Week 12 – Final Proposal Megan

Concept

My project is called Music Producer, and it’s basically an interactive system where you take something super simple, like your voice saying “hello”, and turn it into a full song and visual artwork.

You start by recording your voice directly in p5.js. After that, everything becomes about experimenting and building on top of it. The idea is that you’re not just editing sound, you’re playing with it. You can change how it sounds, slow it down, make it higher or lower, and then start adding layers like beats, piano, or bass.

What I find interesting is that the same controls can mean different things depending on what mode you’re in. So instead of having a million controls, you have a simple setup that changes function depending on what you’re trying to do. At the same time, everything you add or change shows up visually, so by the end you don’t just have music, you have something that looks like a living artwork.

Mediums

This project uses p5.js and Arduino, but they do very different things.

  • p5.js is where everything actually happens. It records the audio, plays it back, lets you edit it, and also creates all the visuals. It also has different “sections” or modes, like pitch, tempo, piano, beats, and bass.
  • Arduino is just the controller. It doesn’t deal with sound directly. Instead, it sends inputs using buttons and a potentiometer. The buttons are used to trigger things like adding beats or notes, and the potentiometer controls continuous changes like pitch or tempo.

So basically, p5.js is the brain, and Arduino is the hands.

Process

First, I’m going to make sure I can record and loop audio in p5.js, since that’s the base of everything.

Then I’ll build the Arduino circuit with the buttons, LEDs, and potentiometer, and make sure it sends clean data through serial.

After that, I’ll connect both systems and start mapping inputs. The important part here is that the controls change depending on the mode you’re in. For example:

  • in pitch mode, the potentiometer controls pitch
  • in tempo mode, it controls speed
  • in piano mode, the buttons trigger notes

Then I’ll add different sound layers like beats, bass, and simple melodies.

At the same time, I’ll design the visuals so they match each element:

  • voice looks like waveforms moving and changing size
  • piano shows points that grow and shrink
  • beats look like stars or pulses
  • bass looks like slower waves
  • different notes have different colors

Finally, I’ll focus on making everything feel smooth, responsive, and easy to understand.

Final Goal and Interaction

The goal is that you can take something super basic, like one word, and turn it into a full composition.

The interaction is very simple but keeps going:

  • you record your voice
  • you choose a mode
  • you use the physical controls to change or add things
  • the system responds instantly with sound and visuals
  • you keep building

By the end, you have your own song, and at the same time a visual piece that represents everything you created.

Expectations for the Project

I want this project to feel fun and intuitive, not confusing. It should be clear what you’re controlling, and every action should have an immediate result.

I also want people to feel like they’re actually creating something, not just pressing buttons. Even if the input is simple, the output should feel complex and expressive.

Overall, I’m expecting a system where sound, visuals, and interaction all feel connected, and where the user can experiment freely and end up with something that feels like their own piece of art.

WEEK 12 – Reading Response

Design Meets Disability

This article made me rethink how I see design and disability. At first, I used to think of design for disability as something separate or special, but the article shows that it actually influences mainstream design in powerful ways. For example, ideas that started from solving disability-related problems have inspired everyday products and furniture. This made me realize that designing for disability is not a limitation. It can actually lead to more creative and useful solutions for everyone.

One idea that really stood out to me was the tension between hiding disability and expressing it. Some designs try to make disabilities invisible, like hearing aids that are hard to notice. Others, like stylish glasses or expressive prosthetics, embrace visibility. This made me think about how design can shape how people feel about themselves. If something is always hidden, it can feel like it is something to be ashamed of. But if it is designed in a beautiful or expressive way, it can become something empowering instead.

Inclusive design should not feel like an extra feature. It should be part of normal design thinking. Going forward, I would want to design things that include everyone and make people feel confident using them, not just functional.

WEEK 11 – Reading Response

A Brief Rant on the Future of Interaction Design

This article argues that current ideas about future technology are not truly innovative. Instead of creating new ways for people to interact with technology, many designs simply improve what already exists. The author criticizes “pictures under glass,” meaning touchscreens, because they ignore how humans naturally use their hands. I found this argument interesting because I had never questioned touchscreens before. They feel modern, but the article shows they may actually limit human ability.

