Nathan Clune – Interactive Touch Project

The image below shows the physical interface for my project. The six wires (excluding the ground wire) correspond to the six main buttons on the Makey Makey. The task is for the user to provide inputs on the square interface according to what is shown on screen.

Below footage below is a screen capture of the game being played. The top six rectangles are lit or unlit according to preset arrangements, and the bottom rectangles represent current player inputs. The player must match the sample three times, while a timer counts up in the upper right. When the player is complete, the digital interface disappears and the timer counts back down to zero.

This is meant to make the player grow impatient, and really feel how slowly the time passes. Despite being the same exact duration, the second half will feel as though it takes much longer than the first half since they are no longer being engaged.

Artist’s Question: The original “under-appreciated truth” I wanted to get across is that our perception of time is greatly affected by what we’re doing and how stimulated we are. Does this project seem like it would get that point across?

5 Comments Add yours

  1. Dylan says:

    This looks fun to interact with/solve. An opinion: to have the time dilation be more impactful, having the timer go back more suddenly/quickly will make the change more noticeable as the difference in the rate of change will catch their eye.

    1. Nathan says:

      I agree that the timer could be made more impactful. Having the speed of the timer change would defeat the purpose, but I will experiment with making it change appearance.

  2. Stanley says:

    I do not understand the project. I think a video of both the interface and animations should be displayed to help clarify there connection. A lot of information about the inner workings is displayed in this post. Why did you choose twelve rectangles? I do not understand the objective of this project.

  3. Oliver says:

    I did not really understand the time until you described it in the question, and I think a straightforward solution would be to add a ticking sound to the clock. Also how does the physical controller work when interacting with the screen?

    1. Nathan says:

      A ticking sound is another idea which could draw more attention to the passage of time. I’ll try that!

      There is meant to be no clear relation between the controller and the screen. Both have six buttons, but their placements are scrambled.

Leave a Reply