Week 10 — Reading Response

Reading 1

I don’t completely agree with the author’s criticism that modern technologies like touchscreens and digital interfaces make interaction feel “glassy” and disconnected. While it’s true that they remove some tactile feedback, I think their purpose isn’t to replace physical touch but to make life more efficient and accessible. For example, instead of physically going to a post office to send a letter, I can send an email or message in seconds. This doesn’t make the experience meaningless it just reflects how technology has evolved to save us time and effort. These interfaces have also allowed people with disabilities to communicate, work, and interact in ways that might not have been possible with traditional physical tools. In that sense, “pictures under glass” might actually expand human capability rather than limit it.

However, I understand the author’s point about how important our sense of touch is and that certain interactions lose something when they become purely digital. For example, learning to play a real piano or sculpting clay engages the hands in ways that a touchscreen keyboard or 3D modeling app never could. I think the balance lies in knowing where tactile interaction matters and where digital convenience should take over. For creative or learning experiences, keeping physical feedback is valuable it builds skill, emotion, and memory. But for communication, organization, and quick access to information, digital tools are the smarter choice. So rather than rejecting “pictures under glass,” I think the future of interaction should combine both worlds using technology to simplify life without losing the richness of real, physical touch.

Reading 2

After reading Bret Victor’s responses, I actually liked his explanation a lot more because it helped me understand his real point. At first, I thought he wanted us to go “old school” and reject technology completely, like he was against modern progress. That’s why I used the example of sending an email instead of going to the mailbox because I thought he didn’t appreciate how technology saves time and makes life easier. But after reading his clarification, I realized he’s not saying we should stop using touchscreens or digital tools; he’s saying we should build on them and make them better. I especially liked his comparison of the iPad to black-and-white film before color came along that made so much sense. He wants us to advance technology even further, but in a way that brings back the richness of physical touch and real interaction. I still think that won’t be possible for everything, because the future is definitely digital, but if we can find ways to blend technology with physical sensations, that would be amazing it would make our interactions more natural, creative, and human.

Week 10 —Piano keys

Reflection on My Schematic

For this project, I decided to use three pushbuttons and a potentiometer because I wanted to keep the design simple but still interactive. My idea was to make the buttons act like keys—each one triggering a different tone on the piezo speaker. I also included the potentiometer to control the volume of the sound, which made the circuit more dynamic and gave me a sense of how analog and digital components can work together.

Designing the schematic was a fun and challenging part of the process. I had to carefully think about where each component should go and how to connect everything so it would be electrically correct. The piezo speaker was, of course, essential for producing sound it’s what brings the “instrument” to life.

What I enjoyed most was the problem-solving aspect figuring out how all the parts would communicate through the Arduino. It required patience and logical thinking, but once I understood the flow of current and how each input affects the output, it all made sense. Seeing the schematic come together gave me a real sense of accomplishment because it represented both my planning and my creativity.

IMG_0620

Reflection on the Arduino Build

The Arduino part of this project was honestly very easy and smooth, especially because I had already planned everything out in my schematic. All I had to do was follow my own plan carefully and make sure that every wire and component was connected in the correct place.

One of the first things I did was connect the GND pin on the Arduino to the negative railon the breadboard. That allowed me to connect all my components that needed ground like the potentiometer, buttons, and piezo speaker to the same shared ground.

I had to be precise and double-check my connections, especially where the potentiometer linked to the speaker and where each button was wired. To make the process easier and more organized, I actually color-coded my wires. For example, I used red wires for all the connections that went to ground. That made it much simpler to trace the circuit visually and fix small mistakes when I needed to adjust something later.

Overall, the Arduino part went very smoothly because I had a solid plan and followed it carefully. Seeing everything come together and actually work just like I designed it in the schematic felt really rewarding.

