Week 8 – Unusual Switch
For this assignment, I had a hard time coming up with an unusual switch that didn’t require the use of hands. Eventually, I started thinking about switches that would actually be useful, something that I would genuinely want to use. That’s when I came up with the idea of creating a switch connected to a “shoe” that lights up an LED when you step on it or put it on, and turns off when you take it off. This idea came from the countless times I’ve woken up in the middle of the night or early in the morning and wished I had a light source that would guide me without stumbling around for a switch in the dark.
I started by gathering the materials I needed:
- Arduino
- Breadboard
- Wires
- Resistor
- LED
- Cardboard
- Aluminum
- Sponge
- Tape
- Scissors
I started by cutting out a piece of cardboard in the shape of a shoe, then cut two smaller cardboard pieces to act as the soles. I wrapped each sole in aluminum foil and built a sandwich-like structure. → Taped the first aluminum sole to the base of the shoe
→ Placed a sponge layer over it as a barrier
→ Placed the second foil-wrapped sole on top
The sponge was necessary as it acts like a spacer that keeps the two foil layers apart unless pressure is applied (someone steps on it). When someone steps on the shoe, the pressure compresses the sponge, which allows the two foil layers to touch and complete a circuit.
After that, I set up the arduino and breadboard by starting off with what we have done in class. First, I made sure that the LED is connected to a digital output pin (pin 13) instead of directly to 5V. Then I added a wire to the bottom foil and connected it to GND and added another wire to the top foil and connected it to Digital Pin 2. Lastly I updated my code, and made sure to print in order to test the output, (0 = foot pressed→LED ON, 1 = no contact → LED OFF).
Link to final video demonstration
Reading Response:
“Attractive Things Work Better” – Don Norman
Norman argues that attractive designs aren’t just superficial, but they actually improve usability. He mentions that when users find something aesthetically pleasing, they are a lot more likely to feel positive, be more creative, and continue problem-solving. However, he counters this emotional response with the logical-functional approach to usability, signifying that a good product needs to incorporate both usability and aesthetics.
He notes the psychological perspective, where he mentions the connection between emotional design and better problem-solving. This supports the idea that positive emotions lead to better cognitive performance. Additionally, his perspective encourages a switch from function-first design to a more holistic perspective where aesthetics and usability are interdependent. This idea has a significant influence on product design, branding, and architecture, proposing that the way something looks may influence not simply preference, but also performance and satisfaction.
“Her Code Got Humans On The Moon — And Invented Software Itself” – Robert McMillan
This article highlights Margaret Hamilton, a pioneering software engineer with her work at NASA during the Apollo missions in the 1960s being necessary to landing humans on the moon. She was the main developer of on-board flight software for the Apollo program at MIT’s Instrumentation Laboratory. She not only created the term “software engineering”, but also helped set it up as a well-respected discipline. One of her most memorable moments was during Apollo 11 because her code was able to prevent a mission abort due to an overload in the spacecraft’s computer system. Due to her team’s powerful software design, she was able to ensure mission success regardless of unexpected errors.
Hamilton’s story is extremely impactful because her exceptional contributions were taking place during a time when both women in STEM and the concept of “software” were still unexplored. Her work was able to set the basis of modern software engineering as well as challenge gender norms. She was an extremely innovative individual who introduced various new ideas including prioritising tasks within software, which assisted in managing the Apollo computer’s limited memory. While her work was initially under appreciated, it is now commemorated as being crucial to not only the space race but also the evolution of computing. Her story highlights the significance of resilience and acknowledging the “what ifs” in technology.