Whack A Thumb – Connor S – Inmi

Conception and Design:

As I began considering my final project, the hardest part was deciding what theme or type of interaction it would be. From the beginning I was fairly set on creating a game of some kind that was usable by a wide range of audiences and did not involve an overly complex design in the hope not to confuse or alienate anyone from the experience of using whatever it would end up being. At first, my thoughts revolved around the idea of accessibility, and more specifically, providing a user experience that would be unquestioned in a sense because of how obvious the design is in terms of design, aesthetic, usability, etc. In following what I understood and appreciated about good design, I wanted to reintroduce and expand upon something that the majority of users would be familiar with, which is part of the reason why I went with a thumb war type game. Another reason I chose to use a thumb war as my inspiration is because a standard thumb war between two people literally fits in the palm of your hand, and I wanted my project to be as unintimidating and intuitive as possible. 

Fabrication and Production:

I knew my project would eventually be some sort of handheld device, but I wanted to be sure not to come up with an overly complex or ambitious design only to reach a roadblock because of the logistics of making it. I came to the conclusion that to make a functioning “thumb war”, I would need: (1) Some sort of handle to emulate the experience of holding a hand as one would in the event of a thumb war, and (2) a thumb that could move at a brisk enough pace to create a challenge. With this design concept in mind,  I started to consider the various tools at my disposal. I was lucky enough to find a piece of pipe in the fabrication room I could cut to use as a sturdy handle. I  wanted to create a simple to understand, yet challenging user experience, and concluded that an effective way to make this goal a reality would be to attach a thumb to a servo motor to mimic some of the challenge and quick thinking associated with pinning a real thumb. My first iteration included a flat, makeshift thumb made from cardboard, and while this worked for the purpose of movement and durability, multiple people suggested I 3D model a more realistic thumb to add to the experiential/immersive aspect of my project. Even though I ran into a bit of trouble with the printer at first…

…I would consider the decision to include a more realistically sized and shaped thumb a good one. 

 Since this would be a game, I needed to incorporate something that could be used to indicate the user successfully pinned the thumb, which is how the employment of a pressure sensor came in to focus. The pressure sensor serves as an appropriately sized target to pin the opposing thumb, but a potential problem I encountered with this idea was the fact that someone could accidentally trigger the sensor without successfully pinning the thumb. For this reason, since nobody playing the game would ever hold their thumb flat on the surface for an extended time while the game is afoot, I decided to add a condition in my code that required the sensor be held for at least 3 seconds to trigger a victory. After completing a decent amount of the code and wiring for the project, I realized I would need somewhere to store the Arduino, breadboard, and all the wires, which is how I arrived at this rough sketch: 

 

After my code was settled, the physical production process was relatively straightforward. I needed to feed wires through holes cut into the top of the bottom container and top surface, while also ensuring the project remained simple and clean in appearance. 

I thought this would be a good way to house all the necessary components, while not taking up an inordinate amount of space, or detracting from the design’s simplicity with uncovered wires. As shown in the photo above, there would have been a lot of visually unpleasing aspects of the project visible if not for the admittedly bulky, but necessary bottom container.         

Conclusions: 

The initial goal of my project was to create an interactive experience with an intuitive, simple design that would not alienate anyone due to its over-complexity, and I feel that with those criteria in mind, I successfully laid the groundwork for how a professionally produced thumb war game could operate and look. My definition of interaction was centered mainly on the concept of user friendliness in the form of prompts and responses provided by the design in question, and I think my project achieved these goals to varying extents. I think “Whack A Thumb” was user friendly in the sense that almost anyone could understand the concept, its uses, and the game play mechanics after a quick inspection.  While my biggest regret is that I spent too little time on ensuring the physical project would retain its structural integrity, I still have faith in my project’s concept and presentation. If I had more time I would make sure the device is made entirely from a durable yet light-weight material, and include a more ergonomically designed handle. 

Looking back on my process planning, constructing, and implementing my project, I learned that, while the basic concepts involving its design and function were well-formulated, there is no substitute for repeated and thorough user testing which help contribute to a fully polished final product. A seemingly foolproof concept will almost always encounter unexpected troubles when attempting to implement the idea in an uncontrolled environment. If I could add a footnote to the original definition of “interaction” I proposed in the beginning of the semester, I would stress the fact that the principles of interaction are observable between the user and the project, and not the user, project, and creator. Implementation matters a lot, and even if something “works” for the designer, it certainly will not to the same degree with the user.        