//set the pins for the button and buzzer
int firstKeyPin = 2;
int secondKeyPin = 3;
int thirdKeyPin = 4;

int buzzerPin = 10;


void setup() {
  //set the button pins as inputs
  pinMode(firstKeyPin, INPUT_PULLUP);
  pinMode(secondKeyPin, INPUT_PULLUP);
  pinMode(thirdKeyPin, INPUT_PULLUP);

  //set the buzzer pin as an output
  pinMode(buzzerPin, OUTPUT);
}

void loop() {
  
  if(digitalRead(firstKeyPin) == LOW){        //if the first key is pressed
    tone(buzzerPin, 262);                     //play the frequency for c
  }
  else if(digitalRead(secondKeyPin) == LOW){  //if the second key is pressed
    tone(buzzerPin, 330);                     //play the frequency for e
  }
  else if(digitalRead(thirdKeyPin) == LOW){   //if the third key is pressed
    tone(buzzerPin, 392);                     //play the frequency for g
  }
  else{
    noTone(buzzerPin);                        //if no key is pressed turn the buzzer off
  }
}

Reflection on the Coding

The coding part of this project was very straightforward. I already had my circuit ready, so I just needed to make sure that everything in my code matched the pins I used in my schematic and breadboard. I started by defining all of my pins clearly one for each of the three buttons and one for the piezo speaker.

I wanted each button to act as a different key, so I chose three different frequencies (in hertz) to create distinct sounds. I adjusted the hertz values to my liking until each key sounded right and had its own tone. This made the instrument feel more realistic and musical.

I also made sure to define all the variables and constants I needed in my code so that everything was organized and easy to change later if I wanted to experiment with new sounds or pin connections. Overall, the coding was simple but satisfying because it brought the entire project to lifethe schematic, the Arduino wiring, and the code all worked together perfectly.

Week 9 — Reading Response

Reflection on “Physical Computing’s Greatest Hits (and Misses)”

What really stood out to me in this reading was how the author said that even if an idea has been done before, you can still make it your own. I really liked that because it’s true that’s what innovation is about. You don’t have to come up with something completely out of nowhere; you can take inspiration from something that already exists and build on it in a new, creative way. I think that’s how creativity actually grows. You start with something familiar, but through your own thinking and style, it becomes something unique. This really reminded me of when I used to take AP Art. At first, I had no idea what I wanted to do for my project. Then I saw one of my sister’s artworks that explored the theme of identity, and it completely inspired me. I didn’t copy her work, but that idea sparked something in me. From that one starting point, I was able to create five very different artworks that still connected to the same concept but were completely my own. That’s why I loved how the author talked about using old ideas as a base because it’s not about repeating; it’s about reimagining.

I also liked what he said about human interaction versus machine automation. Physical computing isn’t just about building a machine that runs on its own; it’s about creating something that responds to people that comes to life when you interact with it. It makes technology feel more alive, more connected to us as humans. It’s the same reason interactive things have always felt more exciting to me. Even when I was a kid, I loved books that had textures you could feel or pop-up pages that moved when you turned them. They were so much more fun and engaging than flat, ordinary books. It’s the same in learning, too when a class is just lecture-based, it’s hard to stay focused. But when you get to dosomething, to interact with it, you remember it better. It becomes real. So, I think that’s what makes physical computing so special  it brings art, design, and technology together in a way that feels alive. It reminds us that interaction, whether through touch, movement, or emotion, is what truly connects us to what we create.

Reflection On  “Making Interactive Art: Set the Stage, Then Shut Up and Listen”

I really liked how this reading talks about giving people the space to experience and interpret art on their own. It makes the artwork feel alive because the audience becomes part of it they create their own meaning instead of just being told what to think. That’s what makes interactive art special; it’s an experience, not just something to look at. It also reminds me of modern art, where there isn’t always one fixed meaning. Everyone can see it differently, and that’s what keeps it interesting. When you explain everything, it becomes dull and predictable, but when you leave room for imagination, it feels more human and engaging.

I’ve been taking this in my first-year writing seminar, where we’ve been learning about how different people view art and meaning. Anish Kapoor, who is a really famous and worldwide-known artist, once said, “The work itself has a complete circle of meaning and counterpoint. And without your involvement as a viewer, there is no story.” I think that perfectly connects to what this reading talks about the idea that art isn’t something that should explain itself to you, but something you experience and find meaning in yourself. Kapoor’s artworks don’t have one fixed meaning; instead, they give space for the viewer to create it. That’s what makes his art so powerful and interactive. Homi Bhabha also says, “It is the in-between space that carries the burden of the meaning of culture,” which I think means that real meaning is found in that space between the artwork and the person experiencing it. So the beauty of Kapoor’s work and interactive art in general is that it doesn’t just lack meaning; it creates room for meaning.

