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Week 8 – Reading Response

The key aspects I noticed in Norman’s Emotion & Design: Attractive Things Work Better were the negative and positive valences, where affects have great implications towards how humans interact with and therefore achieve productivity in the use of everyday things (or better described as any tool).  I want to expand this concept and interpret this very affect and behavior to not only items such as teapots or any tool alike, but for the lived environment. I tend to agree with this framework, to the extent that I am fully confident that you will produce different work and express different levels of creativity through a lived metaphysical conversation in realtime. To highlight this with an example, I prefer sitting in a natural setting (garden, desert, beach) with no seating or furniture when I try to solve an issue or I want to focus on my creative aspects. After all, nature inspired half of the things we know today.

After Reading McMillan’s Her Code Got Humans on The Moon – And Invented Software itself I connected the storyline and experience of Margaret to that of Ada Lovelace. After all, they are both pioneers in their own respect. Lovelace developed the first known and documented computer program and directly worked with and gave more influence to Charles Babbage. Margaret reflects this pioneering and ingenious creativity by working on highly-technical work on software engineering through punch-cards and simulation. During the 1960s, this development process required a great deal of manual human intervention. I am inspired by her motives and ambition, and I wonder how many people she inspires today. Margaret’s work and achievements resonate within me today, and I believe she deserves even more credit, just like how Lovelace has a GPU architecture named after her.

Week 8 Reading

“The hidden danger is to neglect areas not so easily addressed in science and engineering.” This outlines the principles in which Norman laid out that designers must  consider more htna functionality. The things we use should look good too. One important thing to consider is that we as humans are naturally drawn to what is beautiful.  When we consider that we must design around the human mind as Norman says, it is important that we consider aesthetics to a great extent as well as functionality. Furthermore, the aesthetics of the product should in some way fit the function of the device.

In terms of what she did for software: I think that this story shows us that code has to work more than just once. In a system such as a spacecraft, it becomes important to realize that these systems should be designed to be consistent. Another thing she made apparent was the importance of contingencies. Because of how when her daughter broke an important device, she learned to plan around it, it made it apparent that we must plan around unpredictable events and make sure that softwares will work even then,

Newton’s Cradle Switch

Concept

This circuit demonstrates a simple, hands-free switch mechanism built using copper tape and Arduino Uno. The switch is activated by proximity without requiring mechanical pressure, enabling interaction with a system without physically pressing a button. The copper tape acts as a capacitive touch sensor,  using a Newton’s Cradle as part of the physical interface.

Video

Materials

  • Arduino Uno
  • Breadboard
  • Copper Tape
  • Jumper Wires
  • Newton’s Cradle (for physical interaction mechanism)
  • LED
  • Resistors (330Ω)
  • USB Cable

Setup

The circuit is composed of a basic LED switching system. Instead of using a traditional push button, the switch is implemented with two strips of copper tape placed strategically on the Newton’s Cradle to detect contact.

  • One wire connects the copper tape to a digital input pin on the Arduino.
  • The other strip connects to ground (GND).
  • When a person touches or closes the circuit by interacting with the Newton’s Cradle, the circuit registers a state change.

Based on this input, the LED turns on or off, simulating a touch-activated switch.

 

I am happy with the result; Newton’s Cradle never fails to make something engaging.

Week 8 – Reading response

Attractive things work better

This reading talked about how people tend to ignore some usability flaws if the design of the object is visually appealing. I found this very interesting as I have never though of design to be such a powerful tool. And the craziest part about this reading was that it made me realize we all do it without thinking about it. For example, me personally, and I believe many of people reading this tend to grab an article which packaging looks better when buying stuff. For some reason, better looking packaging and elegant design is either associated with good quality or we just tend to look past quality flaws because of the nice design.  This opened my eyes on the world of design and made me realize its importance, in the future I will try to give more importance to good design into my projects.

Her code got humans on the moon

Reading about Margaret Hamilton’s contributions to the Apollo missions really opened my eyes to how fundamental her work was, not just for the success of the Moon landing, but for the very concept of software engineering as we know it today. I had heard her name before, but I didn’t realize the extent of her leadership or how groundbreaking her work was in an era when software development wasn’t even taken seriously as an engineering field. What especially struck me was how she was thinking ahead, not just about what the computer should do, but about how humans might make mistakes and how the system should respond. When the exact scenario she predicted actually happened, it was her forward-thinking code that saved the mission. That moment really highlighted how her ideas were undervalued, not because they were wrong, but because of assumptions about who gets to be “right” in technical spaces.

