Week 4 – Creative Reading Response

What’s something (not mentioned in the reading) that drives you crazy and how could it be improved?

Something that drives me crazy is some of the dryers in the laundry rooms on campus, specifically the ones that don’t have a screen! How am I supposed to know when my laundry will be ready? This system could make sense if this machine was just used by one person in their house, and they could just check on the machine whenever (or maybe there’s some sound that plays when a cycle is done). However, for a machine that’s shared by a whole building, it’s so inconvenient that you kinda have to just guess when your laundry would be ready. And if you’re too late, your laundry might just be tossed on the floor! This can be blamed on either university facilities for purchasing machines that do not have screens (since a few do, it’s just some that don’t have screens) or we can just blame the machines, because why can’t I know how long my clothes will take? So the improvement from my perspective is to add a screen!

How can you apply some of the author’s principles of design to interactive media?

Instructions! But, simple ones. Ones that build on what user’s are used to. For example, users are now used to pressing on the right side of their screen to speed up videos as that is how you do it on TikTok, YouTube, and Instagram. Instead of trying to reinvent wheel, sometimes it’s best to use what already exists.

Week 4 – Reading Response – Kamila Dautkhan

1. Something that drives me crazy (not mentioned in the reading) and how it could be improved

One of the problems that drive me crazy is the touch screen controls in cars because many new cars have replaced physical buttons and knobs with a large screen for everything (like changing the AC or the radio). This is frustrating because you have to take your eyes off the road to look at the screen. You can’t feel where the button is like you could with a real knob.

I think the solution for this problem can be bringing back physical knobs for the most important things like volume and temperature. This uses what Norman calls “tactile feedback” so that you can feel the click of the knob and know exactly what you’re doing without looking away from the road.

  1. How can you apply some of the author’s principles of design to interactive media? 

On a website buttons should look like buttons (maybe with a shadow or a bright color). This provides the user a visual cue. When you click “Submit” on a form, the button should change color or a loading circle should appear. This lets you know the website actually giving you an instant response and is actually working. Also, I found natural layout principle very useful because now I know that controls  should be placed in a logical way. For example, I should put important buttons on the right side of the screen because that’s the direction we read and move forward. Moreover, Conceptual I would use icons that people already understand. A trash can icon for deleting files or a house icon for the home page helps users understand how the app works instantly because it is already familiar to them.



Week 4: Reading Response

My first time going to a library study room, I was confused on how to get out because I didn’t know you had to click a button to leave. Although it has a sign that says “click to exit,” I was still lost because other study rooms on campus didn’t have this, and the button is on the side of the door where you usually don’t look, something Norman calls a classic signifier failure. The more I used the study rooms, I found myself still struggling as sometimes the button to leave or the ID scanner to get inside just don’t work. When I swipe my ID and nothing happens I have no idea if my card failed, the reader failed, or I did something wrong, which is exactly the feedback problem Norman describes. Getting in and getting out also use two completely different interactions with no consistent logic and it breaks any conceptual model I try to build of how the door works.

I think I can apply Norman’s principles to my own work in p5.js sketches. One thing I want to start doing is making it clearer to users how they are supposed to interact with my sketches, whether they need to click, long press, or drag to interact with my piece. Right now someone could open my sketch and have no idea what to do with it, which is the same signifier problem Norman talks about with doors. I want to incorporate small visual cues like a pulsing cursor, an animated hand icon, or a brief on-screen hint that disappears after a few seconds to guide the user naturally into the interaction without overwhelming them with instructions.

Week 4 – Inside Out

Your concept

I had many ideas for this assignment. When we saw the flight path visualizations in class, I was inspired to do something similar, focusing on maybe DXB and AUH airports. However, after looking through Kaggle, I didn’t find datasets that would really work for the ideas I had, and I didn’t have many idea on how to do a new kind of visualization. Instead, I decided to think about how I could include generative text and that’s how I came up with the idea I ended up doing! I love the Inside Out movie, so I decided to create a visual of the orbs that store her memories, and when the user presses on each orb, it displays that memory.