Week 9 — Analog and Digital Sensors

 

The Planning Process

When I first started working on my Arduino project, I was really excited to just begin building the circuit. I started connecting the wires and components right away without any plan, but everything quickly got messy. The setup didn’t look neat, and nothing was working properly.

That’s when I decided to stop and make a clear plan. I drew a circuit sketch first, showing where every wire, resistor, LED, and sensor would go. Having that plan made a huge difference it helped me organize everything and made the setup much cleaner and easier to follow.

I realized that starting with a plan is the foundation of any successful Arduino project. Without it, things can get confusing fast. But when you have a sketch or diagram to look back at while you’re working, you always know what to do next. This experience really taught me that planning first saves a lot of time and makes the whole process smoother and more enjoyable.

Arduino Setup

This setup was a little complicated for me because it was my first time doing something more advanced on the Arduino that involved several wires and components. I used about seven different wires, and at first, it was really confusing to figure out where everything should go.

At the beginning, when I tried building the circuit without any plan, it turned into a big mess and nothing worked properly. But after creating a proper plan and sketch, everything became so much clearer. I started connecting each part slowly and carefully, double checking as I went along.

Sometimes I made small mistakes, like connecting the long leg of the LED to the resistor instead of the correct side, but having the plan helped me find and fix them easily. I realized how important it is to work precisely and patiently, making sure each wire is placed in the right spot before moving on.

Overall, the planning process made the project much easier and more enjoyable. I also liked that my circuit included two different sensors a button (digital sensor) and an LDR (Light Dependent Resistor), which is an analog sensor with a squiggly pattern on top. It was really cool to see how both types of sensors could work together in one project.

Coding Process

// Pin setup 
const int buttonPin = 2;   // Button connected to D2 
const int ledDigital = 8;  // Digital LED (on/off)
const int ledAnalog = 9;   // Analog LED (brightness control)
const int ldrPin = A0;     // LDR sensor connected to A0

void setup() {
  pinMode(buttonPin, INPUT_PULLUP); 
  pinMode(ledDigital, OUTPUT);
  pinMode(ledAnalog, OUTPUT);
}

void loop() {
  // Digital LED controlled by button 
  bool pressed = (digitalRead(buttonPin) == LOW); // LOW = pressed
  digitalWrite(ledDigital, pressed ? HIGH : LOW);

  // Analog LED controlled by LDR light level 
  int lightValue = analogRead(ldrPin);        // Reads LDR 
  int brightness = map(lightValue, 0, 1023, 0, 255); 
  analogWrite(ledAnalog, brightness);         // Set LED brightness

  delay(10); 
}

I really liked the simplicity of the code in this project. The Arduino part allowed me to be more creative with how I connected the components, but the coding felt more like solving a puzzle. I just had to match everything correctly each sensor, LED, and button had its own number, and I connected them in the code like putting puzzle pieces together.

What I enjoyed most was how logical the coding process was. Once I understood how each part worked, everything made sense and came together smoothly. The code itself was clear and easy to follow, and the only thing I really had to play around with was the numbers to get the behavior I wanted. Overall, it was a really satisfying and smooth experience seeing the hardware and code work perfectly together.

Blink Test

Before starting my main circuit, I first tried the Blink Test, which is the simplest Arduino program that makes an LED turn on and off. It helped me confirm that my Arduino board was connected properly and that the code could upload successfully. Even though it’s a very basic test, it gave me confidence that everything was working before I started adding more components and sensors. It also helped me understand how timing and digital outputs work in Arduino.

Week 8 — Creative switch

Project Reflection

For this project, the goal was to create a creative switch using Arduino that could be activated with a body part other than the hand. At first, I wanted to make something you could blow on, kind of like a tiny football field made out of cardboard where you blow a ball to complete the circuit. But I quickly realized the ball I was using was too light, so it didn’t push the wires together properly.

