The musician

Project title: The musician

Project description: 

          The project consists of six parts: four analog buttons, a cable that connects the buttons to the board, the board, batteries that power the board, a cable that connects the board to the computer, and a shirt.

         The players need to use their right hands to control the two buttons on the left shoulder and their left hand to control the two buttons on the right waist. The shape of the buttons mimics the keys of an electronic piano. By controlling the keys, the players can make a gesture of hugging themselves while playing the game. The players creates muscle movements while controlling the keys to play the game, and these muscle movements are fed back into the game through the keys. I describe this interaction as the player being a performer in an electronic world. The players can tactilely listen to the music that they are playing in the electronic world.

          The four buttons and the board are sewn to the shirt with thread, and the conductive threads don’t touch each other to make sure the controller doesn’t short out. A pocket is added underneath the board to organize the battery. The buttons are thin enough to fit like clothing, ensuring that the players can feel the movement of their muscles as they control the buttons.

          All four buttons are analog sensors that read the amount of pressure (the amount of current passing through each side) to determine if a button is pressed.

Photos: https://drive.google.com/file/d/1u5dbOpOp4KF9eVv2nKdYfLCDgf57DZsb/view?usp=sharing

https://drive.google.com/file/d/1JcSiCCU-5FhdJ0M8vv3DKY6OiKv8C-wH/view?usp=sharing

https://drive.google.com/file/d/1kqrFlTT5P6yWq5nuIZkoQBLgt1zIjk4J/view?usp=sharing

Video: https://drive.google.com/file/d/1MN90CeODfPmMDYcPky1Jbc55T-Z0yzuD/view?usp=sharing

Parts list:

Four analog sensors

Conductive thread connecting the buttons(analog sensors) to the board.

Board

Batteries to power the motherboard

Cable to connect the board to the computer

A shirt

Materials list:

4 pieces of fabric-textured tape

8 pieces of conductive fabric

4 pieces of resistive fabric

16 conductive threads

4 x 10K resistors

Circuit Playground Express

USB cable – A/MicroB – 3ft

3 x Alkaline AAA batteries

3 x AAA Battery Holder with On/Off Switch, JST, and Belt Clip

Circuit diagram: https://drive.google.com/file/d/1l1C–pqdtpoNTZEEtWrVA_IJxYG8lHD9/view?usp=sharing

Link to code: https://github.com/Yunting1123/DIGF-MUSICAN/blob/main/code

Project context:

          Before making this work, I first thought about what aspects of wearable controllers I wanted to utilize in my design.

          The first is that users will inevitably come into contact with their own bodies when operating wearable controllers. When wearable controllers are located on various parts of the body, users will naturally develop various gestures when using these controllers.

          Second is the personal uniqueness of wearable controllers. Since they need to be worn on the body, it can be said that they are personalized, and depending on each player, new possibilities may arise or adjustments may need to be made.

          Lastly the lightness of the wearable controller, it can be made thin enough, thin enough to be combined with the fabric of the clothing, without burdening the player with weight or the feeling that they are carrying some kind of device on their back.

          At the same time, I would like to use this work as a study in my research of “using real-world materials to help players strengthen their personal perception and self-identity while playing in the digital world, to feel their uniqueness, and not to be disturbed by the increasingly large and chaotic information in the digital world”. With the help of the following three references, I set the design concept of this wearable controller as follows: I hope that through the controller, which is a bridge connecting the physical world and the digital world, the players can realize their own significance in the process of interaction by feeling their own muscle activity and body temperature, and that the players themselves are the initiators of all interactions, the listeners, and the musicians. Therefore, I wanted to position the keys in such a way as to encourage the user to embrace themselves. I needed to place two buttons on the left shoulder and two on the right waist. The controller buttons are shaped like the keys of an electric piano. The buttons need to be thin and light enough so that the player can feel their body muscles moving underneath the buttons. The board and batteries, which are the heart of the controller, will be located near the player’s heart.

