Monthly Archives: October 2015

Project #1: Fishes



For this project, what I wanted to create was something that gave the user the option to create a negative action and a positive action. Building off my moving text project, what I ended up creating was a school of fish which would either turn away from the mouse or swim towards the mouse if you presented food. The negative action being the default setting which causes the fish to swim away from the mouse cursor, and the positive action being the clicked mouse setting which projects a worm for the fishes to eat. The user and the fish perform very binary act. Either the fish run away from the mouse, or they move towards it.

Knowing that I needed to simulate the movements of retreat, I figured I could split the screen into two vertical halves, controlling lateral movement. In this way, if the fish continuously moved from the left or the right, it would seem as if they were backing away from something, and it gave the user the option to force the fish one of two ways. Controlling the fish with the presence of the mouse rather than pressing a key creates a more realistic setting. The user is invading their space and they are disturbed with the new invasive presence. Involving the option to press the mouse as a means to add food for the fishes to call them only added another layer to the space related control, which means in total there are four actions which the user can implicate, just on the positioning of the mouse and whether or not it is clicked.

There were several things which went wrong when creating this project. Initially I had intended to use only one fish that would randomly appear at a different level of the ocean after exiting off screen when scared, but since I could not successfully incorporate the random function and its variables into the script without errors I settled for creating a fish on every level of the ocean. In defense of the school of fish I ended up using instead of the singular fish, it is easier to feel the effect of one’s actions upon a group rather than an individual. Another problem which I still do not understand is that with the addition of more “fish” into the script, the faster they moved when the program was running. I would assume the addition of more fish into the script would delay the speed of the code since there would be more to run through, but that was not the case. To accommodate for the speeding fish, I added a delay to the draw function. In relation to the creation of the project these were the two most notable problems. In response to how people interacted with this project, the greatest problem was how quickly people got tired of it. The project is a simple interaction that does not really allow for any creativity beyond where you get to place the worm, so it was not a huge surprise that it did not hold the attention of users for long.

However, in the end everything else went right. I was able to keep the fishes as images created from keyboard symbols. Even the worm follows this style since it is an orange “s”. The means by which users interact also worked as I had hoped it to, and I believe it is appropriate that the default setting is the one that repels the fish since it is easier in real life to disturb than to nurture. I would also say this project relates to LAX’s Urbanimals in that it invites you to interact with these simple animals, but would stress how the intention is different. I have seen from the people I have shown this to that it creates an emphasis on the difference between welcome and unwelcome actions, whereas Urbanimals focuses on welcoming actions only. In other words, the project here allows the user to control the relationship between them and the rudimentary fishes, while the LAX interaction presents a more mutual relationship.

Garrett Hsuan



Project #1: Horoscopes


In this project, I created a simple way for people to read their horoscopes for the month of October. By clicking the screen, people will be able to see all of the horoscopes. They can click back and forth to see which horoscopes correspond with their signs. I decided to use very few words per sign because I think that this keeps the interaction simple. There isn’t an abundance of text to read, but just enough information to portray the theme of their horoscope for that month. I think that this is a fun interactive because it allows people to gain information efficiently. Whether people follow horoscopes or not, most will still find them entertaining to read.


Originally I had planned to have the user be able to click on each individual sign and only see that horoscope. After working on the code, I found difficulty in achieving this. Despite this, I still think that it has the same effect on the user because it allows them to reveal the horoscopes themselves. This still engages them to an extent because it is their action that makes the text appear.


The coding of this project incorporated mousePressed(), with layers of the black background and the text. I chose to use black and white because I think that it contributes to the simplicity of the message.

I see this project fitting into de Waal’s ideology of the “City of Strangers.” Horoscopes are universal in the sense that anyone regardless of gender, age, class, and many societal factors can relate to it. I think that this would bring people together because everyone has an astrological sign. When looking at the horoscopes, people could share their opinions with their friends or others who have the same sign. I see this supporting the idea of a magic circle because it can unify people based on having the same astrological signs. This can strike up a conversation between two strangers. I think that this helps reenforce common ground between people because everyone has a sign.

Project #1: Click,Click, and There Were None.

By: Yun Mi Koh

Screenshot (35)

For this project, I decided to create a digital interactive display to get a sense of how people react to on-screen interactive display. I installed my project on library where many people were passing by. The project was inspired from article about nature and harming of it through resource gathering. The article talks about how as humans “explore” nature, the ecosystem is broken and bit by bit, ending in complete destruction. I wanted to give symbolic simulation in destruction of nature through human interference.

