Physical Computing: Introduction to Arduino

This workshop has been developed as a result of a Digital Maker Collective collaboration between alumni artist in residence Rosie Munro Kerr and Chelsea BA Fine Art student  Daniel Bandfield

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Slides for this workshop can be downloaded HERE.

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Physical Computing Lesson Plan

Structure:

10 to 12 people per lesson.

Time length: 3 hours

  • Introduction

    Talk about principles of the lesson topic - 15 minutes.

  • Follow along demonstration

    Demonstrate how to build something, while students replicate it - One hour.

  • Problem/Task

Present a task for the students to work out themselves using the principles established, or give them the opportunity to make something using students initiative - One hour.

 

Lesson 1 – Introduction to Arduino

Equipment introduced

  • Arduino Uno

  • Button   

  • LED

  • Capacitive Touch (not really equipment)

 

Principles explored

  • Introduction to micro controllers and arduino uno.

    • What is a micro controller and how is it different to a computer?   

    • What is it good at and what is it not good at?   

    • Brief  overview of the internals of an arduino           

      • The Atmel atmega328p           

      • USB chip           

      • Pins:     Digital and analog       

      • Power   

  • Basic common principles of code.   

    • Variables       

    • Functions       

    • Libraries       

    • Conditional Statements   

    • Loops

  • Basic electronics principles.       

    • Volts, amps and ohms.   

    • LEDs   

    • Resistors   

    • Capacitance

  • How to learn about physical computing.   

    • DO NOT need to memorise everything now.

    • Everything is a google search away.

    • Start with problem statement.

    • Divide complicated problems into smaller, simpler problems.

 

Demonstration 

  • Part     1: Blink an LED       

    • pinMode()       

    • digitalWrite()       

    • Serial     functions

  • Part     2: Blink an LED with a button

  • Part     3: Register touch using capacitive touch and fruit

 

Task

Students can choose to either:

  • Create a circuit in which a blinking LED blinks faster when someone is     touching a fruit.

  • Play around with the electronics and come up with their own circuit.

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