Posted on September 1st, 2008 by Anaid.
Categories: AnAiD.
Since I last wrote here:
my plans for the summer were abruptly canceled // i decided to find a new apartment // found myself back on the boat and went to a few islands in the Caribbean, exposed to some different life styles // came back to Mexico to a great surprise // saw my sisters // traveled a bit around Mexico both on and off the boat //went back to island I’m so fond of, Cozumel // spent time with my dad // came back to NY in the heat of the summer // furnished my apartment! // went back on the boat and through the Panama Canal // saw friends I hadn’t seen in a while // got a bike
And now the semester is here again and I’m definitely looking forward to the craziness wave that’s about to hit!
Posted on June 2nd, 2008 by Anaid.
Categories: Designing for constraints.
Swish is finally a stand alone unit! It now features an integrated mac mini on the back which removes the need (pain!) of connecting it to a computer.
Here’s what it looks like:

Posted on May 21st, 2008 by Anaid.
Categories: Designing for constraints.
Interactive basketball game designed for one specific user. A 2 year old boy at the Seton Pediatric hospital uses it as motivation to stand up on his prosthetic legs and play.
What is a ball could be a button? This game is designed for a user who likes to play with balls and can use one as a game controller.
Swish is the platform where he plays, it’s a basket with a screen in the backboard, like this:

There are different games to play on Swish. Any game with one button can be adapted for this platform.
Look at a video of someone using it here.
Where did this start?
The idea of making a simple button. One that can be used with great simplicity and work every time.
How does it work?
The sensors connect to the iPac and create an effect on the screen when a basket goes through the hoop. Swish connects to a computer and runs on Flash games.
How was it built?
The basket and board were the first components of Swish. I added a monitor to the back of the board and sensors to the basket. Then speakers to complement the effect. The sensors are connected to an iPac keyboard emulator.
Pictures from the building process.
The first prototype, testing the theory that a ball could activate a sensor.

Setting up the electronics in the back of the second prototype.

Testing the second prototype.

Dremmeling to fit in the monitor.

First attempts at having it on a permanent stand.

And setting the monitor.

Testing the monitor.

Making sure it was all securely set.

And soldering the cables.

Figuring out how it all fits together.

Testing up to this point.

And adding speakers.

Finished!





The ball.

The back of Swish looks like this:

Set up at the hospital, ready to play!



Set up for the show.




Posted on May 1st, 2008 by Anaid.
Categories: Urban Computing.
Posted on April 21st, 2008 by Anaid.
Categories: Designing for constraints.
On Saturday I was determined to build up the basketball physical interface and make it easier to set up.
I learned how to use a dremel, cut the middle part off, creating a screen, and added a transparent plastic cover.

And I made a mount for it to be a standalone object.

So this is what it looks like now. It still needs a sturdy but lightweight base (so it can be somewhat portable).

Also, some new code here.
Posted on April 18th, 2008 by Anaid.
Categories: Designing for constraints.
I went to visit Miracle again today and tested out the basket game, it was really exciting! I couldn’t wait to see him play it and continue working. I met his mom who let me take this picture of him.

I discovered quite a few things that need work on:
- Although in theory it’s a good idea for the therapist to decide when the game is over (and Barney comes on), it is not in practice since he realizes something happens and just goes to the computer to make it happen himself. Barney needs to come up every so many baskets, perhaps with a few different modes where the therapist can choose and play it many times with him. The scoring system is not as important as for an older kid who would like points accumulated, so it’s ok if the counter resets when they play this with him as many times as necessary.
- He absolutely loved Barney, couldn’t hide his happiness when he came on and spoke along with him, sooo sweet! All he wanted was to keep him on the screen. The game needs to reset to the original screen and not just assume that he’ll get tired of Barney and leave. He really wont! Even if Barney stops talking after a few seconds, and the button is right there to be pushed and go to the start it needs to be automated.
- The game in the laptop screen on the side is a really bad idea, he wants to be as close to Barney as possible and starts playing around with the keys, which distracts from the therapy and the game objectives. It really needs to be integrated into the basket (not just being a geek, really!). It is not the objective of the class though and I’ll leave it for now, but the ideal version of this game would have a screen integrated. Annette mentioned that the iMacs are int he classrooms and it’s not possible to use them, so there goes the plastic screen idea…
- The game needs a stand. An independent way of setting it up, something like this (sorry for the bad picture!)