A key idea in the article is that tools should match human capabilities. The author explains that our hands are powerful because they can feel and manipulate objects in rich ways. In contrast, sliding a finger on a flat screen is very limited. This made me reflect on how much we lose when we move from physical interaction to digital screens. The examples, like holding a book or a glass of water, helped me understand how important touch and feedback are in everyday actions.

This article made me rethink what “innovation” really means. True progress is not just about better technology, but about better interaction between humans and tools. The future should not ignore the human body but should work with it. In my own thinking, especially when building products, I would try to design systems that use natural human abilities instead of reducing them.

Responses: A Brief Rant on the Future of Interaction Design

This article responds to criticism of the original rant and clarifies its purpose. The author explains that the goal was not to give a solution, but to highlight a problem. I found this honest and realistic because not all problems have immediate answers. Instead, the author encourages more research and exploration into better interaction methods. This shows that progress often starts with asking the right questions, not having perfect solutions.

Another important idea is that current technologies, like the iPad, are good but not final. The author compares them to early black-and-white photography, which was useful but later improved. This perspective helped me understand that we should not become too comfortable with current technology. Just because something works well now does not mean it cannot be improved. Innovation requires continuing to question and push boundaries.

This article emphasizes the importance of long-term thinking. It reminds us that technology should evolve to better match human abilities, not replace them. I also liked the discussion about the human body, showing that interaction should involve more than just a finger or voice. This reflection encourages me to think more critically about design and to aim for solutions that fully use human potential rather than limiting it.

WEEK 10 – Reading Response

Physical Computing’s Greatest Hits (and Misses)
This article talks about common ideas used in physical computing projects. It shows that many students often repeat similar themes, like musical instruments, gloves, or interactive mirrors. At first, I thought repeating ideas meant a lack of creativity. However, the article explains that even common ideas can still be original if you add your own variation. This changed my thinking. I now see that creativity is not always about doing something completely new, but about improving or reimagining existing ideas.

Another important point is that not all projects offer meaningful interaction. Some projects look beautiful but do not give users much to do. For example, video mirrors are interesting to look at, but they often lack depth in interaction. This made me realize that good design should not only focus on appearance, but also on how users engage with the system. A successful project should balance aesthetics and interaction, making sure the user feels involved and not just entertained.

This article made me reflect on how I approach building projects. Instead of trying to avoid common ideas, I should focus on making them better and more meaningful. It also reminded me to think about the user experience, not just the technical side. In the future, I would aim to design projects that are both creative and interactive, where users can clearly understand and enjoy their role in the system.

WEEK 9 – Reading Response

Reflection on “Attractive Things Work Better”

The article explains that design is not only about how something works, but also how it feels. The author shows that attractive things can actually work better because they make people feel good. When people feel positive, they think more creatively and are more patient with small problems. I found this idea interesting because it challenges the common belief that function is more important than appearance. The example of the teapots helped me understand how design, usability, and beauty can all matter in different ways.

Another important idea is how emotions affect behavior. The article explains that when people are stressed, they focus more but become less flexible. In contrast, when people are relaxed and happy, they can think more broadly and solve problems better. This made me realize that good design should consider the emotional state of the user. For example, tools used in stressful situations should be simple and clear, while tools used in relaxed settings can focus more on enjoyment and beauty.

The article made me think differently about design. I used to think that beauty was just extra, but now I see that it plays an important role in how people interact with things. Good design is a balance between usability and aesthetics. In my own work, especially in building products, I would try to create designs that are both functional and pleasant to use.

Reflection on “Her Code Got Humans On The Moon – And Invented Software Itself”
This article tells the story of Margaret Hamilton and her important role in the Apollo space program. I was impressed by how she worked in a time when women were not encouraged to join technical fields. Despite these challenges, she became a leader in software engineering and helped make the moon landing possible. Her dedication and courage stood out to me, especially how she balanced her work and her role as a mother.

One key idea from the article is how new and uncertain software engineering was at the time. There were no clear rules, and Hamilton and her team had to figure things out as they went. This shows how innovation often comes from stepping into the unknown. I also found it interesting how software, which was once not taken seriously, became critical to the success of the mission. It highlights how important behind-the-scenes work can be.

This article inspired me to think about persistence and impact. Margaret Hamilton’s work not only helped humans reach the moon but also shaped modern software development. It reminds me that important contributions are not always recognized immediately. Her story encourages me to take risks, work hard, and believe that my efforts can have a lasting impact.

