Final Idea

I want to create an immersive experience with space. I want users to come to an empty canvas and use pressure sensors to add planets, meteors and stars. These stars can be added and let’s say we have a minimum of 5 stars, a star constellation will be created and can grow if the user adds more stars. These will be floating around or soaring by (meteors) and so it feels like you’re in space. I want to have a projector to project the P5 screen so users can really feel the grandeur of it.

The Interaction

I will have 8 stepping stones on the floor that when the user steps on them they do different things:

Star Makers (Stones 1, 4, 6):

  • Quick tap: Adds one small white star to that stone’s constellation
  • Each stone creates its own independent star collection
  • When 5 stars are placed, they automatically connect with glowing lines to form a constellation
  • Can expand up to 9 stars, making the constellation more intricate and complex
  • Three unique constellations can exist simultaneously in different regions of the sky

Planet Makers (Stones 2, 5, 7):

  • Hold for 3+ seconds: Materializes a planet in space
  • Random planet type appears: gas giants, ringed planets, rocky worlds, ice planets, or mysterious alien worlds
  • Planets drift randomly through space, floating past your constellations
  • Creates a living, breathing solar system

Meteor Makers (Stones 3, 8):

  • Quick tap: Shoots one meteor across the sky in a random direction
  • Hold for 3+ seconds: Triggers a meteor shower with 5 meteors streaking across space
  • Adds dynamic movement and excitement to the scene

Atmosphere Control (Potentiometer dial):

  • Physical dial near the stepping area
  • Controls both the visual intensity and audio volume
  • Low: Clear, minimal space with silence
  • High: Rich nebula clouds, cosmic dust, and immersive ambient soundscape
  • Gives users creative control over the mood of their universe

The Experience

Users approach a darkened floor projection showing empty space. As they explore the stepping stones, they discover they can build their own universe, star by star, constellation by constellation. The moment when 5 stars connect into a glowing constellation creates a magical sense of achievement. Planets drift through the creations, meteors streak across the sky, and the atmosphere can be dialed from stark and minimal to rich and dramatic.

Lily pad

For this project, I wanted to recreate a peaceful scene of a frog sitting on a lily pad in a pond. Since I hadn’t worked much with sensors yet, I thought this would be the opportunity to incorporate one. I decided to use a distance sensor to control the ripples in the water, the closer your hand gets to the sensor, the more frequently the frog hops and creates ripples.

The Arduino codesimply measures how far away your hand is from the sensor and sends that data to the p5.js code. The Arduino code measures distance by sending an ultrasonic pulse and calculating how long it takes to bounce back, then converts that time into cms using the speed of sound (0.034 cm/microsecond) divided by 2 since the sound travels to the object and back.

The p5.j code then uses that distance data to dictate how often the ripples should occur. In the p5 code, I also hosted the visuals/art element of the project.

Next time, I think it would be fun to use a pressure sensor and have users actually jump up and down at different strengths and show that on p5.js.

// ARDUINO CODE
const int trigPin = 9;
const int echoPin = 10;

void setup() {
  Serial.begin(9600);
  pinMode(trigPin, OUTPUT);
  pinMode(echoPin, INPUT);
}

void loop() {
  // measure distance
  digitalWrite(trigPin, LOW);
  delayMicroseconds(2);
  digitalWrite(trigPin, HIGH);
  delayMicroseconds(10);
  digitalWrite(trigPin, LOW);
  
  long duration = pulseIn(echoPin, HIGH);
  int distance = duration * 0.034 / 2;
  
  // send distance to p5.js
  Serial.println(distance);
  
  delay(50);
}

IMG_2539

Week 11 reading response

This text suffers from a fundamental contradiction that undermines its own arguments: while championing simplicity and challenging universal design, it romanticises elite consumer products that are themselves inaccessible to many disabled users. The iPod worship is weird, celebrating a device with no tactile feedback beyond a smooth wheel and minimal physical controls as some paragon of inclusive thinking. The author gestures at Peter and Steve’s differing preferences but never interrogates why someone like Tyler would need to feel “self-confident” using a phone in public, treating internalised ableism as personal taste rather than a design failure. The golden prosthetic hand and Aimee Mullins’s carved wooden legs are presented as liberating alternatives to discretion, yet these bespoke art objects are available only to those with money, barely a decent vision of disability design.

