Week 5: reading reflection

The reading mentioned that computer vision works best when the artist helps the computer by controlling things like lighting, background, and contrast. Before reading this, I mostly thought of computer vision as a coding problem, but the reading made it feel more like a design problem too, which I liked because it connects the technical side to the creative side of interactive art. It also made me think about my own project, because even simple interactions can fail if the setup is not clear enough for the user or the system.

The reading also made me think more critically about how easily tracking can become part of an experience without users really thinking about it. In interactive art, tracking can make the work feel more immersive, but it can also feel invasive depending on how it is used. I do not necessarily think computer vision is automatically bad in art, but I do think it raises questions about consent and comfort. It made me wonder how artists can make interactive work engaging while still being clear and respectful about what is being tracked.

Week 5: Midterm progress

For my midterm project, I want to make a nail salon game in p5.js. The idea is that customers come in, and the player has to design nails that match how they feel. I want it to be more than just picking random colors, so their mood is what makes the game more creative. I also want to include a mood-guessing game at the beginning. The customer will say a short line, and the player will guess their mood before starting the nail design. Then the player designs the nails based on that mood, and the game gives feedback at the end.

I want the design of the project to look cute, simple, and easy to understand, like a cozy nail studio. I plan to use soft colors and clear buttons so the user can move through the experience without getting confused. The project will start with an instructions screen, then move to the main nail salon screen where the customer says their line and the player guesses their mood, then the player designs the nails, and finally sees a result screen with feedback and a restart option.

For the visuals, I will use shapes for the nails, buttons, and decorations, and images for things like the background or customer. I also plan to include sound and text for the customer’s reaction/line so the project feels more interactive. This is a sketch of what I’m planning for my game.

I think the most challenging part will be organizing the project and the code, and making sure everything appears at the right time. Since the project has multiple stages, I need to keep the flow clear and make sure the user knows what to do next. Another challenge is the nail design interaction itself. I still need to decide the simplest and best way for the player to apply colors and decorations. I want it to be easy to use, but still feel fun and creative. I also still have not figured out how to decide whether the final design matches the customer’s mood at the end or not.

To reduce that risk, I will first make a simple version of the project with only the screen flow and text/colors. This will help me test if the structure works before I spend time on the final visuals. I will also make a reusable button class early so I can use it for mood choices, color choices, and the restart button. After that, I will test the nail design interaction with basic shapes first, like clicking a button to change the nail color, and I may also try a brush-like stroke animation.

 

 

Assignment 4: Reaction Times Experiment

For this assignment, I wanted to create something interactive but still simple enough to fully understand and explain. Instead of focusing on complex visuals, I decided to make a reaction time test, where the user presses the space bar as quickly as possible when the screen turns green. I liked this idea because the interaction itself generates the data, instead of relying on an external file.

The sketch starts with a short instruction screen. Once the user presses the space bar, the screen switches to a “wait” state for a random amount of time, and then turns green to signal the user to respond. The reaction time is recorded for each trial, and after a set number of trials, the sketch displays the results. I kept the visuals very minimal and focused more on clarity than decoration.

Embedded Sketch:


For the results, I used three images (a rabbit, a human, and a turtle) to represent fast, average, and slow reaction times. I also added a simple bar chart where each bar represents one trial. Faster reaction times result in shorter bars, while slower reaction times create taller bars. This helped make the differences between trials easier to see.

let barH = map(rt, 200, 2000, 20, 160);
   barH = constrain(barH, 20, 160);

   fill(255, 120, 170);
   rect(chartX + i * barW, chartY - barH, 45, barH);

I’m proud of this section of the code because it takes a the reaction time value and turns it into something visual. By using map(), I was able to convert reaction times into bar heights, which made the results much easier to interpret.

Most of the sketch was built using variables, arrays, conditional statements, functions, and simple state management. Using different states (intro, wait, go, and results) made the interaction much easier to organize. I also used millis() to measure reaction time, which I learned more from p5.js reference and looking at simple reaction-time examples online.