Happiness Vending Machine – Jiayi Liang(Mary) – Rudi

PROJECT TITLE

Happiness Vending Machine

CONCEPTION AND DESIGN:

For my final project, I am working on how to connect my project to the society. As an unique individual, I think every one of us has the duty to take care of each other as a community.  My project is called “Happiness Vending Machine”, which is an interactive vending machine that sells happiness. Happiness here is “those happy moments that can make someone feel happy”. It can be a small incident in life, an interesting picture, or a beautiful song. We can put this vending machine in big shopping marts or university campuses to spread happiness and comfort more people.

The vending machine focuses on urban people’s prevailing mental issues that they always feel stressful and upset in their daily life. According to my research, there is a popular new trend called “丧文化“ –“disheartenment culture”, which means people’s pessimistic attitudes towards life. Just simply takes me as an example. When I was working on my EAP final project, I cannot help complaining about the huge workload and difficult tasks that are impossible to fulfill. I always say, “I feel like I am a waste” “Why do I choose NYUSH?” “I will definitely get  F”. However, I ignore that there is also something enjoyable in the project. It is nice to cooperate with my group member. It is fun to interact with others to get more information that is useful for my research. After I finish my presentation, I feel a sense of self-pride. These are all good moments in my final period, but I just choose to ignore them and fall into a mental mood of sorrow. 

.

↑A super popular image that stands for 丧文化 —— a middle-aged man lying on the sofa with a sad face

Thus, I come up with an idea that maybe I can collect those  ignored but joyful things in our lives to comfort more people who has faced the same dilemma as mine. Then, I work on finding ways to share those happy moments. I find a vending machine may be a good way by the use of interaction. Usually we can see vending machine selling food or drinks, but it is rare to see it selling abstract products like happiness, which can draw users’ attention and arouse their curiosity. The vending machine here is a metaphor. You don’t actually needs to pay money for it, however, you just use your interaction– raise your hand in front of your sensor– to buy it.  This machine creates a utopia that you don’t have to take great costs to get happiness. It is the one and only vending machine that doesn’t require money stuffs just like a fairy tale, which is healing for us who live in a busy metropolis.

Recently, there is a kind of toy which is popular among youngsters called blind box. Not knowing what exact cute figure really is in the box, buyers feel a sense of surprise when unpacking the product, which adds playfulness in the process of purchasing. Thus, I am going to take the random policy on my happiness vending machine , which makes the buyers feel more surprised.

FABRICATION AND PRODUCTION:

My first step is to collect the happy moments from my friends. I send a message on wechat, and many people share their own ideas to me. Actually the process of collecting information has already healed me. Their contribution ranges variously. Through the process, I feel I am more engaged with my social circle. 

Then I make these contributions into cute and adorable pictures. I classify these information into three categories. A. simple sentences B. photos C. songs.

A.

B.

C.

see more on google docs: 

https://docs.google.com/document/d/1UwE5T8zDDEsuJ1LK87foyfl99ZrMSl5MsjROrVcUBrs/edit

the songs

https://music.163.com/#/song?id=1336856864

https://music.163.com/#/song?id=1366036963

https://music.163.com/#/song?id=1314353013

I make my vending machine into a model in wood. All the users need to do is to stand in front of the machine, raise your hand to collect the “happy power” and wait for a little while. Then, you can select a button to  purchase a happy moment shared by others by paying the happy power he or she collects. I made a instruction front page to guide the users.

To make my project work, I list two main codes to write. The first is to write a code to count the happy power. The second is to make the button work — if you press it, the machine will show you a picture.

For the first task, I use “analog write” to get the information received by the distance sensor. If the distance sensor senses something is getting closer, the code will add one point to the total happy power. 

Code for task 1 in arduino:

The second task is much more complicated. I set a value called “button state”, if the first button is pressed, button state goes to 1, second to 2, third to 3 and forth to 4. At first I get lost when I use the example while code on the internet. I face a problem that the distance sensor only works when I am pressing the button. Then the fellow tells me that I should just us if sentences to realize my goal. I face another question that I misconnected three pins of the buttons. The result is that the buttons do not work for a long period. Luckily I find the mistake at last. The biggest problem is that if I keep pressing the button, the image keeps changing. I add one more value of the previous button state to solve it. The picture only changes when the button state is different from the previous one. (This also leads to one more problem that I cannot press the same button twice, so I add one “return” button). I also add some lines that once a button is pressed, the happy power will be reduced by 20.