The tension between “fashion meets discretion” reveals the author’s shallow engagement with power dynamics in disability. Dismissing pink plastic hearing aids as shameful while celebrating expensive designer eyewear ignores that frames cost hundreds of pounds, discretion through flesh-coloured plastic may be the only affordable option for many users. The suggestion that “fashion designers should be involved as a matter of course” treats aesthetics as a universal good without acknowledging that high design often increases cost and decreases repairability.

The “flying submarine” metaphor encapsulates the text’s elitism, better to have multiple specialised and beautifully designed products than one versatile compromise. This definitely works if you can afford a wardrobe of prosthetics or a collection of single purpose devices, but it’s design thinking for the wealthy masquerading as liberation. The text never acknowledges that universal design emerged precisely because disabled people couldn’t access or afford specialised alternatives.

Week 10 – musical instrument

Concept

For this week’s assignment, Shahram and I made a small musical instrument using an Arduino. We decided to create a pressure-sensitive drum pad that lets you play different drum sounds depending on how hard you press it.

The main part of the project is a force-sensitive resistor (FSR) that acts as the drum pad. When you press on it, the Arduino reads how much pressure you applied and plays a sound through a small buzzer. The harder you hit it, the longer the sound lasts, kind of like playing a real drum.

We also added a button that lets you switch between three drum sounds: a kick, a snare, and a hi-hat. So pressing the pad feels interactive, and you can change the type of drum as you play. It’s a really simple setup, but it was fun to experiment with.

Schematic

 

Video Demo

IMG_0808

const int FSR_PIN = A0;        
const int BUTTON_PIN = 2;     
const int PIEZO_PIN = 8;     

// Drum sounds 
int kickDrum = 80;             // low drum
int snareDrum = 200;           // mid drum
int hiHat = 1000;              // high drum

int currentDrum = 0;         
int lastButtonState = HIGH;    

void setup() {
  pinMode(BUTTON_PIN, INPUT);  
  pinMode(PIEZO_PIN, OUTPUT);
  Serial.begin(9600); 
}

void loop() {
  int pressure = analogRead(FSR_PIN);
  if (pressure > 20) {
    int duration = map(pressure, 10, 1023, 10, 200);
    // Play the drum sound
    if (currentDrum == 0) {
      tone(PIEZO_PIN, kickDrum, duration);
    } else if (currentDrum == 1) {
      tone(PIEZO_PIN, snareDrum, duration);
    } else {
      tone(PIEZO_PIN, hiHat, duration);
    }
    delay(50);  
  }
  int buttonState = digitalRead(BUTTON_PIN);
  //if button was just pressed, we need to change drum sound
  if (buttonState == LOW && lastButtonState == HIGH) {
    currentDrum = currentDrum + 1;
    if (currentDrum > 2) {
      currentDrum = 0;
    }
    delay(200); 
  }
  lastButtonState = buttonState;  // Store utton state 
}

Future Improvements

For future improvements, we’d like to add a potentiometer to control the sound more precisely, allowing the player to adjust tone or volume in real time while drumming. We could also include LEDs that light up based on which drum sound is active and how hard the pad is hit. These additions would make the drum pad feel more dynamic,  and visually engaging.

 

Week 10 – reading

A Brief Rant on the Future of Interaction Design – initial article

The part of the reading that I found most interesting was the idea that we should stop limiting human interaction to just the tips of our fingers. It made me question why so many interactive designs and technologies focus almost entirely on finger-based gestures. Why not explore other parts of the body as tools for interaction?

I think part of the reason is that we, as humans, feel we have the most control over our fingers – they’re precise, sensitive, and easy to coordinate. But that doesn’t mean interaction should stop there? How could we design experiences that involve other body parts, ones that are still easy to control, but that go beyond what’s been unimaginatively repeated in current design?

The article emphasises how much of our natural ability to sense and manipulate the world through touch has been lost in “Pictures Under Glass”, flat screens that give us no tactile feedback. That really stood out to me, because it highlights how technology, despite its innovation, can sometimes strip away what makes interaction human.