- He also likes Elmo, the game can alternate between both characters.
Posted on April 9th, 2008 by Anaid.
Categories: Designing for constraints.
Yesterday I went to the Elizabeth Seton Pediatric Center to visit with Anette Diiorio and meet a little guy who could be the ideal user for my basketball game. His name is Miracle and he’s 2 and fascinated by balls and Barney. I watched him play with the Flash game for a little while before his attention turned over to the wastebasket where throwing the ball was more fun since it produced sound as well. His attention was definitely not on what happens in the screen, but putting the ball in the basket has great potential as an interaction for him. It’s part of his physical therapy to get used to his prosthetic feet.
It was really interesting to see him playing with it. His eyes would always follow the ball through the hoop and entirely forget about the screen. Michelle, his physiotherapist, made swoosh sounds when the ball went in which he repeated, fascinated. He got a bit frustrated when it didn’t go in and seemed to really like playing in this way.
After our meeting I’ve started modifying the game to center it on him. Redesign it in general by making bigger graphic elements, closer to the way the basket looks in colors to make it more clear, a new scoring system and such things, looking to make the game all together more meaningful to him. I still need to work on the sounds, probably even record them myself because i haven’t really found the right ones, entertaining enough and loud, maybe cartoonish that can go with the game. I also found (and edited)a good Barney that works well for the end. It’s important to point out that I decided, after observing his therapy session yesterday, that the best way for the game to end is to have the therapist determine when they are done since different days might be about different exercises, that’s why the “game over” button just goes to the last screen, a little Barney clip as a reward. Michelle noted that Miracle doesn’t really like “well done” or that kind of encouragement.
The physical part also needs some redesign, I’d like to incorporate a screen to it where he could eventually see the game is over or get his number of baskets scored. This image shows the basket as it looks today. My ideal design would incorporate a screen and a speaker into it to make it self contained and not need a computer.

Still a work in progress but here’s a preview of what I’m hoping to test with Miracle soon. To test it, please click on the screen once it’s open (to activate it) and press any key to simulate the effect of the ball going through the hoop. Basketball game for Miracle
Posted on April 8th, 2008 by Anaid.
Categories: Designing for constraints.
Here’s some new flash code, with help from David and Rodrigo and more time learning Flash environment, it’s really coming together.
Posted on April 7th, 2008 by Anaid.
Categories: Sensor Workshop.
I see you!
This box was made as a part of the final Sensor Report. It provides a controlled environment to test the very sensitive PIR motion sensor.
Posted on March 31st, 2008 by Anaid.
Categories: Designing for constraints.
Three big problems I expect:
- Figure out the exact dynamics of the game. There’s many things that can be done with a basketball as a button. Some ideas: networked game (to compete), toddler coordination game (to move), physical therapy game (to move), kid math game (to think about numbers).
This will bring with it an understanding of a problem i’ve been thinking about: the exact placing of the basket and the screen, since they are both visual elements important to the game and it’s important to think about the attention of the user. Perhaps it’s just the physiotherapist that looks at the screen and the users’ attention concentrates in the ball.
- Make good graphic elements for when the ball should be thrown and when it shouldn’t. Modify the counter so that it can understand positive and negative points depending on when it’s thrown.
- The controller is a ball and a basket. The ball is somewhat heavy since it’s full of magnets and the basket needs to be set somewhere in relation to the computer screen. Make sure the arrangement makes sense.
Hardware:
The controller is basically made, although i would like to make the ball a little bit better, by covering it to give it an actual basketball look.
Milestones:
April 1st:
Have a basic skeleton of the basketball game with the code in the right places. (code advance)
April 8th:
Perfect the way it works and get it ready to present to a possible user of the game. make sure it’s really clear and well presented.
April 15th:
Have the code finished. Work on making the ball better.
April 29th:
user testing!