Final Project: Hello Kitty’s Adventure: The Car Dodging Challenge

Hello Kitty’s Adventure: The Car Dodging Challenge

I chose this project because for my midterm, I created an experience and for my final, I aimed to challenge myself by creating a game. Additionally, having received my license two months ago, it seemed like the perfect opportunity to develop a game involving cars.

This game, titled “Hello Kitty’s Adventure: The Car Dodging Challenge” lets you control a character resembling Hello Kitty, guiding her left and right to avoid colliding with cars. As you skillfully maneuver past every four cars, the game progresses to a new level, increasing in speed. Your score accumulates with each second you survive. This fun and engaging game is inspired by my long-time fondness for a character similar to Hello Kitty, which has been a favorite of mine since childhood.

P5 Structure : IMG_5852

How the Game Works : IMG_5846

prototype + Schematic (ultrasonic distance sensor, two LEDs) :


The Im showcase on Friday 15th was a blast! It was my first time being part of an exhibition and making a game, which turned out to be super fun. I really enjoyed it, especially chatting with people there. I got loads of compliments and comments on my project, like “Your project was the best,” “Did you make this? It’s amazing,” and “This game is addicting.” It feels great to see my hard work pay off. The course was fun and I’ve been  proud of  everything i achieved during the course. My friends showed up to support me, and seeing people smile while playing my game was the best part. Zion and Fausto even set the highest score at 77! Here are some pictures and videos from the showcase.

rose playing –> My friend Rose Playing my game


Structure + Challenges

The structure of the project is crafted using recycled cardboard and cork that I found at home, a gesture to honor COP28 held in the UAE. Unfortunately, I couldn’t access the resources and equipment in the IM lab, as I wasn’t available during the weekend. Nevertheless, I am proud of how the prototype turned out. It has a homemade aesthetic that truly showcases the effort and creativity I invested in it. *Update: I drew road markings on the pink paper, to easily direct left right and middle*

The challenges I encountered primarily involved reacquainting myself with p5. After a break spent focusing on Arduino, I felt a bit out of touch with p5 and needed to catch up on some of its features. However, I am pleased with the final result, particularly the pink color scheme I chose, which I feel represents me well. Another significant challenge was working with Arduino. I frequently faced connectivity issues with my laptop, requiring multiple restarts whenever it failed to upload. Additionally, getting the ultrasonic sensor to accurately measure distances was tricky, but after consulting numerous videos, I managed to overcome this obstacle. Despite these challenges, I am proud of what I accomplished. *Update: the issue of the arduino lagging was fixed by Muhammad Khan who was kind enough to fix the code for me, now Id say it works perfectly with no lag*


let car, helloKitty; // images for car and Hello Kitty character
let phase = "startScreen"; // current phase of the game: startScreen, game, endScreen, instructions
let speedCount = 0; // counter to track speed and timing of game elements
let speed = 1; // initial speed of moving cars
let cars = []; // array to hold car objects for collision detection and rendering
let gameOverImg; // image to be displayed when the game is over
let arduinoData = 0; // data received from Arduino for control
let useArduinoControl = true; // flag to enable or disable Arduino control
let rVal = 0; 

// -------------------------------------------------------------------------------------

// preloads game assets (images, fonts, sounds) 
// before starting the game

function preload() {
  car = loadImage("pink1.png"); 
  helloKitty = loadImage("hellokitty.png");
  StartUp = loadImage("workpls.png")
  customfontkitty = loadFont('kittyfont2.ttf');
  customfontsan = loadFont('san.ttf');
  gameOverSound = loadSound("ouch.mp3");
  introSound = loadSound("introsong.mp3");
  leftBorder = loadImage("leftBorder.png");
  rightBorder = loadImage("rightBorder.png");
  instructionImg = loadImage("instructions8.png");

// ----------------------------------------------------------------------------

// sets up the initial state of the game canvas and variables

function setup() {
  createCanvas(400, 600);
  kittyX = 115; // initial X position for Hello Kitty
  kittyY = 550; // initial Y position for Hello Kitty
  score = 0; // initialize score
  level = 1; // initialize game level