Overall, the reading made me realise how limited our current designs are compared to the potential of the human body. I think it helped me to challenge myself and image more creative ways to interactive with my projects.

Responses

I appreciate his point on the iPad being revolutionary but if it acts the same in 20 years, it won’t be as there has been no big enough change to stay revolutionary. But what are those next steps? Mind control, hand and arms altogether with holograms? It is difficult to come up with answers or suggestions to the rants that were mentioned but I also see the finger being a cap to how we interact with daily tech objects.

Week 9 assignment

For this assignment, I decided to use the potentiometer and the button. I wanted the potentiometer to control how bright the RGB light is and use the switch button for 2 purposes, to change the general colour of the RGB but to also start and stop the blinking of the red alarm LED I used.

I had the code use 4 different colours but have this also a factor on how many blinks occur with the LED light.

I had the switch button be used as a way to have the red LED on or off.

To be honest, I used the Claude Sonnet 4..5 model to give me ideas on how I can make the whole system more interesting / creative. That is how the idea of having the number of pings be dependent on the colour came from.

this is the code I used

// PIN location
const int POT_PIN = A0;           // Potentiometer
const int BUTTON_PIN = 2;         // Push button 
const int RGB_RED_PIN = 9;        
const int RGB_GREEN_PIN = 10;     
const int RGB_BLUE_PIN = 11;      
const int MODE_LED_PIN = 13;      // Ree LED 

int potValue = 0;                 
int brightness = 0;               
bool buttonState = false;         
bool lastButtonState = false;     
int colorMode = 0;               
unsigned long previousMillis = 0; //  non-blocking blink timing
const long blinkInterval = 150;   // blink interval for mode indicator
bool modeLedState = false;        

const char* modeNames[] = {"White", "Red", "Green", "Blue"};

void setup() {
  Serial.begin(9600);
  
  // set pins
  pinMode(POT_PIN, INPUT);
  pinMode(BUTTON_PIN, INPUT);
  pinMode(RGB_RED_PIN, OUTPUT);
  pinMode(RGB_GREEN_PIN, OUTPUT);
  pinMode(RGB_BLUE_PIN, OUTPUT);
  pinMode(MODE_LED_PIN, OUTPUT);
  
  // initialise LEDs as off
  analogWrite(RGB_RED_PIN, 0);
  analogWrite(RGB_GREEN_PIN, 0);
  analogWrite(RGB_BLUE_PIN, 0);
  digitalWrite(MODE_LED_PIN, LOW);
}

void loop() {
  // potentiometer read
  potValue = analogRead(POT_PIN);
  
  // map the values of the potentiometer to a brightness value
  brightness = map(potValue, 0, 1023, 0, 255);
  
  // button read
  buttonState = digitalRead(BUTTON_PIN);
  
  // when button is pressed, change the colour
  if (buttonState == HIGH && lastButtonState == LOW) {
    colorMode = (colorMode + 1) % 4;  //cycle through 0-3
    Serial.println(modeNames[colorMode]);
    delay(50);  
  }
  
  lastButtonState = buttonState;
  
  // change RGB LED based on selected colour
  switch(colorMode) {
    case 0:  //  white
      analogWrite(RGB_RED_PIN, brightness);
      analogWrite(RGB_GREEN_PIN, brightness * 0.8); 
      analogWrite(RGB_BLUE_PIN, brightness * 0.6);  
      break;
      
    case 1:  // red 
      analogWrite(RGB_RED_PIN, brightness);
      analogWrite(RGB_GREEN_PIN, 0);
      analogWrite(RGB_BLUE_PIN, 0);
      break;
      
    case 2:  // green 
      analogWrite(RGB_RED_PIN, 0);
      analogWrite(RGB_GREEN_PIN, brightness);
      analogWrite(RGB_BLUE_PIN, 0);
      break;
      
    case 3:  // blue 
      analogWrite(RGB_RED_PIN, 0);
      analogWrite(RGB_GREEN_PIN, 0);
      analogWrite(RGB_BLUE_PIN, brightness);
      break;
  }
  
  // Mode 0 = no blinks (off)
  // Mode 1 = 1 blink
  // Mode 2 = 2 blinks 
  // Mode 3 = 3 blinks
  handleModeIndicator();
  delay(10);  // Small delay for stability
}