After trying a few different ideas, I switched to a bigger marble. But since it was heavier, blowing on it didn’t work either. That’s when I got the idea to make it something more fun and active, something you kick instead of blow. It turned into more of a little game than just a switch, which made it a lot more exciting to work on.

In the final version, the goal is to kick the ball into a hole. When the ball lands perfectly in the hole, it completes the circuit and makes the bulbs light up. If you miss, the lights stay off. I really liked this idea because it feels like a reward, the light turning on means you “won.” It doesn’t happen automatically; you have to earn it.

What I enjoyed most about this project is how it started as a simple idea and ended up becoming something playful and interactive. It reminded me that creativity often comes from solving problems, sometimes when something doesn’t work, it actually pushes you toward a better idea. I also liked how it connected movement and technology. Using my foot instead of my hand made it feel more like a real-world challenge or game.

Design

The design of my project is a cardboard slope that works kind of like a mini golf game. At the end of the slope, there’s a hole made out of cardboard that acts as the main target. I covered the inside of the hole with copper tape because it’s a good conductor of electricity. Underneath, I made two small holes where I inserted the wires. These wires touch each other only when the ball goes into the hole, completing the circuit and lighting up the bulb. I really like how simple but effective it is when you kick the ball just right, the light turns on as a little celebration of success.

 

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.

Week 7 — Final Game (Midterm Project)

https://editor.p5js.org/hajar.alk.2007/sketches/

Concept Recap

Now that I’ve finished my game, I just want to restate my concept briefly (which I explained in detail in my Week 6 submission). The original idea started as a candy game, but I decided to make it more traditional and personal by turning it into a Gahwa Rush theme. The inspiration came from my grandpa and my little brother how in our culture, gahwa is always seen as fine for kids while soft drinks aren’t. I found that really funny, so I made the goal of the game to catch the gahwa and avoid the Pepsi. It’s a simple idea, but it means a lot to me because it connects to my family and culture, and I’m really happy with how it turned out.

Week 7 Progress

This week, I was mainly working on the final details to perfect the game. Most of it was already done since last week the whole structure and idea were already there. What I focused on this week was adding sounds to make the game feel more alive and interactive. I also let my friend play it, and I noticed that it was really hard for her, even though for me it felt easy. That’s when I realized I had been increasing the difficulty too much without noticing because I kept testing and improving my own gameplay, so I was getting better while others weren’t. To fix that, I decided to lower the difficulty level to make the game more beginner-friendly and enjoyable for everyone.

I also found a small bug where the player would lose even when the character didn’t actually touch the Pepsi. To fix this, I adjusted the collision detection by making smaller rectangle frames around the Pepsi so that it only counts as a collision when it really touches the character.

Sources/Credit

https://youtu.be/enLvg0VTsAo?si=mPNyWkxCoWeOn3CG

https://youtu.be/bMYQbU01u04?si=KDpfq1w9eC_Bifax

https://youtu.be/Z57hx4ey5RY?si=ruAPhn2WmEeyHKXG

https://youtu.be/MuOcdYjF2F4?si=Z160JD3BE2VQnpvr

Although these YouTube links aren’t the same concept as my game and are actually very different, I used them to help me with the technical parts of creating my game. Since I’m still a beginner at coding, some things especially the math equations were really hard for me to figure out on my own. These videos really helped me understand how to make objects fall, how to make them appear randomly, and how to control different elements in the game. Even though their games had completely different themes, they included similar components that I could learn from, and I applied those ideas to make my own game work.

