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The Rock ‘em Sock ‘em hack
- Manali Gortekar
Yishi Yang
Concept

Robots

Research
Design

Wrestling ring bed

Prototyping
Lessons learned

Joysticks

Concept:

Mechanics:

This game is essentially a boxing game where
two robots fight with each other until one of
them loses.

The game has a plastic wrestling ring bed
on which two robots are mounted. These
robots are operated by joysticks which are
attached as an extension to the either side
of the bed. On pressing a joystick, robot
punches. Two joysticks correspond to two
hands of the robot. They have limited space
within which they can move and dodge
from punch. On punching the head of the
opponent robot several times, it springs up.
This indicates the other player has lost the
game.

Number of players:
Prototype link :

http://www.youtube.com/
watch?v=2eysrYnNP1c

Two
Concept

Robot eyes

Research
Design
Prototyping

Music button

Lessons learned

Trash talking button
Points recorder

Arduino enhancements :
1. Eyes of the robots lit up by LEDs.

...........

To indicate that player is still in the game.

2. LED’s on the wrestling ring bed to keep a ...........
count of how many games each player has
won.

To showcase number of points a player has
scored.

3. A button on the side of wrestling bed to
start music while playing the game.

...........

To make the gaming experience more
immersive.

4. Robots trash talking during the game.

...........

To make the boxing game more competitive.
Concept
Research
Design
Prototyping
Lessons learned

Research
As a part of research for this assignment,
we visited Wonderlab science museum
in Bloomington, IN to observe different
ways children interact with toys. We
wanted to study how different dimensions
of engagement, learning, creativity and
playfulness are adjusted in every exhibit
object. We went there with an open mind
to derive inspiration from the various ways
natural properties are utilized to create
a playful and interactive experience for
museum visitors. We narrowed our user
focus group to teenagers age between
10 - 16 years.

that the degree of active participation and
learning aspect of that game kept players
engaged for a long time. The other exhibit
example was that of “lift you own weight”
(img. 2) where maximum three players
compete to reach to the top of a structure
by lifting their own weight by rope. The
competition aspect of the game added
dramatically to the playfulness. The third
interesting exhibit object enabled visitors
to leave their impression. The interesting
mode of feedback and novel usage of
materials attracted visitors to this engaging
experience of the object.

Few of the interesting observations we
came across in the exhibit was one that of
an “Earthquake shake table” (img. 1) where
a player has to build a wooden structure
and connect them by pipes to sustain the
jerky movements of table. We observed

In addition to this museum exhibit visit, we
also visited Target store to explore available
options of analog toys . We did onsite
brainstorming session of interesting analog
toys to discuss their possible experience
enhancement with arduino and finally
decided on the “rock ‘em sock ‘em “ toy.

img. 1

img. 2

img. 3
Concept
Research
Design

Rationale
Ideation

Prototyping
Lessons learned

Intended user group
The intended user group for enhanced
version of “Rock ‘em Sock ‘em” toy is
teenagers between age 10 to 16 years.

Intended context of use
This toy can be used as a game played
between two friends in an outdoor party. We
imagine this toy to be played by teenagers in
their pajama party. It can also be played by
adults for their bachelor/bachelorette party.

Goals for the experience
Chris conley et al. from Institute of design,
Illinois have classified engaging experience
in four different realms: 1. Entertainment

engagement 2. Education engagement
3. Escapist engagement 4. Aesthetic
engagement. We intend to provide players
escapist engagement where they could escape
from their normal, daily reality for some time.
This form of escapism is necessary for a
person as it is not usually a part of their daily
life.
We intend to solidify this experience
of escapism by focusing more on two
parameters mainly user active participation
and immersion. The active participation
aspect is addressed by the competitive nature
of the toy design which was already a part of
it before it was hacked. Through arduino, we
intend to create more immersive experience
by enhancing the existing toy with different
modes of feedback like light in the form of
LEDs and sound in the form of speakers while
playing.