Unusual Switch

For the Unusual switch I decided to continue the concepts I was exploring within the first seven weeks of interactive and generative art using p5.js. I call this switch the “Handcuff” switch. A general rule of thumb tells you “gif > any other file format” so here is my demonstration whilst also trying to re-enact how the person wearing the handcuffs would feel

 

 

const int switchPin = 2;
const int ledPin = 13;
bool handcuffsLocked = false; // tracks if handcuffs are on or off

void setup() {
  pinMode(switchPin, INPUT_PULLUP);  // Internal pull-up resistor
  pinMode(ledPin, OUTPUT);
  Serial.begin(9600);
}

void loop() {
  int switchState = digitalRead(switchPin);

  if (switchState == LOW && !handcuffsLocked) {
    handcuffsLocked = true; // lock the handcuffs
    digitalWrite(ledPin, HIGH);
    Serial.println("Handcuffs ON");
  }

  if (switchState == HIGH && handcuffsLocked) {
    handcuffsLocked = false; // unlock the handcuffs
    digitalWrite(ledPin, LOW);
    Serial.println("Handcuffs OFF");
  }

  delay(100);
}

I designed this basic code to detect and track when the handcuffs are unlocked. Mainly, it is a conditional that keeps track of the states (on) or (off).

 

Week 8 : Reading Response

Reading about Margaret Hamilton’s story was incredibly inspiring—especially the way she navigated a male-dominated field with intelligence and persistence. What stood out to me most was how seriously she took her code, and how she fought to ensure software was treated as a critical part of the Apollo mission. I admired her foresight and the way she challenged the idea that software was somehow secondary to hardware or engineering. As someone learning to code, I often feel like software is invisible or taken for granted, so seeing Hamilton’s impact reinforced how powerful and essential it really is. Her story makes me feel like being detail-oriented, stubborn, and thoughtful in code can actually change history.

Norman’s piece made me reflect on how often I prioritize function over form—especially as someone who tinkers with circuits and code. But his argument that emotional design improves usability resonated with me deeply. I’ve definitely had moments where a sleek interface or an intuitively designed device made me feel more confident and willing to explore, even if I didn’t fully understand the technical side yet. It’s fascinating to think that our emotional response can override frustration or confusion. The idea that beauty encourages persistence really stuck with me—I now realize that good design isn’t just about solving a problem, but about shaping how people feel while solving it.

Week 8 : Unusual Switch

For this week’s assignment, we had to create a switch that didn’t use our hands. I started messing around with different objects, trying to figure out what could act as a switch without actually being one. While thinking, I was absentmindedly playing with my keychain, and that’s when I realized all its connecting parts are metal and I decided to seperate it into two to act as the break in my circuit.

From there, I needed a way to complete the circuit without using my hands, so I came up with a foot pedal-style switch. I wrapped the sole of my slippers in foil to make them conductive, then taped the two separate pieces of my keychain onto a sheet of paper to keep them stable. When I step down on the connection point, my foil-covered foot acts as the bridge, completing the circuit and lighting up the bulb.

Link to video :  https://drive.google.com/drive/folders/10NqetPFYwhogeYTs0krIon77jGHFkyMm?usp=sharing

It was a really enjoyable assignment, and I had fun playing around with the circuit, switching the bulb on and off and even syncing it to the beats of songs by tapping my foot.

Week 8 – Creative switch

 

Link to demo :

https://drive.google.com/drive/folders/1VTiRrGRrAj3aiTELux77pBYvCo3-3btS?usp=drive_link

For this week’s unusual switch assignment, I wanted to create something active and game-like — something that felt more like play than a standard circuit. That’s how I ended up designing a target switch using a cardboard folder, aluminum foil, and a ball. Instead of pressing a button or stepping on a pedal, the switch is triggered when I successfully throw a ball at the target. The core of my design is a DIY target made by slightly opening a cardboard folder and placing aluminum foil inside each flap. These foil strips are wired to the Arduino, and act as the two sides of a switch. When the ball hits the folder, it causes the foil pieces to touch momentarily — closing the circuit and turning on an LED.

const int SwitchPin = 3;
const int LEDPin = 12;

void setup() {
  pinMode(SwitchPin, INPUT_PULLUP); 
  pinMode(LEDPin, OUTPUT);
}

void loop() {
  const int Input = digitalRead(SwitchPin);

  if (Input == LOW) {
    digitalWrite(LEDPin, HIGH); // LED ON when ball hits target
  } else {
    digitalWrite(LEDPin, LOW);  // LED OFF otherwise
  }
}

The biggest challenge was making sure the foil only touches when I want it to — in this case, only when the ball hits the folder. I had to tape the foil securely and position it so that the folder remained slightly open. If it’s too loose, the foil touches on its own; too tight, and the impact doesn’t close the circuit. This project gave me a better understanding of how a simple digital input can be adapted into a physical interaction, using only basic materials like cardboard and foil. I also gained more confidence working with pull-up resistors and reading pin states accurately.

