a project that I thought was simple, innovative, and accessible enough to be exactly what I was looking for. Unfortunately, the project simply used the Arduino software and didn't fully use the power of the microcomputer. However, I did find an Arduino companion project that involved less steps and less materials, making it even more accessible than the Makey Makey project! 

What is the project? It's a Cardboard Monome, which is an interface device that has been most popularly used as an electronic musical instrument. Musicians such as Imogen Heap have used the Monome to push the boundaries of their craft and create new artistic visions of what is considered "music." Yet, the creators of the Monome stress that the device is not primarily an instrument. In fact, the developers of the Monome have stated, "The wonderful thing about this device is that it doesn't do anything really...it wasn't intended for any specific application." [1] The possibilities for utilizing the Monome are endless, with the only barriers being the extent of your imagination. However, I personally can't justify dropping $700 on something that "doesn't do anything." Plus, I just want to experiment what I can do with Monome, so why I should I pay that much to tinker? Lucky for me, the Arduino Monome can be constructed with a few cheap materials and some lines of open access code. Let the making and tinkering begin!

[1] https://www.engadget.com/2006/04/14/music-thing-monome-controller/


Step One: Build the Grid!


Basic Materials for an Arduino Monome: Cardboard, Copper Tape, and the Arduino







Step Two: Download & Edit the Code!

Downloading the Code from Github. Big thanks to jdeboi, the writer of this code and the creator of this project!

Editing the Processing Code so it knows I'm doing a 4x4 Monome.



Step Three: Iterate to Step One!



Step Four: Plug In the Arduino & Upload the Code!

Connected copper tape to jumper wires that are attached to the Arduino.

The jumper wires are in slots 2-9, each slot representing a row or column of the Monome.

Had to attach more copper tape on the edges so that wires could reach all rows and columns. Didn't make for the strongest connection.

Alright, the code is ready! Let's download!


Step Five: Play Some Tunes! 



Voila! 


One of my biggest stumbling blocks in this project was this error I kept running into while trying to play my Processing code. It said that "ddf.minim was not in the library." It turns out, I was missing a Java library that could manage sounds in Processing. The writer of the code failed to mention that in her instructions, so I was stumped for quite some time. Finally, I figured out thanks to the Google and Stack Overflow, so it ended up working in the end. Yet, for this reason, I would not say that the Arduino is as democratizing as it's cracked up to be. You still need a certain amount of programming experience in order to figure out errors when they arise. While creating something like a Cardboard Monome can make it exceptionally easier to create music out of cheap materials, to be truly democratizing, a device must also have lower barrier of entry than the skill of programming that Arduino (and the software it works with) requires.

Resources:
https://www.google.com/#q=installing+minim+processing+3
http://stackoverflow.com/questions/29869973/using-processing-sound-library

Monday, April 17, 2017

Maker Interview: Emily Thompson

Last month, I attended an academic library conference in Tennessee where I met a lot of librarians who were planning to implement or had already situated themselves in makerspaces at their libraries. One of the librarians I met was Emily Thompson, a UMSI alum who works as a “Studio Librarian” at UT-Chattanooga. What is Studio? The Studio is UTC’s makerspace/media lab that has all sorts of digital tools and resources for students to use. I found Emily very engaging and willing to impart advice to other librarians struggling with their own makerspaces, so I asked for an interview a few weeks after the conference and she graciously accepted. A wide-ranging forty-minute conversation and an eight page transcript resulted from our interview session. I asked approximately ten questions about how The Studio operates and what projects are being made, and I received very thoughtful, in-depth responses to those questions. From our conversation, I perceived three core concepts that form the foundation of the Studio at UTC, which are instruction, innovation, and inclusion. These three “i” concepts interwove themselves throughout our conversation and made me reflect on the best practices for not only the stewards of makerspaces, but for information professionals at large. Each concept is explored in detail below:

1)    Instruction
One of the key takeaways I got from the interview was that Emily’s job requires A LOT of instruction. Essentially, the Studio Librarians partner with classes that are doing a digital project, usually audio or visual production, and help students figure out those tools. The Studio space is also open for any student who is working outside of class or independently on a project of their own volition. She said that although the Studio was only in its third year of existence, they are already assigning to up to 100 classes and doing hundreds of one-on-one appointments. This is a difficult feat to manage with only two full-time staff and three part-time staff. Yet, what struck me most while listening to Emily’s descriptions of her job was the passion she had for working with students of all academic disciplines. She has English majors, design students, health and human performance students, occupational therapy students, and everything in between. The ability to successfully provide services for people with differing needs throughout the day is not only essential to providing good librarianship, but I also think it’s necessary to creating a makerspace where everyone can learn regardless or prior knowledge, skill level, or personal experience. Even the structure of the space (in Studio’s case: chairs with wheels, a divided center table for dual instruction) makes for an atmosphere that is conducive to learning, collaborating, and exploring.

2)    Innovation
Throughout the interview, Emily cited numerous examples of students who brought fresh ideas while working on a school project and making an innovative product. One story that Emily likes to tell is about a young woman who lost the case for her lipstick and ended up designing the case herself using Tinkercad and 3D printing it. Another example of an inventive project was for a class called “The Rhetoric of Women,” where students were assigned to create video interludes, or video essays, that interspersed lectures about BeyoncĂ©’s Lemonade. The students used video editing techniques learned in The Studio to make an argument and support that argument with their ideas. Overall, this type of innovation used over and over again in the studio demonstrates what Emily calls a new way to think beyond traditional scholarship. To me, this is what I find so exciting about makerspaces in library settings because it presents the opportunity for all of these ideas across disciplines and skill levels to come together and produce something truly unique and groundbreaking. The library makerspace as a crucible for innovative ideas is a concept that interested me in makerspaces in the first place.

3)    Inclusion
One of the questions that I made sure to emphasize in my interview was a question about how The Studio conducted outreach to underserved groups on campus. Emily provided a very thorough explanation where she said that The Studio usually does not need to conduct outreach because students usually come to them. In order to substitute for a lack of formal outreach, Emily highlighted how she and her staff made attempts to be extremely welcoming to students who might come from marginalized communities. The Studio basically conducts its marketing by word of mouth, so it was very important to Emily that students of color, first-generation students, students with disabilities, etc. felt like they belonged in that space and then they could tell their friends how awesome it was to be in that space. Part of facilitating that belonging is banishing assumptions from your mindset. For example, Emily was very adamant about her belief that “digital natives is crap” because not all young people are familiar with the digital tools that professors and employers expect they know how to use. From how I see it, this is profoundly true for first-generation students like myself who did not have the time or the resources to learn these tools during childhood or adolescence. Therefore, Emily makes it her goal to reach out to students at whatever skill level they show up with, which, in a makerspace, is critical for making people feel that they deserve to be there.

Through this interview, I gained a lot of insight on what it takes to not only run a makerspace in an academic library, but what it takes for the makerspace to be seen as a model of excellence that is indispensable for a community. By grounding an academic library makerspace in the core concepts of instruction, innovation, and inclusion, that success, demonstrated through the creativity and progress of student projects, can be achieved. Most importantly, as Emily says, the ability to provide a space where it is safe and nonjudgmental  enough to make mistakes is so important for all us in our development as lifelong learners.

Here are some brief excerpts from the interview:

So I see you have a wide variety of tools in the Studio, from A/V equipment to prototyping devices. How do you decide to bring in a new tool?

Emily: I really see it as a collection development exercise. We of course get students requesting things, so we listen to what they're after and we decide whether it's something we can support. A lot of it is based on something that we needed, so the first two years we had what we called a hybrid camera -- the Panasonic GH4 -- and they were incredibly popular, but they got a bit of a learning curve to them. We got 6 or 7 of the Panasonic Lumixes, which still have full manual control, but have much lower entry, so we decided to get those because we had students who wanted to do photography but they weren't quite ready for interchangeable lenses. Also, the nice thing about them is we only have three of the hybrid kits, so if we're out, we're out. So this gave us the nice option to be able to give to people and say, "I swear  it's just as good. We call it a point and shoot, but we're lying." And you can use it as a point and shoot, but it's very, very nice. And so...we kinda had to choose something that was a little bit less expensive that would provide more opportunities for people. We try to get things at all levels. Some of it's just what people are interested in, that's why we got all the synths and the beat-makers  because we got Ableton as a software and we wanted to give people controllers that would really work well with Ableton and be able to connect to it through their keyboard. Sometimes it's buy stuff and see what will fly. Sometimes it's an obvious need. I consider it very much old-fashioned collection development. It's the same way you'd pick what book you decide to buy.

What successful or unique uses of the tools have you seen over your time there? 

E: One of my favorites was an interior design student who came in and she had her interior design class talk about making windows or whatever using Sketchup. And she comes in and she's holding her lipstick. And she's like, "this is my favorite color lipstick and I lost the case. Or she stepped on the case or something like that. And so she wanted to 3D print a replacement. So I set her up on Tinkercad because Sketchup is annoying for stuff like this...and within a two rounds of prototypes and about 60 times worth of printing and now she has that thing for her favorite brand of lipstick.

How is studio currently marketed? Is it well-known on campus?

E: It is extremely well-known on campus and it is not really marketed at all. Part of that is that we have the good fortune to be located in a new building, so the first semester we were open, everyone was coming in to see the new library. Then, word got out that there was media space on the third floor, so people we're coming in to see what Studio was up to. And like the first couple of days we had giant open houses. We had a big grand opening and we had all of the stuff out there. Every year, there's always an open house and we have cake and all of the different library departments have their own table. We go down there and we got a camcorder and we record people doing stupid stuff and try to put it together in a video...that then goes out on the library social media. But most of it is really word of mouth. We do teach 12-15 workshops every semester on a lot of basics: Intro to Capturing Audio, Intro to Manual Photography, Into to Video Editing, etc. We teach those workshops and those are just advertised on the library's home page. The biggest thing has been getting professors to bring their classes in, so I think the last I heard, we had over a hundred classes this year and after that we got another 15 scheduled. We're teaching a lot of stuff and those professors will hear from their friends, 'Hey, I had this great experience. You should talk to the Studio and help them get you to design us an assignment. And once they come in once, they'll come back. We see probably 25% of the English 1010s and English 1020s, the early English classes (and that's a made-up number), but if you can get them as freshmen, they'll come back later. And they'll tell their friends. 

What do you hope is the overall outcome of Studio on campus and beyond?

E: Oh my. Umm. I hope that it is seen as...we think of ourselves as the collaborative, creation space on campus and I really hope that other people see us as that too. A place where students and faculty can come and kind of learn how to do something new in a safe and friendly place where it's not important that you be an expert before you show up. It's just important that you're willing to learn. We've been so busy that I haven't necessarily thought about next steps 'cause like I said, we just had our second anniversary. We are in our third year of existence and we're already up at a 100 classes and hundreds of one-on-one appointments and all kinds of craziness. So we're just starting to think about what's next. I hope that they see we are helping students to kind of think in new ways and think beyond what traditional scholarship is supposed to be and think into the next idea of what scholarship is supposed to be. 







Tuesday, April 4, 2017

Getting Started with Arduino: Built-In Code Examples

Voila! After much handwringing on how to use a breadboard and an Arduino knockoff, I have put together a series of clips demonstrating the different code examples featured in Getting Started with Arduino by Massimo Banzi. Each code snippet is basically a different way of turning an LED light on and off, but it's still a great introduction to how Arduinos function!



Sunday, April 2, 2017

Tinker Lab: An Un-Conference Pop-Up Makerspace


Introduction

Last month, I went to an "un-conference" -- a professional conference that defies the conventions of typical conferences -- called The Collective in Knoxville, Tennessee. Focused on the unique ways academic libraries can engage in their jobs in a new and creative fashion, The Collective featured many of the cutting-edge topics and trends that are igniting librarianship. One of the conference's most memorable features was its pop-up makerspace, which was aptly named the Tinker Lab. I decided to tour the Tinker Lab and the following photographs represent the trajectory of that tour.

Overview

The sign that greeted me upon walking into the Crystal Room, a subsection of the Grand Pavilion Ballroom at the Holiday Inn in Downtown Knoxville. The Tinker Lab was divided into multiple stations and demos that scattered the room.

I visited the Tinker Lab over the course of two days at The Collective, so a few of the photos displaying an overview of the space may be different due to the shift in demos and stations. For example, a VR demo is occurring in the corner instead of the video-making demo that happened the day before.
The right hand side of the room, featuring the Coloring Station and the Chibitronics/Little Bits station located further in the background.


The left hand side of the room, featuring the Animation Station, among others.

A Virtual Reality Demo that occurred on Friday, March 3rd. A video-making demo had happened the day before.


Coloring

Located right by the Tinker Lab sign, the Coloring Station had multiple pages of a colornig book along with crayons and color pencils for passers-by to color with.

I hadn't played with crayons since elementary school, so I of course took full advantage of this opportunity!

As you can see, not a lot of people had contributed when I first started coloring, but I'm glad to have contributed my part!

Animation

I took a left turn after the Coloring Station and found the Animation station. It featured instructions on how to use animation for a digital project by using stop motion technology and basic cut-out shapes.

The full display of the animation setup.

Provided shapes that you can animate!

Rocketbook Wave

Next up was the Rocketbook Wave station, which had this notebook device where you can write things with different color pens and it can be saved to the Cloud.

Instructions indicating which symbols correlate to different cloud storage applications.

Despite how excited I was about this device, I never quite figured out whether it actually worked or was a prototype of an object that "could" or "will be" invented. The provided instructions did not relieve my confusion.

Polaroids

Right next to the Rocketbook Wave was the Polaroids Station! This happened to be one of my favorite stations, as it combined an old technology with our current digital devices. You simply take a photo with the provided iPad, submit the photo via the Instax app, and then watch it print on the Polaroid printer. Now my dream of decorating my room with a Polaroid Clothesline can come true!

Polaroid Supplies, including Fujifilm and double-sided Scotch tape.

More Polaroid Supplies, with color and pattern background paper.

The rest of the Polaroid supplies.

ISKN Slate

Right next to the Polaroid Station was the ISKN Slate station, which is a device that allows you to physically draw something on a piece of paper and a digital app at the same time. The alleged output is a digital product. Again, I found this device difficult to use and the provided instructions did not help with my troubleshooting.

The step-by-step instructions, which included pairing an app with the device. Despite my best efforts, I could not pair the app (which I dowloaded from the App Store and it took up a ton of space on my phone), and gave up after several frustrating minutes.

The remainder of the instructions, which are very brief.

The actual tablet you draw on for the ISKN Slate is located on the left side of this photo.


Idea Library

A few of the items on display at the Idea Library, a space smack dab in the middle of the Tinker Lab, right next to the ISKN Slate station. The items on the milk crate "shelves" have irregular items not typically circulated at libraries. The Idea Library is meant to display how librarians are rethinking what libraries can do.

A copy of Cards Against Humanity with a classic catalog card.

A number of different paper shapes and toys right next to the milk crates! Only featured on the first day of the Tinker Lab and was taken down by the second day.


"How to Make Videos that Don't Suck"

One of the featured demos on the first day of the Tinker Lab. This demo is based on a popular presentation at The Collective that is often sold out weeks in advance. Here, the presenter is setting up the camera and lighting for her demonstration.


Virtual Reality (Google Cardboard)

On the other side of the Tinker Lab is the Virtual Reality Station.  I didn't spend too much time at this one, but essentially it gave instructions on how to use Google Cardboard.

All of the equipment necessary to use Google Cardboard. 

Chibitronics

The Chibitronics station was located right next to the virtual reality station, and it gave instructions on how to use LED circuit stickers. It seemed like a very playful product that would be great with children, but I didn't show nearly as much interest as I did with Squishy Circuits. Play-Doh > Stickers.

The numerous amount of supplies at the Chibitronics station, including scissors, copper tape, and LED lights.

Little Bits

At the same table as the Chibitronics was the LittleBits station! Having heard a lot about these in class, I decided to linger at this station and create a circuit that did something. The instructions were surprisingly straightforward at this station and I connected a bunch of colored bits together to make a circuit that made a REALLY loud noise that drew some looks. I guess it wasn't THAT type of makerspace...

360 Cameras

Located in the center of the room was a display of 360 degree cameras. There was absolutely no explanation here and seemed to be a demo for something, but I wasn't sure. 

Each of these computers had videos with the camera at work.

I didn't stay too long at this station as I wasn't sure whether I could do anything with them...


The Black Box (a DIY Digitization Space)

A cool station that was located between Coloring and Animation was the Black Box station. Essentially, it paired black cardboard with high-powered lights to make a DIY digitization space that was easy and relatively cheap (compared to more expensive scanners). The written instructions made the station seem personal and accessible.

A full view of the Digitization Station!


Analysis

Overall, I found the Tinker Lab to be a very open and creative space to relax and explore during the conference. The chance to see cutting-edge (and classic) tools that are gaining steam in today's libraries was too enticing to resist! However, I think it also offers a cautionary tale for the existence of the pop-up makerspace. Too often I felt confused about a certain device or did not understand the instructions provided at each station. There weren't any full-time staff members dedicated to the space, reflecting the faults of an ephemeral makerspace, as collaboration and learning depends on who is there at the time. If what drives the success of a makerspace is the community that is present, rather than the tools, than the Tinker Lab is a poor representation of the full potential of a makerspace. I also found it bothersome that the layout of the Idea Library and the timing of the demos shifted depending on the day. This lack of consistency prevented me from becoming fully comfortable in the space, a quality which is essential for any makerspace (as any maker with a shed or a work station in the basement can tell you). Perhaps an effective pop-up makerspace is possible with better guidance and instruction, but can something truly be called a makerspace if it's meant to be ephemeral? Is a makerspace about exploring a new tool or sustaining an ongoing project? Are makerspaces considered deficient if they lack one of these aspects but contain the other? I believe these questions must be critically considered before a committee decides to adapt a makerspace and their creative tools to a conference environment.