Midterm
A. Connection Tree - Lyndaura and Mia - Inmi Lee
Warning, my phone broke during this project so we dont have the end result
B. Context and Significance
Our Connection Tree grew from our discussion where we explored interaction as a way to bring people closer. It got us thinking about how we often overlook the importance of spending time with the people who matter. We move fast, distracted by screens and schedules, and meaningful moments slip by unnoticed. Eventually as time passes we look back and feel as though something may have been missing especially in terms of relationships, where platonic, romantic, or familial. This earlier project made us realize that interaction isn’t simply touch or response, it’s about the emotional weight we bring to those moments. Interaction especially amongst humans is almost similar to a heartbeat, something that lives or dies based on the care we put into it.
With Connection Tree, we wanted to create a kind of visual diary. One that lives and breathes based on the attention it’s given, just like our relationships do. This extravagant piece is for all that feel life is moving too fast or that they’re losing touch with those who matter. It’s a personal, quiet and aesthetic reminder of the power of presence. As well as the value of just showing up even for a short moment.
C. CONCEPTION AND DESIGN
The Connection Tree is a reminder to stay connected. At its core, there’s an apple with a speaker that buzzes whenever the motion sensor detects someone nearby, it’s calling out to you to interact. When two people press the voluptuous scrumptious apple buttons on either side of the tree’s roots and hold them down, they’ll be prompted to play a game of rock-paper-scissors. This adds a playful interaction, a moment to pause and connect. It can also solve disagreements as well, rock paper scissor’s rules above all.
The tree itself reflects the health of a relationship through its leaves. Regular interaction keeps them green and vibrant, symbolizing a healthy connection(hooray!). But if the tree is neglected, the leaves start turning brown, showing the effects of fading care(not hooray!). If it’s left alone for too long, a small tombstone even appears with “RIP to your relationship” . It may seem humorous at first but it's a legit reminder of what happens when bonds are ignored. When you ghost too long, you become the ghost. Whoosh. However, bringing it back to life is simple; just interact with it again, and the leaves will return to their natural green, showing that attention is quite an important part of reviving connection.
To create a natural tree bark look, we covered the tree with clay, giving it a textured and earthy feel over the cardboard structure. We cut out ridges and formed cracks with a stick. The choice of cardboard itself is quite important, as it once came from a tree and now serves as part of one again(it’s not like it's the most ready and available material hahaha) . Each piece was hand-painted with acrylic paint, adding warmth and personality to the overall look.
For the branches, we used plastic tubing cut at slanted angles, which we then layered with clay to make them look organic rather than pin straight. The tubing was easy to shape and sturdy enough to hold the structure without adding much weight. Around the tree’s base, we added small characters like a squirrel, Totoro, and a bunny, creating a comforting scene that invites people to engage with the tree as though it’s part of a small, lively little ecosystem.
Originally, we wanted to add a color gradient to the leaves, showing a slow change from green to brown as the tree’s health declined. But given the time… We went with the simple but still pristine green and brown to keep things manageable. We also thought about making the apples drop if the tree was neglected, but this would have made resetting them too much work for users, so we decided to keep them fixed in place. As having to pop each one back in may make the users want to avoid using the tree as it's a strenuous task. Then this person would have absolutely no social life at all and that is not recommended by us in the slightest.(sponsored by connection tree).
Each part of the design is meant to draw people in and remind them to be present.
D. FABRICATION AND PRODUCTION
Oh my gosh. Where do I even begin?
This project although super fun was super detrimental to our lives. The overly complicated nature of our project really had us doing backflips throughout the ima lab. This is our thorough account of our production journey, collaborative methods, user testing insights, and the many adjustments that are needed as we progressed.
Early Stages: Concept Development and Initial Coding
Our project kicked off immediately after it was recommended to begin. Brainstorming sessions were quite intense, and we worked late into the night to fully flesh out the concept. We wanted to create a responsive, servo-based model with layered interactions, and our initial brainstorming centered on identifying ways to integrate motion sensors, servos, and buttons into a cohesive design. We got a lot of feedback from Inmi that was incredibly helpful, questions such as “why do they need to be buttons?” “ What is the significance of this particular interaction?” and so on really helped us flesh out our original concept.
