Reading Reflection – Week 8

Her Code Got Humans on the Moon—And Invented Software Itself:

I was truly amazed and in awe at Margaret Hamilton’s journey as an incredibly strong, dedicated, powerful, and influential woman and mother. Women in tech at the time were basically unheard of, and even in today’s world, tech is still a male-dominant field. Yet, it was a woman that made such significant advances to software engineering. Not only was she a working money who would bring her 4-year-old daughter to labs as she worked, she wrote the code for the world’s first portable computer  and eventually became Apollo’s command module computer.

It’s a shame that I’ve never once heard of her before reading this article, especially given how pivotal her work was, that even helped Neil Armstrong land on the moon. Something I found interesting was how Hamilton wanted to add code to prevent the simulation to crash if the program P01 was launched, yet NASA overruled her idea despite the fact that it happened already from Lauren accidentally launching P01. NASA insisted that their astronauts would not make any mistakes because they were “trained to be perfect,” which, evenstill, it doesn’t hurt to play things safe. Just five days into the Apollo 8 flight in 1968, astronaut Jim Lovell accidentally pressed P01 and luckily enough, Hamilton and MIT coders were able to plan and upload new navigational data. It makes me wonder, would NASA have listened to her if she was a man presenting that idea instead?

It shows how important it is to be aware of and know how to navigate potential problems in works, even if you’re confident nothing will happen. Reading this made me a lot more aware and cautious of my future work, and I’ll be on the look out for potential problems that could surface and figure out, even just briefly, how to combat those issues should they arise.

Attractive Things Work Better:

I enjoyed reading Norman’s piece on how aesthetic designs can impact the way we feel towards that product. He makes a really interesting case with his three teapots. He definitely proved his point by showing images of those three teapots and explaining when he would use each one, because the design of the Carelman tea/coffeepot is so incredibly ugly to me that it’s actually frustrating to look at, and I wouldn’t even want that in my house let alone use it. Just its presence would probably ruin the calm and peaceful mood I was probably in if I wanted to make some tea.

The whole concept reminds me of pretty privilege and the saying “look good, feel good.” The concept of object pretty privilege is shown with the teapots, as all of them are functioning teapots at the end of the day, but with very different designs. The concept of the phrase is shown as Norman talks about the concept of positive vs negative “affect.” Positive affect enhances problem-solving and performing tasks while negative affect makes it harder. How we feel about things influences how easy or difficult it would be to think through and finish a task.

Something I found interesting was that negative “affect” didn’t necessarily only have a negative effect on us. Although positive affect helps us creatively think better, negative affect can help us focus and concentrate on potential threats or problems. He even mentions how anxiety also helps us concentrate, as people are less distractible.

I do agree that to an extent, (as long as the product functions decently well) aesthetic designs can make a big influence on the same product depending on the influence of positive of negative affect that stems from it. It could even apply to animals. If you saw a pastel colored mini snake vs a black and yellow colored one, would you take them to be the same level of danger? Well, maybe you would, especially if you have a severe fear of snakes. But, the different looks of the snakes could possibly affect the intensity of negative affect.

A real-life example of attractive things working better could be gardening tools. They still function the same, but certain colors that match your aesthetic or match the aesthetic of your garden might boost positive affect that makes you want to garden more than a basic boring colored tool

Assignment 6 – Traffic Light

Concept

For my project I decided to use toy cars to light up a traffic light. My idea is that when the red car is on the piece of aluminum foil the red light lights up, when the grey light is on the aluminum the yellow light lights up, and when the black car is on the aluminum foil the green light lights up. This is a way to use code to control a traffic light using an unusual switch.

I used the idea that we did in the class for the digital input but instead of the light turning off the light is turning on, and instead of one switch I have three different switches connected to three different lights.

Code I am Proud of

// Control the red LED based on red button state
    if (redButtonState == HIGH) {
        digitalWrite(5, HIGH);   // Turn on red LED
    } else {
        digitalWrite(5, LOW);    // Turn off red LED
    }

    // Control the blue LED based on blue button state
    if (blueButtonState == HIGH) {
        digitalWrite(3, HIGH);   // Turn on blue LED
    } else {
        digitalWrite(3, LOW);    // Turn off blue LED
    }

    // Control the yellow LED based on yellow button state
    if (yellowButtonState == HIGH) {
        digitalWrite(4, HIGH);   // Turn on yellow LED
    } else {
        digitalWrite(4, LOW);    // Turn off yellow LED
    }
}

This code is used for turning on the light when the two pieces of aluminum foil are touching each other.

