SOLAR SYSTEM

Concept:

For this assignment, I honestly had no clue what to create, at first, I wanted to create generative text data; however, I couldn’t think of a sketch, so I decided to do visualization data instead. My concept was straightforward as I was still trying to understand the codes, so I decided to do a simple solar system, but the data wasn’t accurate it was just for the sketch and the placements in p5. I first started with a blank black background with the planets orbiting, which was too basic, so I decided to use the Lerp function, which I got my inspiration from Jheel’s assignment last week, to change the color to blue gradually. Furthermore, I added shooting stars and normal starts, to make it look more appealing.

Highlight:

The highlight of my code is the animation of the planets and setting the planets, as it was the hardest to figure out. However, the PowerPoint and previous in-class work helped a lot, and without them, I would still be trying to make it work.

// Draw and animate planets orbiting the sun
 for (let i = 0; i < planets.length; i++) {
   let planet = planets[i];

   // planet position based on orbit
   angles[i] += planet.speed;
   let x = sun.x + cos(angles[i]) * planet.distance;
   let y = sun.y + sin(angles[i]) * planet.distance;

   // Draw the orbit path
   stroke(255, 255, 255, 50);
   noFill();
   ellipse(sun.x, sun.y, planet.distance * 2);

   // Draw the planet
   noStroke();
   fill(planet.color);
   ellipse(x, y, planet.diameter);

   // Display planet name
   fill(255);
   textSize(12);
   text(planet.name, x + planet.diameter / 2 + 5, y);
 }

Reflection:

For improvements , as you can see the planet, are going out of the canavs, i tried fixing it by making the orbit smaller, but then everything look tight, so i left it as it is. Also I believe some user interaction would’ve been a great addition, as of now there isn’t any interaction, I should’ve maybe allowed the users to control the orbiting of the planets using the mouse, or maybe the shooting stars.

My design:

Reading Response 4

In Norman’s text, he argues for having a human-centered design, focusing on creating products that are simple and straightforward to use by aligning the design with what users need and can do. In context to that, one thing that drove me crazy (probably because I was really hungry) is how confusing digital appliances can be—like the air fryer I tried to use in the dorm. I expected it to be super easy, but instead, both me and Amna my sister, had to spend ages trying to figure out the functions because the instructions were just vague images and the digital display wasn’t clear. For someone who doesn’t cook often, it was frustrating to the point where I had to search TikTok to find out how to use it, and still it took ages to figure out as I had to find a similar Air fryer. To fix this, I think appliances like this should have built-in, interactive tutorials. Imagine turning on the air fryer for the first time and having it guide you step-by-step on the screen, showing you exactly how to use it. That way, you wouldn’t have to guess or waste time searching for help online.

In terms of applying Norman’s principles to interactive media, his ideas about affordances and signifiers would be super helpful. For example, in apps or websites, using clear icons or buttons that naturally show what they do would make everything easier to navigate. Also, feedback is key, like when you press a button, having a small animation or sound that lets you know the app is working on your request. It’s those little things that make the user experience smoother. Plus, having a simple design that allows users to quickly figure out how everything works without needing a tutorial, would make interactive media way more intuitive, kind of like how appliances should work right out of the box without you needing to look up instructions.

Reading Reflection 2

The art of interactive design:

Chapter One of “The Art of Interactive Design,” Chris Crawford uses the example of conversation to explain the importance of feedback. He points out that just like in a conversation between people, where you expect immediate and relevant responses to keep the dialogue going, interactive systems also need to provide clear and timely feedback to keep users engaged.

Applying this idea to my artwork or interactive sketch, I should think of the system as if it were another person in a conversation with the user. If the system doesn’t respond quickly or appropriately, it’s like talking to someone who doesn’t reply or doesn’t give useful responses. This would make the interaction feel disconnected and less interesting.