// ----------------------------------------------------------------------------

// The main game loop, executed continuously to render the game

function draw() {
  background(50, 140, 80); // set the background color
  if (phase == "game") {
    // fisplay the left and right border images on the screen
    image(leftBorder, 20,height/2,leftBorder.width*0.55,leftBorder.height*0.55);
    image(rightBorder, 380,height/2,rightBorder.width*0.55,rightBorder.height*0.55);
    // draw the central playing area
    rect(width / 2, height / 2, 320, height);
    // creates the road markings
    for (let i = 0; i < 4; i++) {
    for (let j = -1; j < 10; j++) {
    rect(75 + i * 80, (speedCount % 60) + 30 + 60 * j, 6, 50);
   // increment speedCount to control the moving speed of road markings
    speedCount += speed;
   // arduino Control: Move Hello Kitty based on Arduino input
      if (useArduinoControl && arduinoData !== null) {
      if (arduinoData < 10) { // move left
           kittyX = 115; 
        } else if (arduinoData >= 10 && arduinoData < 20) {  // Move center
           kittyX = 195; 
        } else if (arduinoData >= 20) {  // Move right
           kittyX = 275; 
    // returns the hello kitty to current position

    image(helloKitty, kittyX, kittyY, 70, 100);
    // on every 50th speed count a car will come down
    if (speedCount % 200 == 0) {
            x: random([115, 115 + 80, 115 + 160]), // Random lane
            y: -40, // Start above the screen
    // move each car
    for (let i = 0; i < cars.length; i++) {
        image(car, cars[i].x, cars[i].y, 70, 100);
    // checks for collision with Hello Kitty
      if (dist(cars[i].x, cars[i].y, kittyX, kittyY) < 60) {
        phase = "gameOver";
        gameOverImg = get(0, 0, width, height);;
    // update car position
      cars[i].y += speed * 2;
    // display score and level
    text("SCORE : " + score, 20, 30);
    text("LEVEL : " + level, 320, 30);
    // increment score over time
    if (frameCount % 60 == 0) {
    // increase speed and level after certain intervals
    if (speedCount % 1000 == 0) {
      speed += 1;
      level += 1;
// ----------------------------------------------------------------------------

 // display the game over screen and show score and level reached
  if (phase == "gameOver") {
    fill(0, 100);
    rect(width / 2, height / 2, 240, 150);
    text("Level " + level + " Reached", 145, 250);
    text("   You Scored " + score, 145, 360);
    text(" press Enter to Restart", 135, 330);
    text(" GAME OVER", 105, 300);
  // checks if the current game phase is the start screen
  if (phase == "startScreen") {

// ----------------------------------------------------------------------------
// start up image and text
    image(StartUp, width/2, height/2, StartUp.width*0.7, StartUp.height*0.7);
    rect(width / 2, height / 2, 380, 580);
    stroke(255, 192, 230);
    fill(255, 105, 180);
    text("hello kitty", 20, 120);
    fill(255, 105, 180)
    text("adventure", 70, 175);
    rect(width / 2, 480, 200, 80, 50);
    text("start", 140, 500);
    text("   Press Enter for Instructions",10,570)
    // check if the mouse position is within a specified rectangular area
    if (
      mouseX > width / 2 - 100 &&
      mouseX < width / 2 + 100 &&
      mouseY > 460 &&
      mouseY < 540
    ) {
    // If the mouse is within the specified area it changes to game phase
    if (mouseIsPressed) {
      mouseIsPressed = false; 
      phase = "game";
// -------------------------------------------------------------------------------------

// intruction page
  if (phase == "instruction"){
    image(instructionImg,200,300,400,600); // display the instruction image
    text("How To Play",40,120);
    text("      \n     1) move your hands left   \n          and right to move \n                  hello kitty  \n       2) try to avoid the cars   \n                3) BE SAFE!",60,330);
    text("      press enter to go back \n                 and start! ",70,500)