Embedded sketch

How this was made

The first thing I did was create the design for the orbs. At first, I was going to just import images for each color, however, I decided to explore the different features of p5.js and instead create them from scratch. I referred to a video by Patt Vira where she was actually creating a Gradient Screensaver, built from circles with gradient fill. I watched up till almost the half point of the video to understand how to create the gradient fill. I’ve included comments wherever I used code from her video. I customized the colors based on the colors of the emotions from the movie. At first, I had the colors randomized and were generated using a function. I was planning to repeat the same memories for multiple orbs since it wasn’t guaranteed that I’d have enough memories for the number of orbs generated from each color. After actually creating the csv file of the memories, I realized that there weren’t that many and decided that the number of orbs would be equivalent to the number of memories, and the color of each orb would match up with the emotions for each memory. To actually create this in code, I created an object that stored all the emotion names and the color for each one. Then, I had a function called when creating the orbs that would check what color each one should be based on the emotion it was assigned.

The other main bit of code in this is the interactivity of the user pressing on the orb and the text being displayed.  When creating the orbs, each orb is assigned a line in the csv file (an emotion and corresponding memory), so when the user selects a specific orb, it just shows whichever memory text was assigned to that orb. I also imported a font from Google Fonts to try to add my own touch to the text section.

A highlight of some code that you’re particularly proud of
// referred to yt vid: https://youtu.be/Mdt81-7-U18?si=Uzq8KlE-3FfifFLA
function drawOrb(orb) {
  let gradient = ctx.createRadialGradient(orb.x, orb.y, 0, orb.x, orb.y, orb.r);
  
  let rr = red(orb.c);
  let gg = green(orb.c);
  let bb = blue(orb.c);
  
  // make the center transpert and outer area solid
  gradient.addColorStop(0, `rgba(${rr}, ${gg}, ${bb}, 0)`);
  gradient.addColorStop(0.8, `rgba(${rr}, ${gg}, ${bb}, 1)`);
  
  // use gradient as fill for the circles
  ctx.fillStyle = gradient;

  noStroke();
  ellipse(orb.x, orb.y, orb.r * 2, orb.r * 2);
}

Despite using a video to do this section, I am still really proud that I explored something new to improve the aesthetics of my assignment!

Reflection and ideas for future work or improvements

Something I wanted to add, but didn’t have the time, was a glowing effect to kind of mimic how the orbs look in the movie. I think that’s a possible improvement that could make the sketch look more realistic to the inspiration.

Week 4 – Digital Oracle

Concept

This work  acts an oracle by generating wise sayings. Predefined times, elements, actions and destinations are stored in the program and they are randomly paired up to create the oracle. This work employs the concept of lists to store the times, elements, actions and destinations. Text in p5js concept was explored in this work by employing textAlign, textSize and textFont to create the desired output for the work.

A background animation was created for the program by creating translucent circle that randomly move around on the screening. This was done using class and arrays. To keep the design visually appealing, when a ball goes off the screen, it appears on the opposite side of the screen and and continues moving the same trajectory.

An oracles fades and a new one appears and this is done by changing the transparency of the text each frame. When the text becomes fully transparent, it is deleted and a new one is formed and displayed. When you click on the screen, the program can also change between light and dark mode using the callback function mouseClicked and an if statement

Code I’m proud of

for (let i=0; i<currentLines.length; i++) {
    text(currentLines[i], width/2, startY + (i*spacing));
  }
  
  // Fading 
  textAlpha += fadeSpeed;
  
  if (textAlpha < 0) {
    currentLines.length = 0;
    generateNewPoem();
    fadeSpeed = 2;
  }
  
  if (textAlpha > 400) {
    fadeSpeed = -2;
  }

This is the code that generates the oracle and causes the fading effect. A for loop is used to print out randomly generated text in a vertical format and the if statements gradually increase the opaqueness of the the text and then makes it transparent eventually disappear.

Embedded Sketch

How it was made

The texts in the various arrays that are randomly selected where generated with Chat GPT with the goal of creating a more natural and consistent text

Reflection

This was a good exercise to make use of my knowledge in text manipulation, arrays, classes and other concepts learnt in other lectures. This work can be improved by building on the background animations and changing the colors the text are printed in to create a more visually pleasing effect.

Week 4: Generative Text

Concept

I wanted to make a generative text output inspired by one of my favorite childhood comfort food: alphabet soup. It’s a tomato soup where the pasta is made out of the letters (a-z). I wanted to recreate a soup bowl that would have letters floating around. In the sketch, it shows a white dinner plate with a reddish tomato soup filling, with 80 randomly generated lowercase letters slowly bouncing around inside the soup. The letters stay contained within the circular bowl, and when they hit the edge, it reverses direction just like real pasta letters drift and bump in a bowl of soup.