In my p5.js sketch with bubbles, if the outer circles don’t react well to user interactions, it’s like having a conversation partner who ignores what you say. For example, if the outer bubbles don’t clearly expand or contract in response to user actions, or if clicking on a bubble doesn’t produce a visible effect, it would be frustrating for users. They wouldn’t get the feedback they need to understand what’s happening or adjust their actions.

To improve this, I should make sure that the artwork responds clearly and promptly to user actions, just like a good conversation partner would. This means making the outer bubbles change size in a noticeable way when interacted with, and adding visual or sound effects when bubbles are clicked. This approach makes the system feel more alive and engaging, similar to how a lively conversation keeps people interested and involved.

Assignment 3: Wallmart OSU

Concept:

In this project, I utilized objects and classes to recreate one of my favorite rhythm games called OSU. I took inspiration from OSU’s circles mode gameplay where the player needs to click on the ‘beat’ circle once an outer contracting circle coincides with the inner ‘beat’ circle, in time with the rhythm as referenced in the image below.

osu! Skins | Circle People

Highlight:

During the creation of this sketch, I began by simplifying the interface and establishing the core functionality. I decided to start with a canvas containing a set number of circles. When a viewer hovers their mouse over the canvas, outer circles corresponding to the initial circles would appear. These outer circles would contract until their diameter reached zero, then expand again up to a predefined maximum diameter. Additionally, if the viewer clicks on a circle while the outer circle is either within or touching the inner circle, both the inner circle and its respective outer circle would disappear.

To achieve this, I first developed the Bubble class to handle the drawing of the initial circles on the canvas. Next, I created the outerBubble class, which managed the appearance and resizing of the outer circles. I designed functions to make these outer circles appear and update their diameter accordingly.

// Create an outer expanding circle for the bubble
bubblepopper() {
  let outerCircle = new outerBubble(this.x, this.y, 150, this.colorValue);
  this.outerBubble = outerCircle;
  expandingBubbles.push(outerCircle);
}

A key challenge was ensuring that the outer circles correctly enveloped their respective inner circles. I solved this by calling the outerBubble class functions from within the Bubble class, which allowed the outer circles to align precisely with the inner circles.

function mousePressed() {
  // Remove bubble and expanding circle if clicked within the bubble and near the circle
  for (let i = 0; i < bubbleList.length; i++) {
    if (bubbleList[i].click() && expandingBubbles[i].diameter - bubbleList[i].radius < 5) {
      bubbleList.splice(i, 1);
      expandingBubbles.splice(i, 1);
    }
  }

The most difficult part of the project was making the circles disappear when clicked at the right moment. I tackled this by using the splice() method to remove elements from the arrays containing both the inner and outer bubbles. By looping through these arrays, I was able to erase the clicked bubbles efficiently.


Reflections:

In completing this sketch, I aimed to enhance the user experience by introducing complexity through a more interactive and skill-based challenge. The current version allows users to pop bubbles when the outer circle is touching or overlapping with the inner circle. However, I realized that this mechanic doesn’t fully capture the level of precision I initially envisioned for the project.

For future improvements, I would like to introduce a condition where the user needs to be very precise with their timing. Instead of allowing the bubble to be clicked as long as the outer circle touches the inner circle in any way, I want to restrict the interaction so that the bubble can only be popped when the outer circle perfectly aligns with the outline of the inner circle. This would require more skill and quick reflexes from the user, making the game more engaging and challenging. The added difficulty would create a more rewarding experience for players as they master the timing needed to pop multiple bubbles in one session.

ASSIGNMENT 3

Concept:

For this assignment my main inspiration came from my niece, actually, during family lunch, she was playing around with a kaleidoscope, and i remembered how as a kid, I was so intrigued by them. I searched up inspirations and patterns online and i definitely wanted to try and create a design similar to a kaleidoscope. So i created jittery, dot shape that turns into this, flowy dot when you click on the mouse, just as how the shapes change when you rotate a kaleidoscope.

