This final project serves as the capstone for this class-- combining various skills that we've picked up over the past few months.
These are just some sample materials I think I'd need to construct the model in real life. None of these are set in stone, just a general idea.
Optical illusions are super rad. They challenge our sense of reality, provoking feelings of curiosity and wonder... plus, who doesn't like looking at cool shit?
For this project, I wanted to find a way to combine my love for optical illusions and lights with my desire to try out a variety of different fabrication methods. I landed on an idea I feel excited about, although the actual form and interaction design may warp over the semester as I learn about new materials and sensors.
There are so many optical illusions out there, some more mesmerizing than others.
After doing some research to see what illusions I could replicate in real life, I ended up landing on a complex infinity mirror design. Infinity mirrors are made by placing two (or more) parallel mirrors on top of each other with space in between, which is a phenomenon you've likely experienced in fitting rooms, hair salons, and bathrooms with more than one mirror. This creates a series of smaller and smaller reflections that appear to recede into infinity-- a disorienting and sometimes uncomfortable experience (as seen below).
To make this illusion more warm, welcoming, and mesmerizing for the viewer, I took inspiration from James Turrell, an American artist who has dedicated much of his career towards creating immersive installations using both natural and artificial light to warp the viewer's perspective on reality. I used examples of his work and other artists like him to create a moodboard best described by words like "immersive", "sensorial", "disorienting", and "trance-like".
Before I touched any CAD programs, I iterated through a series of sketches until I landed on the following design: 5 infinity mirrors, spaced out randomly on a ceiling, with servo motors attached to change the angle of the mirrors as a person moves below them.
Then, I started the process of 3D modeling my design in Fusion360, where I later did my best to render it.
As I learned more over the semester, I decided to scope down my project into something more bite-sized, which in this case was a singular mirror that would be able to track a person’s face and actuate accordingly on two axes.
I spent a TON of time designing the architecture, circuit, and code to try to make this project work, only to realize about a week from the final presentation that I would NOT have a sufficient amount of time to get something working. If you want to see some of the work I did that just didn’t pan out, feel free to check out my Input Devices week and Output Devices week where I spent a lot of time figuring out how to translate facial detection coordinates to instructions a stepper motor could understand. I even ended up making the mirror and frame, which I’m actually very proud of! I learned a lot of woodworking skills here, both manual and automated (with a fancy Shaper router).
I decided to pivot to something more achievable with the time and energy I had as the semester came to a close. I landed on the idea of a sequencer that is so dumb simple to use, that a 5-year-old could use it. This sequencer has knobs to control the eight steps of a melody, eight steps of a bassline, and other controls to vary the tempo, key, and wave shape.
Creating a sequencer that’s simple enough for a 5-year-old to use serves several purposes. By simplifying an instrument’s interface, you make it accessible for beginners or those who are new to music production. This encourages people of all ages, including children, to explore and experiment with music creation without feeling overwhelmed by complex controls. Additionally, a simple sequencer can be an excellent educational tool for introducing the basics of music theory and composition, helping users understand fundamental concepts of rhythm, melody, and harmony in a hands-on and interactive way. The simplicity of the interface promotes a sense of playfulness and creativity, allowing users to easily experiment with different melodies and basslines by turning knobs and pressing buttons, fostering a fun and exploratory approach to an entire art form.
So many people have great ideas they can never bring to fruition, simply because they don’t know how to strum a guitar or use a digital audio workstation. Simply put, the goal of My First Sequencer™️ is to break down barriers to entry in music production for anyone and everyone.
In approaching the development of a kid-friendly version of an 8-step sequencer, my research was a multi-faceted exploration that encompassed a range of influences and considerations. Firstly, I delved into the realm of high-tech sequencers, examining the features and functionalities of advanced electronic music production tools. This investigation aimed to distill the essential elements of sequencers used by professional musicians, identifying key principles that could be translated into a simplified and child-friendly format. By understanding the technological landscape, I could ensure that the final product incorporated some of the fundamental aspects of sequencers while tailoring them to the needs and capabilities of young and/or amateur users.
Simultaneously, my research extended to studying Fisher Price's catalog and other well-established brands known for producing popular, entertaining toys for children. This analysis provided valuable insights into successful designs, durable materials, and engaging interfaces that resonate with a younger audience. Fisher Price, renowned for creating toys that blend entertainment with educational value, served as a particularly relevant reference point. The aim was to draw inspiration from their expertise in crafting interactive and age-appropriate products, ensuring that the kid-friendly sequencer would be not only entertaining, but also conducive to early childhood learning.
The process of identifying core features involved a meticulous examination of the developmental needs and cognitive abilities of young children. This step required a synthesis of insights gained from both high-tech sequencers and children's toy catalogs. The goal was to distill the essence of sequencer functionality into a simplified, yet captivating design. This included considerations such as the size and ergonomics of control knobs, the visual appeal of the interface, and the overall durability of the device to withstand the rigors of enthusiastic play by young users.