The project is composed of three major coding designs from processing: spiral, mouse-click, and color gradation. I used my laptop and mouse with the code in full screen. The code is re-development of the spiral coding the class did two week ago. Since the design was about flower, I thought I could develop it to the idea and message I wanted to convey.

The display starts with dots spinning into trail of spiral, looking like patch of flowers. Then interactor would click and realize that the background color changes as different areas of the screen are clicked. As the interator click, the spirals would disperse on screen and more clicking results in the dots and spirals disappearing. By the time the interactor finds all the colors, they realize that there are no more animation of spirals and dots. The background colors are chosen form color of nature: woods, sea, coals, etc… and more one finds variety of background colors aka the nature and its resources, the living part of the environment, the spirals and the dots, disappear.

IMG_0435 IMG_0434

Screenshot (42)

After putting the display up, I asked some people to interact with the design just to get it started and afterward, many approached without me having to ask. I left the display up and observed for about 1.5 hours.

Pro in result of interaction: May people enjoyed it and took interest in the display. I asked random people about what the meaning might be behind the display and surprisingly, many got near or did get what I was trying to convey. I also noticed that many were talking about the display, sharing ideas, etc…

Con in result of interaction: Some people were shy about it or did not really know what to do. Some were hogging the computer or tried to go on different parts of the computer by exiting the display.  Also, many just stood and watched rather than actually interacting with the display.

The project and magic circle:

The project created a magic circle by creating sense of social entertainment where people were fathering to interact, talk about it, and try to figure out the interaction together. It also creates magic circle by giving a universal statement and the understanding of what the display is about, which implements identical ideology to the interactors, creating a connection through message.

Project #1: Baby We’re the New Romantics…

the best people in life are free

“…the best people in life are free.”

First of all, many thanks to Taylor Swift’s amazing lyric in the song New Romantics. I love her.

This project is a public interactive text installation. The text will be projected on the wall of a hallway or any places that people might walk by, presumably in Heimbold. As people walk by, the word “free” would appear with a floral filling and neon tint. When they pass the installation, the word “free” will disappear again, unless someone constantly makes movement in front of the installation or someone else passes by.

(Possible installation cites for this project)

Possible installation cites for this project.

I expect people to notice the importance of “free” in this sentence, since it opens to multiple interpretations. I also expect them to be curious when they see the dormant state of the installation: a unfinished sentence. They might try and fill in the blanks in their mind (or they just know this song). As they walk by, they would know the answer, which changes color to attract their attention. What they think after the word shows up is what this artwork left them with.

The behind-the-scene code for this installation is the webcam motion detector. I set up a threshold to determine whether something is moving in front the webcam. The motion detector also determines the word’s neon tint by using the average of movement as a parameter for the tint color.

I was inspired by many of Jenny Holzer’s works, which all have simple typography designs but are really powerful. Besides, her uses of projection in installations make me feel the contrast between light and dark as well as the distortable nature of projection on objects. Her quotes are concise but powerful, which I think might have larger impact on audiences under the way she installs the quotes.

(How would people react to this installation?)

How would people react to this installation?

In my opinion, this project represents de Wall’s ideology of urban flaneurs. My project is hugely different from promotional materials that always appear on the walls of Heimbold. I try to address to the importance of serendipity and curiosity in a city in correspondence to the concept’s criticism of commercial applications of urban media, so that flaneurs (solitary and thoughtful strollers) can experience wonder, surprise, confusion, or dislocation (de Waal 9-10). I would be grateful if someone could stop to think about the best people they met in their lives, or whether they are free themselves.

…And I would be more than grateful if someone knows where this line comes from.

Project #1: Rainbow Rotation

CircularMotionRevisited2 copyCircularMotionRevisited5 copy

I was trying to make a spiral with an alternating rainbow color center. I expected to make it using the tutorial on circular motion on the processing web site. I used their example code to create the rainbow center and then experimented with some other code to create the spirals. I hadn’t realized that the black dots in my spirals were as multicolored as the ovals in the center of my code until I went back and experimented more with the background. When I first tried to create the code, my spirals did not want to center around the rainbow, but I fixed it. I had no issues creating the spirals or rainbow separately.