Code Highlight

const pw = p.w * PLAYER_HIT_SCALE.w;
const ph = p.h * PLAYER_HIT_SCALE.h;
const s  = ITEM_HIT_SCALE[it.kind] || { w: 0.5, h: 0.7 };
const iw = it.w * s.w, ih = it.h * s.h;

return (Math.abs(p.x - it.x) * 2 < (pw + iw)) &&
       (Math.abs(p.y - it.y) * 2 < (ph + ih));

When I was fixing the collision bug, it took me many tries to get it right. Even though I found YouTube videos about collision detection, I still couldn’t really figure it out at first because my game’s sprites and hitboxes didn’t match properly. The player would lose even when the Pepsi was far away. I kept testing and adjusting the numbers, but it wasn’t working. Then I found one YouTube video that explained hitboxes in a really simple way, and it finally made sense to me. That video helped me understand how to scale the hitboxes separately for each object, so I created smaller hitboxes around the Pepsi and the gahwa, and after that, the collisions finally worked perfectly. https://youtu.be/HK_oG_ev8FQ?si=BqtCL3WpHv3UpPQ0

End Of Project Reflection

Overall, I really enjoyed this project I genuinely, genuinely did. I loved developing my idea and adding more to it every single week. It’s crazy to see how much it changed from week 5, when I first thought of it, to how it looks now. It’s such an inspiring project for me because I got to be creative and technical at the same time. I also really enjoyed sharing it with my friends and family; everyone wanted to try it and play.

Even though it was a heavy project that took hours of work and a lot of effort, the result was completely worth it. I felt so accomplished when I finally finished it. It took a lot of trial and error, but that’s honestly what helped me learn the most. This project pushed me to apply everything I learned in class not just follow instructions, but actually take risks, test ideas, and build something real. It also made me go beyond what we learned and look for new solutions from other sources, like YouTube tutorials.

In the end, it was a very in-depth and challenging project, but I truly enjoyed every step of it not just the outcome. I loved the process of testing, debugging, and improving. It was fun, creative, and one of the most rewarding projects I’ve ever done.

There were definitely moments when I found bugs that I just couldn’t fix, and it felt so overwhelming. It was really frustrating because I would go through the code again and again and still couldn’t figure out what was wrong. But I started using the debugging techniques we learned in class, and that really helped me calm down and approach the problem more logically instead of panicking. There were also days when I spent hours trying to fix one thing, and after a while, my brain would just stop functioning. I couldn’t think straight anymore. But whenever I took a break and came back later, it was like my mind was refreshed, I could suddenly see the problem so much more clearly and finally debug it.

At some points, I honestly wanted to delete the whole code and just make a simpler game because I was so frustrated. But I’m really glad I didn’t. Finishing it made me feel so accomplished, and it really boosted my confidence in coding. I kept going even when I wanted to give up, and I pushed myself to find answers and look for external resources when I got stuck. That persistence made me realize that even if something feels impossible at first, I can figure it out if I stay patient and keep trying.

This project definitely required a lot of patience and I think that’s a skill I’m really starting to develop. I realized that when you’re coding, you’re not always going to get it right the first time, and that’s completely okay. There’s nothing wrong with making mistakes or needing multiple tries. Especially when you’re creating a game or something complex, patience is everything. You have to be willing to try again and again, test small changes, and stay calm even when things don’t work right away. This project really taught me that. It helped me understand that patience isn’t just something nice to have it’s one of the most important skills in programming.

Week 6 – Game Progress

 

Project concept

Last week, when I first thought of my game idea, I had almost the same concept as now, but it was originally a candy-themed game. Then I decided to make it closer to home, more customizable, and more traditional. I was trying to think about what should fall from the sky instead of candy, but I really couldn’t come up with anything at first.

Then one day, I was at my grandpa’s house, and I saw him drinking coffee with my little brother. It made me laugh because in our culture, especially in Arab families, they always tell kids not to drink soft drinks, but somehow Gahwa (Arabic coffee) is always allowed, even though it’s full of caffeine! What’s even funnier is that my grandpa used to give my little brother kahwa when he was literally a baby. He could only drink milk, but my grandpa would secretly give him kahwa without my parents knowing. In his mind, kahwa was totally fine, but soft drinks were bad.

That moment gave me the idea to make the game about Gahwa. So now, in my game, the goal is to catch the Gahwa and avoid the Pepsi , if you catch the Pepsi, the game is over. That twist made the game feel really traditional and personal to me.