Setup

I used TinkerCad to develop my Arduino and the placement of the wires and code it to make sure everything is correct.

Code

GitHub

Demonstration

Reading Reflection – Week #8

Her Code Got Humans on the Moon

Scene at MIT: Margaret Hamilton's Apollo code | MIT News | Massachusetts  Institute of Technology

I’ve heard about Margaret Hamilton and known her for this famous photograph, but I wasn’t familiar with her work specifically. And now reading the article, I am fascinated by the amount of dedication and commitment she put in development of the software as well as the scale of her creation and it’s very disappointing that not many people are familiar how she started the software engineering as a field.

I liked that in the article it was emphasized that we should approach coding by planning out and thinking through all possible mistakes and failures that could happen in the process of using the product. No one believed Margaret Hamilton’s saying that human error could happen among astronauts, but it did in one of the most unfavorable moments for the team. In the same way I feel like this attentiveness to details and thinking of possible outcomes beforehand helps to build usable and friendly product for the user, so that when the user fails, the application doesn’t fail as well.

Also I was shocked that copper “ropes” could store words.

Emotions & Design: Attractive things work better

The main takeaway for me from this article is about the importance of the impression and emotion that the user is left with after using the product. And basically that’s the reason why Don Norman buys three teapots, because each of them provides him an affect value. This kind of resonates with the idea of arts and also the teachings of my theater class that I’m taking this semester: everything falls to what kind of emotions artwork prompted you to. Hence, one of the ways to cause feelings in the person is by beauty and aesthetics of the product. That’s why attractive things work better, when you feel great you do great.

One of the things I noted for myself was that according to the Don Norman, design preferability depends upon the occasion, context, and above all, mood, hence people buy different things to suit different circumstances, which ultimately leads to overconsumption and waste.
Also I didn’t know that our choices and affective signals are so much biologically driven, because the way I thought about it was that it cannot be impacted in any way and it was purely intuitive.

Also, I believe that many people have a conviction that attractive things are less usable. I think it is a belief that was instilled to me by my community because too bright and vivid things were less desirable to have. But, the article completely proves otherwise. Overall, the trend described by Don Norman that people want to have more pleasure and joy in life kind of describes why there is now a great development to the entertainment field and why many designers prioritize the pleasure in using their product.

Reading reflection 5

Norman, “Emotion & Design : Attractive things work better”
Norman’s insights on the emotional dimensions of design made me think deep about what makes a product truly effective. I have always seen objects for their functionality since that is the main goal. I have not really paid attention to the aesthetics of my daily used objects until I read Norman’s work. His argument on aesthetics and its impact on usability is an eye-opener as it made me realise how certain designs evoke positive emotions. I realised that I often use some products, such as apple products which I love because of their minimalist design, not just for their practical value but because the give me a sense of satisfaction. It is fascinating how just the design makes me tolerate the flaws of the products I use. His idea made me appreciate the fact that design is not just about problem solving but also about enhancing the experience surrounding the solution.

His discussion of the teapots made me question the boundary that I place between useful and beautiful. His examples made me recount if I have ever been affected emotionally by the type of mugs that I use to take my coffee. I figured out that the simplicity and beauty of my favourite mug contributed to my morning routine calmness which I never acknowledged till I read this article. Norman’s ideas have encouraged me to look at design in a different way by understanding that emotional engagement is important to how one experiences and interacts with products

Her Code got Humans on the Moon

Margaret Hamilton’s story and achievements was inspiring. I admire how she was able to stand out and represent the role of women in technology in an era where women found it hard to have such opportunities. I have always been invested in the moon landing mission but I hadn’t gotten the chance to know and appreciate the hidden effort of people like Hamilton. This reading made me aware of how significant her legacy was in space exploration and also for the acceptance of women in STEM. Her story shows the importance of foresight and planning to handle errors.  I am also inspired by how she was able to balance family and work.