// function to handle keyboard inputs

function keyPressed() {
  // game control using arrow keys during the 'game' phase
  if (phase == "game") {
    switch (key) {
      case "ArrowLeft":
        if (kittyX > 115) {
          kittyX -= 80;
      case "ArrowRight":
        if (kittyX < 260) {
          kittyX += 80;
  // restart the game when 'Enter' is pressed in the 'gameOver' phase
  if (phase == "gameOver") {
    if (key == "Enter") {
      score = 0;
      level = 1;
      speedCount = 0;
      speed = 0;
      cars = [];
      phase = "startScreen";
      kittyX = 75;
      kittyY = 550;
  // handle key presses for navigating between instruction and start screen
    if(key== "Enter"){
      phase = "startScreen";
    if(key== "Enter"){
      phase = "instruction";
  //  setup serial communication when spacebar is pressed
  if (key == " ") 

// -------------------------------------------------------------------------------------

// arduino

function mouseIsPressed()

// This function will be called by the web-serial library
// with each new line of data. The serial library reads
// the data until the newline and then gives it to us through
// this callback function

let lastDataReceivedTime = 0;

function readSerial(data) {
  if (data != null) {
    arduinoData = parseInt(data);
    lastDataReceivedTime = millis();
    useArduinoControl = true;
  } else if (millis() - lastDataReceivedTime > 2000) { // 2 seconds timeout
    useArduinoControl = false;
 let sendToArduino = 0;
  switch (phase) {
    case 'game':
      sendToArduino = 1;
    case 'instruction':
    case 'startScreen':
      sendToArduino = 2;
    case 'gameOver':
      sendToArduino = 3;
  writeSerial(sendToArduino + "\n");
const int trigPin = 9;  // Pin number for the ultrasonic sensor's trigger pin
const int echoPin = 10; // Pin number for the ultrasonic sensor's echo pin
const int ledgreen = 4; // Pin number for the green LED
const int ledred = 7;   // Pin number for the red LED
long duration;          // Variable to store the duration of the echo pulse
float distance;         // Variable to store the calculated distance

void setup()
  pinMode(trigPin, OUTPUT);  // Set the trigPin as an output
  pinMode(echoPin, INPUT);   // Set the echoPin as an input
  Serial.begin(9600);        // Start serial communication at 9600
  pinMode(ledgreen, OUTPUT); // Set the green LED pin as an output
  pinMode(ledred, OUTPUT);   // Set the red LED pin as an output

unsigned long ultrasonic_clock = 0;
unsigned long led_clock = 0;
float sum = 0;
int iterator = 0;

void loop()

  if (millis() - ultrasonic_clock >= 5) // Take reading every 5 ms
    ultrasonic_clock = millis();

    digitalWrite(trigPin, LOW); // Clear the trigPin
    digitalWrite(trigPin, HIGH); // Set the trigPin to HIGH state for 10 microseconds
    digitalWrite(trigPin, LOW); // Set the trigPin to LOW state

    duration = pulseIn(echoPin, HIGH); // Read the echoPin, returns the sound wave travel time in microseconds
    distance = duration * 0.034 / 2;   // Calculate the distance

    sum += distance;

    if (iterator == 5) // Average the last 5 readings
      Serial.println(int(sum / 5));
      iterator = 0;
      sum = 0;

  if (millis() - led_clock >= 10) // Take reading every 10 ms
  led_clock = millis(); //record the time this code ran

  // reading brightness level from serial
  //   int brightness = Serial.parseInt();
  if( == '\n'){
  // controlling LED based on brightness level
      if(brightness == 1){
         digitalWrite(ledgreen, HIGH);
        digitalWrite(ledred, LOW);
     else if(brightness == 2){
        digitalWrite(ledgreen, LOW);
        digitalWrite(ledred, LOW);
      else if(brightness == 3){
         digitalWrite(ledred, HIGH);
         digitalWrite(ledgreen, LOW);


For future improvements, I aim to rely less on external help, as I did encounter significant struggles. I plan to apply the skills acquired from tool training to craft an even better prototype using materials like wood and acrylic. Additionally, I’ll consider utilizing various components to enhance the game or possibly explore a different direction and different sensors for this project. Starting earlier will also be a priority, allowing ample time for revisions, enhancements, and potentially incorporating more features. Overall, I am proud of my work and have gained a deep appreciation for the effort, thought, and creativity required by those who do this professionally. Creating a project that not only reflects my aesthetic but also functions effectively has been a rewarding experience. I am extremely pleased with the outcome and feel a sense of accomplishment for what I have achieved.