CircularMotionRevisited3 copy CircularMotionRevisited4 copy CircularMotionRevisited1 copy

Project #1: Gratitude


For this project, Kadie and I really wanted to create a analog interaction.  We were inspired by the analog creation of ‘Before I die’ as well as a study done on happiness.  In the study, the participants were told to write a letter thanking someone who they were grateful for.  The participants all wrote wonderful letters.  Then, to their surprised, they were told to call the person the letter was written about, and read them the letter.  Most of the participants were nervous and felt awkward about calling to tell someone how grateful they were of them.  After the phone calls were made, participants were tested to see how much their ‘overall happiness’ had improved since they first took the test.  Most participants were happier because of it.

So for our project, we wanted to make a sign that says ‘I am grateful for’ and then have sticky notes and markers, so that people can write a note and stick it under the ‘I am grateful for’ sign.  Once the exhibition is over, we want to collect all of the notes and make them into a sort of scrapbook for people to look at.

Hopefully, we will be able to install in in Heimbold soon.  Together, we will construct the ‘I am grateful for’ sign out of paint on poster board. Then, we will hang the poster board on a wall, and have plenty of sticky notes and writing utensils available.

If all goes as plan, people will see the installation and want to add their own piece to it.  We’re going to write a few of our own sticky notes so people have an example of how it works.

We are concerned that people will make a joke of the installation, or that it will not get utilized at all.  Because it is not as permanent as the ‘Before I die’ exhibit we are afraid it will not be taken as seriously.  In the long run we would love to install a more permanent version, such as ‘Before I die.’

This creates a magic circle because the user is contributing their ideas and feelings to a greater whole and by reading the previously posted notes and writing their own they are interacting with our project.  This installation creates a smaller community within the Sarah Lawrence community.  Because it is a temporary art exhibit, it creates a space with no stakes.  Participants know that no harm can come from participating.  It allows participates anonymity if they wish, but it also allows people to feel connect to others.  They have a space to play and share their thoughts in a judgment free environment.  Because of the type of interactive it is, it connects to the ethos and pathos of human nature.  Most people want to be a part of something bigger, so they are willing to participate.  Although it is easier to just walk past, participants make the decision that the extra minute is worth it in this case.  The implicit rules of the interaction is that people will contribute and observe in a positive manner, ergo the ‘magic circle.’ 

We think that this project represents deWalls city ideology of “A Community of Strangers” because it creates a board of familiar strangers. Even though some of the people who wrote sticky notes never saw each other, they can still see what they are thankful for. Anyone passing by can see this collection of ideas posted by strangers.  It creates a ‘familiar stranger’ model as talked about in deWaal on pages 14-15. 

Before I Die installation:

Gratitude Experiment:

Conference Project Proposal: Run Away With Me




When you are stuck in same place, same cycle every day, you want to travel to new places. How can we travel and see the world, but stay where we are?

For my conference project, I want to make an interactive webcam game that brings relief from pressures and stresses in everyday life. The player will be traveling through different world but need to show vigorous movement in order to arrive at the destination.  The player will move in any sort of way, like jumping or waving their arm around and such. The movement will feel like the player is actually going on an exploration to a different country or a bizarre world. The character inside the screen will move forward when the movement occurs, sometimes jumping or ducking.  After certain time, the character will arrive at a random new country, where the player can have a photo zone moment, with sense of accomplishment and surprise.

The design of the interactive media will be dynamic and full of action since it is a form of a game. The vibrancy of color and animation will motivate the players to take part of the installation. I could have gone in simple button press of mouse and keyboard but first it lacks interactiveness and I want players to feel like they are the character in the game, which can evoke more emotion to players.

I am always curious on how movement and change in visual scenery brings positive emotions to me. I want to explore if vigorous movement and visual changes in location can bring form of positive feeling to people and share excitement of traveling.

My interactive display is intended for public because it is an open interaction that anyone to take part of and just enjoy. There are no restriction in movement and it is an open/ friendly interactive tool to all through game like quality. In addition, the interactive displays increase social interaction by creating a conversation factor. The player who played the game can talk about what world or country they ended up, talk about their feeling about the game, and etc…

Norman’s seven steps:

Forming the goal: The user becomes curious about the game like display and the character waiting to take action.

Forming Intention:  The user will move in front of the game to check out the game.

Specifying the action: movements cause the player to realize that character to move forward on the map though movement by player.

Executing action: The players will slowly start to move, then finds that the character moves faster when there is vigorous movement, exercising more movement.

Perceiving the state of the world: the user will find themselves in surprise of arriving at a new country and sense of satisfaction from moving and clearing the game.

Interpreting the state of the world: The user realizes that characters arrives at new world and wants to explore more.

