Result
A video explaining and demonstrating our project.
Affiliates
@williamdalsto @gyllenstendesign
Cosimo Galluzzi
art blog(derogatory)

Acquired Stardust
cherry valley forever

pixel skylines
Jules of Nature
Alisa U Zemlji Chuda

Origami Around
wallacepolsom

oozey mess
let's talk about Bridgerton tea, my ask is open
AnasAbdin
will byers stan first human second

祝日 / Permanent Vacation
noise dept.

izzy's playlists!
Monterey Bay Aquarium
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@sandt22
Result
A video explaining and demonstrating our project.
Affiliates
@williamdalsto @gyllenstendesign

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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Lesson plan
As per the brief, the learning experience will ultimately happen inside a classroom, meaning it will be incorporated into a school module, even though we were not required to heed any of official learning outcomes on UDIR or elsewhere in our design. Meaning we will have to consider our learning experience within the confines of a lesson plan.
Bringing it all together, the lesson begins with an introduction to the overarching concept and some general rules which applies to both the analogue and digital games. Afterwards, the class is split in half: Team Analogue and Team Digital, where the teacher will quickly brief the students on the narrative. Then each team is split in two yet again: one group will be defusing the bomb, while the other group has access to the bomb manual which they have to decode. After 25 minutes, the team will have the opportunity to switch games, so that both teams gets to experience both the analogue and digital bomb. After yet another 25 minutes, the two teams are disbanded, returning to being a class as a whole. The teacher then gives the students some prompts to make them reflect on the experience and how it applies to their lives as a whole beyond the classroom.
Pedagogical theories
Vygotskys proximal learning zone.
Reflection
During playtesting we experienced that engagement dropped in the first and last part of the lesson, because it followed a traditional lecture format. An interesting iteration on the lesson plan would be to try incorporating the reflection prompts into the game itself, in attempt to circumvent the traditional teacher-student lecture dynamic.
Affiliates
@williamdalsto @gyllenstendesign
Communication modes
The key aspect of our concept is the communication happening between the bomb defusers and bomb manual decoders.
Team Analogue
We made a thread track device to simulate snailmail. How slow physical communication is and thus how deliberate one has to be in what information one sends.
Notifications with a honking horn.
They are only allowed to communicate through drawings.
Team digital
We handed the students our smartphones to communicate with.
Students cannot communicate in Norwegian.
The students are allowed to arrange for what kind of code language they wish to use.
Affiliates
@gyllenstendesign @williamdalsto
Bomb manual
The second part of our concept was the bomb manual which holds the key to defusing the bomb, hidden in encrypted puzzles.
Although not the primary feature of our design, it was inspired by escape room puzzles.
Analogue puzzles
Professor RumlegĂĄs has gone missing! Homemade sketchy aesthetic.
Digital puzzles
Google street map
Inspect wikpedia page — make the students feel like real hackers
Code hidden in console of a webpage
USB disk containing various files
Ctrl f through a faux vg front page
Prowling through suspicious posts in a social media hashtag
Visiting the internet web archived page of a dead link website
Looking for hidden messages in the web search history of a web browser
Looking through a youtube video for recurring iconography
Listening for morse in an audio file or blinking lights
An idea was to make the students plug in their phone to the computer with a USB cable for narrative immersion.
Affiliates
@gyllenstendesign @williamdalsto
Digital bomb
We unfortunately didn’t achieve as high finish on the digital bomb as we did on the analogue bomb. We originally planned to make the digital bomb into an actual interactive website, but our teacher urged us to stick to Figma, since that’d make it easier to iterate our design.
In hindsight, we should have been more stubborn about following our original plan, because all the pupils figured out they could cheat by pressing the arrow keys, instead of actually doing the escape room puzzles to properly defuse the bomb.
Narrative
The narrative of the digital game was that the police have arrested some members of a hacker group who have created a virus bomb that will publish all the pictures on their phones, essentially «face raping» the players as it’s called, unless they defuse the bomb.
Visual design
For ease of iteration we initially decided on a simple flat UI look, although we later on also played with the idea of adding a more hacker aesthetic through the use of binary, ASCII art, 1337 hackerspeak, and hiding the answers inside of actual javascript code.
Coding
Although unfinished, this is what the plan for the code was.
Nb!!! This post is a work in progress!
Affiliates
@williamdalsto @gyllenstendesign