The complete arduino code:

I use the processing to store different pictures. Once Processing knows that the button state from arduino has changed,  it will randomly show the relevant picture( and song). I use the array function to store the information. I edit the songs into clips of about 15s.  I also add some sound effects to make it sounds like a vending machine.

Finally, my project works like this.

Conclusion:

In conclusion, my project pays attention on people’s mental issues that they have a pessimistic attitude towards life. The happiness vending machine sells happy moments to people in order to heal and comfort them. My project aligns with our definition of interaction because there is a procedure of “input, process and output” as Crawford claimed . The vending machine interacts with the audience by noticing the users’ action to collect “happy power”, receiving their request of buying happiness, and offer them a funny picture of music as an output. The uniqueness about my project is that it is raising people’s awareness on the tiny but certain beautiful moments in their life. By sharing them an adorable cartoon image, they feel more relaxed and happier. This vending machine create a utopia space that is different from the busy and boring social life. In front of the machine, you can get rid of the busy life and confusing material stuffs, gaining pure happiness without paying money. All you need to do is spend a little time to relax and enjoy the happy moments.

However, there are still lots of space for revising. I get feedbacks that maybe it is better to add more interesting instructions on the buttons instead of just using ABC. For example, “if you are angry, press this”. And I will also add more descriptions at the beginning to let the user realize what this machine is for.

For the subsequent projects, I will add one more function to the vending machine to make it more interactive. The buyer can upload their own happy moments to the machine too. Thus, the project can also work as an illustrated handbook that record people’s various kinds of happiness.

References:

http://en.people.cn/n3/2017/0712/c90782-9240823.html

The Art of Interactive Design, Crawford (pages 1-5)

Blind Boxes

https://baike.baidu.com/item/%E4%B8%A7%E6%96%87%E5%8C%96/19892924?fr=aladdin

Final Project:Chicken Little Is Afraid of Sky Falling Down-Hangkai Qian-Rudi

My Project on IMA Show
My Project on IMA Show!

Chicken Little is Afraid of Sky Falling Down-Hangkai Qian-Rudi

CONCEPTION AND DESIGN:

We have played so many games on our computers and phones and it seems normal for people to play games using multi-touch or keyboard and mouse. What I wanted to do is to change the way the players play this game (how the players interact with the game) from click or touch or something to move the whole body to act in order to control the object. The root of the games is the idea 3 in my proposal of getting the fruit on the top of the window. However, I find that If the fruit is only on the top of the window, then the whole gaming process time will be very slow, so I decided to make an infinite game with score system. Moreover, in my proposal, I said it will be two players ‘game. However, when I considered further, there are two bad things if it’s a two players game: firstly, lots of people who come to IMA show are alone, so that it will not be comfortable to compete with a stranger. Secondly, if I make a two-players game, the device will be extremely big. Also, with the score system, we are in fact already can compete with each other. So, in my final version, the game finally come up with a form of single player game. The game’s concept seems simple: the object flying up try to get rid of the obstacles falling from upward. I used a distance sensor, an accelerometer and a hair band to make this game. I want to make the game easy to play,so I chose these sensors. The player needs to wear a hair band with an accelerometer behind his/her head which will detect the angle of inclination and move the chicken Left, right and up and down.

FABRICATION AND PRODUCTION:

My final product is very different from what it is in user test. In my user test, the player cannot move on the y-axis and can only move through x-axis using a distance sensor. There are many feedbacks of my first version of product. Firstly, the height of different people is different, so that I have to adjust the height of the distance sensor to fit different users. Secondly, the velocity of the pillars is the same, so that it’s not like falling from up to down. Even more, they want to move on the y-axis and also, they do not know the story of the game. Luckily, Tristan gave me the story of chicken little and it fit very well in this game. So I changed my title from helicopter to “Chicken Little is Afraid of Sky Falling Down” (much cuter!) The biggest change is that I changed my sensor in the suggestion of Rudi. In fact, the biggest problem I got is that the distance sensor often lose track at some time, which tend to get choppy in the UI. So, I studied an afternoon trying to figure out how to use the 3-axis accelerometer to detect the movement of the user.

sketch

CONCLUSIONS:

My project’s goal is to create a gaming experience with the player’s body instead of interacting with mouse or keyboard or button. My inspiration comes from a game by Nintendo “RingFit Advanture”. In that game, player  need to move their body to continue the game. The project is align with my definition of interaction: the player receive the gaming animation and move their body in order to move the chicken on the screen, which is a continous loop. Moreover, a good interaction should create joy, and I think I had done it perfectly because all the players loved this game and want to try again when they finished.