Evaluating the outcome: The players have relieved the stress and realized that movement and change in scenery is good form of stress reliever.


draw(): new interactions with reset function after the game is over,  function for character to track movement of the player and move forward, generate new worlds after each round, the character action in the game in reaction to movement of player.

Variables: I will use variable to create a pattern for background that the character will be running in, the resulting image of the world upon finishing of the game, and the x and Y coordinate of the character moving.

setup():backgrounds sizes and camera

color:  everything on the game will be colored

interactivity: the motions of user

A relationship between user input and the programmed environment: The user becomes the character in the game and has part of them in the game through motion.

Yun Mi Koh



Conference Project Proposal: Please Disturb

Conference Proposal


For this interactive, users will have the option to play with three or two types of animals. As of now, I am considering using fish, ants, and penguins. Fish are not social animals that do not respond positively to human interaction. Interacting with fish would create an interaction that is disruptive to the fish. Ants are social creatures, but do not respond positively to outside interaction either. Though ants respond well to other ants, any interference from people would also be disruptive. Penguins on the other hand are both social creatures among their own species and respond positively to human interaction. With the option to interact with these three, or two if I later choose to omit either fish or ants, species I hope to highlight the type of reaction users will have to playing with these other beings.

ants conferenec sketch fish conference sketch

Norman’s 7 Steps:

Forming the goal – A person sees the animal and is curious to see what it does.

Forming the intention – They will figure out that the animal responds to certain actions and gain experience as they continue to explore the setting.

Specifying the action – The person will realize that specific actions will cause the animal to respond in a certain way.

Executing the action – The person will interact with the animal and the animal will respond in a realistic way.

Perceiving the state of the world – The person will find that the different species of animals will behave differently.

Interpreting the state of the world – The person will realize they can disrupt the animal’s state, or improve it.  

Evaluating the outcome – The person recognizes that some animals are more prone to sociable behavior while others are not and will become aware of how common interactions vary depending on the type of being they are interacting with.



I would like to keep the coloring of the design simple and not overly excessive with the amount of coloring thrown at the user. I believe in minimalism and keeping things simple so as to reduce the possible overload of information introduced to the user. In terms of how this project operates, the behavior of the animals will be captured in a continuous movie. Therefore, depending on what the user does, a certain portion of the movie will be played that depicts the animal’s reaction.

If I were to use a term made popular by millennials, I would describe the animals as a collection of GIFs. These series of GIFs respond to certain actions the users administer. To precisely capture the actions of the user, it seems best to have the user interact through a mouse rather than motion capture. With the input of action being by mouse, there is more reliability and accuracy.


draw() – Will contain the conditionals so that the project is always willing to accept new interaction.

setup() – Will lay out the basic settings that are permanent throughout the project, such as the background.

Variables – There will be variables for actions, colors, locations, and images.

Color – The animals and background will be colored.

Interactivity – The user will use a mouse to input certain types of actions.

A relationship between user input and the programmed environment – The user will have a call and response relationship with the animal.

Garrett Hsuan


Conference Project Proposal: rise and fall

leaves falling

leaves falling

For my conference project, I’ve chosen to create a shadow wall interactive.  The shadow wall will be interactive in the sense that the users’ shadow can control the way that they leaves fall.  At first, the leaves will fall from the top of the screen and can be moved around, caught, and dropped based on the movement of the shadow of the user.  As time goes on, buildings will start to show up on the screen.  The buildings also control the fall of leaves.  The buildings stop the fall of leaves.  Continually, more buildings arise and as they do, the leaves are unable to fall and the user is unable to interact with them.

I’m interested in making this interaction for many reasons.  When we visited the sony museum in the city, I really enjoyed the last interactive, the shadow wall.  I also like the idea of a interactive having a sort of lasting affect…something it leaves the user thinking about.  At first I found this to be one of the challenges of our conference work…It had to be on our laptops, which I felt was going to be limiting to the ability to leave a lasting thought with the users.  If it works how I want it to, it will entice users to play with the leaves, something enjoyable to everyone.  The longer they play, the more buildings will pop up.  Eventually, there will be no more leaves to play with.  The user will see the point I am making; the industrialization and continues building can have the ability to take away some of natures treasures.

city emerges

city emerges


normans seven steps:

  • forming the goal:  the user is interested in the falling leaves and wants to interact.
  • forming the intention:  the user will interact and the longer they interact the more they experience
  • specify the action:  the user will approach the interactive either because they see others using it, or they are simply interested in it.  As soon as they are within the range of the motion sense, they will see how they can interact with it.
  • execute the action:  the user will play with the interactive; the leaves will fall and eventually there will cease to be any room for the laves to fall.
  • perceiving the state of the world:  the user realizes that the leaves have stopped being able to fall, and that they no longer can interact with the leaves
  • interpret the state of the world:  the user interprets the notion behind the leaves stopping
  • evaluate the outcome:  the user has interacted with the art and walked away thinking about the meaning behind it


when I was first thinking about what to do for my conference project, I wanted to do something that had sort of a sociological impact.  I was thinking hard on what I could do because I was restricted to the laptop for my interface.  I then remembered that my favorite exhibit at the sony museum was the interactive shadow wall.  So I decided to do something with that.  And, since it’s fall right now, I thought what better thing to have falling down the screen, than leaves!!  I wanted to add an element of thought to it, so I came up with the idea of having the buildings arise on the shadow wall, taking up space that used to be open for play.

city prevents leaves from falling

city prevents leaves from falling


  • draw(); leaves will consistently and continuously fall from the top of the screen to the bottom.
  • setup(); the background will be a shadow screen and I will have motion sense as well.
  • variables:  I will create variables for the buildings that will be timed.
  • color:  the color of the leaves will be consistent and the leaves will be an image repeatedly falling.  the buildings will be grey with black outlines
  • interactivity:  the user will be able to manipulate the path that the leaves take when falling from top to bottom of screen.


10.26.15 – update with deWaal ideals in urban media:

My conference project falls under ‘The City as an Operating System’ because my installation can “sense individual actions in real time, and can aggregate these into data that can be used actuate all sorts of actions.” (deWall 11)  Specifically, the code can detect the movement (individual actions) and then that data causes changes in leaves, as well as changes in scenery on the shadow screen.

update with magic circle


Conference Project Proposal: Wow!

This is what happens when you WOW the target.

This is what happens when you WOW the target.

It is so boring to use mouses, keyboards or joysticks to play games. How about using you own voice to do so?

I want to use my conference project to challenge the traditional ways of playing video games. This game is similar to the very popular arcade came whac-a-mole, but instead, people need to make a significant sound to hit the target promptly and score. This is interesting because not only will it change the way people play the game, but also change how other people interact with the players in public spaces.

Player will form the goal of hitting the largest number of targets according to the instructions. Their intention will be making a significant sound, like “wow”, to hit the target as soon as it appears, and their action will be making sounds. They will perceive the state of the world by seeing whether the moles disappear or not after the sound they make. This is how they evaluate the outcome: if the targets disappear, the user succeeds in hitting them back; if not, they will form an intention to make another sound to hit the targets again. The time is limited for each round of the game, and the player’s score will be collected into a chart that will display previous players’ scores from the high to low.


Magic circle: Traditional arcade games VS WOW!

In public spaces, arcade games usually attract attentions a lot because they are easy to play, so that it has a low barrier for entry. This game, however, will change how people watch other people playing arcade games because if the audience make a sound when they watch another person playing, the sound will cause the player to lose scores. In this magic circle, the player will make sounds and the audience will remain silent, which is the total opposite of a traditional arcade game magic circle.

The interface will be a field where targets appear; in the corners there will be the score, time remaining, and the times left for player to hit itself by making unnecessary sounds.

The code will mainly focus on the interactivity. I will use the setup() function to set up the background, and the draw() function will contain a timer, a random target generator, and a function to determine if the user has hit the target properly or not. A custom function will monitor the volume change of the surroundings with a proper threshold.

Conference Project :: Proposal :: Find Your Mood

IMG_4768.JPG  IMG_4769.JPG

What does it do?
This interaction is a digital mood ring. The home or start screen will be a darker background with colors moving all over the screen, similar to a lava lamp. I want this to give off a sort of magical feel. Then the user will place their finger on the trackpad, move it around and the program will tell them their mood. Just like a mood ring, a color will appear that is a representation of the mood. For example if the mood was happy, it would display yellow, not a  stagnant yellow color but a liquid moving one with slight changes in the color. It will also display the mood in words. Like “happy” and it will have synonymous floating around describing your feeling.

Why am I interested?
Whenever I walk into a shop and there’s a mood ring on display, I always want to try it on and see what it thinks my mood is. It’s fun if the ring gets it right and still exciting even if it’s way off. It only takes a minute and is simple to do. It creates a little bit of mystery and exciting fun. I’m always interested in seeing if people or computers can guess things correctly.

