Save The Alien- Nagyeong Sin- Rodolfo Cossovich

Front cover of our game.

CONCEPTION AND DESIGN

My project concept was to highlight the importance of communication. Initially, my partner and I planned to create a game similar to the “Bomb game,” where players would collaboratively strategize to solve each case. However, during trials with our testers, we noticed that it was easy for them to see each other’s controllers, which defeated the purpose of collaborative problem-solving. Consequently, we decided to introduce a barrier between the testers to emphasize the importance of communication. During our user testing sessions, the feedback we received suggested making the games more challenging than our original plan. We ultimately planned a total of six games, with three displayed on each of the two screens. The controllers are connected to the opposite side of the tester, necessitating communication. Players must describe the directions and what they see on their screen to help an alien escape. We chose to use a cute alien character to convey innocence and appeal to both children and adults, as aliens are a widely recognized and enjoyable theme.

 

For starters, we drew out our plan (what type of games we wanted to include).

We wanted to try laser the cardboard first for practice.

After carefully reviewing the measurements we started to laser cut.

FABRICATION AND PRODUCTION
Using the hot clue we started to assemble and test it out by inputting the controllers.

Alien head 3D printed: Hour 1.45 mins. After it was done printing I spray painted it green.

For me, the most significant steps in our project process were definitely the coding stages. Coding proved to be generally difficult, requiring us to navigate through numerous trials and errors. Overcoming these challenges marked a significant milestone for us. Additionally, we decided to include sounds, which I believe showcased a great improvement. It made us realize how far we’ve progressed in terms of coding proficiency. I’ve also made GIF myself and drew all of the components that goes into the game like the visual representation. 

In line with our goals, we aimed to prioritize the interaction between the motors and the testers. Our objective was to ensure that testers felt engaged not only with their opposite partners but also with the controllers themselves. The materials that we mainly used for our controllers included a joystick, number pad, slider sensor, buttons, toggle switches, and potentiometer. 

Inside of the Red Controller 

Inside of the Purple Controller

Once the controller boxes were fabricated, the next step was wiring the components to the Arduino board. While not overly complex, this process required considerable time and effort to ensure proper wire placement and organization. A significant challenge arose from the cardboard mounts we had created to support some of the controls within the box. These mounts were crucial for securing the controls against the lid while allowing it to open smoothly, necessitating careful navigation of the wires through them. Creative solutions were employed to ensure both functionality and connectivity to the Arduino board.

Upon completing the controllers, we transitioned to developing the individual puzzles in processing. Initially, we approached coding by creating separate sketches for each game, treating them as distinct projects before integrating them into the final product. This approach helped simplify the task and break it down into manageable steps. Instead of designing all the game graphics within processing, we utilized Autodesk on the iPad to draw various screens. This decision facilitated easier control over different puzzle aspects, especially considering our limited coding knowledge. Minimizing code complexity was paramount to project success, leading us through a phase of trial and error as we revised and edited numerous files to ensure seamless integration.

 
The red controller was almost done, I added more designs to the controller later.

CONCLUSIONS

Everything was drawn on my ipad.

This shows the process of making the maze.

I worked on Confetti GIF to give the “complete page” more excitement by adding individual layers.

Our goal was to create a game that was both easy to approach yet challenging with communication. Through the interaction of the two testers, we aimed to emphasize the importance of communication. Our audience responded positively to our project, appreciating its accessibility and self-explanatory nature while still fostering meaningful interaction between partners.

Interaction extends beyond engaging with users; it also involves familiarizing testers with the tools provided for gameplay. Given more time, we would have incorporated sound into our project. Unfortunately, we were unable to do so, but we did manage to add sound effects inspired by “Among Us” into our game code. These audio elements complemented our game well, as we found sounds that were relevant to our gameplay scenarios.

Reflecting on this project, we recognize the significant improvement we’ve made. For instance, in our midterm project, WALL-E, we struggled with emphasizing the main theme of interaction between WALL-E and humans. However, in the Save The Alien Game, we successfully addressed this aspect, underscoring the importance of communication.

Final page of the game.

VIDEO

Visual representation of testers playing.

DISASSEMBLY

We disassembled them and returned them safely in the IMA lab.

WALL-E Trash Friend – Nagyeong Sin – Gottfried Haider (Rudi)

 

CONTEXT AND SIGNIFICANCE

Since the midterm for Interaction Lab is all about building and making the most out of it by testing with different sensors, the first thought I had was to build something that would be appealing to look at and functionable robot; because mechanics revolved around a variety of different mechanics I wanted to build something that was related to robots, and that’s what inspired me to think of WALL-E. When it comes to interaction, I definitely think the sensors were what made me understand the interaction between humans and the mechanics. Interactivity in mechanics and humans means how well a machine can react and interact with what people do or input into it. The significance of our project is that we built an eco-friendly robot that gives a positive reaction when the trash is thrown into its body, which motivates us to throw out the trash. The purpose of the cute reactions was to encourage the user to continue throwing trash away and to keep their area always clean. Not only does it interact as a trash can but also may be used for a game such as throwing a basketball hoop, where the reactions serve as a “point” indicator. Since WALL-E is a widely known movie, I have wanted to design WALL-E because in the movie I found WALL-E’s movements very interactive with his emotions and features. Therefore, I thought WALL-E would be a good idea for our project, especially since our focus was on using multiple sensors. Also, considering we were thinking about a trash can, WALL-E was the perfect character because his role involves collecting trash, which aligns with the theme of our project. My project is intended for anyone since its purpose is to encourage people to dispose of trash in a more enjoyable manner and promote the creation of an eco-friendly environment. WALL-E’s reactions also create a pause for interaction between humans and provide an opportunity to interact with something non-human based on the sensors.