Week 8 – Unusual Switch

 

Week 8 – Unusual Switch

For this assignment, I had a hard time coming up with an unusual switch that didn’t require the use of hands. Eventually, I started thinking about switches that would actually be useful, something that I would genuinely want to use. That’s when I came up with the idea of creating a switch connected to a “shoe” that lights up an LED when you step on it or put it on, and turns off when you take it off. This idea came from the countless times I’ve woken up in the middle of the night or early in the morning and wished I had a light source that would guide me without stumbling around for a switch in the dark.

I started by gathering the materials I needed: 

  • Arduino 
  • Breadboard 
  • Wires 
  • Resistor 
  • LED 
  • Cardboard 
  • Aluminum
  • Sponge 
  • Tape 
  • Scissors  

I started by cutting out a piece of cardboard in the shape of a shoe, then cut two smaller cardboard pieces to act as the soles. I wrapped each sole in aluminum foil and built a sandwich-like structure. → Taped the first aluminum sole to the base of the shoe

→ Placed a sponge layer over it as a barrier

→ Placed the second foil-wrapped sole on top

 

The sponge was necessary as it acts like a spacer that keeps the two foil layers apart unless pressure is applied (someone steps on it). When someone steps on the shoe, the pressure compresses the sponge, which allows the two foil layers to touch and complete a circuit.

After that, I set up the arduino and breadboard by starting off with what we have done in class. First, I made sure that the LED is connected to a digital output pin (pin 13) instead of directly to 5V. Then I added a wire to the bottom foil and connected it to GND and added another wire to the top foil and connected it to Digital Pin 2. Lastly I updated my code, and made sure to print in order to test the output, (0 = foot pressed→LED ON, 1 = no contact → LED OFF). 

Link to photos of the process

Link to final video demonstration

 

 

 

Reading Response:

“Attractive Things Work Better” – Don Norman
Norman argues that attractive designs aren’t just superficial, but they actually improve usability. He mentions that when users find something aesthetically pleasing, they are a lot more likely to feel positive, be more creative, and continue problem-solving. However, he counters this emotional response with the logical-functional approach to usability, signifying that a good product needs to incorporate both usability and aesthetics.

He notes the psychological perspective, where he mentions the connection between emotional design and better problem-solving. This supports the idea that positive emotions lead to better cognitive performance. Additionally, his perspective encourages a switch from function-first design to a more holistic perspective where aesthetics and usability are interdependent. This idea has a significant influence on product design, branding, and architecture, proposing that the way something looks may influence not simply preference, but also performance and satisfaction.

“Her Code Got Humans On The Moon — And Invented Software Itself” – Robert McMillan

This article highlights Margaret Hamilton, a pioneering software engineer with her work at NASA during the Apollo missions in the 1960s being necessary to landing humans on the moon. She was the main developer of on-board flight software for the Apollo program at MIT’s Instrumentation Laboratory. She not only created the term “software engineering”,  but also helped set it up as a well-respected discipline. One of her most memorable moments was during Apollo 11 because her code was able to prevent a mission abort due to an overload in the spacecraft’s computer system. Due to her team’s powerful software design, she was able to ensure mission success regardless of unexpected errors.

Hamilton’s story is extremely impactful because her exceptional contributions were taking place during a time when both women in STEM and the concept of “software” were still unexplored. Her work was able to set the basis of modern software engineering as well as challenge gender norms. She was an extremely innovative individual who introduced various new ideas including prioritising tasks within software, which assisted in managing the Apollo computer’s limited memory. While her work was initially under appreciated, it is now commemorated as being crucial to not only the space race but also the evolution of computing. Her story highlights the significance of resilience and acknowledging the “what ifs” in technology.

Week 8 : Reading Response 2

Margaret Hamilton is the kind of legend we don’t talk about enough. She wasn’t just a programmer, she was a problem-solver and a pioneer who helped put men on the moon while juggling motherhood and working in a field dominated by men. In the 1960s, software engineering wasn’t even considered a real thing yet, and yet, there she was, writing the code that saved Apollo 11 from disaster.

One of my favorite parts of her story is how NASA ignored her when she wanted to add safeguards to prevent astronauts from making mistakes. They told her, “That would never happen.” And then of course it did happen, and she had to fix it under pressure to bring Apollo 8’s astronauts home safely. That’s the kind of foresight and brilliance that makes her work so groundbreaking.

What’s even more inspiring is that she did all this while raising a kid. She’d bring her daughter to the lab, let her sleep on the floor while she worked late nights writing code. It’s proof that women have always been capable of incredible things in STEM. Hamilton didn’t just write software; she helped create an industry, proving that software wasn’t an afterthought, but the future.