I also decided to name the characters with Arab names and base them on my younger brother and sister. I really enjoyed that part because it made the game feel more meaningful and connected to my culture. Even though it’s a simple game and my technical experience isn’t that advanced yet, I really love the creative side of it. It feels fun and personal, and that’s what I enjoyed most.

What I am proud of

For my Week 6 submission, what I’m most proud of is that I made this entire game from scratch it’s my first time ever creating a full game, and that alone makes me really proud of myself. I’m also proud of how resourceful I was throughout the process. Even though the YouTube videos I found weren’t the same as my game at all, I still managed to understand their concepts and figure out how to apply them to my own project. I feel like I found really good sources that helped me learn and improve, and it showed me that I’m capable of teaching myself new things and solving problems independently.

I’m also really proud of my concept because it has a story behind it that makes it personal and meaningful. I feel like I did really well in both the creative and technical parts of the project. On the technical side, I worked hard to understand new concepts and used different sources to make my game function the way I wanted. On the creative side, it all came naturally because I was genuinely passionate about the idea. I really enjoyed bringing my story to life through the game, and that made the whole process even more special for me.

Bug

The only thing that’s bothering me about my game right now is that sometimes you lose even when the Pepsi is kind of far from the character. It doesn’t actually touch or collide with the player, but the game still ends as if it did. I think it’s because the data or hitbox isn’t directed properly to the character, so I’m planning to fix that bug. I also haven’t added any sounds yet, but I really want to, I just need to watch some tutorials first to learn how to do it correctly.

Code Highlight

This part of the code is one of the main things we learned in class, and it really became the foundation for my whole project. It basically controls what shows up on the screen depending on which stage of the game you’re in, like the home screen, instructions, character select, gameplay, or game over. This structure made everything so much easier for me because it helped organize my code and made it clear what each part should do. I started with this as my base and then kept building on it, adding more functions and features as I went along. It really helped me understand how to manage different screens in a game.

function draw() {
  background(0);
//conditions for screens 
  if (currentScreen === 'home')       drawHome();
  else if (currentScreen === 'instructions') drawInstructions();
  else if (currentScreen === 'character')    drawCharacterSelect();
  else if (currentScreen === 'game')         drawGame();
  else if (currentScreen === 'gameover')     drawGameOver();

Some Images I Used

Week 5 – Reading Response ( Computer Vision for Artists and Designers: Pedagogic Tools and Techniques for Novice Programmers )

Human vision and computer vision are very different. Humans are born with natural senses that let us see, feel, and understand what’s happening around us without even thinking about it. For example, if I see someone waving at me, I instantly know who they are and what that action means. Computers don’t have this kind of built-in understanding. They need to be given artificial “senses” through cameras and sensors. Instead of just seeing, a computer has to go step by step, detecting pixels, separating the object from the background, and then tracking where it moves. Humans process all of this automatically and with emotion, while computers rely only on data and instructions.

To help computers track what we want, we can use techniques like motion detection, background subtraction, brightness levels, and object tracking. These methods allow the computer to focus on what matters, like spotting movement or identifying a specific shape or color.

Computer vision brings something really exciting to the world of art because it makes art interactive. It allows artists, even those who aren’t very technical, to push their creativity further without as many limits. I find this so beautiful because it opens up new ways to experience and create art.

A great example of this is the Rain Room. In this installation, rain falls inside a dark room, but when someone walks through it, sensors detect their movement and stop the rain wherever they are standing. It feels like you have the power to control the rain. Another example is TeamLab Borderless, where massive digital projections respond to visitors’ movements, creating an ever-changing world of color and light.

What makes this so special is that it gives the audience a role in shaping the art. The original artist creates the setup, but every visitor changes how the piece looks and behaves through their actions. In a way, everyone becomes an artist. The artwork is never exactly the same twice, which makes it even more meaningful. It turns art into a shared, living experience where the line between the creator and the audience disappears.

Week 5 – Game Concept

This weeks focus : 

This week is the first week I’m working on my midterm project, I decided to focus on the game concept so I can have clear direction, I planned my entire concept from A to Z, but I did not focus on the technical side because I decided the most efficient way to start is with a clear plan.