How will it work in a public space?
I hope that the lava lamp like colors will attract people and draw them over. I think because it doesn’t take long to do and is pretty easy, people will go up to it and try it out just for fun. I hope that it creates some new connections between people and they talk about how it guessed it right or so wrong. Maybe they’ll try to see what happens when they both move the trackpad.

How does it create a magic circle?
My interactive creates a magic circle by having a place (my laptop) where play can exists. The user can interact with the space and find their mood, which is hopefully fun. Finding out their mood should be exciting and they should have fun in the arena I created for them. It also builds a place for people to have exchanges about their moods or the program.

Norman’s seven steps:
Forming the goal: The user will see the moving colors on the screen.
Forming the intention: The user will touch the mousepad and see that the screen changes to display a mood.
Specifying the action: The user will realize that when they move their finger on the trackpad it tries to guess their mood.
Executing the action: The user will move their finger around the track pad and wait to see their mood.
Perceiving the state of the world: The screen will change and the images will move to show that it received the movement and is calculating the mood.
Interpreting the state of the world: The screen will display their mood.
Evaluating the outcome: They will either agree with the mood outcome or disagree and hopefully enjoy the experience.

Design: I wanted the design to be intriguing and mysterious since I feel like mood rings work in a fun, unexplainable way. I was originally going to use the motion tracking code and movement to output a mood but I later decided, with some guidance from Angela, that it would be more realistic if the user actually touched the trackpad, since we are used to interacting with mood rings through touch. I think the design will appeal to most people because it has a low barrier to entry and the colors and movement on the screen are inviting.

Code: The size and background will be in the setup function and the code for the trackpad interactivity will be in the draw function. I will use variables for all the different moods and colors. I don’t know how to completely code this interaction yet, but I plan on also using the restart function to take the user back to the first start screen.

Kadie Roberts

Conference Project Proposal: Control Your Illusion


What are you making?

For my conference project, I will be making a passive webcam interactive. When first looking at the screen, the user will see a still black and white abstract pattern. This pattern will have many freeform shapes that will draw the viewer’s attention to the screen. Then, the camera will pick up the user’s movements and distort the image on the screen in accordance to the person’s movement. The abstract pattern that was first there will transform continually into new abstract patterns, as the person moves in front of the webcam. This allows the user to create their own patterns.

Why are you interested in making this interaction?

I’m interested in making this interaction because I think it is something new and different that will draw people’s attention. I think that it is a fun approach to using a webcam because instead of seeing an image of yourself, you’re seeing your movements reflected through an evolving pattern. This allows the user to have direct manipulation, but also allows the interaction to be open ended. In addition, I’m interested in making this interactive because I was inspired by Bridget Riley and Ryoji Ikeda. These two artists both use black and white shapes to create abstract and uniform patterns. I was really drawn to this style because I think that there is something so simplistic, yet captivating, about black and white art. Bridget Riley’s artwork consists of paintings that have ornate patterns and optical illusions. While her work is still, the illusions that she creates makes it appear to be moving. I thought that the effect that her art gives to the viewer was amazing because it makes people see more than just still shapes. Ryoji Ikeda’s work consists of more simplistic patterns, like thin stripes. His work is projected in a large room. The projector moves the patterns along the walls and floors, creating an impactful effect on the viewer. Both of these artists use black and white to give more definition to the shapes and patterns that they have created. I decided to combine both of the artists’ styles into my conference project because my project will include black and white abstract patterns and movement.

unnamed-2        unnamed-1

How do you expect it to work in public space?

I expect my project to work in a public space because it has a low barrier of entry. This means that people will be more inclined to try it because there is no pressure as to what you are supposed to do with the interaction. People can act freely and use it how they wish. There is no right way to use the interaction; there are endless possibilities. I think that these type of interactions are the most fun because it allows people to be creative. This will enforce the idea of a magic circle because this design allows multiple people to be interacting with it. Since it is based on movement, there can be multiple people in front of the camera. This will bring people together because they can interact with this project at the same time to create a unique image on the screen. After reading Martijn de Waal’s article, it is clear that this idea fits into the category of a “playground/magic circle” because this interaction fosters a site of play, is a voluntary activity, isn’t rational, and forms community. Although this interaction fits into all of these aspects, it is not autotelic because there is no ending goal for the user. They can play with the interaction as long as they want to. Therefore, I think that Castells would like this idea because it displays a network. Castels believes that “the concept of network to symbolize a society that is increasingly de-centred, flexible and individualized” (Gane + Beer, 20). This project is definitely flexible because it is very open ended. The user(s) can make any motions they want to change the image on the screen. It can also be individualized, depending on how many users there are.