 

 

CONCEPTION AND DESIGN

To help people understand how to interact with WALL-E, we presented our project by distributing trash around WALL-E. The WALL-E character itself is very easy to recognize since WALL-E is known for collecting trash and has an open hole in the middle of its body. WALL-E is easy to understand due to his character in the movie. In other words, since WALL-E is portrayed as the robot that likes to collect trash, it makes it easier for the audience to grasp the purpose of WALL-E. We added two sensors on its body and two servos into its eyes to show WALL-E’s positive reaction when the trash is thrown out. This was best suited to our project’s purpose because when throwing out trash, the motion was the most ideal. We originally wanted to create something that related to plants based on the scene from the movie but this was not possible because we ran out of ideas on how to make an interactive approach with WALL-E.

 

CODING AND CITATIONS

/**

* “pitches.h” – Buzzer’s notes that play WALL-E’s activation noise.
* This was adapted from a the tutorial found here:
* https://docs.arduino.cc/built-in-examples/digital/toneMelody/
*/
#include “pitches.h”
#include <Servo.h>
int infVal;
int pressVal;
int led1R = 2;
int led1B = 3;
int led1G = 4;
int led2R = 5;
int led2B = 6;
int led2G = 7;
Servo servo1;
Servo servo2;
void setup() {
Serial.begin(9600);
pinMode(led1R, OUTPUT);
pinMode(led1G, OUTPUT);
pinMode(led1B, OUTPUT);
pinMode(led2R, OUTPUT);
pinMode(led2G, OUTPUT);
pinMode(led2B, OUTPUT);
}
void loop() {
infVal = analogRead(A0);
pressVal = digitalRead(A1);
Serial.println(pressVal);
//Serial.println(infVal);
analogWrite(led1R, 0);
analogWrite(led1B, 255);
analogWrite(led1G, 0);
analogWrite(led2R, 0);
analogWrite(led2B, 255);
analogWrite(led2G, 0);
if(pressVal > 0){
analogWrite(led1B, 0);
analogWrite(led2B, 0);
analogWrite(led1R, 255);
analogWrite(led2R, 255);
servo1.attach(10);
servo2.attach(8);
delay(50);
servo2.write(0);
servo1.write(60);
delay(5500);
servo2.write(60);
servo1.write(0);
delay(100);
servo1.detach();
servo2.detach();
delay(1000);
}else{
if(infVal > 300){
analogWrite(led1B, 0);
analogWrite(led2B, 0);
servo1.attach(10);
servo2.attach(8);
delay(20);
servo2.write(0);
servo1.write(60);
delay(500);
servo2.write(60);
servo1.write(0);
delay(50);
servo1.detach();
servo2.detach();
tone(9, NOTE_FS4);
delay(300);
tone(9, NOTE_GS4);
delay(50);
tone(9, NOTE_B4);
delay(600);
tone(9, NOTE_A4);
delay(50);
tone(9, NOTE_E4);
delay(150);
noTone(9);
}else{
analogWrite(led1B, 255);
analogWrite(led2B, 255);
}
}
delay(100);
}

FABRICATION AND PRODUCTION

The most significant steps in our project were the coding process and ensuring that everything aligned correctly, along with connecting the breadboard and servos to the eyes. This part was crucial because it was where all the components were interconnected to enable WALL-E’s movements. My contribution to this project involved painting and gluing the pieces onto WALL-E’s parts. When painting, I used multiple colors to match WALL-E’s appearance. Waiting for the paint to dry took a considerable amount of time, so we used this time to work on our coding and WALL-E’s movement setups. During the user testing session, we received a lot of feedback. I felt that we needed significant improvements in terms of interaction. Some of the feedback we received included suggestions such as changing the colors of the LED lights using the RGB LED, exploring additional movements beyond just WALL-E moving his eyes, and enhancing the efficiency of the sensor when trash is thrown. In response to this feedback, we decided to add another sensor to WALL-E’s left hand. The second sensor, a touch sensor, would trigger WALL-E’s eyes to turn red and upward, indicating that he was angry. Not only did WALL-E respond positively but also responded negatively which allowed additional reaction with the audience.

 

 

E. CONCLUSIONS

The goal of our project was to create a trash can that was eco-friendly and encouraged people to recycle by making it fun and interactive. This project aligns with my definition of interaction because two interactive elements are present. The two interactives here are WALL-E and the tester. In other words, based on my definition, WALL-E reacts and interacts when the tester inputs the trash, and when WALL-E is touched, it angers him. These interactions between WALL-E and humans are what make interaction present. The audience really liked our project because many were familiar with the movie WALL-E, and most of the responses were that he was cute, which fulfilled our goal of making our project visually appealing. Since throwing away the trash triggered WALL-E’s movements, it attracted more testers to try. If we had more time, I would improve it by adding a voice box to WALL-E, possibly from a scene from the movie. We tried making this work; however, the buzzer was not advanced enough. If we had more time, we would have worked on the sound with the MP3 module. What I’ve learned from this is that we did not set a realistic goal and manage our time well. If we had broken down our goal for each day, I think we could have added more features to WALL-E. However, appearance-wise, I believe it fulfilled our goal.

RECYCLE

At the end, we took off our servos, wires, etc., and put them back into our kit, then took WALL-E back to the dorm with us to keep.

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