The basket adventures : game concept

Goal:

Catch falling candies to score points and survive as long as possible, while avoiding poison candies that make you lose lives.

Lives

Player starts with 3 lives.

• Lose 1 life for each poison candy caught.

• When lives = 0 → Game Over screen appears.

Scoring:

+5 points for every second survived.

+10 points for each candy caught (optional extra boost).

• Display score at the top at all times.

Difficulty:

As time goes on, falling objects spawn faster and fall quicker.

Power-up (Immunity Mode):

• A special glowing candy sometimes falls.

• When caught → player becomes immune to poison for 10 seconds.

• A countdown timer appears on screen during immunity.

Game Modes (Themes)

The four modes are mostly visual changes:

1. Witch Land:

• Background: Haunted forest.

• Good objects: candy corn, pumpkins.

• Poison: Skulls or green potion bottles.

  • Power up: Bat.

2. Unicorn Land:

• Background: Pastel rainbow sky.

• Good objects: Cupcakes, rainbow candies.

• Poison: Spiky black storm clouds.

  • Power up: Star.

3. Funky Land:

• Background: Disco dance floor.

• Good objects: Ice cream.

• Poison: Gray or dull-colored shapes.

• Power up: sunglasses.

4. Animal Kingdom:

• Background: Jungle scene.

• Good objects: Bananas,  coconuts.

• Poison: snakes.

     • power up: leaves.

Different Screens

Game Flow Description

Home Page (Adventure Selection):

• The first screen shows the message:

“Where do you want to take the basket on an adventure?”

• The player chooses one of four themes:

1. Witch Land

2. Unicorn Land

3. Funky Land

4. Animal Kingdom

• Once a theme is chosen, it moves to the Instructions Page.

Instructions Page:

• Shows the selected theme background at the top.

• Displays clear instructions:

• What the good candy looks like and that it increases your score.

• What the poison candy looks like and that it takes away one life.

• The power-up candy image and that it gives immunity for 10 seconds.

• Controls for moving the basket (left and right arrow keys).

• How the scoring works:

“You gain 5 points for every second you survive.”

• A button or message appears: “Press SPACE to start!”

Gameplay:

• The selected theme’s background is displayed.

• Player moves the basket left and right to catch falling candies.

Good candy: Increases score.

Poison candy: Decreases lives by 1.

Power-up: Activates 10-second immunity with a visible countdown timer.

• The game gets faster and harder over time.

• When lives reach 0, the game ends and moves to the Game Over screen.

Game Over Screen:

• Displays:

Final score.

• A message: “Game Over!”

• Two options for the player:

1. Restart:

• Restarts the same theme immediately.

2. Choose New Theme:

• Returns to the Home Page where they can select a different theme.

At first, I thought of making a simple game with a basket catching candies because it felt like the kind of game anyone could play to relax or pass the time. I also wanted something my little siblings could enjoy, so I asked them for their thoughts. My younger sister immediately said it should be in a magical unicorn land, while one of my brothers insisted on a spooky witch land, and my other brother said it had to be in an animal kingdom. That’s when I realized it would be more fun and interactive to add multiple themed worlds. This way, the game could appeal to a wider audience and let players choose their own adventure, making it more exciting and personal for everyone who plays.

 

Code  highlight:

Figuring out the button placement was tricky at first. I used percentages for the positions and sizes instead of fixed numbers so the buttons would stay in the right spot no matter the screen size. It took a lot of trial and error to line them up perfectly with the image, and small changes made a big difference. Even though it was frustrating, I learned how to make my game flexible and work well on different devices.

// buttons placement based on background image
const buttonsPct = {
  unicorn: { xPct: 0.16, yPct: 0.23, wPct: 0.30, hPct: 0.26 }, // top-left
  animal:  { xPct: 0.54, yPct: 0.23, wPct: 0.30, hPct: 0.26 }, // top-right
  funky:   { xPct: 0.16, yPct: 0.60, wPct: 0.30, hPct: 0.26 }, // bottom-left
  witch:   { xPct: 0.54, yPct: 0.60, wPct: 0.30, hPct: 0.26 }  // bottom-right
};