<<http://link.springer.com/chapter/10.1007%2F978-3-642>>
Concept
Research
Design

Rationale
Ideation

Prototyping
Lessons learned

Why should HCI care ?
Play is a psychological necessity. It very
important for an individual’s social,
emotional, physical and creative development.
Playing increasing social competency and
emotional maturity. It provides a way to
express and cope with feelings. It also
contributes to overall body awareness and
creative thoughts.
There can be several intentions for playing
this game. The escapist engagement can
actively contribute to an individual’s social
development. It can enable players to practice
verbal and non-verbal communication skills
while playing and respond well to each
other’s feelings. The competitive aspect may
enable an individual to experience other’s
point of view by working through conflict’s

about space, material and rules. Players can
also relate escapism as experimenting with
different roles , in our case boxers, by coming
in contact with their needs and wishes which
they would have never experienced in their
real lives. Since this is not an individual
game, the added dimension of player’s
emotional maturity while competing with
each other, quick decision ability and practice
for spontaneous action adds more to the
advantanges of playing this game.
Concept
Research
Design

Rationale
Ideation

Prototyping
Lessons learned

Early concepts
1. Dance Mattress
While going through the toy store, we came
across a dance mattress where a player has
to place his foot on a selected areas in an
attempt to match dance step along with the
music. The original analog version of this
toy was just a mattress with marked areas.
The brainstorming session of using arduino
technology with this toy led us to add both
visual and sound feedback as a way to
enhance experience. A player will be given a
sample dance step to match in the form of
light patterns which would be different colors
LEDs glowing on different areas of mattress.
These LEDs will have pressure sensor and will
glow if a person places his foot on them. The
player would be able to see if he is matching
with the given patterns and music that goes
with this step simultaneously. We thought
that the degree of active participation would
be much higher as player has to utilize his
entire body while playing this game
Concept
Research
Design

Rationale
Ideation

Prototyping
Lessons learned

Early concepts
2. Changing Barbie
This toy design utilizes conductive fabric to
dress up a Barbie doll. The fabric will basically
change into different colors and textures
depending on user’s input. User will select a
color and texture to be formed on the dress
of doll on computer screen and the doll will
lit up with different dress all the time. We
thought that this would be an immersive
experience as it involves learning and
experimenting the fashion in endless ways.
The immediate visual feedback on the doll
might add more to it.
Concept
Research
Design

Rationale
Ideation

Prototyping
Lessons learned

Early concepts
3. Driving Madness
This analog toy is essentially navigating a
steering wheel to drive the car and reach to
destination bypassing all the hurdles. Player
get to see the route on a small screen in the
middle of the steering wheel. We thought
the idea of balancing and navigating a car
would be interesting as it requires players to
concentrate till they accomplish their task.
Few toy enhancements we thought about
were - giving sound feedback while driving
to make it more realistic, visual feedback of
the location of car in map and feedback in the
form of vibration when a player clashes on to
a hurdle.
Concept
Research
Design
Prototyping

Arduino hacking
Process

Reflection

Lessons learned

Final concept
Rock ‘em Sock ‘em
This game is essentially a boxing game where
two robots fight with each other until one of
them loses.
Concept
Research
Design
Prototyping

Arduino hacking
Process

Reflection

Lessons learned

Arduino enhancement
1. Eyes of the robots are lit up by LEDs
indicating player is still in the game. The
moment head of either robot springs up, eyes
stop glowing. This indicates robot is dead and
player has lost his game.
Rationale: To make those robots more ‘real’
and give visual feedback to players for when
should they start playing.
Technical stuff: There is a photo sensor which
senses the motion of head and causes LEDs
to glow. The moment head springs up, photo
sensor senses and LEDs stop glowing.
Concept

Circuit - 01

Research
GND

Design

12
11

Prototyping

Arduino hacking

10

Reflection

9

Process

Arduino

Lessons learned

4
3
2
1
5V

Photo sensor

0

LED

10K Resistor
Concept
Research
Design
Prototyping

Arduino hacking
Process

Reflection

Lessons learned

Arduino enhancement
2. LED’s on the wrestling ring bed to keep a
count of how many games each player has
won. The no. of games a player wins, those
no. of LED’s glow. This system essentially
tells us how many points a player has scored.
Rationale: We wanted to showcase a
scoreboard because of the competitive nature
of the game.
Technical stuff: We coded the point recording
system in Arduino. We modified the serial
button code in examples library to make it
work.
Concept

Circuit - 02

Research
GND

Design

12
11

Prototyping

Arduino hacking

10

Reflection

9

Process

8

Arduino

Lessons learned

7

1
5V

Photo sensor

0

LED

10K Resistor
Concept
Research
Design
Prototyping

Arduino hacking
Process

Reflection

Lessons learned

Arduino enhancement
3. A button on the side of wrestling bed to
start the music while playing the game.
Rationale: To make the experience of playing
the game more enjoyable and immersive.
Technical stuff: Code to play music on
pressing a button. We stored the music in
the form of .wav file in SD card attached to
the circuit. This circuit is hidden below the
wrestling ring bed.
Concept