To begin the coding process we took to the white board, Mia, with her strength in pseudocode, took the lead in mapping out key sections of the code on the board. This was incredibly helpful as saying the parts of the code out loud made it easier to figure out how to approach the next line of code. We identified the key parts of the code, writing out the program’s structure so that once the coding phase began, we had a reference for easier programming. During this phase, we stayed late, usually until 4 or 5 a.m., as we explored each servo’s direction and settings. Testing movement options helped us determine the ideal configurations for smooth functionality.
Our optimism was high in these early stages, as everything seemed to be progressing smoothly, but our schedule only grew more intense from here. Each night’s work brought us closer, though sleep deprivation began to take a toll, foreshadowing the longer nights to come.
Physical Model Construction and Setbacks:
Once the design plan was in place, I took on the construction of the physical model. This involved carefully cutting and stacking cardboard pieces to build the tree trunk and other structural components. To achieve a rounded appearance for the trunk, I cut small hashes into each cardboard layer and meticulously stacked them. This process was labor-intensive, requiring hours of concentrated work, and as we stayed until 4 a.m., we felt like we were finally seeing the physical manifestation of our idea. However, despite our dedication, an unexpected setback awaited us. When we returned to the lab the next day, we discovered that, as we hadn’t labeled our stack of materials, it had been mistaken for scraps and was sacrificed to the materials cardboard bin. Our project’s hard-won parts had been taken apart, with bits of our model now scattered among the cardboard scraps.
Realizing the necessity of starting from scratch, I shifted my approach to save time. Rather than constructing every shape individually, I sought out objects of similar forms that could be repurposed, allowing us to work more efficiently. Despite this adaptation, the work stayed intense, as cutting the thicker cardboard components that some might have been attached to other parts required a ton of physical effort. As I brought out the saw I found myself doing just that for the next few hours. By the end, we were so exhausted that we found ourselves taking quick naps on large cardboard sheets in the lab to hold onto our last bits of brain functionality.
Wiring and Electrical Setup:
Once the physical model was reassembled through the lovely means of hot glue, we moved on to wiring the components, an unexpectedly difficult task. As I wore ortho-k lenses, which required eight hours of wear time daily for clear vision, the short sleep windows reduced my lens-wearing time, affecting my sight.. Attempting to wire the pieces with limited vision was challenging, and I often had to get my whole face up in there to really get the connections correct. I kept misplacing wires and having to redo it and as a result I became really strict on color coding to make sure there was no room for error.
After hours of connecting servos, buttons, and sensors, we finally powered up the system, only to find that, despite feeling the slight shake in the servos, the model wasn’t responding as intended. The code was error-free, and the serial monitor displayed correct responses, but something was still wrong. After pulling yet another all-nighter and missing two classes to troubleshoot, we consulted with LA who verified our code and wiring, confirming there were no apparent issues. However, they suggested the problem might be with the power supply. We received an external source of power and Inmi suggested we separate the servos onto a different breadboard as well as the buzzer and motion sensor on the other.
Following this advice helped partially restore functionality. However, the motion sensor worked, but the buzzer emitted only a faint sound. To our ears it wasn’t buzzing at all we had become numb to the specific sound but once it was pointed out suddenly it wasn’t missing anymore. Our model required a clear buzzer tone, so we swapped it out with a new one, restoring full functionality to the audio component. These issues set us back significantly but also highlighted the importance of how we use power as well as what parts we are using.
User Testing Insights and Project Adjustments:
The user testing phase provided crucial insights into the effectiveness of our interactive design. During testing, users mentioned that the buttons lacked appeal and that more visual signals were needed to convey functionality. To address these points, I refined the physical design and adjusted the interface to improve intuitiveness. I made them big juicy apples, hand painted. Small tweaks to the design sketch included enhancing the button design and introducing additional visual cues to indicate interaction points. As well as changing the count feature to millies.