My Final Sketch!

Code I’m Proud Of

 // keep inside soup
if (dist(l.x, l.y, cx, cy) > radius) {
  l.speedX *= -1;
  l.speedY *= -1;
}

Before I had these lines, my letters were all just floating around the whole sketch and I needed a way to keep the letters within the soup circle. Instead of checking rectangular walls, I used the dist() function to measure how far each letter has drifted from the center of the soup. When that distance exceeds the soup’s radius, both speed values get flipped by multiplying by -1, sending the letter bouncing back inward. This keeps all 80 letters perfectly contained within the circular soup area at all times.

How This Was Made

I used a loop that runs 80 times to create 80 letter objects, each placed at a random position inside the soup circle using polar coordinates and it picks a random angle and distance from the center, then converts them into x and y coordinates with cos() and sin(). Each letter gets a random character using String.fromCharCode(), which converts numbers 97–122 into a through z (I learned this from w3schools), along with random speed values for both directions. All of this gets stored as objects in an array called letters[]. Every frame, each letter’s position is nudged by its speed values to create the floating movement, and dist() checks whether it has drifted too far from the center and if it has, both speeds are flipped by multiplying by -1, then it shows a bouncing movement of the letter back inward and contained within the soup circle. For the font, I played around with different fonts and I landed on Courier which was the closest I could find to the chunky, typewriter-style lettering you actually see on real alphabet pasta.

Reflection and Future Improvements

This project taught me how useful polar coordinates are for placing things inside a circle instead of just rectangular, and I got a lot more comfortable using object literals inside arrays as a lightweight way to store and manage multiple moving things at once. Next time, I’d love to add mouse interaction so clicking near a letter makes it spin or dissolve, add a spoon that follows the cursor and stirs letters out of the way, or occasionally have the letters briefly cluster into short words before drifting apart again, something like the artwork “Text Rain” that we looked at in class.

Week 4 – Reading reflection

The reading shifted my perspective on designing from focusing more on the functionality of the product, which is the norm, to focusing on the user of the product or what we are designing. I realized that designing an  object or tool for the public requires you to have some consultations with other parties and we should invest more effort into how the user interacts with the product rather than the product design itself. The reading creates a concern though. Can this approach to focusing on the user’s interactions lead to a compromise in the quality  or functionality of the work produced and how do we find the right balance between functionality and interactivity.

Week 4 – Reading Reflection Megan

Something that genuinely drives me crazy (and it’s not in the reading) are the old washing machines that were in dorm laundry rooms. Not even because they’re complicated, but because you literally cannot tell what they are doing. You press start, sometimes it locks, sometimes it doesn’t, sometimes it just stops and you don’t know if it’s broken or thinking. I’ve stood there many times not knowing if I should open it, wait, or restart it. And the worst part is everyone reacts differently, some people keep pressing buttons, some unplug it, some hit it (honestly valid).

But after reading Norman I realized the problem is not that the machine is complicated but it’s that it has no feedback and no signifiers. The interface doesn’t communicate what state the machine is in. Norman explains that good design should make the possible actions discoverable and understandable. But here you don’t know if is it washing? paused? locked error?

The machine technically works, but the interaction fails. The simplest improvement would actually not be adding more buttons but adding better communication. A small progress bar, a timer that updates, or even a message like “Door will unlock in 30 seconds” would fix almost all the confusion. Norman talks about how users shouldn’t need instructions for simple objects, and when they do it means the design is wrong  . A washing machine should not require guessing or trial and error.

This connects a lot to interactive media. When someone opens a sketch or website, they don’t read instructions first. They try to understand it immediately. So discoverability becomes really important. Norman calls this human-centered design, which is designing based on how people actually behave, not how we wish they behaved  .

I realized my own project actually needed these ideas too. For example, at first my visualization was confusing because nothing indicated when the music would start, how to make it stop, and even at the beginning it still takes a bit to load and you don’t know why (even though its because the image and sound is uploading). After thinking about Norman’s principles, the play button became a signifier: it communicates the action you should take. Also the movement of the dots works as feedback. When the music gets louder and the dots expand, the system is telling you your action (playing the song) had an effect.