Circuit - 03

Research
GND

Design

12
11

Prototyping

Arduino hacking

10

Reflection

9

Process

Arduino

Lessons learned

4
3
2
1
5V

Photo sensor

0

LED

300Ohm Resistor

Switch
Concept
Research
Design
Prototyping

Arduino hacking
Process

Reflection

Lessons learned

Arduino enhancement
4. Robots trash talking during the game.
Rationale: To leverage the “competitive”
nature of the game and make the overall
experience more engaging.
To introduce a comical element in order to
loosen up the tension between players.
Technical stuff: Code is similar to the one for
playing music. There are several .wav files
stored in the SD card of the circuit. There is
also a button to either side of the wrestling
bed besides joysticks. When the a player
presses a button, it triggers the trash talking
sound.
Concept

Circuit - 04

Research
GND

Design

12
11

Prototyping

Arduino hacking

10

Reflection

9

Process

Arduino

Lessons learned

4
3
2
1
5V

Photo sensor

0

LED

300Ohm Resistor

Switch
Concept
Research
Design
Prototyping

Arduino hacking
Process

Reflection

Lessons learned

Process
1. Research:
Soon after we got this project we started
exploring different ways existing toys can be
made more playful and engaging.
We did secondary research to come up with
some ideas regarding different forms of
feedback mechanism toys use. We could not
really do much of concept sketching or take
any major decisions before analyzing existing
analog toy options.
2. Field Visit:
We visited the field site mainly to explore
different forms of engagement museum
exhibit has installed and get inspired by their
creative usage of different materials and their

natural properties.
3. Store Visit:
The next step was visit to a local toy
store. We explored a lot of options and
simultaneously discussed on possible
arduino enhancements. After considering
several toys, we decided on “Rock ‘em Sock
‘em” because of the two player boxing game
challenge. We played the game onsite and
found the that to be very engaging. Playing
the game helped us in thinking through
what additional arduino enhancements
could later be added to this game to make it
even better.
Concept
Research
Design
Prototyping

Arduino hacking
Process

Reflection

Lessons learned

Process
4. Hacking decisions:
We decided on the main arduino
enhancements we wanted this toy to have.
We drew inspiration from Toy hack exemplar
of Zach lovall and Alberto Samaniego - our
previous cohort friends, in the process.
5. Prototyping:
We started making stuff. Considering
available time and skills we had, we
practiced arduino to get more comfortable
with this new technology. We hacked the
toy, dismantled every single part of it and
observed the materiality and connections.

6. Documentation:
We made a working prototype and shot
video of it. Finally documented our process.
Concept
Research
Design
Prototyping

Arduino hacking
Process

Reflection

Lessons learned

Reflection
How do the input and output methods you
chose to speak to the intended experiences
and context of use ?
The intended experience we want players
to have is one that falls on the realm of
escapism and joyfulness. We want players to
have an engaging experience while competing
with their opponent.
There are three different inputs to this toy.
One input is in the form of joystick which
facilitate punch actions of robots, other is in
the form of a button that is used to produce
the sound of trash talking and the third input
is also button for playing music. The joystick
input method induces playful aspect to the
overall gaming experience. Holding it by both
the hands and pressing it for robot punching
is very intuitive. The trash talk button input
method is also intuitive in terms of operating
it. It is placed closer to the joystick so that
player can reach for it easily while playing.
The music button is placed equidistant to
both the players. It basically to start the
game.
The button input form is one of the most
common form of input methods familiar to
everyone. There is almost zero learning curve
on how to operate it. Due to the competitive

nature of the game, we wanted players to
be able to give input effortlessly. Hence the
choice of buttons.
The output method is mainly in the form
of visual and audio feedback. The eyes
of robots lit up during the game. This is
to add human element to the robot. The
output of point recording system is also
in the form of LEDs. This is because it is
easier to perceive number of LEDs glowing
than to read a number on digital display. A
player can know how much he has scored
by looking at the glowing LEDs from his
peripheral vision more accurately than from
a display number. The audio feedback of
trash talking and music is mainly to add to
the gaming environment and create it an
immersive experience. The audio feedback
is also for a player to get into the mode of
playing a game and get excited about it.
Concept
Research
Design
Prototyping