Reflection:

Honestly the code wasn’t as complex and was made up of mostly arrays, OOPS what we did in class mostly, and maybe next time i should try and be more complex with it and try new codes not taken in class, but I’m still very proud of the outcome. However, I did try sin and cos to create the waviness and jitter movements with the shape , which i got inspired from Amna’s previous code last week, and I’d say that’s the code I’m most proud of as it was something new to me that took some time to get right, but after reading about it on the P5 website, I figured it out, turns out it was just coordinates and using the function random to create those flowy movements, and this is the code that allows for the dots to then turn into wavy dots so it can then look like those squares when u click/toggle on the mouse, hence if I remove it the dots would just flow up and down or side to side instead of creating the square trail.

here is code im most proud of:

// Function to move the dot
move() {
  // Create two different movement patterns based on `flowDirection`
  if (flowDirection === 0) {
    this.x += random(-2, 2); // Random jitter in the x direction
    this.y += random(-2, 2); // Random jitter in the y direction
  } else {
    this.x += sin(this.y * 0.05) * 2; // Wavy movement based on the y-coordinate
    this.y += cos(this.x * 0.05) * 2; // Wavy movement based on the x-coordinate
  }

here is my sketch:

READING #2

After reading the article “The Art of Interactive Designs,” I kept thinking about what makes something truly interactive. The author does point out that a good interactive system feels almost like a conversation, like there’s this back-and-forth where the system responds to what you’re doing in real time. It made me realize that a lot of systems or designs we think are “interactive” really aren’t, especially when they don’t actually engage with the user in a meaningful way. If something just sits there and doesn’t respond, it’s basically dead weight, no matter how fancy it looks.

 

In my opinion, it was interesting how the writer claims that interaction isn’t just about cool or flashy videos. its about making the user feel like there in control and that their input to that piece is important. Sometimes, I would see designs that look amazing but don’t actually respond well to the user. This means that I most likely overlooked my previous artwork I created in p5.js.  Yes, I’m proud that I was able to create art that looks cool, but if it’s not responsive or doesn’t react to what the user does, it’s not really interactive in the way it should be.

 

This article really pushed me into thinking about how I could improve my p5.js sketches to make them more interactive. Right now, for the assignment I’m doing this week, I feel like its a little bit flat, but they respond, but not in a way that feels satisfying. For instance, you can click a cube and it pops out, but that’s about it. I want to bring in smoother transitions, add more control options, and maybe even layer multiple interactions on top of each other. For example, what if clicking a cube changed its color, or if dragging across the screen triggered more than one animation? That’s the kind of engaging interaction the article talks about, and it’s the direction I want to head in. I really believe that real interaction should be immersive, and I think the article agrees on that too . I mean, from what I understood, its not about one thing happening at a time; its about creating a system that is consistently reacting to the user. In the future, I want my own projects to feel like they are alive and responding, not just a list of functions that don’t change.

Assignment #3

CONCEPT:

For this art work, I’m going with a concept similar to my previous one and continuing the Velnor Molnar grid art. I was on the lookout for art pieces made with artists who used P5.js, and I found myself inspired by two standout visuals. I was really drawn to this vibrant 3D cube grid. It has so much depth and layers that it just stands out.

The next source of inspiration is a straightforward yet powerful idea known as the “Fading Grid.” The color changes are truly captivating, producing a gentle fading effect that evolves within the user interaction.

I’m thinking of combining both concepts. I’ll incorporate the 3D cube design and introduce some interactive color fading, drawing from both sources of inspiration. When you click on the mouse, the cubes shift, with the color changing within the user interaction to create movement in a way that feels interactive.I’m really looking forward to seeing how blending these two concepts will influence my final piece of art.

EMBEDDED SKETCH:

Click on the cubes!

HIGHLIGHT OF THE CODE:

One part of my piece where I’m really proud is how I changed the lighting of the cubes based on how the user moved their mouse. As the mouse moves toward a cube, it gets brighter. As the mouse moves away, it gets darker. This makes the background look smooth, which makes the cubes seem to be reacting to the user being there.