In interactive media especially, feedback is essential, for example, as Norman explains, users keep pressing elevator buttons when they don’t receive feedback. That’s literally what happens in digital projects too, if nothing responds, users assume it’s broken. So animations, hover effects, and sound reactions are not just decoration, they are communication.

Another idea from the reading is conceptual models. People build a mental explanation of how something works. If the system behaves differently from what they expect, they get confused. My sketch actually depends on this a little I would say: people assume music causes motion, so when the dots pulse with sound, it feels intuitive. They don’t need instructions.

Overall, the reading made me realize interactive art still has to be usable. Even if something is artistic, the viewer should understand how to interact with it. Good design is not just aesthetics, it is communication between the system and the user.

Week 4 – Data Visualization Assignment Megan

“YOaMoNUEvAYoL”

“The only thing more powerful than hate is love.”

“Together, we are America.”

– Benito Antonio Martínez Ocasio 2026

Concept

The concept of this project was to create something connected to the recent social and political conversations about Latin American communities, especially in the United States. Recently I watched the Bad Bunny halftime show that became extremely popular, and as a Latina it honestly felt like a huge moment. Seeing someone singing in Spanish in front of all of the USA, especially considering the controversies around immigration and the fact that many immigrants in the USA are Latino, made me want to base my project around that idea.

Therefore, for the project I chose the song “NUEVAYoL” by Bad Bunny, which was part of the performance and also part of the album that just won two Grammys. The song talks about New York and mixes the American image of the city with a Latin cultural perspective of it. Because of that, I used an image of the Empire State Building that felt vibrant and alive. The image has four dominant colors: orange, light blue, white, and gray. Then I found official 2023 data about Hispanic/Latino population in the United States organized by state. I grouped the states into three main regions: South, West, and Northeast.

Each main color in the image (blue, orange and white) represents one of those regional population groups, and so the amount each color appears is controlled by population data.

The idea is that the skyline is not just a picture anymore. The city lights are metaphorically “powered” by the people who live there. If a region has a larger Hispanic population, that color appears more often in the picture. The music adds movement because when the song gets louder, the dots grow and become brighter, so it feels more like a celebration instead of a static visualization.

To see (and listen) it in action just click the little  ⏯  button on the lower left corner!

Click the play ⏯ button!

Process

Originally I tried to make a migration tree showing people moving from Latin America to the U.S. But when I started doing it, technically it was data visualization, but visually I didn’t like it. It looked more like a diagram than something expressive.

After watching The Coding Train videos about sound visualization, I followed the tutorial and experimented with audio-reactive graphics (This tutorial is also why I kept the little toggle button in the corner to play and pause the audio). I then found this Bad Bunny song and immediately thought about using the Empire State Building because the song is about New York. However, I couldn’t use the song because of issues with the UAE library store so I had to extract the audio from the YouTube video of that song and then cut the mp3 so that the intro of the video that wasn’t part of the song itself. I learned how to do this and did it with my terminal.

First I created a sound visualizer using p5.js amplitude analysis (p5.Amplitude()), which gives a number between 0 and 1 representing how loud the music is at each moment. I mapped that value to the size of the dots so louder music makes the building pulse.

Then I converted the image into a pointillism drawing (i based myself of off these p5.js examples 1, 2). Instead of drawing every pixel, the code samples every 5 pixels in both directions. This reduces detail but still makes visible dots.

After that I connected the dataset. I loaded a CSV file using loadTable() and extracted the column HispanicTotal_2023. I summed populations into regional totals (West, South, Northeast). Instead of placing states spatially, I mapped data into a visual variable: color frequency. So, higher population = higher probability a dot of that color appears.

Media and tools used:

  • p5.js

  • The Coding Train tutorials

  • U.S. Census 2023 dataset

  • audio extracted and trimmed from YouTube

  • ChatGPT used to understand pixel arrays and debugging

One of the hardest parts was understanding how images are stored in p5.js. At first the dots appeared randomly because I didn’t understand that each pixel uses 4 values (RGBA). Once I learned how to correctly calculate the pixel index, the image reconstruction finally worked.