Arduino hacking
Process

Reflection

Lessons learned

Reflection
How does your concept evolve while working
with the material ?
We started off with a rough idea of how
things should work but changed our direction
while prototyping due to constraints on
materials, skills and time.
Initially, we made a circuit to sense the
motion of head springing up. Our core idea
was to lit LEDs of Robot’s eyes. The eyes will
glow when the circuit is closed else it won’t.
We coded the arduino part and figured out all
the hardware connections. It worked well first
few times but later maintenance of hardware
and software connectivity got difficult. In
an attempt to fix this, we then used photo
sensor to sense the motion of robot’s head
springing up. Thus in this case, the initial
idea got deployed successfully with changed
working mechanism.
We never had any point system feature in our
minds when we started. The idea of player
scoring points evolved and got developed
while working on arduino code of serial LEDs.
We used waveshield chip for sound feedback
mechanism in the toy. This decision to use
the chip was not one of the best decisions
as it coasted us a lot more time and effort

than we expected. Our major chunk of
prototyping time was taken by sound
feedback mechanism but we made it work
towards the end.
Concept
Research
Design
Prototyping
Lessons learned

Lessons learned
What would you do differently if you were to
do it again ?
Firstly, we would start with this project
right from Day 01 to work on arduino.
With available time and skills we could only
explore limited options. Dealing with both the
software part of arduino and hardware part of
toy took lot of time than we expected.
Secondly, we wished we could have more
flexibility to try different circuits at early
stage of prototype working. We had already
soldered few circuits and fixed wire on the
robot before working on code.
The sound feedback chip took us a lot of time
to get that working. We wished we could have
directly purchased a ready made sound chip
which could have saved us some time. We had
to meticulously solder every connection to
make it work but we learned a new technique.

What would you have liked to have included ?
We would include more feedback mechanisms
to the toy by exploiting different properties
of available sensors. Due to the limited time
period, we could only include audio and
visual feedback mechanism in the toy. The

other options we would have liked to have
included are:
1. Feedback in the form of vibration
(sensory feedback) when a robot punches
the other.
2. Robots producing punching sounds.
3. Give other options than punching to fight
with the opponent robot.

What would you like to be able to do with
Arduino next ?
We would like to make a scary halloween
costume next year with arduino. We would
like to design a face where eyes would be
made from LEDs. These LEDs will glow in a
pattern that can simulate blinking of eyes.
There is a video tutorial available online that
enables people to change their voice via
arduino code. We would like to modify that
to have scarier voice when we speak.
Link :
http://www.youtube.com/
watch?v=8HZFY4Xti7k
Concept
Research
Design
Prototyping
Lessons learned

