Weel 8 Reading – Her Code Got Humans on the Moon

While reading “Her Code Got Humans on the Moon“, I could learn and see how Margaret Hamilton is such an inspiring person . She was a computer scientist and software engineer who played a huge role in NASA’s Apollo missions back in the 1960s. What’s so amazing about her is that she didn’t just write code; she created entire systems for software reliability, which was a completely new idea back then. For the Apollo missions, she developed error-detection routines, priority scheduling, and backup systems so that the spacecraft could continue operating even if something went wrong. Basically, she designed software that could think ahead and handle mistakes, which was crucial when human lives were literally on the line. Her work laid the foundation for modern software engineering practices. What’s also incredible is how determined she was that she even brought her daughter to work, proving that her focus and dedication didn’t let anything stop her from solving these insanely complex problems.

What really fascinates me is how her technical contributions changed the way people think about software. Before her, software was often seen as just “a bunch of instructions,” but Margaret Hamilton treated it as an engineered system that could prevent disaster and adapt to unpredictable situations. This mindset completely shifted the tech world; today, every piece of software we use, from smartphones to cars, benefits from principles she pioneered. Learning about her makes me realize that software isn’t just about writing code; it’s about designing systems that are safe, reliable, and resilient. Her work shows that combining technical skill with persistence and creativity can literally launch humans to the moon and reshape the way we build technology forever.

Week 8 Reading – Norman,“Emotion & Design: Attractive things work better”

Don Norman’s essay “Emotion and Design: Attractive Things Work Better”, really made me think about how much our feelings affect the way we interact with everyday objects. Norman explains that when something looks or feels pleasant, it actually makes it easier to use. Positive emotions make us more creative and patient, so small design flaws don’t bother us as much. On the other hand, stress or frustration narrows our focus and makes problem-solving harder, which is why usability is especially important in critical or high-pressure situations. I love how he uses examples like teapots, some ugly but practical, some beautiful but tricky, to show that the context and mood of the user really change which design works best.

What really stuck with me is how this idea goes beyond just making things look nice. Design isn’t only about functionality or efficiency; it’s also about how the product makes us feel. When we enjoy using something, we naturally perform better and feel more satisfied. It reminded me that the best designs are the ones that balance function, usability, and beauty, things that work well and bring a little joy into our daily routines. For me, that’s what makes a product feel complete: it’s not just useful, it’s also a pleasure to own and use. A perfect example for me is my piano keyboard. I’ve used many different keyboards over the years, and the ones that are pleasant to touch, look sleek, and respond just right make me want to play more and practice longer. Even if a slightly cheaper or simpler keyboard could technically produce the same sound, it just doesn’t feel as inspiring. The way it looks and feels actually affects my creativity and focus, making the music I play feel better.

Week 8 Unusual Switch Assignment

My concept: 

For this project, I wanted to create a switch using my elbow as the activator. I set up two coins on the table and connected them to the Arduino with jumper wires, so that when my elbow touched both coins at the same time, it would complete the circuit. The Arduino reads this connection as a “press” and turns on an LED. I liked how this made the human body part of the circuit, creating a physical and playful way to interact with electronics.

The process of connecting the coins, taping the jumper wires, and adjusting the setup taught me that even small details, like how the wires touch the coins and keeping them stable, really affect whether the circuit works. The project was about exploring how we can rethink simple switches and find unexpected ways to trigger electronics.

Video Demonstration: 

elbow switch.mov

Arduino Code: 

// Elbow-activated switch with LED

const int switchPin = 2;   // Pin connected to Coin A
const int ledPin = 13;     // Pin connected to LED 

void setup() {
  // Set Pin 2 as input with internal pull-up resistor
  pinMode(switchPin, INPUT_PULLUP);

  // Set LED pin as output
  pinMode(ledPin, OUTPUT);

  // Start with LED off
  digitalWrite(ledPin, LOW);
}

void loop() {
  // Read the state of the switch
  int state = digitalRead(switchPin);

  // If coins are bridged (elbow touches), state is LOW
  if (state == LOW) {
    digitalWrite(ledPin, HIGH);  // Turn LED ON
  } else {
    digitalWrite(ledPin, LOW);   // Turn LED OFF
  }

  // Small delay for stability 
  delay(50);
}

Reflection:

Building this project was a lot of trial and error, and I learned so much about Arduino inputs, digitalRead, and resistors along the way. I realized that small details, like how the wires touch the coins and keeping the connections stable, make a huge difference. At first, I used a 10k pull-down resistor, but the LED wouldn’t stay on reliably when I touched the coins with my elbow. Eventually, I removed the external pull-down and switched to Arduino’s internal pull-up resistor, which made the switch much more stable and responsive.

