Midterm Project Report

  1. Squeeze Competition-Maggie Wang-Gohai
  2. CONTEXT AND SIGNIFICANCE.    The speed game we did in recitation gave me inspiration. The two competitors can do the same movements and interact with one another. I also did research on the automatic plant watering project. The moisture sensor detects the humidity. When there’s not enough water, the sensor sends out the signal and the water pump can move water into the pot. The sensor detects and responds to the environment and human activities. This is my idea of interaction. Two players, or the sensor and the player can exchange information and react to each other. Our project is unique in how we make use of the moisture sensor. We don’t put it in the mud. Instead, we put it in a box with water to detect the water level(since there’s no water level sensor in the school.).  Our project is set in a scenario where there’s an arsonist starting a fire and a firefighter who wants to put off the fire. The targeted audiences are two people who want to compete with each other.
  3. CONCEPTION AND DESIGN.   To start with, I want the users can know when the game starts and ends, so we add buzzers to ring twice as the beginning and the end. We attached a LED strip to show the process and the result. During the game, the LEDs will blink between blue and red in a waveform to show who has the advantage. This design can directly show the users how they’re doing in the game. The direction of the LED going can show users whether they’re sucking enough water or they need to squeeze more water in the box.

    To help users understand the scenario, we drew paintings of an arsonist and a firefighter, stuck them on the cardboard, and place them on the box. The LED strip suits our project because it’s more obvious that LED lights. It can show the process of squeezing clearly. To squeeze the water, we specifically chose the quadrate water bottles because they’re easier to squeeze and make less noise than round ones. We used the tubes Gohai provided us since they’re stronger than straws. Another option might be covering balloons on the water bottles. When pressing the balloon, the water can come out. We rejected it because we couldn’t find a balloon that was flexible enough.

  4. FABRICATION AND PRODUCTION.    For the box and the sensor, we drilled the holes and placed the sensor quickly. We struggled with the approach the move the water in and out. At first, we tried to use the water pump. However, we couldn’t get it to work. I came up with the idea of using water bottles and straws to squeeze the water in and out. We first tried round bottles but they make too much noise. Then we decided to use quadrate water bottles. They’re easier to squeeze. We spent a lot of time trying out the right bottle, drilling holes, and stabling the tubes and the bottles together.
    During the User Testing Session, users pointed out that the box was too low and participants didn’t really have an idea of what was going on. When they saw the two bottles, they didn’t know what to do. So I added arrowheads on the tubes to indicate which way the water should go. We also tried to direct the users of the squeezing process by the indication of the LED strip. We only had the words “arsonist” and “firefighter” at the beginning. But Gohai suggested we should put on paintings or photos to demonstrate them more clearly. The adaptations we made were effective. Users know what they should do regardless of our explanations. Despite the fabrication, we also jointly work on the code and electronics. It took us a lot of time to get the code right.
  5. CONCLUSIONS.   The goal of our project is to explore moisture sensors with the two-player game squeeze competition. My project result shows the interaction because it can use the sensor, the buzzer, and the LEDs to communicate with the users. However, the users can only squeeze the bottle. There’s nothing else they can do. It’d be better if users have more ways of communicating. My audience interacted with my project well. The problem was with the bottles. They can be hard to squeeze, and water might come out. The truth is that it’s not that the harder you squeeze, the more water you move. The key is the air. However, many users mistakenly believe that they need to squeeze hard to move the water. So hard that they damage the bottle. It’s not the case. If there were more time, I would find an alternative to the water bottle like the thing we use for blood pressure. It might be easier to squeeze, the outcome can be more obvious and there won’t be water spilling out.  Our idea wasn’t easy to accomplish. One thing I learned from the setbacks is to accept the fact that our anticipation may not work out and we need to move to plan b. We decided to explore the messiest element when it comes to electric devices-water. Fortunately, we didn’t screw up. It was fantastic that we can use sensors and electronic devices to detect water.

Video:

Group Research Project

This artifact is derived from Doris’s proposal inspired by The Ones Who Walk Away from Omelas. It responds to the interactive mirror we found in the “Research” phase of the project. This mirror can reflect the viewer and reflect the sad child who suffers for the happiness of people in Omelas.  The viewer can have a conversation with the mirror.

Doris painted the sketch for the mirror. We started by making as many reels as we could. And then we stuck them together to create the frame. During the process of making the mirror, I spent most of the time making the mirror. After making the frame, I came up with how we could build the base of the mirror to make it more stable. We weren’t sure how to make the top. Sean made great efforts to cut the cardboard in a curved shape and make it the top. We wanted to make a mirror that was about 1.8 meters tall like a normal mirror. But when actually making this artifact, we realized this was too much work. I proposed that we could make the mirror as long as we could and put it on a box. The biggest challenge for us was to make it stand. The bottom was still a big reel, which made it unable to stand on its own. We worked together to use cardboard to create a triangle to hold it and used tape to strengthen it. Eventually, we made the mirror stand. Our group decided to make this mirror with reels to make it thicker and more beautiful to watch.

Our basic script is that there’s a carnival in Omelas and there are two pairs of viewers and reflections. The viewer looks into the mirror. The mirror will show the reflection of the viewer first, but it’ll gradually change to the image of the sad child. For the performance, I suggested that girls could take selfies. The viewer could introduce the background and have conversations with the mirror holder. And our performance intended to provoke the audience’s thinking about the reason behind happiness. In my opinion, the successes of the artifact are as follows. Our artifact stands out because it’s not like any of the other artifacts in other groups. It’s one of the biggest artifacts presented in our section and it’s good-looking on the outside. It’s stable and can stand on its own. And it fits into the narrative. For the failure of the artifact, even if we added a button on it, it might seem more magical than technical. Our original idea was that there were sensors in the mirror. But we didn’t have enough time to accomplish that.

In the whole process, our teamwork was great. We didn’t have many communication problems. We did everything as a team. We made the mirror together.

The group with the name Door-ry left an impression on me. This group’s artifact is inspired by The Veldt. There’s a computer that detects the user’s mind. The user can think of one place he wants to go. When he  opens the door, he’ll be in that place. He can feel, touch eat there, and can even bring something back to the real life. This artifact is relevant to the fictions story. It’s like the nursery, but it includes more sensations and interactivity. It meets the criteria of the assignment well. It’s an interactive invention that fits into the narrative. They managed to make many small props relevant to the travel places, which was interesting. However, I feel like the idea of this project is commomly-used. It’s not a very unique idea, but the implementation was great. The computer was well-made. They design a door that the user can use to travel to other places. The user travels to three places and she demonstrates the usage of the artifact well. By making props like little pyramids and sticking the Dory picture on a fish-shape cardboard, they explain how interactive the artifact is. For further improvement, I remember the script saying the computer is the device and the door is just a portal, but I don’t see strong connection between them. Their performance could be better if they can demonstrate the device more clearly.

https://drive.google.com/drive/folders/1661WgiI36BlYwgUcssxdlBvu9iB4E1Qn?usp=share_link