 

Reading Response 5

Emotion & Design: Attractive things work better

In Emotion & Design: Attractive Things Work Better, Donald Norman argues that good design goes beyond just function, attractive objects actually work better because they make us feel good, which improves how we interact with them. He explains this through three levels of emotional response: visceral (our immediate reaction to an object’s appearance), behavioral (how enjoyable and smooth it feels to use), and reflective (the personal meaning or identity we attach to it). Norman suggests that when we find something visually appealing, we’re more likely to approach it with a positive attitude, which makes us more flexible, creative, and forgiving of any minor flaws.

I agree with Norman’s argument because I’ve noticed that when something is well-designed, it feels more intuitive and satisfying to use. For example, using a beautifully designed phone or website often makes me feel more engaged, and I’m less likely to get frustrated over small issues. Norman’s insight that aesthetics can improve functionality resonates with me; it emphasizes that our experience with an object is about more than just practicality. When design speaks to us emotionally, it creates a connection that makes the interaction smoother and more enjoyable, showing that beauty and usability truly go hand in hand.

Her Code Got Humans on the Moon

In Her Code Got Humans on the Moon, the story of Margaret Hamilton’s contributions to the Apollo space missions is explored, showcasing her pioneering work in software engineering at NASA. Hamilton led a team that developed the code for the Apollo Guidance Computer, which ultimately helped land humans on the moon in 1969. Her code was not only innovative but also designed to handle potential errors and prioritize critical tasks, a crucial feature during the Apollo 11 mission when the computer was overloaded with data right before landing. Hamilton’s careful programming allowed the computer to focus on essential functions, averting what could have been a mission-ending disaster.

Hamilton’s story highlights the critical role of women in STEM and the power of resilience and ingenuity in high-stakes situations. Her work laid the foundation for modern software engineering practices, particularly in error detection and real-time computing. I find her story inspiring, as it demonstrates that technological achievements often rely on unseen contributions and relentless dedication. Hamilton’s emphasis on building fail-safe systems feels especially relevant today, reminding us of the value of anticipating and addressing challenges in programming. Her contributions underscore that space exploration is not just about astronauts but also the people who build and support the technology that takes us there.

week 8 reading response

Her Code Got Humans on the Moon- And Invented Software itself

This article gave a look into how one of the largest industries now, software engineering, came to be. At the time the article was talking about, smartphones, laptops were not a part of the conversation, the smallest computing device even remotely close to the processing power of our smartphones was a 70-pound “portable” computer aboard the Apollo spacecrafts. I was unaware that a woman had such a footing in the development of the initial stages of software, being that men make up most of the industry now. It was very interesting to learn how software played a part in helping the US win the arms race to the moon. The description of hardwiring “RAM” showed just how far we have come since then in terms of computing.

Emotions & Design: Attractive things work better

The author, Norman’s message in this article is the importance of balance between usability and aesthetic. Although he makes it clear that most of the time, the aesthetic doesn’t have any practical benefits, for example, the introduction of color displays. The displays didn’t make tasks any easier, however, the emotions he felt from a color display said other wise. When it comes to creating projects in IM, I believe we should focus on usability foremost, however, aesthetic is definitely not something we should ignore. Although it may not have much impact on performance or at all, humans are emotional creatures, we not only care about the useful ness of something, but also how good it looks, if it invokes our emotions, it could be deemed as better.

Week 8 – Reading Reflection

Reflecting on Donald Norman’s Emotion and Design: Attractive Things Work Better, an important takeaway was the idea of balancing beauty with usability. For example, in a high-stress setting like healthcare, should a designer prioritize simplicity over aesthetics, or is there value in making things look good too? Norman’s argument that beautiful things “work better” because they make users more forgiving of small flaws is intriguing, but this could also lead designers to mask deeper usability problems with aesthetics. We also see this often in consumer tech, where sleek design sometimes hides complex interfaces. Could a beautifully designed device make users miss important issues if they assume it’s as reliable as it looks? And in general, does an attractive design make people more likely to trust or value a product, even if it has flaws? How do designers keep things both beautiful and easy to use across all types of situations, from routine tasks to high-stress ones?

The article on Margaret Hamilton’s journey was definitely inspiring and got me thinking about how often we overlook the contributions of people who don’t fit the traditional expectations of an industry. What struck me most was her foresight about potential astronaut errors (that had initially been dismissed). She saw risks that others didn’t, not because she knew more, but because she questioned the assumption of perfection in human operators. This made me think about the ways might current technology still rely on assumptions that could lead to serious errors. Are we relying too heavily on “perfect” tech and “infallible” systems, overlooking potential risks just because they seem unlikely?