I also loved seeing how simple code can control hardware in an immediate way, and how experimenting with the physical setup really affects the digital outcome. It was a fun reminder of how hands-on hardware projects are a mix of coding, problem-solving, and creativity.

Ideas for future work or improvements: 

Later on, I’d love to try using different parts of the body or gestures as switches, not just elbows. I could also add more LEDs or other outputs to make it feel more interactive and playful. It would be interesting to experiment with pressure-sensitive  sensors to make the switch respond more smoothly.

Eventually, I could imagine turning this into a small game or interactive piece, where your body becomes part of the control system. Also, I can imagine how interesting it gets when one could actually use their hands as part of the project where they would have more control on the switches and the whole system.

Github Link: 

https://github.com/deemaalzoubi/Intro-to-IM/blob/8753e3a8fa154b92aa973ab1735085c253a33d30/week%208elbowswitch.ino

Reflection – week 8

When I was reading these two articles side by side, I was struck by how they both explore the crucial role of human emotion in successful design, even though one is about teapots and the other about space travel.

Don Norman’s piece, “Emotion & Design,” argues that attractive things aren’t just a luxury but they actually function better. He explains that when we find a product pleasing, it puts us in a positive state of mind. This positive feeling makes us more tolerant of minor problems and more creative in solving them. I can see this in my own life; when I use a beautifully designed website, I feel more patient and engaged, and I don’t get frustrated easily. It’s not just about the tool working correctly, but about how it makes me feel while I’m using it.

This idea perfectly connects to the story of Margaret Hamilton. “Her Code Got Humans on the Moon” shows that the most brilliant technical system is useless if it doesn’t account for human nature. Hamilton understood that even the most highly trained astronauts were human and could make mistakes under immense pressure. Her fight to include error-checking code, which was initially dismissed, proved to be vital. Her software was designed with a deep understanding of human stress and fallibility, making it resilient and, in the end, heroic.

For me, the powerful lesson from both authors is that true excellence in any field requires blending logic with empathy. Norman shows us that beauty improves function by improving the user’s mindset. Hamilton shows us that anticipating human error is not a sign of weak design, but of strong, intelligent design. It reminds me that in my own work and studies, embracing creativity and understanding the human element is just as important as getting the technical details right.

Assignment

Concept

I created a simple switch using aluminum foil around my index finger and thumb. The goal was to make a switch that doesn’t use hands in the traditional sense ,  instead, it works by touching two parts of my own body together. When I bring my thumb and index finger together, the LED turns on. When they are apart, the LED turns off.

For this Arduino project.  I wrapped foil around my thumb and index finger to extend the conductivity, and connected each foil piece to the Arduino using jumper wires. . This simple prototype shows how the human body can become part of an electronic circuit.

 Link to video : Video

Highlight of the code

The code itself is simple. The Arduino reads the input from the foil on your fingers using digitalRead(). When your fingers touch (closing the circuit), it reads HIGH and turns on the LED. When you separate your fingers, the input reads LOW and the LED turns off.

int footSwitch = 2;   // Define the digital pin connected to the  switch (foil pad)
int ledPin = 13;      // Define the digital pin connected to the LED

void setup() {
  pinMode(footSwitch, INPUT);   // Set the foot switch pin as an input to read HIGH/LOW
  pinMode(ledPin, OUTPUT);      // Set the LED pin as an output so we can turn it on/off
}

void loop() {
  int switchState = digitalRead(footSwitch);  // Read the current state of the  switch

  if (switchState == HIGH) {    // If the switch is pressed (fingers touching)
    digitalWrite(ledPin, HIGH); // Turn the LED on
  } else {                      
    digitalWrite(ledPin, LOW);  // Otherwise, turn the LED off
  }
  
  delay(10); // Small delay to stabilize readings and avoid flickering
}

Reflection

This prototype is simple but effective. I noticed that the foil doesn’t always maintain perfect contact, so the LED sometimes flickers if the foil slips or my skin doesn’t touch the metal fully. I could improve this by using stretchable conductive tape  to make contact more consistent.

Even with these small issues, it was exciting to see how my body can act as a switch. Using just fingers and foil, I was able to control the LED and experiment with a non-traditional, hands-free interaction. It’s a great demonstration of how electronics and the human body can be creatively combined in fun, unexpected ways.