Overall, I’m happy with how this sketch turned out. It helped me understand how user input can be treated as data and then visualized in a clear way. The most challenging part was making sure the input behaved correctly in each state, especially preventing early presses from being counted. For future assignments, I would like to experiment with more detailed feedback per trial or different ways of visualizing reaction time beyond a bar chart.

Reading Reflection:

Norman’s reading made me realize that many everyday frustrations come from poor design rather than user error. He explains how objects often fail to clearly communicate how they should be used, which causes confusion even in simple situations like opening a door. This made me think about how important clarity and feedback are in interactive design.

Relating this to my own work, I realized that even small design choices in my sketches affect how intuitive they feel. If an interaction is not clear, users may not know what to do or may assume something is broken. Norman’s ideas encouraged me to think more carefully about how my sketches guide the user, and how simple visual cues or feedback can make interactions feel more natural and less frustrating.

Assignment 3: Dancing hearts

For this assignment, I decided to continue developing the heart theme from my previous sketch. In Assignment 2, I created a structured heart wallpaper where all the hearts moved together when pressed. This time, I wanted to test my abilities more and make the interaction feel more refined and independent rather than controlling everything at once.

Instead of using one shared movement variable, I used arrays and object-oriented programming to create a grid of Heart objects. Each heart now has its own properties, such as position, size, and animation phase. I used nested loops again to build the grid, but instead of shifting the entire grid together, each heart updates individually using its own update() function.

To create smoother movement, I used sin() and cos() to make the hearts pulse and slightly wiggle when the mouse hovers over them. The hearts remain structured in a grid, but when the mouse gets close, they move in a controlled sinusoidal motion. I also created the heart shape using beginShape() and bezierVertex() instead of ellipses and a triangle, which made the hearts look more developed and smooth.

The part of my code that I am most proud of is the section where the hearts move when hovered over:

if (this.isMouseNear()) this.x = this.baseX + sin(frameCount * 0.18 + this.phase) * this.wiggleAmount; this.y = this.baseY + cos(frameCount * 0.18 + this.phase) * this.wiggleAmount; }

This part controls the interactive movement. I learned that frameCount acts like time, and using sin() and cos() creates smooth back-and-forth motion instead of random movement. Adding phase also prevents all the hearts from moving in sync, which makes the animation feel more natural.


Overall, I’m happy with how this sketch developed from the previous one. It feels more structured and intentional, especially since each heart now behaves independently. The most challenging part was understanding how to separate update and display logic, and how to keep the original grid position while still allowing movement. For future improvements, I would like to experiment with how nearby hearts respond to interaction, and create a ripple effect instead of only affecting one/two hearts at a time.

Reading Reflection

In the reading, Crawford does not directly state that interactivity must include technology, but he clearly frames it within digital systems and computational design. Most of his examples revolve around computers, simulations, and structured input-response systems. While I understand his definition of interactivity as a “cyclic process of listening, thinking, and speaking,” I think his focus on digital media slightly narrows how we understand the concept.

Personally, I don’t think interactivity necessarily has to involve technology. I think something can be interactive simply by changing how we perceive or respond to it. For example, a physical artwork that shifts depending on where you stand, or a space that makes you question your perspective, still creates interaction, even without code. This reading made me question whether interactivity is really about technology, or if it is more about creating a meaningful exchange between a system and a participant, regardless of medium.

Assignment 2: looped in love

For my concept, the repeated shapes in the attached PDFs reminded me of wallpapers and patterned backgrounds. Given that it’s February, I decided to create a static heart wallpaper using a grid of mini hearts. When the hearts are pressed, the background turns red and the hearts begin to move.

I initially started by coding the static wallpaper, but quickly realized that if I wanted to incorporate animation, I needed to plan for it early on. I also added a mouse press function so that I could toggle between the still wallpaper and the moving hearts.