Final Proposal

Concept:

For my final project, I want to build an interactive creature using Arduino that behaves like a small artificial companion. The project explores the idea that even simple machines can appear to have emotions when they respond to people in consistent and expressive ways.

The creature will react to touch, light, and environmental changes, and its “personality” will shift based on how a person interacts with it. Rather than functioning like a tool, I want it to feel like something users communicate with.

The project asks how simple interaction can make people feel connected to a non-human system.

Design and Description of What My Arduino Program Will Do

The project will use Arduino sensors as inputs and physical outputs to create behaviors.

Inputs (what the creature senses)
  • Button sensor acts as touch or poking the creature
  • Photoresistor senses light levels around it
  • Potentiometer controls the environment or “mood level”
Outputs (how the creature responds)
  • LEDs act as expressive eyes
  • Piezo buzzer makes emotional sound responses
  • Servo motor moves part of the creature, like a head, ears, or wings
Creature Behaviors

The creature will have several emotional states:

Sleepy State: dim LED eyes, slow movement, quiet tones

Happy State: brighter LEDs, playful movements, cheerful sounds

Annoyed State: triggered if poked too much, rapid movement, warning sounds

Curious State: reacts when light changes, looks around using servo movement

The project creates an ongoing cycle:
the user acts → the creature senses → it responds → the user reacts again.

That back-and-forth exchange is the core interaction.

Start Working on the Project (Documenting Progress)

Since my physical arduino hasn’t arrived yet, I only did a little trial on tinkercard. And actually I am still not fully clear about the project yet

Most Challenging or Unknown Part

The most challenging part will be making the creature feel like it has personality rather than behaving like disconnected sensor outputs.

The challenge is designing: emotional state changes, transitions between behaviors, making reactions feel expressive and believable

I want it to feel less like “press button = response” and more like interacting with a small character.

Focus on Interaction Design

This project responds to the course focus by emphasizing:

Careful sensing: creature reacts to touch and environment

Clear feedback: movement, light, and sound show responses immediately

Ongoing exchange: interaction happens as a conversation, not one single action

Creative concept: the project treats interaction as relationship-building

I want users to feel they are not operating a device, but encountering a small artificial being.

Materials

Using basic parts from my Arduino starter kit:

1.Arduino Uno 2. Button 3.Photoresistor 4.Potentiometer 5.LEDs 6.Piezo buzzer 7.Servo motor 8. Cardboard / craft materials for creature body

Reading Week 12 (Design Meets Disability)

Among all the readings, I would categorize this as one of the readings I enjoyed a lot because it talks about design which is something I am very interested in (I think that shows in all my past projects, and soon I will major in it, in sha Allah). What I liked most was how it showed that design is not just about fashion or making things look nice because I feel like in today’s world most people don’t understand design or maybe confuse it with just interior design or graphic deisgn, but it actually starts from human needs. The reading included some nice examples like glasses, which started more as medical appliances in the 1930s and later became part of fashion, personality, and self-expression. I think that transformation is beautiful because it shows how something made for function can also become something meaningful and personal. At the same time it kinda reminds me of how products were made and advertised before, people mostly focused on functionality and not design. I also found it interesting how design connects to the military, because before learning about design or art I never really linked them with things like war because they both felt so different. Looking at art too, I understand that a lot of digital art and design tools for example were connected to the military and first used by the government, engineers, scientists, and during world wars.

I got so excited when I saw Aimee Mullins because I think she is the perfect example to include. I watched her TED Talks, The Opportunity of Adversity and My Twelve Pairs of Legs, and I found them really powerful, especially when she talks about looking up the word “disabled” in the thesaurus and finding words like “crippled,” “helpless,” “useless,” and “mangled.” She says: “my voice broke, and I had to stop and collect myself from the emotional shock.” That part stood out because I personally went and did my own research and unfortunately these words have not changed, the meaning connects to the same negative or weird language used.  It is sad because these words shaps the way people see disability. I also like how the UAE uses the term “People of Determination” because it feels much more respectful and empowering instead of focusing on the weakness especially when most people were born naturally like this </3. Going back to Aimee, I honestly think that what she did was amazing! She changed something people usually viewed as negative into something creative, expressive, and even fashionable. Her idea of having a “wardrobe of legs” completely changes the question from “what is missing?” to “what can a leg do, and what can it be?” as she says. I also think that she is such a strong example of how design can challenge the way society thinks.