//function to handle the 
void handleModeIndicator() {
  unsigned long currentMillis = millis();
  static int blinkCount = 0;
  static unsigned long patternStartTime = 0;
  static bool isBlinking = false;
  
  // when white, keep LED off
  if (colorMode == 0) {
    digitalWrite(MODE_LED_PIN, LOW);
    blinkCount = 0;
    isBlinking = false;
    return;
  }
  
  // new blink pattern every 2 seconds
  if (!isBlinking && (currentMillis - patternStartTime >= 2000)) {
    isBlinking = true;
    blinkCount = 0;
    patternStartTime = currentMillis;
  }
  
  // perform blinks equal to color mode number
  if (isBlinking) {
    unsigned long timeInPattern = currentMillis - patternStartTime;
    int currentBlink = timeInPattern / (blinkInterval * 2);  // *2 for on+off
    
    if (currentBlink < colorMode) {
      // still within the blink count for this mode
      unsigned long timeInBlink = timeInPattern % (blinkInterval * 2);
      
      if (timeInBlink < blinkInterval) {
        digitalWrite(MODE_LED_PIN, HIGH);  // LED on
      } else {
        digitalWrite(MODE_LED_PIN, LOW);   // LED off
      }
    } else {
      digitalWrite(MODE_LED_PIN, LOW);
      isBlinking = false;
    }
  }
}

 

IMG_2228

 

Week 9 reading

Physical Computing’s Greatest Hits (and misses)

The article highlights that originality doesn’t always mean creating something entirely new from scratch. Many people shy away from existing physical computing ideas because they think someone else has already done them, but that’s not the point. What matters is how we, as artists and engineers, can bring our own perspective, creativity, and purpose to these ideas. The author emphasises that real creativity lies in reimagining how people interact with technology in expressive and human centred ways.

weird switch

For my project, I was inspired from the gym leg adductor machine where you have to close your legs against weight to work on your inner thigh muscle. I created the circuit just like in class but I added the 2 strips of copper tape on my inner thigh so that they when the legs were closed, the electricity would flow through. I also added crocodile clips just to extend the length of the circuit.

IMG_2157

I drew a rough schematic on how I wanted the system to work.

 

Week 8 – reading

Her Code Got Humans On The Earth

Margaret Hamilton’s story resonates with me as an aspiring software engineer, especially seeing how she navigated a world that wasn’t built for her. She was able to bring her daughter Lauren to the lab on weekends, letting her sleep on the floor while she coded into the night. That choice wasn’t just about balancing work and family, but showing both are achievable. This  actually saved a mission, when Lauren accidentally crashed the Apollo simulator by pressing P01 during flight, Hamilton saw the danger immediately and warned NASA. They brushed her off, insisting astronauts were too perfect to make mistakes and did not take her concern seriously. But during Apollo 8, astronaut Jim Lovell did exactly what Lauren had done, wiping out all the navigation data. Hamilton and her team spent nine hours finding a fix to bring them home. Hamilton wasn’t just writing code, she was inventing the entire idea of software engineering in real-time, creating the practices we still rely on today. Her work reminds me that the best engineers aren’t the ones who assume everything will go perfectly, but the ones who plan for when it doesn’t. Her thinking of all branches of an act is what makes her an incredible software engineer.

Attractive Things Work Better

As someone studying computer science, Norman’s argument that “attractive things work better” initially felt weird to hear, like permission to prioritise aesthetics over functionality. But it makes sense as good designs should balance both aesthetics and usability, creating experiences that are functional and resonant. What really resonated was his point about positive affect making us more tolerant of minor difficulties. When I’m working with tools that feel good to use, I don’t rage-quit when I hit a bug. But when I’m already stressed and the interface is terrible, every small friction angers me more. This is why critical systems, like hospital applications, should be completely simple and understandable, while something non-critical like a coffee ordering app can afford to prioritise delight over efficiency.

However, I’m uncertain whether beauty can truly compensate for poor usability. Norman says “when we feel good, we overlook design faults,” but this happens far too often with modern apps. Apple’s system apps, from the clock to the calculator, are aesthetically beautiful but frustratingly impractical for users who need advanced features.