Sources –

Song :

Ouch :

Hello Kitty :

Instruction Background :

Instruction Frame :

Help –



Week 11 | Final Project Idea

Final Project Idea- Hello Kitty and her Friends Adventure route :

As I contemplated a concept for my final project, I realized my true desire was to create a game. But not just any ordinary car game with normal obstacles. Instead, I envisioned a Hello Kitty-themed adventure.

Sanrio, a beloved part of my childhood and still a cherished brand in my adult life, inspires me to incorporate their iconic imagery. My vision includes using a Sonic distance sensor as an innovative control mechanism for maneuvering Hello Kitty, though her adventure but I’m still brainstorming additional features to enrich the gaming experience.

I already have ideas about how to present this game and I can’t wait to actually proceed with this idea. It might appear as just a regular game, but this time, I am personally committed to creating one, especially since my last project was an experience rather than a game. I’m not only incorporating a significant part of my childhood into it, but also who doesn’t love car games especially with a twist?

Week 11 | Serial Communication: Serial Communication Exercises Assignment

Serial Communication Exercises Assignment:

Exercise (1) make something that uses only one sensor  on Arduino and makes the ellipse in p5 move on the horizontal axis, in the middle of the screen, and nothing on arduino is controlled by p5
ellipse(map(alpha, 0, 1023, 0, 640), 80, 80, 80);

Video Demonstration IMG_5539 2

Exercise (2) make something that controls the LED brightness from p5
function keyPressed() {
  // set up connection with p5:
  if (key == " ") {
  if (key == "1"){
    left = 10;
  if (key == "2"){
    left = 100;
  if(key == "3"){
    left = 255;

Video DemonstrationIMG_5542

Exercise (3) take the gravity wind example  and make it so every time the ball bounces one led lights up and then turns off, and you can control the wind from one analog sensor

let velocity;
let gravity;
let position;
let acceleration;
let wind;
let drag = 0.99;
let mass = 50;
let isBouncing = 0;

function setup() {
  createCanvas(640, 480);

  position = createVector(width / 2, 0);
  velocity = createVector(0, 0);
  acceleration = createVector(0, 0);
  gravity = createVector(0, 0.5 * mass);
  wind = createVector(0, 0);

function draw() {

  if (!serialActive) {
    text("Press Space Bar to select Serial Port", 20, 30);
  } else {

    ellipse(position.x, position.y, mass, mass);
    if (position.y > height - mass / 2) {
      velocity.y *= -0.9; // A little dampening when hitting the bottom
      position.y = height - mass / 2;
      isBouncing = 1;
    } else {
      isBouncing = 0;

function keyPressed() {
  if (key == " ") {
    // important to have in order to start the serial connection!!
  } else if (key == "ENTER") {
    mass = random(15, 80);
    position.y = -mass;

function readSerial(data) {
  if (data != null) {
    // make sure there is actually a message
    // split the message
    let fromArduino = split(trim(data), ",");
    // if the right length, then proceed
    if (fromArduino.length == 1) {
      // only store values here
      // do everything with those values in the main draw loop
      let potValue = int(fromArduino[0]);
      wind.x = map(potValue, 0, 1023, -1, 1);

    //SEND TO ARDUINO HERE (handshake)
    let sendToArduino = isBouncing + "\n";

function applyForce(force) {
  // Newton's 2nd law: F = M * A
  // or A = F / M
  let f = p5.Vector.div(force, mass);


int ledPin = 5;
const int potPin = A1;

void setup() {
  pinMode(ledPin, OUTPUT);
  pinMode(potPin, INPUT);
  // start the handshake
  while (Serial.available() <= 0) {
    digitalWrite(LED_BUILTIN, HIGH); // on/blink while waiting for serial data
    Serial.println("0,0"); // send a starting message
    delay(300);            // wait 1/3 second
    digitalWrite(LED_BUILTIN, LOW);

void loop() {
  // wait for data from p5 before doing something
  while (Serial.available()) {
    digitalWrite(LED_BUILTIN, HIGH); // led on while receiving data
    digitalWrite(ledPin, LOW);
    int isBouncing = Serial.parseInt();
    if ( == '\n') {
      int potValue = analogRead(potPin);
    // Set LED brightness based on whether bouncing.
    if (isBouncing == 1) {
      digitalWrite(ledPin, HIGH);
    } else {
      digitalWrite(ledPin, LOW);
  digitalWrite(LED_BUILTIN, LOW);