However, we quickly realized our project’s design wasn’t entirely suited for user testing, as the interaction time was far longer than what could be captured in a brief session. This feedback pointed us toward simplifying certain elements of the project to make it more accessible in shorter time frames. Adapting the model to reduce complexity without losing functionality required significant rewiring and code adjustments, but it proved essential to ensure users could somewhat grasp the models purpose by looking at it.
Somewhat the end:
Following an exhausting week of continuous work, that weekend I found myself battling a fever and extreme fatigue due to lack of sleep, and I ended up bedridden over the weekend after a visit to the local hospital. This delay left us with two days, limited time to complete the remaining steps before presentation. We then resumed our work, only to encounter fresh issues: the model, which had previously been functional, was now malfunctioning.
The issues were pervasive: the servos didn’t respond as intended, and the buzzer was unresponsive. Rewriting parts of the code and rewiring the components took hours, but troubleshooting was still complicated by hardware inconsistencies. I nearly shed a whole single tear! After reaching out to lab assistants again, we discovered that our Arduino board struggled to power all components simultaneously. Connecting to a separate power source showed the arduino wasn't really responding as well and it also revealed that while one component functioned, others failed to respond. This issue forced us to further simplify the wiring and mechanisms, ultimately reducing the model’s complexity to accommodate the limitations of our Arduino board.
Adding to these challenges, my ortho-k lens broke, worsening my vision, and coding with -4.75 sight added another level to fatigue and headache. Despite this, I managed to paint the tree leaves and branches, as the clock ticked down to our presentation deadline.
Project Presentation:
On the final day, our tree model was still missing all its decorative elements, and we hadn’t had time to go through the process of attaching the planned leaves and bushes. During our presentation we were exhausted, delirious, and our project got creative and found new ways to malfunction. However, later we stayed focused as we pulled together the final wiring and adjusted the servo timing to ensure consistent movement. Simplifying everything was essential, and we found that repositioning some of the servos allowed for smoother operation within the constraints of our power supply. Another issue we came across was that the apples after painted weren't working as buttons so I quickly soldered a new pair, painted them and made sure there copper wasn’t covered with paint and it worked. After hours of trial and error, we finally had a working, albeit simplified, version of our model. Despite the setbacks, it was finally complete.
I painted and painted
Though our tree remained unfinished at that presentation, with several elements left unimplemented, we reflected on each production choice as a necessary step. Also to the visual appeal of the tree model, I used air-dry clay to texture the bark, giving it a realistic rough quality to it. I then painted over the clay with acrylic paint, layering different shades to capture the natural variations of tree bark. This painting process brought out the depth in the texture, making it more lifelike. Additionally, I crafted more branches, carefully sketching out the details to ensure each branch contributed to the overall design cohesively.
To create a sense of an ecosystem, I added artificial grass around the base, hand-painted apples for a pop of color, and incorporated small elements to mimic natural surroundings. I had a worm coming out of the apple, bunnies, squirrels, totoros. These adjustments not only enhanced the visual appeal but also brought a sense of vibrancy and completion to the model, giving it a polished, dynamic look. Each element was strategically chosen and painted to ensure it worked harmoniously with the entire setup, reviving the project and aligning with our initial vision of an interactive, visually captivating model. Once again we found that some wires had fallen out in the process so we rewired it again and due to the simplification of the process it worked! At last,
E. Conclusions
The primary goal of our project was to create an interactive model that would visually and physically represent human connection and decay over time. We wanted to design something that went beyond mere observation and invited a more personal, sensory experience, like something users could engage with directly and feel their impact upon. Our definition of interaction focused on creating an immersive, grounded experience where physical movements and mechanical components, such as motors and sensors, would evoke a tangible response. Unlike a simple digital interaction, which are often confined within screens, this project aimed to engage users in their real human lives.
Our project achieved these interactive goals in several ways. When fully operational, the model’s sensors and servos responded directly to user input, giving the tree a “living” quality. By pressing buttons and observing changes in the tree’s state, users could influence its health and livelihood, creating a responsive relationship. This design encouraged users to feel their impact on the model’s appearance, which became clear as we observed them interact. They engaged with the tree, intrigued by its reactions and curious about its connection to time and life.