Hacked toy
Concept
Research
Design
Prototyping
Lessons learned

Hacked toy
Concept
Research
Design
Prototyping
Lessons learned

Hacked toy

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Gortekar yang toy hacking

  • 1. The Rock ‘em Sock ‘em hack - Manali Gortekar Yishi Yang
  • 2. Concept Robots Research Design Wrestling ring bed Prototyping Lessons learned Joysticks Concept: Mechanics: This game is essentially a boxing game where two robots fight with each other until one of them loses. The game has a plastic wrestling ring bed on which two robots are mounted. These robots are operated by joysticks which are attached as an extension to the either side of the bed. On pressing a joystick, robot punches. Two joysticks correspond to two hands of the robot. They have limited space within which they can move and dodge from punch. On punching the head of the opponent robot several times, it springs up. This indicates the other player has lost the game. Number of players: Prototype link : http://www.youtube.com/ watch?v=2eysrYnNP1c Two
  • 3. Concept Robot eyes Research Design Prototyping Music button Lessons learned Trash talking button Points recorder Arduino enhancements : 1. Eyes of the robots lit up by LEDs. ........... To indicate that player is still in the game. 2. LED’s on the wrestling ring bed to keep a ........... count of how many games each player has won. To showcase number of points a player has scored. 3. A button on the side of wrestling bed to start music while playing the game. ........... To make the gaming experience more immersive. 4. Robots trash talking during the game. ........... To make the boxing game more competitive.
  • 4. Concept Research Design Prototyping Lessons learned Research As a part of research for this assignment, we visited Wonderlab science museum in Bloomington, IN to observe different ways children interact with toys. We wanted to study how different dimensions of engagement, learning, creativity and playfulness are adjusted in every exhibit object. We went there with an open mind to derive inspiration from the various ways natural properties are utilized to create a playful and interactive experience for museum visitors. We narrowed our user focus group to teenagers age between 10 - 16 years. that the degree of active participation and learning aspect of that game kept players engaged for a long time. The other exhibit example was that of “lift you own weight” (img. 2) where maximum three players compete to reach to the top of a structure by lifting their own weight by rope. The competition aspect of the game added dramatically to the playfulness. The third interesting exhibit object enabled visitors to leave their impression. The interesting mode of feedback and novel usage of materials attracted visitors to this engaging experience of the object. Few of the interesting observations we came across in the exhibit was one that of an “Earthquake shake table” (img. 1) where a player has to build a wooden structure and connect them by pipes to sustain the jerky movements of table. We observed In addition to this museum exhibit visit, we also visited Target store to explore available options of analog toys . We did onsite brainstorming session of interesting analog toys to discuss their possible experience enhancement with arduino and finally decided on the “rock ‘em sock ‘em “ toy. img. 1 img. 2 img. 3
  • 5. Concept Research Design Rationale Ideation Prototyping Lessons learned Intended user group The intended user group for enhanced version of “Rock ‘em Sock ‘em” toy is teenagers between age 10 to 16 years. Intended context of use This toy can be used as a game played between two friends in an outdoor party. We imagine this toy to be played by teenagers in their pajama party. It can also be played by adults for their bachelor/bachelorette party. Goals for the experience Chris conley et al. from Institute of design, Illinois have classified engaging experience in four different realms: 1. Entertainment engagement 2. Education engagement 3. Escapist engagement 4. Aesthetic engagement. We intend to provide players escapist engagement where they could escape from their normal, daily reality for some time. This form of escapism is necessary for a person as it is not usually a part of their daily life. We intend to solidify this experience of escapism by focusing more on two parameters mainly user active participation and immersion. The active participation aspect is addressed by the competitive nature of the toy design which was already a part of it before it was hacked. Through arduino, we intend to create more immersive experience by enhancing the existing toy with different modes of feedback like light in the form of LEDs and sound in the form of speakers while playing. <<http://link.springer.com/chapter/10.1007%2F978-3-642>>
  • 6. Concept Research Design Rationale Ideation Prototyping Lessons learned Why should HCI care ? Play is a psychological necessity. It very important for an individual’s social, emotional, physical and creative development. Playing increasing social competency and emotional maturity. It provides a way to express and cope with feelings. It also contributes to overall body awareness and creative thoughts. There can be several intentions for playing this game. The escapist engagement can actively contribute to an individual’s social development. It can enable players to practice verbal and non-verbal communication skills while playing and respond well to each other’s feelings. The competitive aspect may enable an individual to experience other’s point of view by working through conflict’s about space, material and rules. Players can also relate escapism as experimenting with different roles , in our case boxers, by coming in contact with their needs and wishes which they would have never experienced in their real lives. Since this is not an individual game, the added dimension of player’s emotional maturity while competing with each other, quick decision ability and practice for spontaneous action adds more to the advantanges of playing this game.