Reference 1: Czerwonka, Sara, et al. “One Ring Fit to Rule Them All? An Analysis of Avatar Bodies and Customization in Exergames. ” 

          In this article, the authors suggest that in fitness games, “idealized” characters that serve as avatars for players in the virtual world are limited in body type and often binary in gender. In-game avatars tend to be customized to focus more on the equipment they wear than on their actual physical body, and as a game that requires the player to exercise in the real world, it is incomplete to take into account the player’s personal details of their body type and health metrics. Finally through the authors’ research, the appearance of the character can simultaneously have an impact on the player’s behavior both inside and outside of the virtual environment.

          The subject matter of this article shares some similarities with the direction of my research, so building on the issues raised in this article, I hope that my wearable controller seems to be able to bypass the world in the screen and address these issues to some extent from a physical world perspective. Since the wearable is the subject of the user, it is much more personal than an external device, and for the purposes of wearable use it needs to be adapted to the individual’s body type. And in the process of using it, it emphasizes more on the connection with the wearers themselves, and when some of the commercial games have not yet been changed, by letting the wearers get in touch with themselves, it helps the wearers to stabilize their self-identity, feel their influence on the digital world, and listen to more of themselves rather than the fixed image they have been designed to have.

Reference 2: Richard, Gabriela, and Yasmin Kafai. “Making Physical and Digital Games with e-Textiles: a Workshop for Youth Making Responsive Wearable Games and Controllers.” 

          In this article, the authors mention learning through design a system by the learners themselves. This inspired my work. I want the player to feel a system of activity within their own body that they have constructed when using this controller, and the movement of this system within their body affects the digital world, and every small change in this system is reflected back to them in the digital world.

Reference 3: EJtech. “liquid MIDI: paper goes electronic to create unique controls and sounds.”

          In this piece, electrically conductive ink is printed directly onto fabric, working through a microcontroller as well as MIDI protocols. In my work, it is important to ensure that the final piece is thin and lightweight. The qualities and shape of this unique material inspired me to make my controllers lighter. While I can’t print directly on the fabric, I can use conductive threads instead of ink. I wrapped the sensors in fabric tape and sewed them to my shirt to achieve the tactile experience of controlling on a soft fabric, so that the player not only gets the feedback of pressing the buttons, but also gets the feedback of feeling the buttons being pressed themselves.

Citation:

  EJtech, Piotr boruslawski. “liquid MIDI: paper goes electronic to create unique controls and sounds.” Designboom. July, 2015. https://www.designboom.com/technology/ejtech-liquid-midi-07-20-2015/

  Czerwonka, Sara, et al. “One Ring Fit to Rule Them All? An Analysis of Avatar Bodies and Customization in Exergames.” Frontiers in Psychology, vol. 12, 2021, pp. 695258–695258, https://doi.org/10.3389/fpsyg.2021.695258.

  Richard, Gabriela, and Yasmin Kafai. “Making Physical and Digital Games with e-Textiles: a Workshop for Youth Making Responsive Wearable Games and Controllers.” Proceedings of the 14th International Conference on Interaction Design and Children, ACM, 2015, pp. 399–402, https://doi.org/10.1145/2771839.2771926.

Process photos: https://drive.google.com/file/d/17ZqOxggPKYUvRuxP2gZwC3-N4NMVtQHj/view?usp=sharing

Design choices:

          I thought about whether to use colours or black and white for this controller, including the shirt, but in the end I chose black and white, because I think black and white is more likely to remind the player of a piano, which in turn relates to my theme.  I think less colours in this controller can let players have more space for their own imagination.

          At the same time, I was hesitant to choose between digital switches and analog sensors, because digital switches are more sensitive and stable. But in the end, I think analog sensors are more suitable for the theme of the work, because it is important for the player to use force to press and feel their own muscle movement to achieve the design purpose.

Next steps:

          There are a lot of things I need to consider when I finish this project. The first was the reusability of the controller. Since the sensors and the board are sewn directly onto the shirt, it is almost impossible to take them off and wash the shirt separately, so I need to think about what to do if the shirt get dirty during use or need to be washed after a long period of time.

          Secondly, the buttons on the right waist I think should be further adjusted, because depending on the body type and the gesture when wearing and using it, there is naturally some pressure exerted on the right waist position, making the control not sensitive enough.


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