Video Demonstration IMG_5610

Week 11 | Creative Reading Reflection: Design Meets Disability

Creative Reading Reflection – Design Meets Disability:

Exploring design is closely tied to limitations. Charles Eames wisely said, “Design depends largely on constraints,” suggesting that constraints can drive innovation. This highlights the importance of context and how limitations can guide creative solutions. The contrast between good and bad design is interesting. Bad design is like a jarring composition with elements that clash, while good design can be subtly suggested. This aligns with the idea that discretion in design, especially for special needs, doesn’t have to be invisible and the discussion on eyewear and fashion shows how positive pre-existing images can shape design considerations. The ongoing debate between functionality and design is captivating that engineers often prioritize functionality, but our love for beauty adds complexity.

Design for disability sparks thought. Why should designs mimic the norm when they can go beyond it? This challenges the suggestions that disability design should envision possibilities beyond social expectations. It calls for a shift in norms and embracing diversity in design. Inclusive design is a crucial theme, balancing functionality and simplicity. It raises ethical questions about the responsibility of designers in creating products that cater to diverse populations.

Design goes beyond just physical things. It includes culture, how we see things, and what society values. This challenges us to think not only about making products but also how we see and value design in our everyday lives. When we embrace inclusive design, we’re moving towards a kinder and fairer future. In this future, creativity has no limits, and everyone can enjoy the advantages of design that thinks about the needs of all users.

Week 10 | Make a musical instrument: “A Whimsical Musical Mixer Box” Assignment

A Whimsical Musical Mixer Box:

In creating this project, our aim was to craft something that deviates from the regular and embraces the weird. I believe that Ghalia and I achieved perfection in capturing this unique and unconventional essence. Our project is inspired by a music box but is aiming to be more funky, weird, and whimsical. The goal is to create a musical box that stands out by having the twirly thingy on the outside instead of the inside. We had multiple ideas initially, but we ultimately settled on this one because we felt a strong desire to bring it to life. While the project was enjoyable, it also presented its challenges, making the process a bit of a struggle.


We made every effort to enhance our project by incorporating various elements. We integrated a digital light, a servo motor, and an analog sonic sensor. The aluminum on the side serves as a button to control the light and servo, while the sensor plays piano keys based on the distance of the hand. Despite our numerous ideas, implementing them became a challenge, and we faced struggles with the Arduino that led us to adapt our concepts as we encountered difficulties that proved difficult to overcome. An A foil based heart to controll the tone melody.

Initially, I was working with code to play two-tone melody songs controlled by a button. However, as we progressed, I encountered multiple challenges and had to make several changes. I eventually found a code similar to what we were aiming to achieve. Unfortunately, the Arduino posed some inconsistencies – it worked at certain points but failed at others, prompting us to modify and adapt the code.

void loop() {
  unsigned long currentMillisMelody = millis();

  // Play the melody
  if (currentMillisMelody - previousMillisMelody >= noteDuration) {
    previousMillisMelody = currentMillisMelody;

    // Check if there are still notes to play
    if (currentNote < notes) {
      // calculates the duration of each note
      divider = melody[currentNote * 2 + 1];
      if (divider > 0) {
        // regular note, just proceed
        noteDuration = (wholenote) / divider;
      } else if (divider < 0) {
        // dotted notes are represented with negative durations!!
        noteDuration = (wholenote) / abs(divider);
        noteDuration *= 1.5; // increases the duration in half for dotted notes

      // Play the note
      tone(buzzer, melody[currentNote * 2], noteDuration * 0.9);

      // Increment to the next note
    } else {
      // All notes played, reset to the beginning
      currentNote = 0;

// Move the servo
// Move the servo from 0 to 360 degrees
  if (currentMillisMelody % 30 == 0) {  // Adjust the value based on your servo speed
    if (pos < 180) {
    } else if (pos < 360) {
    } else {
      pos = 0;


