Anger Flanker: Update Wks 1-2

Working with Asynchronous Serial Comm, we tested:

  1. 2 force sensors
  2. Ultrasonic distance sensor
  3. Basic P5.js code – Xposition, Ypostion… Z axis
    1. xpos/ypos is picking up from the 2 force sensors
    2. z controls the distance sensor.

By week 2 we were working on the code with some added features on the UI.

angerflanker.png

  1. Pre-populating json data as a placeholder. We converted this text as thought bubbles into constructor objects flying up and down the screen. It responds on mousepressed and should appear in random parts of the screen.
  2. We thought of using real-time statuses through tweets that are showing signs of anger or frustration, this will replace the json objects later on.
  3. Adding p5.sound to detect “screaming” sound from the user.
  4. And lastly, the part we’re racking our brains is how we can animate and code the brick wall into 3 different user journeys as below!

sketch to be translated to code.png

After last week’s user test, we’ve come a long way from kitchen sponge to a cut-to-size foam on our controllers:

First wave of users didn’t quite get the interaction so we had to tweak the code A LOT.

Sandy liked the smashing UI that she is allowed to do while playing the game. She said she wanted to keep playing.

This is the point where we realize the value of tapping physical gestures to control the game. Users feel good when they smash the controller. They also get to scream at the screen, where p5.js is being used to detect sound. We aim to make this game a cathartic experience for the user.

 

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