Despite these successes, there were areas where our project did not fully align with our ideal definition of interaction. Technical issues with power and servo stability limited the model’s ability to maintain consistent interaction. These disruptions broke the continuity we aimed for, reminding us that physical mechanisms can sometimes lack the reliability of digital systems. Additionally, some users found it challenging to understand the full impact of their actions on the tree’s state, indicating a gap between our envisioned interaction and the audience’s experience. Feedback from user testing emphasized the need for clearer cues, such as visual or auditory signals, to guide users more intuitively in their interaction with the model. This feedback underscored the importance of refining interaction cues to ensure a smoother, more transparent experience. The people are using the project are just as important factors in the project.
If given more time, I would focus on improving the stability of the mechanics and enhancing sensory feedback elements. Strengthening the power system and recalibrating the servos would reduce interruptions, allowing for a more immersive experience. Adding more visible indicators and auditory cues like speech, questions, melodies, would create a more intuitive understanding of how user actions influenced the tree’s state, fostering a more seamless interaction. Small additions, like the apples lighting up and more varied color changes in the leaves, would amplify the interaction further, creating a more emotional and lasting connection with the tree.
Reflecting on the setbacks we encountered, particularly in troubleshooting wiring and adapting power distribution, I learned the importance of flexibility in interactive design. The technical failures we faced taught me to problem solve as soon as it arises. I learned that problems can literally spawn from anywhere. These challenges required us to simplify certain aspects, helping me better understand how to prioritize essential functions while preserving the essence of our interactive vision.
The project’s successes gave me a strong sense of accomplishment in creating something that combined mechanics, interaction, and visuals. Watching our model come to life and observing users engage highlighted the importance of physical interactions. This experience definitely made me more interested in working with arduinos and sensors but I think in stages that are not so rushed,
CODE
#include <Servo.h>
const int motionSensorpin = 1;
const int buzzerPin = 6;
const int button1pin = 5;
const int button2pin = 4;
const int servo1pin =8;
const int servo2pin =9;
const int servo3pin =10;
const int servo4pin =11;
const int servo5pin =12;
const int servo6pin =13;
const int servo7pin =7;
unsigned long timer;
Servo topBranch;
Servo leftBranch;
Servo rightBranch;
Servo bottomBranch;
Servo tombStone;
Servo leftStem;
Servo rightStem;
void setup() {
Serial.begin(9600);
topBranch.attach(servo1pin);
leftBranch.attach(servo2pin);
rightBranch.attach(servo3pin);
bottomBranch.attach(servo4pin);
tombStone.attach(servo5pin);
leftStem.attach(servo6pin);
rightStem.attach(servo7pin);
pinMode(motionSensorpin, INPUT);
pinMode(button1pin, INPUT);
pinMode(button2pin, INPUT);
pinMode(buzzerPin, OUTPUT);
int count = 0;
int wait;
bool wilt = false;
timer = millis();
}
void loop() {
int count = 0;
int wait = 0;
bool wilt = wilt;
if (digitalRead(motionSensorpin) == HIGH) {
tone(buzzerPin, 1000);
delay(1000);
noTone(buzzerPin);
}
while (millis() - timer <= 120000) {
int buttonState1 = digitalRead(button1pin);
int buttonState2 = digitalRead(button2pin);
if (buttonState1 == HIGH && buttonState2 == HIGH) {
count = count + 1;
wait = random(2000,20000);
leftStem.write(180);
rightStem.write(180);
delay(wait);
leftStem.write(90);
rightStem.write(90);
}
}
if (count >= 3 && !wilt) {
count = 0;
timer = millis();
} else if (count >= 3 && wilt) {
count = 0;
topBranch.write(180);
leftBranch.write(180);
rightBranch.write(180);
bottomBranch.write(180);
tombStone.write(180);
timer = millis();
} else if (count <= 3 && !wilt) {
count = 0;
topBranch.write(0);
leftBranch.write(0);
rightBranch.write(0);
bottomBranch.write(0);
tombStone.write(0);
wilt = true;
timer = mil
Taking it apart: