Tag Archives: Open Source Hardware

Open-source hardware is eating the world


Our good friend and Hackster.io founder Adam Benzion explores the latest advancements in open hardware and what it means for our future.


Open-source hardware has been making headlines in industry publications and tech communities for years, but only now is it finally enjoying the same mainstream adoption that the Creative Commons and open-source software have enjoyed for over two decades. With growing numbers of hardware designs publicly available to study, modify, distribute, and replicate, resistance is futile!

06a5a8e

Move Over Patent Trolls

Much like its immediate software relative, open-source hardware uses existing hardware design licenses rather than creating new ones, to co-innovate and share it forward. In a stark shift from the usually guarded patent world of hardware, we find a new environment for the sharing of ideas. Literally hundreds or thousands of hardware designs—circuit design, component integration, machines, tools, processors and practically anything that can be physically invented—are getting published and made available for anyone to use. There are many upsides to this, although it also seems to be encouraging more red-faced patent trolls to sue unsuspecting users of open-source hardware on Kickstarter and Indiegogo, because someone, some time ago, was already awarded a patent. (It’s just my opinion, but if you filed without the intention to ever build or share your invention, you deserve to get out-innovated.)

You’re Either In Or On The Way Out

Right now it seems like everyone is joining, but you might be less enthusiastic if you’re a Fortune 100 that established itself on the grounds of proprietary technology. Remarkably, however, many of the companies I would have bet on being slow in adapting into this new world are actually fully endorsing it. From Intel, to Atmel, Freescale, and TI, these silicon tankers have proved agile and responsive, powering most of the kits we all know and love (and maybe by doing so, they will start opening up some of their core chip designs?) Maybe it shouldn’t be surprising: They’ve been publishing reference designs for their boards for decades as a way to make it easy for customers to get started. And now they’re also learning from open-source electronics royalty like Arduino, while juggernaut creative hits like SparkFunSeeed Studio and Adafruit, show how to further adapt, share more, and be part of a community.

I’d rather build on the shoulders of giants, share everything we’ve learned, and learn a thing or two from others. At the end of the day, SparkFun is successful because of the products, value and service we deliver, not our IP portfolio.

Nathan Seidle Founder & CEO, SparkFun Electronics

And it doesn’t stop with electronics. Just take a look at Toyota’s CES 2015 announcement. The company is following the example of Tesla Motors, making all of its 5,680 patents related to fuel cell technology available, royalty-free, to anyone in hopes of driving more innovation. Sure, you can argue that all of this is done in the name of self-servitude: They save on R&D resources while broadening the market, and eventually sell more products as a result. Autodesk is also working on a similar initiative with Spark: an open platform that allows any hardware manufacturer, software developer or material scientist to automate, simplify and improve 3D printing. Regardless of the motivation, this is happening, and the beauty of it is that it taps the collective crowd for exponential brainpower and innovation.

atmelbooth

A Freeway Without Speed Limits

By distributing hard earned engineering IP via the Creative Commons Attribution and the GNU General Public License and a widespread “Copylefting” attitude, innovators are transforming the world of hardware creation at speeds we’ve never seen before. The implications reverberate across the playing field, affecting everyone from hardware hackers to major players, and beyond.

  1. Startups. With little to no hardware engineering experience, startups can now hack their way into building hardware prototypes, fully capable of connecting to the “internet of things”, skipping months and thousands of dollars traditionally associated with such creations.
  2. Community. Open-source hardware is creating new communities that share recipes of creation. For me this became a personal obsession. Myself and Ben Larralde, co-founders of Hackster, are helping people everywhere co-create and learn open-source hardware. We see a massive wave of hardware innovation resulting from this movement, with firmware, schematics and inventive combination of electronics being developed, shared, redesigned and shared again from every corner of the planet in speeds we never seen before.
  3. Kids. If you are a parent like me, you are starting to see how this movement is accelerating your child’s abilities to design complex creations. My daughter who is only 4 years old can assemble strangely beautiful hardware creations using littleBits and thinking through “what if” scenarios. What happens when she’s 10 and can actually build complex blocks using LittleBits version 8.0? Does she even buy hardware at Best Buy or just build it herself because it’s more fun and possible better? When everything is open, big changes are inevitable.

Hardware innovation is driven by demand chain not supply chain, and open hardware provides the creative engine.

Eric Pan, Founder and CEO of Seeed Studio

Why Is This Happening Now?

We’ve lived through many decades since the computer revolution, the invention of the microprocessor, and the mainstream Internet. Maybe it’s not a surprise that all of the technology required to create software and hardware has finally come together, simplified and affordable to almost anyone on earth. Today, all you need is free cloud computing account from Microsoft’s Azure, an Intel Edison or Spark’s new Photon, basic programming skills and an access to a 3D printer. Voila, you are well on your way to creating a basic, functioning, piece of hardware. Unfathomable even 5 years ago. When I built my first hardware company in 2010, much of the above was generally unavailable.

RepRap_v2_Mendel

Disrupted Again

Built on the heels of open-source software and the new sharing economy, open hardware is a disruptive evolution. It will create massive changes to how hardware innovation is co-created and monetized in rapid new cycles. It will shift the tight hold of old power that was jealously guarded by the few, to the new power which is open, participatory, and peer-driven, forceful as it surges.

But the real change in open-source hardware will come when you see a consumer product released as fully open-source — not something for programmers, hackers and hobbyists. The day that Samsung release a phone or a GE a washing machine that ships open will be the signal that the value in hardware openness is here to stay.

This post was originally published on LinkedIn by Adam Benzion along with the help of Nathan Seidle, Tom Igoe, Sean Geoghegan and Eric Pan. You can also learn all about Hackster.io and explore a wide-range of the latest Maker projects here.

Striker is a real-time wearable cadence tracker

The Manifold crew has designed an open source hardware platform capable of tracking real-time running cadence.

Dubbed “Striker,” the prototype boasts both an Atmel powered wristwatch as well as an Atmel based footpod.

More specifically, key wristwatch specs include:

  • Sparkfun Pro Micro (ATmega32U4 MCU)
  • 850mAh lithium ion battery
  • Power cell (Lipo Charger/Booster)
  • SPDT mini power switch
  • Monochrome 128×32 SPI OLED graphic display
  • 
XBee 2mW PCB Antenna (Series 2)

Key footpod specs?

  • Fio v3 (ATmega32U4 MCU)
  • 110mAh lithium ion battery
  • 
Force sensitive resistor
  • Terminal block (2-pin 3.5mm)
  • XBee 2mW PCB antenna (series 2)

“Striker will remain in the lab for now, but hopefully something like this will become more readily available for runners everywhere,” a Manifold rep by the name of Chad explained.

“As far as a custom solution goes, rather than inventing a watch to receive and display the cadence data it would actually make more sense to build an app for an existing watch platform. Then all you need is a footpod capable of detecting foot strikes and sending the data along using a communication protocol that the watch platform can speak like Bluetooth.”

Interested in learning more about Striker? You can scoot on out the project’s official page, along with the relevant code (Arduino + 3D models) and Fritzing breadboard sketches here.

 

Yes, open source hardware is taking flight!



Writing for OpenSource.com, Jason Baker of Red Hat notes that one of the best open source drone communities he’s come across is DIY drones – a site that offers forums, videos and succinct how-tos, along with an online store selling kits and components.

“DIY drones, among other things, is the host of the [Atmel-based] Ardupilot project, an Arduino-based system to help you get off the ground with a hardware, software, and firmware solution for flying nearly anything,” Baker explains.

Mustang P-47D. Image Credit: Aaron Manee, DIYDrones.com

“Versions exist for everything from fixed-wing aircraft to copters with nearly any number of propellors, and even a version for rovers for land-lovers not quite ready to take flight.”

As Baker notes, quadcopters and related vehicles are great if you want to control a flight that can be measured in meters.

“But what if you want to touch the edge of space? Not surprisingly, there’s open hardware for that too. Two of your best options for flying a little bit higher on a consumer budget are balloons and hobbyist rockets,” he says.

Image Credit: Wilfred Swinkels, DIYDrones.com

“There are plenty of instructions out there for you to try re-creating this feat on your own. Some require advanced hardware skills, but what sensors and what tracking system you include are as much a matter of your own skills and interests as anything else.”

According to Baker, open source model rocketry might be another platform of choice for DIY Makers and hobbyists, as it offers fairly easy entry and re-entry options.

“It’s an exciting time for open source flight. Even the US miliitary has recently made a decision to open source some of the work they are doing, in coordination with the Open Source Software Institute,” Baker adds. “Whether you’re an open hardware pro, or someone like me who is just getting started, there are plenty of options for diving in.”

Interested in learning more? The full text of “Open Source Hardware takes Flight” can be read here on OpenSource.com, while the DIY Drones homepage can be accessed here. Readers may also want to check out our recent article on the PAVA 9, a sleek ATmega328P-based tracker.

Mathilde Berchon talks open source hardware for devs

Writing for the EETimes, MakingSociety.com founder Mathilde Berchon offers some valuable advice to startups using open source hardware.

“The open-hardware movement started with prototyping tools. Building together tools that everyone can use is at the core of the movement,” Berchon explains.

“For a hardware entrepreneur, there are now plenty of them to use for creating your prototype- microcontrollers, sensors, machines and associated software are all available for you to use at very affordable cost. Massive communities of inventors/entrepreneurs just like you develop their products while contributing to each other’s success.”

According to Berchin, open hardware is essentially a trade-off between having access to great resources and giving back to the community.

“Access to open-source prototyping tools will quickly make you realize that you can also leverage a full community of skilled enthusiasts who are able to tell you what you do wrong and how to directly improve your product,” she continues.

“In exchange for their help, you give them the right to use, modify and sell your product under the same license (if you decide so). Because you are the one behind the project, you are also the one who sees the big picture, who knows how everything works. With open hardware comes great responsibility – you have to be in charge.”

Berchin also notes that utilizing open hardware can help with marketing efforts, specifically for building a successful brand. In addition, she recommends that startups respect customers and backers, learn from their users and make products affordable.

Arduino, Adafruit, SparkFun [and] Makey Makey are all very strong brands,” she adds.

“They are associated with strong values and ethics. They are watching over their behavior as well as the community is.”

As a final thought, Berchin shares a quote originating from a 2012 3D printing blog post penned by Brook Drumm, founder and CEO of Printrbot.

“For the record, Printrbot will always be an open-source company. Only time will tell if that’s a good idea or not. It may help distinguish us from the competition, or we may die trying,” writes Drumm.

“We have already played a small part in pushing the 3D printing forward and there is much more to do. I’d rather die with a legacy behind us that stretched as far and wide as the open-sourced information can spread than to be driven by fear and hold tightly to every last dollar we can squeeze from the market with closed hardware.”

The full text of Mathilde Berchon’s article titled “Hardware Startups: Don’t be Scared, Share!” can be read on EETimes here.

Newark debuts new Atmel SAMA5D3 Xplained board

Newark element14 has debuted a new Atmel SAMA5D3 Xplained evaluation kit – a low-cost, fast prototyping and evaluation platform for microprocessor-based design.

The board, which is built around Atmel’s SAMA5D3 ARM Cortex-A5 processor-based MPU, is packed with a rich set of ready-to-use connectivity and storage peripherals, along with Arduino shield-compatible expansion headers for easy customization. In addition, the platform is a perfect target for headless Android projects, while a Linux distribution and software package facilitates rapid software development.

“Our partnership with Newark element14 on the development and manufacturing of this kit and its first set of expansion boards enables engineers from all communities to build applications requiring rapid prototyping and evaluation for their MPU designs,” said Jacko Wilbrink, Sr. Marketing Director of Microprocessors, Atmel Corporation.

“The new board offers features such as mid-range graphical user interfaces, capacitive touch capability, wired and wireless communication, free of charge Linux distribution and QT developer’s kit.”

Meanwhile, David Shen, Chief Technology Officer at Premier Farnell, noted that Atmel’s versatile ARM Cortex-A5 processor-based MPUs neatly balance performance with ultra low power consumption.

“This new Atmel Xplained kit, in addition to our soon-to-be-available expansion boards which will add more capabilities to the SAMA5D3 platform, will be very helpful to professional engineers as well as Makers, hobbyists, educators and students, both within and outside their main employment.”

As we’ve previously discussed on Bits & Pieces, the SAMA5D3 series is ideal for wearable computing and mobile applications where low power and a small footprint are critical. Key SAMA5D3 Xplained features include:

  • Fully documented and readily available Cortex-A5 based MPU solution
  • Rich set of peripherals, specifically on connectivity
  • USB power (no need for power adaptor)
  • Flexibility – Arduino-compatible connectors, enabling the user to leverage the extensive Arduino shields ecosystem
  • 
Open Source hardware – All design files available; easy to reuse in customer projects
Software package with drivers and examples for bare metal developers
  • Qt developers kit and Linux distribution free of charge

The SAMA5D3 Xplained – priced at $79 – is slated to ship in mid-March 2014 from Farnell element14 in Europe, Newark element14 in North America and element14 in APAC. You can pre-register for the new Atmel SAMA5D3 Xplained board here.

CNBC analyzes open source hardware

Writing for CNBC, Tom DiChristopher confirms that the rapidly evolving open-source hardware (OSHW) movement is currently in the process of migrating from the garage to the marketplace.

As DiChristopher notes, companies that follow an open-source philosophy make their physical designs and software code available to the public. By doing so, they engage a wave of Makers, hobbyists and designers who don’t just want to buy products, but rather, offer a helping hand in developing them.

“Patents still work as an incentive for some people, but for a growing number of companies, sharing is more lucrative and fulfilling,” Alicia Gibb, executive director of the Open Source Hardware Association, told CNBC.

Gibb specifically highlighted Atmel-powered Arduino boards as an example of popular open hardware, pointing out that one of the biggest assets open-source hardware manufacturers have is the communities they’ve built among users who share their values and their roots as Makers.

“[For example], one of the things that the Arduino has that cannot be duplicated no matter how cheap you make it is the community that surrounds it,” said Gibb. “Even if somebody else comes along and tried to sell something cheaper I don’t think it would matter.”

According to Catarina Mota, research chair at the Open Source Hardware Association, the rise of open-source hardware companies can be attributed to a number of cultural and technological trends. Indeed, hardware makers have built on the open-source software movement that gained steam in the ’90s, while the ubiquity of the Internet allows hobbyists to collaborate on physical products. The barriers to making hardware and other equipment have also fallen, says Mota, thanks to cheaper prototyping tools such as the Atmel-powered MakerBot and RepRap 3D printers.

The rapid growth of the movement is also reflected in the success of marketplaces for DIY developers and open-source enthusiasts like New York-based Adafruit Industries, a company which uses Atmel microprocessors (MCUs) in a number of its platforms, including FLORA and Trinket. To be sure, Adafruit’s revenue has tripled year over year, with the company expecting full-year revenue for 2013 to reach $20 million. Of course, customers are not just limited to hobbyists and isolated Makers.

“Our customers are moving more and more towards commercial endeavors and a very large portion of our orders are from professionals at very large companies,” Limor Fried, founder of Adafruit, told CNBC.

As we’ve previously discussed on Bits & Pieces, perhaps the greatest success to date in OSHW (open-source hardware) has been the Atmel-powered Arduino, primarily because it established a vibrant ecosystem. Writing in Electronic Design, David Tarrant and Andrew Back note that all the hardware design files were made available – so both Makers and engineers could study the design and extend it for their own purposes in a commercial or non-commercial context.

“These files were combined with an accessible and equally flexible software platform. [Clearly], Arduino has benefited from derivative and complementary third-party hardware and is today a growing brand with a strong reputation for quality,” the two explained.

“Following its example, hardware companies are increasingly seeing OSHW as an opportunity to seed the market and educational establishments with their technology. Development kit design files are increasingly available under open-source licenses. And as was the case with software, more reusable components are becoming available.”

According to Tarrant and Back, another key product example of the OSHW revolution is the Atmel-powered MakerBot 3D printer, the initial generations of which were entirely based on open-source design.

“Although open-source hardware has to date largely been seen as existing at the simpler end of the electronics design spectrum, it embraces two major assets within the engineering community—goodwill and collective intelligence—and is being recognized as an important movement with increasing opportunities across both industry and education,” the two added.

Putting people over Megahertz

Open source hardware can probably best be defined as hardware that has been made publicly available. The primary advantage of open source hardware? The concept allows DIY Makers and engineers to modify, improve, distribute, make and sell the design (or hardware based on that design).

According to the Open Source Hardware Association (OSHWA), open source hardware uses readily-available components and materials, standard processes, open infrastructure, unrestricted content and open-source design tools to maximize the ability of individuals to make and use hardware. Simply put, open source hardware offers people the freedom to control their technology – while sharing knowledge and encouraging commerce through the open exchange of designs.

Atmel-powered Arduino boards – which epitomize the above-mentioned philosophy – illustrate the numerous advantages associated with an open source approach. Indeed, Arduino has already managed to link the rapidly growing Maker Movement with both the corporate world and educational communities.

As Brock Craft, author of “Arduino Projects for Dummies” confirms, the boards are wildly popular in schools, with science and computing teachers in secondary institutions using the platform to teach kids the principles of programming and computational thinking.

“[Of course], Arduino is also used in colleges and universities, [where] they are often found in design programs, particularly in product design, because Arduinos can quickly be used to prototype products that do physical things – like toasters or dispensers or remote controls, for example,” Craft told ItPortalPro.

“It is also widely used in digital arts programs for making interactive artwork, music, and performances. [Yes], there have been similar products on the market for many years and education curricula have used other alternatives. But what makes Arduino different – and is driving teachers to use them – is that Arduinos are easy to use. And if they need help, it’s easy for teachers and students to get it in the extensive online communities.”

In addition, Craft noted that Arduino boards are being deployed throughout the corporate world, as the hardware is used by designers, architects and engineers for prototyping purposes.

“It’s very easy to try out design by building a prototype so that they can see what solutions work and toss out those that don’t. This is much easier to do early in the design process before more money has been spent on bringing an idea to fruition; Arduino can play a key role here,” he added.

And why not? As Arduino co-founder Massimo Banzi wrote in a recent Makezine article, Arduino boards are essentially a mashup of open technologies wrapped up in a unified user experience.

“From the out-of-the-box experience we want to know how long it takes to you to go from zero to something that works,” Massimo explained. “This is very important because it creates a positive reinforcement that you are on the right path. The longer that time is, the more people you lose in the process.”

According to Massimo, “we are all on the edge” of a new step in the Maker Movement.

“Some of you are surely working on the next big thing. Please keep at it, but keep in mind the overall experience,” he continued. “[Yes], you can put a processor that is 100 Mhz more than another one, but the way you interact with it makes a huge difference to people because it’s more important to take care of the experience people have when they learn than to give them power they don’t know what to do with.”

Massimo reiterated the notion of “people over Megahertz” earlier this week during the New York Hardware Innovation Workshop (HIW), which kicks off right before the 2013 World Maker Faire in NYC.

“Every time you design a system to do everything, you end up with a system designed to do nothing. The challenge is to build a platform that solves a simple problem for a specific group of people: beginners for example,” Massimo emphasized during a panel discussion about the evolution of microcontrollers (MCUs). “Our boards are not the most powerful, but they enable people to get ideas into products very fast. It’s people over Megahertz.”

Arduino-powered environmental sensors deployed at Google I/O

Google has teamed up with the O’Reilly Data Sensing Lab to deploy hundreds of Arduino-based environmental sensors at its upcoming annual I/O conference.

Using software built with the Google Cloud Platform, Mountain View will be collecting and visualizing ambient data about the conference, including temperature, humidity and air quality – all in real time. Altogether, the sensors network are slated to provide approximately 4,000 continuous data streams over a ZigBee mesh network managed by Device Cloud by Etherios.

In addition, the Arduino-powered sensors will be capable of detecting fluctuations in noise level, with some attached to footstep counters in an attempt to analyze and understand collective movement around the conference floor.

“As a key goal of Google I/O is to promote innovation in the open, the project’s Cloud Platform code, the Arduino hardware designs, and even the data collected, will be open source and available online after the conference,” explained Michael Manoochehri, Google Developer Programs Engineer.

“Networked sensor technology is in the early stages of revolutionizing business logistics, city planning, and consumer products. We are looking forward to sharing the Data Sensing Lab with Google I/O attendees, because we want to show how using open hardware together with the Google Cloud Platform can make this technology accessible to anyone.”

With the help of the Maps DevRel team, Google will also be displaying visualizations of trending data on several screens around the conference. Meanwhile, members of the Mountain View’s Data Sensing Lab are scheduled to be on hand in the Google I/O Cloud Sandbox to show off prototypes and talk to attendees about open hardware development.

As previously discussed on Bits & Pieces, Atmel microprocessors are the chips of choice for the Arduino platform, both in their AVR flavor and ARM varieties. Arduino has democratized hardware in a way that allows anyone – young or old, engineer or not, rich or poor – to create anything they can imagine.

As Arduino’s founder, Massimo Banzi puts it, “You don’t need anyone’s permission to create something great.”

Electronics User Experience with Sally Carson, co-founder of Pinoccio

By Eric Weddington, Marketing Manager, Open Source & Community

Sally Carson, co-founder of Pinoccio

Sally Carson, co-founder of Pinoccio

Sally Carson, co-founder of Pinoccio

In February I did an interview with Eric Jennings, co-founder of Pinoccio. Pinoccio is a new Open Source Hardware business, building “a complete ecosystem for the Internet of Things”. The Pinoccio is a pocket-sized microcontroller board, with wireless networking, rechargeable LiPo battery, sensors, and the ability to expand its capabilities through shields, much like an Arduino board. It features the new Atmel ATmega256RFR2, a single-chip AVR 8-bit processor with low power 2.4GHz transceiver for IEEE 802.15.4 communications.

Pinoccio featuring new Atmel ATmega256RFR2

Pinoccio featuring new Atmel ATmega256RFR2

Eric Jennings, along with his partner Sally Carson, co-founded Pinoccio. In my interview with Eric Jennings he said:

Eric Jennings: Sally Carson, Pinoccio’s other co-founder, is an expert in the intersection between humans and technology.  What I mean by that is that she thinks very deeply and carefully about the psychology of humans interacting with computers.  Human-computer interaction, user experience, and usability all fall under her umbrella.  I consider her contribution a secret weapon in what we’re trying to achieve with Pinoccio.

A Secret Weapon?!… I had to find out more what Eric meant, and just what exactly is Pinoccio’s Secret Weapon. I contacted Sally Carson and asked her about the intersection of User Experience (UX) with electronics and the design of the Pinoccio. Along the way, I learned some good lessons on why Design is important, even to just a set of electronics.

Eric Weddington (EW): What intrigued you about the Pinoccio to co-found a hardware startup company?

Sally Carson (SC): Well, I was always a creative kid, always drawing or making something. And, I always loved fiddling around with gadgets and electronics. In high school, I became an audio/video nerd. I got into skateboarding and playing in bands with friends. But, a huge part of both of these hobbies was the A/V part. So, for example, I filmed tons of footage of my friends and I skating. I would make these skate videos, editing the footage down using two VCRs. I’d use a 4-track to mix in audio, or I’d splice in the audio from an old Nintendo, like from Teenage Mutant Ninja Turtles. Every time we ollied or did a trick, there would be the “bloop” sound of a turtle jumping. So, I wasn’t like, busting out the soldering iron, but I was trying to find all of the different ways I could combine the electronics that I had access to.

Later on, I became a Web Designer and suddenly all of my creative output was virtual and done on a computer. I missed the physicality of using my hands to make things. Tim O’Reilly was a big influence on me, and I tried to keep up with whatever O’Reilly Media was putting out. I cut my teeth on the Web Design In a Nutshell book. I listened to podcasts of ETech and the Web 2.0 Conference.

Around 2004, I started to specialize in Interaction Design, and I was really interested in the Interaction Design Institute of Ivrea — where Massimo Banzi was teaching, and where Arduino was being developed. They were teaching Interaction Designers to prototype and test their product ideas by quickly building a physical prototype. This was fascinating to me — you could still be a Tech nerd but also build things with your hands. That blending of physical and virtual was super compelling; I always thought I had to choose one or the other.

Then, I got the first issue of Make when it came out, and I was totally enchanted. Make had found this incredible group of people who were tech geeks like me, but who knew how to build real things with their hands. I filled sketchbooks with ideas for DIY projects that I personally wanted to build. But, I still felt this barrier to entry and I hadn’t yet found a community of Makers who could help me. Every project I wanted to build needed to be wireless and Web-enabled, but that seemed totally out of reach for someone like me who wasn’t deeply technical.

I think there are a lot of people out there like me, who are somewhat geeky, but not super “deep geeks.” They want to build wireless, web-enabled projects but they don’t know how and they’re not sure it’s even possible. With Pinoccio, we’re providing all of that scaffolding for you. Your board is talking to the Web wirelessly within minutes of taking it out of the box. It already has a rechargeable battery that can last for weeks or months. From there, it’s up to you to start imagining possibilities for this platform. We want you to focus on the specifics of your project, instead of losing momentum trying to figure out all that other stuff.

So, with Pinoccio, I got really excited about enabling other people to build cool projects like the ones I had been dreaming about for years. There’s something really magical about creating a tool that enables other creative, talented folks — there’s this amazing multiplier effect.

EW: The Pinoccio could be looked at just the electronic guts of a larger system, as just a set of functions to be implemented. You and Eric Jennings see a need to approach the problem differently with Pinoccio. What led you to do this differently?

SC: The two most basic questions that I ask when I’m designing a product are: “Is it useful?” and “Is it desirable?” I want the answer to both questions to be yes.

If we had approached Pinoccio as “just a set of functions to be implemented,” we would have been building something useful, but not desirable. And that’s when you run the risk of commoditization. Your customers won’t have any particular loyalty to you, they’ll simply comparison shop between functionally similar products and choose whatever’s cheapest. Even if you’re first to market, this makes you vulnerable to cheaper knock-offs in the future.

So we want to be both useful *and* desirable. What does that look like? Let’s take Sugru as an example. Sugru is this magic, self-curing rubber that you can use to fix or modify practically anything — tools, electronics, everyday objects around the house. I had a sample packet laying around for a few months. I understood what it was, I understood the usefulness of it, but it wasn’t yet desirable in my mind.

Once Fall rolled around, I was commuting by bike at night, and I was frustrated with my new headlight. It had this recessed on/off button that was nearly impossible to press with thick gloves on. I used Sugru to fatten up the button and make it taller. The next day, once the Sugru had cured, I tried turning my light on and off with gloves and it was way, way better. I FELT SO SMART AND AWESOME! That was the moment that I fell in love with Sugru, because of how it made me feel about myself. I felt clever, capable, and industrious.

Now Sugru is both useful and desirable to me. I want to use it again, because I want to feel smart and awesome again. I want to show off what I “made” to my friends. It’s less about the Sugru, it’s more about how it made me feel. That “a-ha!” moment is what we’re shooting for with Pinoccio. We want to build a useful tool that makes people feel smart and awesome. We want to reduce those frustrating barriers to entry so you maintain your motivation to see a project through to completion. Then we want you to share what you built, show it off online, and collaborate with others who are working on similar projects.

EW: How is the process of designing the User Experience for the Pinoccio different than for other products?

SC: When I’m designing for the Web, I try to put together a functional prototype as quickly as possible, even if it’s just a clickable simulation comprised of sketches. Then I test it with real users. But, this is harder to do with hardware, it takes a lot longer to get to the functional prototype phase.

So, we used conferences like the Open Source Hardware Summit as an opportunity to interview potential customers and ask them about what they have actually done in the past. Have they tried to build a web-enabled project? How were they powering their projects? What tools did they use? What was frustrating? What worked well? This is a lot different than asking them if they think they would use Pinoccio, or asking them what features they’d like to see. We tried to identify existing pain points, based on the actual previous experiences of our target audience, then shape features around those insights.

EW: What part of the design process of the Pinoccio surprised you?

SC: I wouldn’t say I was surprised by this exactly, but I am constantly amazed by how awesome our community is. They’re brilliant, creative, and determined. They’re also incredibly generous and it’s super fun to see them sharing ideas and helping each other. I guess it surprised me how much idea exchange is already happening between members of the Community. It’s really rewarding to see that happening, and being an open source hardware company made it possible.

EW: What was the biggest challenge of the design process of the Pinoccio, and how did you overcome it?

SC: Well, for Web-based products, we try to build a Minimal Viable Product, get something into the hands of users as quickly as possible, see how they respond, then iterate and evolve the product organically from there. That’s a lot easier to do with software, because it’s relatively fast and cheap to put together an MVP.

Hardware is slower, it’s more expensive, and it’s inherently a “Waterfall” process — meaning there are a series of linear dependencies and the project can’t advance until each phase is complete. For each iteration, you have to make design changes to the board, order components, order PCBs, get the boards assembled, test them, rinse and repeat. It’s a weeks-to-months iteration cycle, instead of the hours-to-days cycles that we enjoy in Web Development.

I think the way that we address this is to bring assembly in-house. That will really allow us to take advantage of these Agile methodologies that we’re used to — rapid iterations of testing and refining. It will let us tighten up those cycles of iteration.

EW: What are some common mistakes that you see in hardware product design, that don’t take into account User Experience?

SC: Well, I think for any tech product, be it hardware or software, it’s tempting to think about features first, and to create a list of technical requirements as a starting point.

What we try to do instead is to think deeply about who our customer is. We think about what Peter Merholz calls their “emotional requirements.” What are their needs, motivations, and goals? What excites them? What frustrates them? How does Pinoccio fit into their lives, and how does it fit into a typical day? We answer these questions via different methods of qualitative research, including ethnography and interviews. It’s not enough to ask your target audience if they think they would like a particular product or feature. People are famously bad about self-reporting, it’s better to observe what they actually do, as opposed to asking them what they think they might do or might like.

Let’s go back to my bicycle light again. I’m going to hypothesize around what happened. The designers knew they were designing a light. They decided on some features — it’s possible they even asked customers what features they’d like — and they decided the light should have three modes: blink (for visibility and longer battery life), steady/low beam, and steady/high beam. They explored the interface — how do you use a single button to turn it on/off and to cycle through the three modes? The single button may come from a cost constraint. The flat, rubber button may have been an attempt to waterproof the light for riding in the rain. But did they observe real customers actually using the product? Not just in a lab setting, but in the real-world, during a typical day? Here in the States, in the late Fall, daylight saving ends and suddenly we’re all biking home in the dark. This is the time of the year that I start using my bike light. And because of the colder weather, I’m usually wearing gloves. If they had observed customers like me, in everyday conditions, they would have seen how hard it is to press that button with gloves on. And they would have seen me cursing under my breath, vowing to never buy a light from them again.

I think the best products make their customers feel smart. When you’re building complex technology products, if you do a bad job with the User Experience, the customer will blame themselves, “I suck at computers.” But it’s not their fault, it’s yours. And no one wants to keep using a product that makes them feel dumb. Frustration, hacks, and work-arounds are all super valuable insights. These are signals that a need that’s not being met. When I used Sugru to make the button easier to push, this was a work-around that signaled a need was not being met.

The key is to learn who your customer is, and to build empathy for them. Let that shape your product.

EW: How do you extend User Experience to the Pinoccio shields that are being developed?

SC: We talk to customers, we try to identify pain points that they’ve experienced with existing tools out there. We also talk to them about what they’re planning on building with Pinoccio. So, we just sent out a survey to our IndieGogo campaign funders asking them what their first Pinoccio project would be. Their answers will inform which shields we produce first. Then, once we have some shields produced, we’ll conduct qualitative research — observe actual customers using them during a typical day, in a typical setting. For example, we might go to a Makerspace where we know someone is building a project with Pinoccio, and just be a fly on the wall while they’re working on their project. Where do they get stuck? Where do they feel frustrated, or need help? That will help us refine the experience for the next iteration.

EW: There are many different solutions in the Wireless field, and the networking of objects that communicate wirelessly. What are some of the challenges of the user experience in this area, and what is Pinoccio doing to help users in this area?

SC: I think to-date, most solutions out there are either (1) so technical that only deep geeks can make use of them, or (2) they’re user-friendly but they’re constrained to a very specific use case, like home automation.

Our challenge is to build an extensible enough system that can support a variety of use cases, a robust enough system that we don’t lose the interest of those deep geeks, and yet still offer something that is easy for less technical folks to understand and use. For that final piece, we’ll be building a series of web-based tools that will help get those less technical folks up and running quickly and easily.

EW: You and Eric Jennings are located in different parts of the country, yet you have a start-up company together. What are the tools that you use to work together?

SC: Yep, Eric’s in Reno, and I’m in Ann Arbor. Eric and I use a number of tools, and have found a set up that works really well for us. We usually have IM running in the background, and ping each other throughout the day. We also do a daily Google Hangout — basically our “Stand Up” meeting in the Scrum parlance. Because we’re a young company, we’re happy to let these calls go long, and meander from detailed product decisions, all the way to long-term roadmap stuff.

We use Git for collaborating on code. We also have an internal documentation site that we use for asynchronous communication. It’s just a WordPress install running the P2 theme — it’s well-suited for short updates that can grow organically into longer discussions. We can archive pages that have evergreen info, and can easily search for and reference them later:

http://wordpress.org/extend/themes/p2

EW: What are your future goals with Pinoccio?

SC: I want Pinoccio to become just another tool in the average person’s workshop, makerspace, or art studio, sitting there right next to the duct tape. When they have an idea, they’ll grab a couple of Pinoccios and quickly throw together a prototype. I want this to feel totally unremarkable. Pinoccio is just another tool at their disposal that expands their capabilities. The object — the board itself — is less important. What’s important is that it enables them to build what they want to build, and it makes them feel smart, industrious, and clever (which they are!).