Continue reading “Assignment #3”

Week 03: Reading Reflection

In the first chapter of Chris Crawford’s The Art of Interactive Design, I found myself engaged with the foundational ideas presented. From Crawford’s exploration into the nature of interaction as the core of design, one of the key takeaways for me was Crawford’s emphasis on interaction being the core of design. Before reading this, I often saw interactivity as an added feature rather than the fundamental aspect of the user experience. It was like a light bulb went off when he explained that interaction isn’t just about adding clickable elements but about making the whole design process revolve around the user’s actions and reactions. This perspective has made me question my approach to design—am I truly focusing on how users interact with my work, or am I just ticking off boxes?

I agree with him on the definition of interactivity. If I am creating an interactive device/art/product, I should always remember how four parameters, aka listening, speaking, thinking, and responding, work on my idea. I really enjoyed how he explained interactivity with examples, making it easier to even teach my 7-year-old brother about interactivity in technology.

Lastly, on the notion of traditional entertainment like movies being non-interactive, I think that might get shifted with emerging technologies. Digital media, including interactive films, virtual reality experiences, and even interactive web-based stories, demonstrate that interactivity can be a fundamental aspect of various media forms. The rise of these new media formats challenges the traditional notion that interactivity is limited to games or other explicitly interactive experiences.

Reading Response Week 3

A strongly interactive system, as described in The Art of Interactive Design, goes beyond just reacting to user input; it creates an ongoing back-and-forth between the user and the system. Crawford talks about the system as “listening, thinking, and speaking,” meaning it responds in meaningful ways to what the user does. In my p5.js sketches, I want to improve user interaction by giving more immediate feedback and making the system react in a way that feels more real or personalized if that makes sense. For example, much like how in Minecraft your actions (building or destroying) immediately affects the world around you, like destroying the wrong block could lead to a flood, same with my designs, I want to make my sketches change and evolve with user input. Furthermore, instead of having a single click trigger a known/set action, I want the system to adapt and change based on the actions similar to how Spotify creates personalized playlists based on previous songs you’ve listened to. So basically, the previous user inputs influence the sketch’s future outcomes. I can also add depth by layering interactions, like having multiple variables such as colors, shapes, or movement change in response to user input, which I am implementing right now to my sketches and giving it a go, as I do believe it gives a more appealing look to the system. I also just found out, that you can add sound effects on P5, which I hope we get to learn that, during the semester, as I’m sure everyone can agree sound enhances any type of design. Hence, by incorporating these elements into my sketches and designs, I aim to create more interactive and engaging sketches that feel alive and responsive, aligning with Crawford’s vision of true interactivity.

Reading Reflection 1

Casey Reas’ Eyeo talk on chance operations:

After watching Casey Reas’s assessment of randomness in art, I’m convinced of its valuable role, especially in the STEM field, where it allows researchers to predict and analyze randomness in their subjects. His explanation reminded me of a study where Japanese researchers used algae to optimize their rail transport system. The algae grew in random, unpredictable ways, yet always found the most efficient pathway to form a network based on the pattern or map of the space in which it was cultured. (In 2010, a team of researchers from Japan and the U.K. fed a slime mold with nutrients arranged to imitate the nodes of the Tokyo subway system. The resulting network closely resembled the actual subway network, leading to the development of biologically inspired adaptive network design.) This study highlights the potential of introducing randomness to the template designs of objects, something Casey Reas often emphasizes in his work.

When it comes to incorporating randomness in my own projects, I find it most effective in creating animations. For example, using a random number generator and initializing it to a variable, then applying that variable as an argument for certain shapes in my self-portrait sketch, allowed me to simulate the movement of the ‘mouth’ shape, giving the illusion of the sketch talking. To me, randomness is most enjoyable and useful when applied in animations.

In the balance between total randomness and complete control, I prefer maintaining more control over an object while leaving some variables to function randomly. This approach not only makes the model more reliable but also allows me to observe and understand the specific randomization patterns more clearly. Much like in research, where we use a “control” scenario to keep experiments fair, having a balance between control and randomness helps detect how certain variables influence the behavior of others.