Though it is a good interactive experience, there still exists something that need to be improved. Firstly, I used a hair band,which is unfriendly for the users with long hair because the hair band is hard for people with long hair to fit in… I didn’t expect it because both Rudi and me are short hair users… If I have more time I’ll change my design into a pair of glasses and put my sensors there so that it would be more easy for players to play.

Since I did my project alone, it is very hard for me to go over some difficulties, especially for coding (most of my project is on processing) at that time. But when I kept on working on it and ask fellows for help, I will finally get over those obstacles like class, OOP, boolean, switch,and the logic of checking position(quite hard to figure out! The chicken is moving through jumping, so that I shouldn’t write like if x=h but h-50<x<h+50),etc. I find it very interesting to work with my interactive project though it’s hard. When I finally accomplished my project, I felt true happiness that even bigger than when I play computer game! (Seriously!) And I’m really thrilled to see that my project runs perfectly and gain responses like “interesting!” that’s enough for me. That is my goal of my interactive final project.

ending

ring fit adventure

Haiyan Zhang – Project Proposals

Project Name: Hear Frida Kahlo

Project Statement:

The visual part of his project will be a Frida Kahlo painting or some icons extracted from Frida’s paintings that will equivalently symbolize her ideas as an embodied material of her statements. 

Ideally, this interactive installation needs to be set up in a room. On one of the walls, Frida’s painting will be projected. At the entrance of the room, there might be flowers prepared for visitors so that they can take some and put in front of Kahlo’s painting to demonstrate respect to this person’s legendary yet ordinary life. This is also motivating the users/visitors to feel the sense that they are participating in a ritual, a tribute to someone they might not be familiar with and they are on the way to know this person.

In the room, a nonstopping soundtrack of heartbeats will be played and looping in order to surround the users by strong sounds. While Frida’s paintings/ portraits are projected at the center of the wall, some 3-D printed organs such as (Frida’s)eyes, (Frida’s) heart are presented. In the heart is a distance-detector that senses the audience approach. Once the users are close enough, the painting on the wall will shift to next – in other words, the user’s approach triggers changes. The change represents the change of Frida, different stages in her life. 

I want this installation project to offer a rather immersive experience to the users where they can feel surrounded, familiar and unfamiliar, known and unknown. I hope this can be an introduction as well as a tribute to Frida Kahlo. Like her paintings and life stories that always lure people’s attention and awe, I hope that this immersive experience can lure people’s curiosity and reflection. So the visitors can leave with questions: Who is this person? Why am I introduced to this person today? What is this person’s story? Do I know this person? Do I know her well enough? 

The Epic of Us – Tya Wang – Inmi Lee

Concept and Design

Me and my partner started with an idea that we want to call upon peace and lead people to rethink the relationship between countries in the current world given the exponentially developing technology in the recent 50 years or so and the recent international incidents related to military such as the Cuba missile Crisis and more recently, the North Korea nuclear crisis. We don’t see a winner in such incidents, and that’s when we agreed upon that we want to make a game that either has two winners or none. We think that combining the traditional dice-rolling board game and digital interactions would be a great idea because computer programs can add more surprises and assistance to the inter-personal communication nature of board games. Specifically, we can throw out different endings during the game, impressing the players by catching them unprepared; we can add more fun with Arduino interaction; and we can use LEDs to indicate each “step” in traditional bard games and let the computer take over the movement of characters to avoid this unrelated process to the experience and message we want to deliver. Letting our users think from a macro-perspective by making each of them player the role of an entire civilization, we wanted to create a kind of “event” that would happen at some “steps” that would lead the users to attack the other but at the same time have a choice of not harming the other. When the previous steps can make our players form a pattern of attacking each other, the last step will be in the same form yet give two different endings depending on whether a user sticks to the same pattern or change their mind.