  • 7. Concept Research Design Rationale Ideation Prototyping Lessons learned Early concepts 1. Dance Mattress While going through the toy store, we came across a dance mattress where a player has to place his foot on a selected areas in an attempt to match dance step along with the music. The original analog version of this toy was just a mattress with marked areas. The brainstorming session of using arduino technology with this toy led us to add both visual and sound feedback as a way to enhance experience. A player will be given a sample dance step to match in the form of light patterns which would be different colors LEDs glowing on different areas of mattress. These LEDs will have pressure sensor and will glow if a person places his foot on them. The player would be able to see if he is matching with the given patterns and music that goes with this step simultaneously. We thought that the degree of active participation would be much higher as player has to utilize his entire body while playing this game
  • 8. Concept Research Design Rationale Ideation Prototyping Lessons learned Early concepts 2. Changing Barbie This toy design utilizes conductive fabric to dress up a Barbie doll. The fabric will basically change into different colors and textures depending on user’s input. User will select a color and texture to be formed on the dress of doll on computer screen and the doll will lit up with different dress all the time. We thought that this would be an immersive experience as it involves learning and experimenting the fashion in endless ways. The immediate visual feedback on the doll might add more to it.
  • 9. Concept Research Design Rationale Ideation Prototyping Lessons learned Early concepts 3. Driving Madness This analog toy is essentially navigating a steering wheel to drive the car and reach to destination bypassing all the hurdles. Player get to see the route on a small screen in the middle of the steering wheel. We thought the idea of balancing and navigating a car would be interesting as it requires players to concentrate till they accomplish their task. Few toy enhancements we thought about were - giving sound feedback while driving to make it more realistic, visual feedback of the location of car in map and feedback in the form of vibration when a player clashes on to a hurdle.
  • 10. Concept Research Design Prototyping Arduino hacking Process Reflection Lessons learned Final concept Rock ‘em Sock ‘em This game is essentially a boxing game where two robots fight with each other until one of them loses.
  • 11. Concept Research Design Prototyping Arduino hacking Process Reflection Lessons learned Arduino enhancement 1. Eyes of the robots are lit up by LEDs indicating player is still in the game. The moment head of either robot springs up, eyes stop glowing. This indicates robot is dead and player has lost his game. Rationale: To make those robots more ‘real’ and give visual feedback to players for when should they start playing. Technical stuff: There is a photo sensor which senses the motion of head and causes LEDs to glow. The moment head springs up, photo sensor senses and LEDs stop glowing.
  • 12. Concept Circuit - 01 Research GND Design 12 11 Prototyping Arduino hacking 10 Reflection 9 Process Arduino Lessons learned 4 3 2 1 5V Photo sensor 0 LED 10K Resistor
  • 13. Concept Research Design Prototyping Arduino hacking Process Reflection Lessons learned Arduino enhancement 2. LED’s on the wrestling ring bed to keep a count of how many games each player has won. The no. of games a player wins, those no. of LED’s glow. This system essentially tells us how many points a player has scored. Rationale: We wanted to showcase a scoreboard because of the competitive nature of the game. Technical stuff: We coded the point recording system in Arduino. We modified the serial button code in examples library to make it work.
  • 14. Concept Circuit - 02 Research GND Design 12 11 Prototyping Arduino hacking 10 Reflection 9 Process 8 Arduino Lessons learned 7 1 5V Photo sensor 0 LED 10K Resistor
  • 15. Concept Research Design Prototyping Arduino hacking Process Reflection Lessons learned Arduino enhancement 3. A button on the side of wrestling bed to start the music while playing the game. Rationale: To make the experience of playing the game more enjoyable and immersive. Technical stuff: Code to play music on pressing a button. We stored the music in the form of .wav file in SD card attached to the circuit. This circuit is hidden below the wrestling ring bed.
  • 16. Concept Circuit - 03 Research GND Design 12 11 Prototyping Arduino hacking 10 Reflection 9 Process Arduino Lessons learned 4 3 2 1 5V Photo sensor 0 LED 300Ohm Resistor Switch
  • 17. Concept Research Design Prototyping Arduino hacking Process Reflection Lessons learned Arduino enhancement 4. Robots trash talking during the game. Rationale: To leverage the “competitive” nature of the game and make the overall experience more engaging. To introduce a comical element in order to loosen up the tension between players. Technical stuff: Code is similar to the one for playing music. There are several .wav files stored in the SD card of the circuit. There is also a button to either side of the wrestling bed besides joysticks. When the a player presses a button, it triggers the trash talking sound.
  • 18. Concept Circuit - 04 Research GND Design 12 11 Prototyping Arduino hacking 10 Reflection 9 Process Arduino Lessons learned 4 3 2 1 5V Photo sensor 0 LED 300Ohm Resistor Switch
  • 19. Concept Research Design Prototyping Arduino hacking Process Reflection Lessons learned Process 1. Research: Soon after we got this project we started exploring different ways existing toys can be made more playful and engaging. We did secondary research to come up with some ideas regarding different forms of feedback mechanism toys use. We could not really do much of concept sketching or take any major decisions before analyzing existing analog toy options. 2. Field Visit: We visited the field site mainly to explore different forms of engagement museum exhibit has installed and get inspired by their creative usage of different materials and their natural properties. 3. Store Visit: The next step was visit to a local toy store. We explored a lot of options and simultaneously discussed on possible arduino enhancements. After considering several toys, we decided on “Rock ‘em Sock ‘em” because of the two player boxing game challenge. We played the game onsite and found the that to be very engaging. Playing the game helped us in thinking through what additional arduino enhancements could later be added to this game to make it even better.