Still, I agree with his main point, we’re not computers evaluating products on pure utility. We’re emotional beings, and our feelings genuinely affect our performance. As engineers, we should build things that not only work but also make people feel capable and confident.

 

Midterm

Inspiration

For this project, I want to create an interactive digital art piece that explores the true scale of reality by gradually zooming from large, natural environments down to microscopic and atomic levels.

Visual Elements

Flower Screen

  • Add a tree, birds, more flowers, a grass field, and the sun for a fuller composition.

  • Include animations such as swaying grass, apples falling from the tree, and birds flying across the screen to make it feel alive.

Leaf Screen

  • Add details like insects, the stem, and a more zoomed-in view of the leaf.

  • Animate insects crawling across the surface to bring a sense of realism.

Cell Screen

  • Show multiple plant cells floating in a jelly-like substance.

  • Design them to resemble real plant cells, with more detail and fluid animation.

Atom Screen

  • Illustrate atoms with orbiting ellipses that cross over each other.

  • Show the nucleus clearly, with protons and neutrons on display.

Interaction: Zoom Functionality

  • Replace the two-finger pinch with a two-hand gesture for zooming, making it more intuitive and reducing accidental zooms.

  • Add smooth zoom animations between levels instead of abrupt page changes, to create a more immersive transition.

Sound Design

  • Integrate sounds that complement each environment:

    • Flower screen: natural ambient sounds (e.g., wind, birds).

    • Leaf screen: subtle insect sounds.

    • Cell screen: soft “jelly-like” sounds.

    • Atom screen: buzzing or electrical sounds.

  • Add a “zoom-in” sound effect to enhance transitions

    (All sounds are sourced from Pixabay.com.)

Machine Learning

To enhance user interactivity, I incorporated machine learning using the ml5 library, which integrates well with p5.js and is relatively simple to implement. I set two thresholds, “close” and “far”, based on the distance of the user’s hands. These thresholds determine when the zooming action is triggered, making the interaction feel more natural and responsive.

Extra details and screenshots

I added a home page to show users the hand gestures and extra button functionalities.

Screen Recording 2025-10-07 at 00.17.22

Challenges

Coming up with creative ideas for this project was challenging, and implementing the zooming feature was especially difficult since I had never attempted it before. Getting it to work smoothly took a lot of trial and error.

This link from p5 was helpful – https://editor.p5js.org/mimimimimi/sketches/SOkckqY_r https://editor.p5js.org/Luxapodular/sketches/rk__bPdcm but also just experimenting with the ease in and out values to make the zoom as natural as possible.

// ===== TRANSITIONS =====
// initiate zoom transition between scenes
function startZoomTransition() {
  isTransitioning = true;        // flag to indicate transition is active
  transitionProgress = 0;        // reset
  
  // Play zoom sound for every transition at 50% volume (if not muted)
  if (zoomSound && !isMuted) {
    zoomSound.setVolume(0.5);
    zoomSound.play();
  }
}

// update for each frame
function updateTransition() {
  if (!isTransitioning) return;  
  
  transitionProgress += 0.03;    // increment by 3% each frame 

  //check if 100% (1)
  if (transitionProgress >= 1) {
    isTransitioning = false;     // stop transition
    transitionProgress = 0;      // reset
    currentPage = currentPage === SCENES.length - 1 ? 1 : currentPage + 1;
    playSceneSound(); // Play sound for the new scene
  }
}

// applies visual zoom effect during transitions
function applyCameraTransform() {
  // create smooth easing curve: slow start, fast middle, slow end
  const easeT = transitionProgress < 0.5
    ? 4 * transitionProgress ** 3      // first half: cubic ease-in
    : 1 - (-2 * transitionProgress + 2) ** 3 / 2;  // Second half: cubic ease-out
  
  // calculate zoom level: smoothly interpolate from 1x to 100x zoom
  const zoom = lerp(1, 100, easeT);
  
  // get the target point to zoom into for current scene
  const [x, y] = SCENES[currentPage].zoomTarget;
  
  // apply camera transformation:
  translate(x, y);     // move to zoom target point
  scale(zoom);         // apply zoom scaling
  translate(-x, -y);   // move back to keep target centered
}

final code – https://editor.p5js.org/kk4827/sketches/9CleTb6y1