Reading reflection

I think this article is really interesting because it shows disability design in a different way. Before reading it, I thought disability design was mostly about helping people move, hear, see, or live more easily. But this article shows that design is also about beauty, identity, and confidence.

One idea I found important is that disabled people should not always have to hide their disability. For example, glasses used to be seen as medical objects, but now many people wear them as fashion. So I wonder why hearing aids, prosthetic legs, or wheelchairs cannot also be designed in a stylish way.

This article also makes me think that “normal” should not always be the final goal. A good design does not need to make everyone look the same. Instead, it can help people feel comfortable and proud of who they are.

My question is: how can designers create products that are both useful and beautiful, while also giving disabled people the choice of how they want to present themselves?

Week 12- Reading Response

The author feels that assistive devices enable people with the least possible attention. “The priority for design for disability has traditionally been to enable, while attracting as little attention as possible.” The author’s main argument is to highlight why assistive devices could be fashionable rather than discreet, and mentions eyeglasses as an example that could be applied to other assistive devices. But I disagree; not everyone wants to make their disability visible. Also, I don’t think the use of eyeglasses is the best example, because if it were the case, in my opinion, we would not have contact lenses. Also, people wear sunglasses, which lessens the stigma around medical eyeglasses, not to mention that an estimated 4 billion people worldwide wear glasses, many of which do so due to age, and as we grow older we will wear glasses. I would use the same argument with canes and walkers. We will all eventually age. I also disagree with the use of eyeglasses as a “fashion statement” because they sit right on my face; they should be comfortable and should suit my eye color and facial features due to their necessary placement, and not everyone can replace them with contacts. I think the same for hearing aids as for eyeglasses. But when it comes to prosthetics, I understand making them fashionable because we should make them as fashionable as clothing.

I believe I agree with the author that having options is a good idea, but with these options comes a problem: the cost increases, making people feel more left out than necessary. Imagine two elementary school students with hearing aids, eyeglasses, a wheelchair, etc. One has a colorful, cute, girly pink assistive device and the other has a simple black one. We do have the choice to accessorize, but imagine how it might feel to the student who could not afford to choose. Honestly, not everything needs to be designed to look great, fashionable, and trendy. This is where social media comes into play. In the TV era, mainly the early 2000s, people did what was affordable, convenient, and suitable for them when it came to clothing, children’s toys, etc. Social media is now constantly pushing ads, making people feel they are not enough. So my question is: should we stick to simplicity if it brings us happiness, regardless of what it is?



Reading Reflection Week 12: Reinventing our Hearing and Seeing of Society

Reading through Graham Pullin, he makes some interesting arguments of how our world can actually enhance and create identity even in our disabilities we have. I think the best case made is with our glasses. It’s something I see a lot in many of my family members who require glasses to see better. Some don’t really say anything about them, while others ask around if or how the glasses they’re wearing makes them look like. But if I’m honest, I think glasses actually can very much enhance the stylistic choices of a person’s clothes. You could have say glasses that match your outfit, or highlight your personality. Even though I personally have never really judged (I mean why would you yk) for wearing glasses, I really like when I see some people just kinda go all out and choose a pair that makes them stand out, instead of hiding them like the medical world would like.

Another interesting thing is the hearing aids. Recently my grandfather actually started wearing them as he had trouble hearing and honestly I’ve not noticed them at all. I believe the main fact is that they’re flush in his ears and they’re a bodily sort of skin color to blend in with his ears. And if I’m honest, even reading the points the books makes are partially outdated as the book itself was published in 2009. Now we live in a world where everyone wears earbuds or some sort of earphones, most likely wireless as well. It mostly helps us with our listening needs of music, or podcasts and you could see them everywhere. And since we’ve normalized their use, now even some have features that can act just like hearing aids. Again, this helps a lot in making earbuds acceptable for everyone to wear. In short, now that everyone is wearing a “hearing aid” we can definitely build on making our world much more connected.

Both products at one point were stigmatized. Now they’re normalized. This practice is exactly how we can achieve a better world. Not just by reinventing meaning, but creating a design choice. Narrative does a lot in influencing public perception of a given stigma or bias. And honestly, kudos to all that are designing a more acceptable world for all to take part in, this is what we need more of. Small achievements like this, really can amount to big changes.