For my paper prototype, I created an interactive pond scene. It contains various elements that make up a pond, such as reeds, lily pads, and flowers. On the screen, it simulates a top down view of the pond. There are four objects you are able to interact with: the two purple flowers, the lily pad, and the flower in the water. When interacting with each of these elements, they create a sort of ripple effect on the screen. The purple flowers simulate water dropping when you let go of their wire, simulating the idea that the plant rebound causes the water to drop. The lily pad and flower simply cause ripples to cause just by interacting with them.

UPDATE
I was overall happy with how the actual paper project ended up, so I decided to work on making the animation overall better. I ended up fixing the resolution of the animation within max, as well as making the animation correlating to the flowers more easily distinguishable by adding a water droplet alongside the animation. I also changed the timing of the audio to fit this new animation,
I find it amazing that you build a real world version of the animation (or opposite?). The scale model feels complete and is completely interactive. There is a unity between the animation and the paper craft. You can really appreciate the time and effort put into the paper craft, and the hiding of the wires.
This may be improved by adding more interactive components to other parts such as the dragonfly, and rose. The animation field feels almost empty with only two objects.
How did the idea of tugging on the flowers come about?
I am impressed by how satisfying the interaction with the purple flowers are. Having a pulling aspect on top of the standard touch-based triggers made me feel the reaction (both physically and audibly) were more natural. To get that effect, did you have max trigger only once the copper wires were released, or is there something mechanical happening at the plant’s base?
As mentioned in class, the animation for the purple flowers were subtle. One suggestion could be to add a short animation of a water droplet colliding with water and then having the ripple effect.
The reverb on the water droplets makes them relaxing to listen to, which fits the peaceful pond you’ve built. It was also a great idea to play the sound and animation on the key release rather than the key press. It helps simulate the water droplet by encouraging a tugging motion on the strings.
Since the flower spins, the ripples from it could be spiral in shape to emphasize the motion.
Why did you chose string as the conductive material?
I was impressed with the physical prop for your project. It really sells the whole idea of the pond. It might have been more interesting if the computer screen wasn’t just a duplicate of the physical prop. If it had something else going on, instead of just mimicking the prop, I think it would have been pretty cool. Did you animate this in Adobe Animate? If not you can easily give a much more organic feel by doing some hand animation.
I saw that you have updated your animation a bit and I like the water droplet effect you newly added. I can also appreciate how you took the time to edit the videos (both screen capture and paper interface control) together.
I think you might consider changing the stroke of the water droplet to a bit thicker so they are more noticeable.
This artwork seems very summery to me. Is that your intended effect?
I really enjoyed the tableau form factor that has very defined boundaries. This plus the bright colors and bold shapes coupled with the serine audio is immersive and awesome!
The diorama is impressive. I do wish more of the elements of the diorama also appeared on the screen.
Absolutely loved the work you did on this! The paper construction looked very solid, the audio clips were balanced and satisfying, and the direct interface looked very intuitive. I do agree with some of the other comments, however, that the digital pond was fairly sparse compared to the paper pond. It might’ve been good to have some random ambient animations (a fish silhouette, wind ripples, a leaf floating, etc.) play occasionally to add even more depth to the experience.