Week 8: Unusual Switch

Concept

For this assignment, I struggled to come up with the idea itself. I mean, a switch without using your hands is pretty tricky. I eventually came up with the idea of using an earring and a shoulder pad (of some sort). Basically, when you tilt your head (so the earring touches your shoulder), that’s when the connection happens and the LED turns off. It turns off because the whole idea is laziness. If I’m napping while sitting up, I tilt my head to the side toward my shoulder. So it makes more sense for the LED to turn off when I tilt my head, just like wanting to turn the lights off to go to sleep.

Code

void setup() {
pinMode(2, INPUT_PULLUP); //earring and shoulder foil
pinMode(12, OUTPUT);
}

void loop() {

if (digitalRead(2) == LOW) {
  digitalWrite(12, LOW); // LED turns off when earring connects to shoulder foil
}
else{
  digitalWrite(12, HIGH); // LED is on (not touching)
}
}

 

Here’s the video of the working switch: Video Demo

Here’s the picture of the wiring:

Future Improvements

Overall, the idea was simple, but I came across some problems. One was the LED kept blinking without a certain pattern, and I wasn’t really sure why. Then i scratched everything and redid it, and it worked. I think it might have been a problem with actually putting the wires and components on the circuit, so I will try to be more precise and careful in the future.

Week 8 Reading Reflection

Norman,“Emotion & Design: Attractive things work better”

This reading really made me think about how design doesn’t just shape what we see, but also how we feel and act. Norman’s main idea is that attractive things actually work better because they put us in a good mood. When we feel happy or calm, we think more clearly and creatively, but when we’re stressed or frustrated, we make more mistakes. It’s interesting how something as simple as how a product looks can change the way our brains approach problems.

What I found most interesting is how emotion can affect performance. I’ve definitely felt that before. When something looks well-designed, I automatically assume it’s easier to use, and I’m less frustrated when it isn’t.

This idea made me think differently about my own projects. I usually focus on getting the function right, but Norman reminded me that appearance and emotional impact are just as important. A design that feels good to use can make people more patient, creative, and willing to explore it which is exactly what good design should do.

Her Code Got Humans on the Moon

This article made me realize how much impact one person’s focus and persistence can have. Margaret Hamilton led the team that wrote the software for the Apollo moon missions, at a time when very few women were in computer science. What stood out to me was how seriously she treated her work, seeing programming not just as a task but as a new discipline worth perfecting. She built systems that could handle errors before they even happened, thinking carefully about every possible failure. While others dismissed her concerns, she stayed confident and made sure the software could handle anything that might go wrong.

The part that impressed me most was when she wanted to include extra code for a mistake that everyone said would never happen, and later it did during Apollo 11. Because of her planning, the astronauts were able to land safely. That moment showed how much preparation and humility matter in great work. Hamilton’s story made me reflect on how important it is to imagine every possibility, even the unlikely ones, and to stay confident in your ideas even when others doubt you. It reminded me that success often comes from quiet persistence and from caring enough to get the details right.

Week 8 – Reading Response

If good design induces positive emotion, why do bad designs exist?

For a long time, I thought good designs not “nice-to-haves”, because it would take much mental efforts for me to even open an app I don’t like. Norman’s piece reinforced my belief, and I started noticing how intentional UX design can guide positive feelings. If good design makes users happier (and presumably more loyal), why would anyone create something clunky or unpleasant?

One big reason is cost. Last year, I bought a cheap disposable raincoat for a trip. It was thin, the buttons fell off easily, and it didn’t even cover my shoulders properly. The design was terrible, but it cost $5 compared to a $50 waterproof jacket that would’ve lasted years. For the brand, the goal was to sell a low-cost, single-use product, not to create something that felt good to wear. Good design here would’ve raised production costs, which didn’t align with their business model.

Another reason is misaligned priorities. I’ve used software for courses that’s so confusing—not p5.js, but it would be fair to mention Arduino IDE and most Adobe offerings. The team behind it probably focused solely on function, “Does it track data, can it be integrated with all hardware?” They forgot to ask, “Will this feel easy to use?” Maybe they were rushed to launch, or thought “usability” was less important than checking off feature lists.

There are also cases of designing for the wrong user. I’ve read about stories where the visually impaired struggles with many “well-designed” apps, with all the bright colors that blur together, tiny text, no screen-reader support. The designers may have imagined a “typical” user and didn’t consider how their choices would exclude others. Poor design is a lack of empathy for diverse needs.

Is software engineering compatible with good design?