Norman’s seven steps:

Forming the goal: The user will see the black and white pattern on the screen.

Forming the intention: The user will approach the screen and see that the patterns moves.

Specifying the action: The user will understand that the pattern’s movement is controlled  by their movements.

Executing the action: The user will then move themselves in front of the webcam and move in front of it.

Perceiving the state of the world: The user will change the pattern present on the screen.

Interpreting the state of the world: The user will understand that they have the power to make new art based on their physical movements.

Evaluating the outcome: From this experience, the user will see that they can create art in a new way.


I choose this for my design because I thought that a webcam interactive would have the least barrier of entry required. I think that these are the most enjoyable interactive because people are the most comfortable using them. Another option that I considered was to create a black and white abstract pattern that was controlled by the movement of the mouse, instead of the person’s movement. This idea would not involve  a webcam and would therefore have a greater barrier of entry. Although both ideas are passive, I decided to go with the webcam one because it allows people to be more creative with their movements. A track pad would limit the movements they could make.


Draw(); The black and white shapes will be programmed to follow the motion picked up by the webcam.

Setup(); The background will be the webcam.

Variables: I will use variables for some of the shapes that will be repeated.

Color: I will only be using black and white in my project because I think that it will have the most impactful experience on the user.

Interactivity: The pattern on the screen with change according to the user’s movements.

Networks::Castell::Connective Circles


When you walk into Heimbold a circle underneath your feet will appear and visually connect your personal circle to the other circles (people standing) in the room. Our program will do this by displaying lines between people. The longer you stand somewhere the larger your circle gets. When you have a conversation with someone your two circles will grow and become one circle. If there is two groups of people talking eventually their individual group circles will merge into one big circle. When someone moves away from a conversation circle their individual circle comes back, separate from the group, and the connecting lines reappear.

Displaying networks to people can disrupt the networks themselves. If one’s current situation is displayed, one may intend to change the situation in order to change the display just for the sake of having fun or curiosity. Hence, when people play with the circles and the lines, they naturally disrupt their networks.

Castell would like this because… It displays network. It shows you how many people you’re connected to by being in the same room and how many people you could interact with. It also includes everyone in the room, not just a selective, elite, group. He would also like this because when you are actually interacting with someone your circle merges and displays that connection. In addition, it forces people to step outside their usual network by creating a space to play and explore, as opposed to how they usually socialize under certain rules of the network. This program would end up creating conversations that wouldn’t usually happen. For example, if your group’s circle and other group’s circle combined then you would probably have a moment of interaction with them.

By Kadie Roberts, Yun Mi Koh, and Yuci Zhou.


FootPrinted Sketch

FootPrinted is a tracking interactive that projects the paths that students take depending on what they are studying. This interactive can serve as a guide, showing what traffic is most frequented by which students. With this, students can easily find rooms associated with their studies, as well as discover new areas often populated by students with similar academic interests. There would be several color coded paths based on the different areas of studies that can be found in Heimbold. For example, if a student is interested in fine arts, such as painting or drawing, they would follow the red footprints that are projected onto the ground. This would lead them to all of the fine arts classroom and the fine arts teachers’ offices. This could be very helpful during registration week because it could help students find their way to sign up for interviews, meet teachers, and connect to people that have similar academic interests. 

Manuel Castells would like this idea because it develops a social structure. As pointed out in the article, “social network analysis, uses the idea of network as a representational form to help plot emergent forms of connectivity between humans at various scales (both individual and collective)” (Gane + Beer, 31). This shows that Castells supported the idea of technology that created social interactions. By creating paths for people to follow, it forces people to go to the same way as other students that they might not otherwise talk to. This increases social interactions between students, peers, and professors. In addition, Castells would like this network because it displays topologies. In the article, it says that “Castells hints that networks may assume multiple topologies, in practice he tends to use the concept of network to symbolize a society that is increasingly de-centred, flexible and individualized” (Gane + Beer, 20). This project would definitely create individualism because there are so many different paths that are based off various areas of student interest. It is also flexible because there is not only one destination per individual. Each student will be guided to all of the classrooms and offices that pertain to their area of study. Furthermore, Castells would like this network because it displays a transaction between time and space. Within this transaction, there are “[…] nodes in the network; that is, the location of strategically important functions that build a series of locality-based activities and organizations around a key function in a network” (Gane + Beer, 21). This network’s function is to guide people towards their interests and to meet people in the process. Therefore, there built in locality activities and organizations are the classes themselves and other clubs that evolve around that area of study.

Footprinted disrupts existing networks because it reveals an invisible network. The paths that students take are not shown in real life. This idea displays where each student will walk based on their interests. Therefore, it changes how other networks work. Based on individual interests, one will face different social interactions because they are directly guided towards an area of study that encompasses their interests.  

Alexa Di Luca, Garrett Hsuan

Conference Project Proposal: Music in Me


For my conference project, I want to create an interactive piece of art that will immerse the user in an extraordinary musical experience. There will be a song playing on the computer as the lyrics fall from the top of the screen. The words will surround them as they fall, creating a shadow wall. The webcam will portray an image of them surrounded by the falling words. My interactive design will not only allow the user to listen to a song, but it will make them feel immersed in the song as well, creating a much more significant experience. In order to accommodate different tastes in music, there will be options to change the song that is playing, causing the words on the screen to change as well according to the lyrics of the song.

This interaction creates a direct interface between the user and the computer. My intention is to create a unique musical experience that will engulf the user. My interaction will unify the community as they become one with the music in a profound way. This interaction creates a network between the user, the screen and the music.

I expect this interaction to attract the public because it does not involve a special skill in order to be a part of it. Anybody could interact with the music and the falling words, no matter who they are. All they have to do is approach the screen, listen to the music, and let the falling words surround them. People like interactions that directly involve themselves like this one. This kind of interaction could be placed in any public space that people walk by. It is not only fun to be a part of, but it is also pleasing to the eye and ear.

I believe that this playable media will create a magic circle because it builds an invisible circle or community around the people who take part in this musical interaction. Not only does the person surrounded by words become part of the magic circle, but that person is also accompanied by everyone around him/her who can experience “Music in Me” too. They can listen to the music and experience the interface even though they are not the person directly involved with the screen simply by just listening.


Norman’s 7 Stages of Interaction:

  • Forming the goal: The user sees and hears that there is a piece of interactive media that they want to take part on a computer screen.
  • Forming the Intention: The user will see that the point of the interaction is immersing themselves in the song lyrics on the screen.
  • Specify the Action: The user will approach the screen/ camera and figure out how the interface works by walking towards it or watching others interact with it.
  • Execute the Action: The user will pick a song and watch as the words surround them on the screen.
  • Perceive the State of the World: The user notices that after they pick a song, it plays and the key words of the song surround them as they fall from the top of the screen.
  • Interpret the State of the World: The user tries to interpret what has happened by allowing the music to surround them to create a valuable experience.
  • Evaluate the Outcome: The user has become one with the music and participated in a hands on musical experience.


At first, I had decided I wanted to build a simple shadow wall interface. Beads would fall from the ceiling and that was it. However, I realized that that interface had no meaning to it. I then changed it so that instead of beads, words should fall from the top of the screen all conveying a common theme. After, I decided to make an interactive music experience that would change the way music would be experienced.



Draw(): The words will constantly fall from the top of the screen to the bottom of the screen.

Setup(): The background will be the webcam.

Variables: I will create a variable for each word that I use in the interaction.

Color: The color will accommodate the mood of the song.

Interactivity: I will make the words avoid the user so that the user is constantly surrounded by words.

Network::Castell::Tell Me a Story


By: Sophia Koolik and Maggie Leppert

In this interaction, placed on a blank wall on the bottom floor of Heimbold, is intended to connect the ideas of different students that walk through this building. Displayed on a blackboard is a fill in the blank story with the instructions “Tell Me a Story.” In this interaction, people are instructed to use chalk to fill in one blank at a time. The next person would then have to build off what the previous person wrote in order to continue the story. Each person involved also can sign their name on the bottom so that the “authors” can all be seen when the story is completed.

This disrupts existing networks because the participants are forced to interact with people they may not normally interact with. A person may not know whoever wrote the sentence before or after them, but they are still collaborating to create something. Castells would like this because the different social groups are coming together to share ideas and build off of the ideas of others. In this interaction, strangers all come together to create a story. This experience is enhanced when the viewers see the final list of names that all collaborated on this story: a list of people who were previously strangers but are now part of a new network.