The objective of this project idea is to create a box that encourages the user to complete a useless task for a prolonged amount of time.
To do so I imagine making a puzzle like box that is both satisfying to physically use, but unsatisfying mentally in the terms of a solution. I want the users to approach the artifact as if it were something alien needing to be explored. It should be fun and rewarding to explore but leave the user with a sense of "why did I waste my time doing that".
The Box will include several components
four throw switches (either being at high or low states) - these switches will make up the main component of the puzzle aspect. When the right combination of high or low switches is met the box will react
Progress Bar - the progress bar will proceed whenever the user has completed the right combination of switches. The bar will give the user an incentive that they are doing something correct and they should feel the need to see it through to the end out of curiosity.
On/off button - this will simply turn the object on and off as well as reset it.
Speaker - (this is optional) the speaker will give further feedback to the user, letting know they have gained progress when not looking at the progress bar. I also imagine sound could be used to create intrigue, if random sounds were played when certain combinations are met to throw off the user.
Vibrator - (this is also optional or could be used in place of a speaker) this would be used to give physical feedback that the progress bar has proceeded.
Unfortunately with 4 switches, things become very complicated very fast. If there were only one solution for each stage aka a one in 16 chance of stumbling upon the solution (which is the goal of the object) It might take too long, and cause people to become frustrated and then give up.
I think a good solution to this problem would be to set up the logic so there are more possible answers per set (instead of using exclusive ands we can throw in a bunch of ors.
I imagine the solutions of the sets should be easier when you begin and then get more difficult as you continue. On the left I show a possible first case where the answer could be found 7/16 combinations.
The "end case" will be disappointing- once they have stumbled onto all the solutions a little jingle will play as if the box has done anything and then shut off.
I believe the presentation of this artifact is important. It should look clean and defined to manipulate the user into thinking its solution is. I want it to look mysterious, perhaps adding symbols on the switches to indicated high or low might have some special unveilable meaning.
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I made this cube model to start thinking about the scale of the object and its geometry. I settled on this scale because I believe its a good compromise between fitting the electronics and still easily hand held. The bevels make it more accommodating for the hands. I have already had a lot of fun playing with this as a fidget toy with the positioning of the switches.
Above are my working logic tables.
They are formatted the following way:
Case One: 6 possible solutions
Case Two: 6 possible solutions
Case Three: 3 possible solutions
Case Four: 3 possible solutions
Final Case: 1 possible solutions.
The hardest part about setting these tables is making sure the solutions do not overlap between sequential steps. For the second case there are two cases where the answer to the first case are also answers to itself. To try to work around this issue I have added to the case saying it is not true if the switches are the possition they are in when the first case is solved. This might be hard to code and if I have issues I will need to rework the second case so none of the answers are overlapping with the first.