Code that I’m proud of

The part of the code I am most proud of is the section where the program reads the color of each pixel from the image and connects it to the demographic dataset. Instead of drawing the Empire State Building manually, the sketch actually reconstructs it from the photograph itself. The program loads the image and then scans across it every few pixels rather than reading every single one. For each sampled position it calculates where that pixel exists inside the image array, extracts the RGB color values, and then classifies the pixel as sky, window light, highlight, or building structure. After that, the demographic data determines whether the dot is drawn or not, so population directly controls how frequently certain colors appear. Because of this, the building is a data-driven reconstruction made of sampled points. The line that makes this possible is the calculation that converts the (x, y) position on the image into the correct position in the pixel array, which allows the code to access the exact color information for that location.

Another reason this is the part of the code I am most proud of is because I tried many different ways of displaying the data before arriving at this solution. I experimented with horizontal assignments, bar-style representations, mapping individual states directly, and even changing the size of the dots to represent population, but none of those approaches worked visually or conceptually. They either made the Empire State Building unrecognizable or the data unclear.

//sampling the image, skiping every 5 px to make dots
  for (let x = 0; x < img.width; x += 5) {
    for (let y = 0; y < img.height; y += 5) {

      // locate pixel inside the 1D pixel array to extract its color
      let index = (x + y * img.width) * 4;

      // RGB values of that pixel
      let r = img.pixels[index];
      let g = img.pixels[index + 1];
      let b = img.pixels[index + 2];

      // brightness decides how visible the dot should be
      let brightness = (r + g + b) / 3;

      // darker parts = bigger dots for the building silhouette to appear
      let dotsize = map(brightness, 0, 255, 2, 0);

      // music reaction: louder song = dots expand
      dotsize = dotsize + vol * 20;

      // classify the pixel color
let regionType;

if (r > 200 && g > 200 && b > 200){
  regionType = "white";      // bright highlights
}
else if (r > 200 && g > 120 && b < 100){
  regionType = "orange";     // other buildings
}
else if (b > r && b > g){
  regionType = "blue";       // background
}
else{
  regionType = "structure";  // gray building
}

// population controls how often each color appears
let maxRegion = max(westPopu, southPopu, eastPopu);
let allow = 0;

if(regionType === "orange"){        // WEST
  allow = map(westPopu, 0, maxRegion, 0.1, 1);
}
else if(regionType === "white"){    // SOUTH
  allow = map(southPopu, 0, maxRegion, 0.1, 1);
}
else if(regionType === "blue"){     // EAST
  allow = map(eastPopu, 0, maxRegion, 0.1, 1);
}
else{
  allow = 0.15; // so that the building structure always faints
}

noStroke();
fill(r, g, b);

if(random() < allow){
  circle(x, y, dotsize);
}
}

Overall Reflection

Overall I’m really happy with the final result. I like thaat it balances data and aesthetics. It is not a traditional chart, but it still encodes real demographic information so you don’t read numbers directly, but still you perceive distribution through color presence.

If I continue this project, I would add multiple years of census data and animate the skyline over time so you could see growth instead of a single snapshot. Another improvement would be adding clearer interaction (for example hovering to reveal which region each color corresponds to). Although, a limitation is that the visualization depends on the colors of this specific image so if the image changes, the mapping must also change.

Week 4 Reading Response Zere

  1. Something that drives me crazy and how it can be improved: “automatic doors” across campus! Primarily, the ones in D2, they drive me crazy every day. These so-called “automatic doors” are not even automatic at times, and are super heavy. A lot of the times they simply do not work, and I have to manually open them or wait until somebody opens them for me. It is especially frustrating when you want to have a nice lunch/dinner outside of D2, but carrying the heavy tray in and out of the cafeteria is made almost impossible if you are by yourself. These automatic doors could be improved by making their behavior consistent and by adding clearer signifiers and feedback to show when they are working. Since people in D2 often carry trays, the doors should be designed to open every time and stay open long enough to accommodate real use. This would provide a clear conceptual model of those “automatic doors”.
  2. How can I apply some of the author’s principles of design to IM?

    The main lesson from the reading is that interactive media should not make users stop and think, “What is going on here?” or “What am I supposed to do here?” Instructions, explanations, or repeated trials directly affect the user experience of what is meant to be interactive and understandable. In my opinion, interactive systems should clearly signal what actions are possible and what will happen after those actions are taken. Design has to be good – buttons clickable, interactions should respond quickly to the user. That is why feedback is important. I believe that IM should work with normal human expectations, that way there would be more people interested in it or pursuing it.