Fabrication and Production

Realizing the idea took much effort from me and Katherine because this is such a huge project. During the starting stage of our production, we had an incredibly long list of to-dos: fabrication designs, connecting LEDs, serial communication, and the excessively complicated program that we wanted to realize. But an improvement from midterm was that this time we seemed to have more confidence in each other and split the work clearly. In the meantime, we asked each other and people around us of advice every time we achieved something on our own portion of work, making the entire teamwork experience dynamic and communicative. Katherine was in charge of the physical board and I was in charge of programming. She gave me some great advice of adding an instruction page or giving a game tutorial to the users to make sure that there isn’t any confusion among our players. And I asked whether we could make the board larger and have the computer integrated onto the board to make the experience more immersive and user-friendly. Another improvement is that even though we went directly to the final version during midterm, we both chose to make a prototype before user test to see whether our ideas are effectively delivered. I made a rough version of the program and Katherine made a board half the size of the one we had in mind. When these were shown in the user test, we saw a lot of problems as well as motivation in people’s reactions, and these reactions finally lead to a lot of our final improvements. We saw that when people have to move their characters by hand, it takes up too much of their time and distracts them from the information we show on computer. Also, people got confused by the program easily because not only whose turn is not specified on the screen, the time we left for people to read them is very limited. But in the meantime, many fellows and students appreciated our idea, which drove us to always make a better version of the project. For me personally, the largest challenge I got was figuring out how we could let buttons on Arduino to tell processing when to react, and also let processing tell Arduino back how many points a player rolled to blink the LEDs. Because we only learned one-way communication in class, we were so afraid that this might not be achieved because if it doesn’t the entire idea of the board would be tedious. Therefore, we spoke to several fellows to ask for help and a senior student at the studio gave us a lot of assistance and inspiration. To be honest, a lot of knowledge we made use of in our project wasn’t mention in class, like Katherine’s converting a picture into lines in illustration, and P3D environment in my program. But at the end of the day, we both went out and seek help with a clear purpose in mind. The feeling of finding a way to realize what we’ve always wanted for our project since its proposal was so wonderful and we thank everyone who helped us during its production.

Reflections

While we are both proud of what we’ve achieved at the end of the semester, we have also thought about things we could have done better. For example, a lot of people complained that it’s weirdly quiet because we never incorporated music. I also thought that I should have add more animation when we ask our users to press the button really quick to give them feedback when their pressing is successfully recorded by the system. And we definitely could make the endings more visual and graphic to make the message feel more powerful. On the other hand, there are also cheers that I want to give both of us about the design. My favorite part of this project has to be how self-explanatory we’ve made it to be. The choice of one button for all interaction was particularly brilliant because it makes the game more fast-pace and easy to play with when the users do not need to switch from sensor to sensor. Even small children at the end-of-semester show can quickly get the rules even though it’s been a massive undertaking to explain to the whole class in words during the ideation stage. We’ve also nailed the system of LEDs to let them be a powerful source of telling players where they are in the “development of civilization”.

Conclusion

We said we wanted our users to understand the consequence of unlimited arms race and we want them to rethink international relationship. I think we have delivered the message quite well based on how people react when they saw the ending of the world is doomed. However, we could definitely make it better by giving our users a clearer hint of another choice other than attacking each other to see how they would choose under the same circumstances. But I guess the current approach creates better suspense and brings the feeling of waking up from the traditional mindset for our players. Throughout the semester, I’ve been defining interaction as

“the process in which two parties involved repeatedly send information through media such as words, sound, image, physical movements, etc, while receiving the other’s information simultaneously. The more types of information are involved, the more interactive this relationship is.”

According to the criteria I set for myself, I think our project has successfully met my previous expectation because we’ve incorporated light, image, animation, and touching experience into our interactive project.

One interesting fact about our project is that, not a pair, no matter in user test or in class, has achieved the peaceful (good) ending the first time they try out our game. We’ve seen them astonished by the sudden black screen, yelling in regret, and showing an expression of dawning comprehension on seeing the bad ending. That’s when we know they’ve gotten what we want them to take away from our project. There was one boy who played with his mother and saw the bad ending during the show. He asked her what just happened, and she told him exactly what we want our audience to know. Although our effort seems trivial compared with the scale of international politics, this is the impact we want to make.

Code

https://github.com/brilliantTya/Interaction-Lab-Final.git