With the new deliverables and improved servo motor movement in different directions (90 and 180 degrees), I conducted another round of user testing. The variations included two iterations for each tool, operating at different speeds (15 and 25 seconds). This testing was not solely prompted by Andreas' preference for a less cluttered background in the previous session but was also an opportunity to showcase the progress in the prototype's functionality.
The recent user testing session proved to be more engaging for my peers, even though the tangible experience remained the same. They found the addition of the painting with textures to be dynamic, introducing an element of mystery as they had to discover which parts of the painting were conductive. The tactile aspect of touching the textured painting added an enjoyable dimension, with participants naturally drawn to explore the surface. Regarding the representation of Macbeth, participants noted that they could see the connection once I explained it, though the abstract nature required prior knowledge of the story. The diverse interpretations were intriguing, with some associating the black and red colors directly with Macbeth and others linking them to the theme of killings in the play. While no one explicitly mentioned the connection to the three witches, the open-ended interpretation achieved its goal of sparking conversations and diverse perspectives on the narrative.
The feedback also revealed a concern among participants about the delicacy of the painting, making them hesitant to touch it too hard. To address this, there is a suggestion for the interaction to be more touch-sensitive, ensuring a gentler touch can activate the response. Additionally, they also expressed a desire for more mark-making tools and increased variety in the movement of the motor, indicating an interest in further enhancing the interactive experience with a broader range of options and movements.
I transformed the results obtained from the latest user testing into a publication. In total, I produced four books, with two dedicated to each tool. The publications vividly capture how each participant engaged with the interactive experience, showcasing the distinctive interactions facilitated by the different tools. While I aim to explore more iterations in the future, the current set of publications provides a substantial documentation considering the limited number of mark-making tools and a single motor available at this stage.
In addition to refining the current experiment, I want to explore a new tangible interaction that involves light. Recognising the significance of light and shadows in Macbeth's design process and theatrical presentations, I plan to create a prototype that incorporates these elements to convey a more intentional space experience. This aligns with my third research pillar, emphasising the exploration of space in conjunction with the theories discussed in my dissertation.
With the completion of the physical outcomes for semester one, I am satisfied with the progress made. Although there's a part of me that tends to be self-critical, I acknowledge the positive feedback from my peers and consider this work to be substantial. Looking ahead, I plan to scale up the project by working on a larger conductive painting, attaching multiple motors to it, and incorporating various mark-making tools directly onto the painting. This enhancement aims to eliminate the need for manual tool changes, providing a more seamless and varied user experience.
Reflecting on the conclusion of semester 1, I'm genuinely proud of the journey and the hurdles I've overcome. When I started this semester, I had no clear idea of what I wanted to pursue, except for the fact that I desired to delve into interactive projects. This wasn't just a passion; it was a stepping stone into the industry I aspire to work in professionally. The project holds significant meaning for me as it marks the beginning of my career in this specialised field.
Acknowledging my growth in technical skills is an important aspect of this journey. Back in year one, the mere mention of computation made me want to reconsider my life choices and dropout. Fast forward to year 2, where I dipped my toes into HTML, gaining exposure to UI/UX. While UI/UX isn't my ultimate goal, that exposure made me more at ease with coding. Then came TouchDesigner, and it felt like a revelation. Immersive design, projections, and interactive design became my playground. I embraced TouchDesigner for nearly all my projects. Now, in year 3, deliberately choosing computation as my atelier feels like a significant milestone. While I initially wanted to continue with TouchDesigner, I realised its limitations. I didn't want to be confined, so I embraced the challenge of Arduino and physical computing. It's only my second stint with Arduino, and technically the first time I did it was in a group. Achieving what I have independently deserves a pat on the back without any guilt (atleast that's what I want to believe?).
I'm incredibly grateful for the amazing friends I have. Despite the pressure and challenges, going to the studio became worthwhile because we all struggled together. There were moments of laughter, jokes, and mutual support. These friends have been a tremendous help, whether it was tackling code, brainstorming ideas, or simply being a sounding board. Not a single day passed without them reminding me that I was doing well, urging me to eat properly, and advising me to get some rest.
Working with them has been a joy. Some of my favorite moments include shared meals, little gossip sessions, and those late-night studio departures around midnight. Looking back, it's amusing to think that we've all reached a point where stress has become our constant companion, and now it's just a mix of insanity and manic energy, with each of us enabling the other. (None of the people in these photos have slept properly in 3 days!)