For improvements, I’d like to achieve what we had in mind but couldn’t accomplish in our project. I would also like to reintroduce the button somewhere in our project since we encountered difficulties in that aspect. Additionally, I’m open to suggestions on how to enhance and refine our project further. However, despite the numerous challenges and occasional breakdowns we faced during the process, we take pride in the final outcome. The journey was marked by struggles, but looking back, I can confidently say that the effort was entirely worth it. The end result exceeded our expectations even if our original plan hasnt been achieved, and I genuinely loved how our project turned out, even though it had its share of difficulties. Throughout it all, we managed to have a fun time working together. Now, I need to troubleshoot my Arduino, as it unexpectedly caused issues with my laptop and even caused some lag on my MacBook. It’s a reminder of the unpredictability that comes with the creative endeavors!

Week 10 | Creative Reading Reflection: A Brief Rant on the Future of Interaction Design

Creative Reading Reflection – A Brief Rant on the Future of Interaction Design :

Bret Victor critiques current interactive design limitations and promotes a more unique and intuitive approach for future projects. He underscores the significance of human capabilities, especially touch and hand abilities, in tool and technology design. Victor criticizes the common use of “Pictures Under Glass” interfaces, favoring visual over tactile feedback, and advocates for a more dynamic and immersive medium that involves multiple senses. He urges readers to draw inspiration from untapped human potential and pursue ambitious, long-term visions in interaction design.

What I find compelling in this passage is the push to rethink how we design interactions. The comparison of making a sandwich and the intricate movements of our hands and bodies highlights the richness of human abilities. It can inspire us to move beyond current technology limits and explore the untapped potential of our hands and bodies in shaping the future of how we interact with computers.

Week 9 | Analog + Digital input & output: “Mario’s Magic Light-Up Mushroom” Assignment

Mario’s Magic Light-Up Mushroom:

The inspiration for my project struck me when I found myself without my Nintendo Switch, unable to play one of my all-time favorite games since childhood, ‘Mario Party.’ This game is filled with quirky and fun elements like the lucky block and the magical mushroom, both of which can greatly influence your journey in the game.

So, I decided to base my project on the game. It’s not only a personal passion but also a nostalgic trip down memory lane. I believe it’s a creative concept that encapsulates the magic of ‘Mario Party,’ and I had the input of my friends to help shape the idea.











The structure of my project revolves around the use of buttons and sensors from the SparkFun kit, which I gained an understanding of during one of our classes.

The materials I used are a printed out image of the iconic mushroom and lucky block from the game. These images were carefully mounted on cardboard for durability, and I affixed them with tape on the to ensure they could withstand the project.

The red is controlled by the sensor, The yellow is controlled by the button

The code provided in class examples played a crucial role in helping me bring this assignment to life. It served as a valuable starting point and a foundation for what I aimed to achieve. With the help of this code, I’m confident that the project will capture the fun and nostalgia of ‘Mario Party’ while showcasing my newfound skills in working with hardware and sensors.


I must admit that the journey of building the Arduino circuit and working with the breadboard was a bit challenging, but it was also immensely rewarding. I spent a considerable amount of time understanding the components, making connections, and ensuring everything functioned as intended. While it tested my patience at times, it also provided me with invaluable insights into electronics and hardware, which I know will be useful in the future.

Week 9 | Creative Reading Reflection: Physical Computing’s Greatest Hits and Making Interactive Art: Set the Stage, Then Shut Up and Listen

Creative Reading Reflection – Physical Computing’s Greatest Hits:

The text discusses common themes in physical computing projects, which are interactive projects that involve using technology to create interesting interactions. These themes include making musical instruments that respond to hand movements, designing gloves for music and gesture control, creating interactive floor pads for dancing and games, building projects that mimic hand movements and more. These themes provide a base for learning and experimenting in the field of physical computing which allows students and creators to add their unique ideas and the variety to change. In essence, they serve as starting point for innovative and creative projects in the world of technology and interaction and will help continue to evolve with new ideas and technologies in physical computing.