For the hearts, I made them using two ellipses and a triangle, and I used nested loops to place the hearts in a grid, which created the wallpaper effect.

To add animation, I created a variable that updates every frame to move the hearts together. When the hearts are moving, this value added to their positions, which shifts the grid. I also used a boolean variable with the if statements to control when the animation occurs.

if (moving) {
    heartshift += speed;
    if (heartshift > 15 || heartshift < -15) {
      speed *= -1;
    }
  }

I’m proud of this part of my code because it controls the movement of the hearts. When the variable (moving) is true, (heartshift) updates every frame, which make the hearts move. And by adding the conditional statement, the speed reverses when the movement reaches the limit(15), so the hearts go back and forth instead of only moving one direction.


Overall, I’m happy with the sketch, and I enjoyed experimenting with different variables to see how they affect the hearts. The most challenging part was combining the animation with the nested loops and learning how to incorporate them with the boolean variable and if statements all together. For future ideas, I would like to add more interactions, or make it more intricate.

Reflection Response

Casey’s talk made a great point about randomness vs. order and the idea of losing total control. Reflecting on my past work, especially my heart wallpaper sketch, everything is very structured and controlled. Casey’s talk made me realize that adding small random elements in my sketch, like changes in color or even the movement of the hearts, could make the sketch feel less rigid. I could have created a static wallpaper of mini hearts and then, when pressed, made the hearts move randomly, but I think it is challenging to balance the randomness of the movement, given how rigid the static grid is when the sketch is pressed again.

Assignment 1: Self-Portrait

For my self-portrait, I decided to create a dancing flower instead of a literal portrait. I initially attempted to work on an actual self-portrait, but with the skills I have so far, it kept looking unrealistic, and my hair ended up looking like a mushroom (no, literally). Rather than forcing a mushroom-headed portrait, I chose to represent myself through a dancing flower. This allowed me to focus on practicing primitive shapes, simple animation, and overall composition.

The sketch shows a dancing flower in a simple grass field. The petals include four main petals and diagonal petals placed around the corners of the flower. I kept the background minimal, and focused mostly on the flower itself. I also tried to make the petals feel slightly more three-dimensional by changing their colors and shades, and I added a subtle border around the center of the flower to enhance that effect, but I don’t think it’s noticeable.

fill(245, 120, 160); //background petals color
 angleMode(DEGREES);
 rotate(45);
 ellipse(270 + Petals, -59 - Petals, 35, 55); //right base
 ellipse(270 - Petals, -59 - Petals, 35, 55); //right base
 ellipse(270 + Petals, -59 + Petals, 35, 55); //right top petals
 resetMatrix();
 rotate(145);
 ellipse(-60 + Petals, -225 - Petals, 35, 55); //left base
 ellipse(-60 - Petals, -225 - Petals, 35, 55); //left base
 ellipse(-60 + Petals, -220 + Petals, 35, 55); //left top petals

 

I’m proud of this section of my code because the most challenging part of the sketch was creating the diagonal petals. I learned that in p5.js, shapes are rotated by rotating the canvas itself rather than rotating individual ellipses. I figured out how to use angleMode(DEGREES) and rotate() by referencing this forum post: https://forum.code.org/t/ellipse-rotate-on-an-axis/35650 .

After that, I just experimented and adjusted the values manually to place each petal correctly. I also searched online to learn how to use resetMatrix(), since each group of petals needed a different rotation angle. Honestly, this part involved a lot of trial and error, but I got to understand how transformations work.

Embedded sketch:

I mainly used the concepts I learned in class, except for the diagonal petals, which I learned to do using the forum post I referenced earlier. I also google-searched how to reset the rotation so that I could adjust each group of petals seperately.

Overall, this assignment was a nice introduction to how p5.js works and how to use code to create and manipulate visual elements. While working on this assignment, I realized that there is more than one way to create something, and that sometimes the process involves a lot of trial and error. I’m excited to see what I come up with next in my sketches and how I (hopefully) continue to improve.