Software engineering becomes non-negotiable in high-risk, high-pressure contexts, most probably the world Hamilton worked in. When a product’s failure could mean disaster (e.g., a space mission, a medical device, or a banking app), engineering ensures no crashes, no glitches, no errors that cost lives or money. Overall, reliability. I think about Apollo 11. If Hamilton’s code hadn’t detected and fixed the P01 flaw mid-flight, the moon landing must’ve failed. In that case, engineering wasn’t just “important” but existential.

But engineering and good design don’t conflict, but rather complement each other. Engineering builds the “trust” (i.e., will a product work when I need it?), and good design builds the “connection” (i.e., will it be easy, intuitive, and after all nice to use?). Take the Wio banking app as an example. Its engineering ensures my transactions are secure and fast, and its clear, low-jargon design makes it easy to check my balance or transfer money. If the app crashed every time I used it, its pretty interface wouldn’t matter. If it worked perfectly but was impossible to navigate, I’d switch to another bank.

Week 9 Reading Response

This week’s readings were definitely something refreshing to analyze as I agreed with the authors notion that physical computing is less about the devices themselves and more about the relationships they create between people and machines. In “Physical Computing’s Greatest Hits (and misses),” the authors critique of overly complicated projects made me question how often creators mistake complexity for creativity. I found his idea that “the simpler interaction is the more meaningful one” especially relatable. It reminded me of minimalist interactive artworks like Rafael Lozano-Hemmer’s Pulse Room, where a simple heartbeat sensor becomes a profound collective experience. The authors argument made me reflect on my own tendency to prioritize aesthetic or technical sophistication over intuitive engagement from the audience.

In “Making Interactive Art: Set the Stage, Then Shut Up,” his metaphor of the artist as a stage-setter really reframed how I think about authorship. I used to believe that creators should guide the audience toward a specific emotional reaction, but this readings insistence on letting the user finish the work through participation challenged that assumption. It raises the question: where does authorship end in interactive media? Is the true art in the design, or in the unpredictability of human interaction?

Both readings pushed me to see interactivity as a dialogue rather than a display. They align with theories I’ve encountered in my Interactive Media classes, especially discussions around user agency and co-creation. Ultimately, The authors perspective helped me realize that successful interactive work doesn’t shout, it listens. These readings made me rethink what it actually means to design something interactive. I used to believe that making an interactive project meant using as much technology as possible to impress people. But the ideas these readings assert is that the simpler interaction is often the more meaningful one, which really clicked with me. It made me realize that interaction isn’t about showing off sensors or screens, it’s about designing moments that feel natural. I thought about projects I’ve made where the tech took over the experience, and how maybe, the more invisible it becomes, the more powerful the interaction actually is.

Week 8 — Creative Reading Response

I really liked what Don Norman said in “Emotion and Design: Attractive Things Work Better.” The part about how positive emotions make things work better really stuck with me, because it’s something I’ve actually noticed ever since I was a child. It’s something I’ve always believed that when something looks good, we automatically treat it differently. It reminds me of the saying “Don’t judge a book by its cover,” but honestly, that’s what all of us do. The first thing we do is see. Sight is our first sense, before we touch something, taste it, or use it we see it. And that first impression already shapes how we feel.

I’ve noticed it especially with food. When a dish looks good, people automatically expect it to taste good too. That’s confirmation bias, when you already believe something will be good, your brain looks for ways to confirm it. So even if the taste is just okay, you feel like it’s amazing because it looked amazing first. But when food looks unappetizing, people get turned off before even trying it. It’s like it doesn’t even get a fair chance. The same thing happens with Apple products. Apple isn’t necessarily the most advanced or customizable compared to other technology, but people love it because it’s so visually clean and simple. The design itself feels satisfying and premium, and it makes people want to use it more. So I think Norman is completely right attractive things really do work better, because they make us feel better, and that feeling affects everything we do afterward.

And I really liked what Margaret Hamilton did too. She honestly inspires me so much. I love how she made something completely new and powerful during a time when women in STEM faced so many challenges. She didn’t let that stop her, she pushed through and proved that engineering and programming were just as creative and valuable as any other field it is the foundation of almost every field and it is our future. She made software engineering something real and respected, even when people didn’t think of it that way. What really stood out to me was how careful and disciplined she was with her work. It made me realize that real innovation isn’t just about having ideas only, it’s about discipline, care, and anticipating mistakes before they happen. It showed me how much progress depends on the people we don’t always see, the quiet thinkers, programmers, and engineers behind the scenes who carry so much responsibility. One small mistake can ruin everything, so being precise, testing carefully, and paying attention to detail are so important. Her story really reminded me how much patience, focus, and love go into the things that shape our world, even when most people never notice who’s behind them.