Overall, I think these readings emphasize the need to balance beauty and function in design while staying aware of human error, showing that technology works best when it adapts to real, everyday challenges.

Week 8: Unusual Guitar Switch

Concept

It came to me while I was playing on my guitar as a way to destress after hours of failing to think of ideas for an usual switch: why not use the guitar as a switch? The strings of the guitar are made of steel and can therefore act as conductors. All I had to do was to find a way to incorporate it into a circuit so that an LED light switches on with every strum of the guitar.

In retrospect, I realize that I was, in fact, using my hands despite the assignment instruction being to create an unusual switch that does not require the use of one’s hands. I was too preoccupied with trying to make my switch as unconventional as possible and accidentally neglected this instruction. Still, I am proud of coming up with the idea to incorporate my interest in guitars into my assignment.

I took the same circuit from our class exercise for digital input and removed the button, replacing it with the guitar and the guitar pick. I covered my guitar pick with aluminum foil to make it conductive and then taped it to a wire. As for the guitar itself, my initial idea was to tape a wire to the bottom E string; however, it proved to be not ideal as this meant that the LED will only light up if I strum this one specific string and not for the other five. I ended up taping the wire to a larger sheet of aluminum foil and then taping the sheet to the bridge of the guitar, which is a metal part that acts as a saddle for all six strings.

The code is also fundamentally the same as our in-class exercise, but instead of switching off when the circuit is complete, the LED light switches on.

void loop() {
  int buttonState = digitalRead(A2);

  if (buttonState == HIGH){
    digitalWrite(13, HIGH);
  } else {
    digitalWrite(13, LOW);
  }

}

Setup:

Github link


Demonstration

 

Reflection

There are many elements in this assignment that I would like to improve upon if I had more time. For example, the aluminum foil I wrapped around my guitar pick kept shifting despite the tape, the parts around the tip wore off and exposed the plastic pick after some strumming; using metal guitar picks would easily solve the problem, but I unfortunately do not have one. Another option would be to fashion a guitar pick out of multiple layers of aluminum foil.

It would also be interesting to expand on the functions of this device to help guitar players be on tempo. Since the LED lights up with every strum, adding a small speaker to the circuit that acts as a metronome; guitar players can listen to the tempo and look at the LED light to make sure it is also blinking on tempo, in case it is difficult for them to hear the subtle differences.

Reading Reflection #5

Her Code Got Humans on the Moon

Reading about Margaret Hamilton’s incredible life and career was eye-opening; I was not aware that a woman played such a central role in the United State’s Space Race efforts, not was I aware that “software engineering” was already a thing back then in the 1960s (albeit in its early stages). I feel like there are no words that can begin to describe just how impressive it was for her to juggle motherhood and her career in an era with layers of glass ceilings for a woman to break through (especially in engineering), all while setting the foundations of a discipline that is so integral to modern life. The unfathomable amount of responsibility assigned to Hamilton and her ability to set up all those crucial programs and troubleshoot while under immense pressure really put things into perspective for me. Whatever struggles I have with the more technical aspects of this course are nothing compared to hers, and her story gives me more drive and inspiration to take on my fears in coding and physical computing.

Emotion and Design: Attractive Things Work Better

Donald A. Norman makes a compelling argument about the balance between practicality and visual aesthetics that I absolutely agree with. Just the right amount of consideration for each is dependent on the context and purpose of the design; tools that are to be used in serious, concentrated efforts should of course be straightforward in design, but there are great benefits to be gained from adding style to the tools and activities we engage with in everyday life. We are naturally enticed by attractive things, and when using things that look good our “behavior seems to go along more smoothly, more easily, and better” (Norman). We derive joy from using aesthetically pleasing tools, but only if usability has not been compromised for visual style. Video game interfaces very well exemplify the need for this balance: visually, they must be appealing and in line with the style of the game, but they must also be easy to navigate as to not hinder gameplay and turn players away. I think the UI design of the Persona series (attached below) are the prime examples of good visual and interactive design:

Let's talk about Persona 5's menus - Eurogamer : r/JRPG

The UI and UX of Persona 5. You don't gotta say it over text too! | by Ridwan | Ridwan Khan

Persona 3 Reload's amazing UI might have the best menus in the history of JRPG menus, and shows the value of keeping devs around long-term | GamesRadar+