Making Interactive Art: Set the Stage, Then Shut Up and Listen

The second text, it elaborates on how creating interactive art is different as it involves you to provide the audience with a clear context of the art and then allow them to engage freely. Instead of ordering a fixed interpretation, interactive art should provide the the audience to listen to your work by taking it in through their senses and let them think about what each part means. Just like a director working with actors, the artist’s role is to create the framework and opportunities for engagement, much like how a director guides actors in a performance. When creating interactive art, don’t view it as a finished painting or sculpture. Instead, think of it as a live performance. The audience plays a crucial role in completing the art through their actions. This approach welcomes participants to contribute their creative ideas and add diversity to the art.






Week 8 | Create an unusual switch: “Light up your step” Assignment

Light up your step:

The “Light Up Your Step” assignment involves creating a foil-based light switch integrated into a rug that activates when someone steps on it. When pressure is applied to the mat, the foil switch makes contact, turning on the lights connected to the breadboard. This concept aims to create a welcoming and surprising element for guests entering your living room, as the lights switch on when they step on the rug (if made into a real rug).

This assignment took some time to conceive, but during a visit to my home over the weekend, I found inspiration. Upon arriving in my living room, I was inspired to create something based on rugs. I thought that integrating this into my project would be a fantastic idea, and it turned out to be quite appealing.

IMG_5050 = demostration video of the rug being stepped on


The structure of the project involves printing two images of a rug and sandwiching a strip of foil between them. I attached one wire from the Arduino to the foil, and the other black wire to the foil, connecting them to the breadboard. The wires are secure with tape.




As this is my first time working with electrical components like Arduino, I’m feeling excited and enthusiastic about diving into this new experience. Despite my initial lack of knowledge, I took the time to revisit the required readings and carefully studied Professor Michael’s notes to reassemble the light switch correctly. I’m genuinely proud of how I interpreted the assignment and came up with a unique and enjoyable concept. I’m looking forward to the journey ahead!

Week 8 | Creative Reading Reflection: Her Code Got Humans on the Moon—And Invented Software Itself, Norman “Emotion & Design: Attractive things work better”

Creative Reading Reflection – Her Code Got Humans on the Moon -And Invented Software Itself:

The article talks about how back in the 1960s, when most tech jobs were filled by men, a woman named Margaret Hamilton made history. She was only 24 and worked at MIT as a programmer. Even though people didn’t expect much from women in tech back then, Margaret proved them wrong in a big way.  As a young programmer at MIT, she embarked on a journey that would mark her as one of the important figures behind the successful Apollo space missions.

She became a key person in the Apollo space program because she wrote a lot of the software that made the Apollo missions successful. There was a tense moment during the famous Apollo 11 mission when the computer started showing some unexpected errors. But, thanks to her hard work and her team, the mission was a success, and the astronauts landed safely. She thought ahead during the Apollo program, identifying issues and pushing for software changes that later became vital for the success and safety of future missions.

Margaret Hamilton made significant contributions to both software engineering and space exploration. Her dedication and leadership are remarkable. When we think about major space achievements, it’s essential to see Hamilton as an influential figure who greatly impacted technology and space missions. Her work shows how one person can change history.

Norman “Emotion & Design: Attractive things work better”

Don Norman’s essay, “Emotion and Attractive,” highlights a fundamental aspect of design that often goes unnoticed. He emphasizes that the aesthetics of a product go beyond its outer appearance. It includes usability, understandability, and ease of use, in addition to beauty. He explains that sometimes, in stressful situations, like emergencies, things should focus more on usability. They need to be easy to use so people can stay safe. But in everyday life, when things are less stressful, it’s nice to have things that look beautiful and make us happy.

Don Norman also introduces the idea of “affect,” which is how we feel when we use something. Affect can change the way we think and solve problems. When something looks nice and makes us feel good (positive affect), it can even help us be more creative and patient. When something is visually appealing, we tend to invest more mental effort in understanding its use. However, this preference for aesthetics can be influenced by our mood and circumstances.

Norman provides a concrete example with teapots. If you have the time and inclination, you might choose the most aesthetically pleasing teapot, even if it’s not the most user-friendly. But when you’re in a hurry, practicality takes precedence over aesthetics.

So, the key is to find a balance between usability and beauty in design. It’s not about choosing one over the other but making things that work well and make us happy. That way, our everyday things can be both useful and beautiful.