  • 20. Concept Research Design Prototyping Arduino hacking Process Reflection Lessons learned Process 4. Hacking decisions: We decided on the main arduino enhancements we wanted this toy to have. We drew inspiration from Toy hack exemplar of Zach lovall and Alberto Samaniego - our previous cohort friends, in the process. 5. Prototyping: We started making stuff. Considering available time and skills we had, we practiced arduino to get more comfortable with this new technology. We hacked the toy, dismantled every single part of it and observed the materiality and connections. 6. Documentation: We made a working prototype and shot video of it. Finally documented our process.
  • 21. Concept Research Design Prototyping Arduino hacking Process Reflection Lessons learned Reflection How do the input and output methods you chose to speak to the intended experiences and context of use ? The intended experience we want players to have is one that falls on the realm of escapism and joyfulness. We want players to have an engaging experience while competing with their opponent. There are three different inputs to this toy. One input is in the form of joystick which facilitate punch actions of robots, other is in the form of a button that is used to produce the sound of trash talking and the third input is also button for playing music. The joystick input method induces playful aspect to the overall gaming experience. Holding it by both the hands and pressing it for robot punching is very intuitive. The trash talk button input method is also intuitive in terms of operating it. It is placed closer to the joystick so that player can reach for it easily while playing. The music button is placed equidistant to both the players. It basically to start the game. The button input form is one of the most common form of input methods familiar to everyone. There is almost zero learning curve on how to operate it. Due to the competitive nature of the game, we wanted players to be able to give input effortlessly. Hence the choice of buttons. The output method is mainly in the form of visual and audio feedback. The eyes of robots lit up during the game. This is to add human element to the robot. The output of point recording system is also in the form of LEDs. This is because it is easier to perceive number of LEDs glowing than to read a number on digital display. A player can know how much he has scored by looking at the glowing LEDs from his peripheral vision more accurately than from a display number. The audio feedback of trash talking and music is mainly to add to the gaming environment and create it an immersive experience. The audio feedback is also for a player to get into the mode of playing a game and get excited about it.
  • 22. Concept Research Design Prototyping Arduino hacking Process Reflection Lessons learned Reflection How does your concept evolve while working with the material ? We started off with a rough idea of how things should work but changed our direction while prototyping due to constraints on materials, skills and time. Initially, we made a circuit to sense the motion of head springing up. Our core idea was to lit LEDs of Robot’s eyes. The eyes will glow when the circuit is closed else it won’t. We coded the arduino part and figured out all the hardware connections. It worked well first few times but later maintenance of hardware and software connectivity got difficult. In an attempt to fix this, we then used photo sensor to sense the motion of robot’s head springing up. Thus in this case, the initial idea got deployed successfully with changed working mechanism. We never had any point system feature in our minds when we started. The idea of player scoring points evolved and got developed while working on arduino code of serial LEDs. We used waveshield chip for sound feedback mechanism in the toy. This decision to use the chip was not one of the best decisions as it coasted us a lot more time and effort than we expected. Our major chunk of prototyping time was taken by sound feedback mechanism but we made it work towards the end.
  • 23. Concept Research Design Prototyping Lessons learned Lessons learned What would you do differently if you were to do it again ? Firstly, we would start with this project right from Day 01 to work on arduino. With available time and skills we could only explore limited options. Dealing with both the software part of arduino and hardware part of toy took lot of time than we expected. Secondly, we wished we could have more flexibility to try different circuits at early stage of prototype working. We had already soldered few circuits and fixed wire on the robot before working on code. The sound feedback chip took us a lot of time to get that working. We wished we could have directly purchased a ready made sound chip which could have saved us some time. We had to meticulously solder every connection to make it work but we learned a new technique. What would you have liked to have included ? We would include more feedback mechanisms to the toy by exploiting different properties of available sensors. Due to the limited time period, we could only include audio and visual feedback mechanism in the toy. The other options we would have liked to have included are: 1. Feedback in the form of vibration (sensory feedback) when a robot punches the other. 2. Robots producing punching sounds. 3. Give other options than punching to fight with the opponent robot. What would you like to be able to do with Arduino next ? We would like to make a scary halloween costume next year with arduino. We would like to design a face where eyes would be made from LEDs. These LEDs will glow in a pattern that can simulate blinking of eyes. There is a video tutorial available online that enables people to change their voice via arduino code. We would like to modify that to have scarier voice when we speak. Link : http://www.youtube.com/ watch?v=8HZFY4Xti7k