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
Analogue «bomb» with Arduino
Making the physical bomb was a challenging and very rewarding experience. It’s created with Arduino placed in a suitcase. None in the group had ever touched Arduino before, and we only had one person who had a little experience with MicroBit, so huge props to @gyllenstendesign for figuring it out in the end!
Arduino
Since we had no experience with Arduino, we scoured the internet for tutorials. Initially we wanted to recreate this bomb made by Alastair Aitchison, but we unfortunately didn’t have the same exact materials that he used, and trying to adapt the code to fit the materials we did have would be too over-ambitious for this project. Therefore our quest continued for a tutorial that fit the electronics we had on hand. Eventually we began looking through GitHub and discovered this tutorial made by Raphaël Champeimont, which is what we ended up using in the end. We even got in touch with the creator, who helped us figure stuff out.
Suitcase
After the "guts" was settled, we began working on the "shell". We bought a suitcase off Finn.no, and created a wooden mount to place the electronics on. One challenge was that the breadboard we used had already been taped onto a lasercut frame by the people we purchased it from, so some of the wires which were not supposed to be cut were unfortunately visible. To signal to the players that these wires should be left alone, we wrote a note in the suitcase and color coded these wires black and red. Meanwhile the wires that should be cut, we made colorful and wrote a note telling the players that these wires could be cut.
To add to the narrative, we filled a soda bottle with green soap water and pasted a sticker on it to make it look like a biohazard bomb. We also used some gold and black striped tape, which added to the narrative flair.
Reflection
Given more time, we could have tried out connecting our bomb to a speaker, and thus added sound effects like the final explosion and the ticking countdown timer, which could make the game more responsive to user input.
As for the suitcase, we could have tried getting our hands on another breadboard, which would have allowed us to hide the guts fully underneath the "shell". Or even better, we could have gotten to actually solder everything together. Although we tried to avoid permanently soldering anything, because we wanted to preserve the parts for use in future projects.
We also had a little fun talking about glitter bombs when ideating the analogue bomb, and talked about maybe creating a confetti explosion. Since an actual glitter bomb is a bit much, and having glitter stuck everywhere forever probably wouldn’t be very popular with the people who has to clean it up.
Affiliates
@gyllenstendesign @williamdalsto
Norwegian Museum of Science and Tehnology (TM)
The project began with a preliminary visit to the new I/O exhibition at the Norwegian Museum of Science and Technology, for which we were tasked with designing an interactive learning experience for middle schoolers.
The exhibition uses
Wandering the exhibition, we were struck by how much we missed the software inside the different electronical appliances in the exhibition. For instance, what does a smart home device from the 70s sound like? What was it like to use flip cellphones? How would it blink and beep? How does a home assistance robot from the 80s behave? How did the operating system on the first apple computer look like and behave? What was the actual interaction between the user and the interface like way back when?
Conclusion
After drafting and brain storming some ideas on small A6 pieces of paper, we decided on communication as the theme of our project. Our idea is to convey how different communication channels influences how we express ourselves and how much we decide to share. Especially the contrast between the information overload from instantaneous smart phone messaging and the slow mode of written letter mail (also endearlingly called snail mail), which illustrates the revolutionary age of information we live in.
Brief 8
A timeline / slideshow showcasing one animal meme for each year between 2022 and 2008. The webpage is available on Netlify, and the code can be downloaded off of github.
Brief 7
A short webpage about me. During this project, I also touched JavaScript for the first time. You can view the webpage on Netlify.
Brief 6 Playful Interaction - Figma
Our 3rd and the last assignment in this Playful Interaction course or Urban Play. A part of the final playtests project is about create an urban game with a screen companion design on Figma.
This post is in process….

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Thematic flavouring
A part of the brief was to display a sense of fiction in the final playtest.
FINAL PLAYTEST: Video documentation
Documenting the playtest was challenging, because we can't ensure smooth camera movement while having to run after the players and catch their experience. Ultimately, I ended up just filming them disappear into the distance, and then run after them again. But more often than not I'd lose the player in the crowd, and ended up having to film another player who I met upon instead. This was to ensure that we wouldn't end up with all jittery footage, but I ended up having to resort to the fact that "some footage is better than no footage".
To remedy this, we could have used a GoPro, but then we'd only see the players' POV and yet miss the interaction between them which is the vital part of the experience. The ideal solution would be to use a steadycam rig or another camera stabilizer tool/accessory, which would minimize the jitter or wiggling that happens while moving quickly with a camera. As a compromise we could also have filmed with a stabilizer app.
We also tried to record a birdseye POV, but this was challenging in Mathallen because of the several "canopies" hiding the "streets" on the ground floor. Although this maze-like structure is also one of the reasons why we chose to host the game at Mathallen.
We've been working on our pervasive game in Mathallen. I'm excited to see where this is going! Regardless, this is our progress so far!
Internal Playtest 2.0
We gave it another go outdoors this time, since Mathallen is closed on Mondays, and with a GM. The GM merely gave text prompts they could think of made on the spot this time, which resulted in more interesting mission answers than the very specific items in Mathallen. There wasn't a lot of PVP this time however, since there are almost no opportunities to hide in a flat, rather deserted park.
Playtesting 1.0
After a little bit of work, we finally tested our game! First on ourselves ofc, and then on some select few who were "unfortunate" enough to experience the first beta version. As expected, they experienced the same issues that we had noticed on our internal test.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
Pitching session
Three ideas for urban play. Go!
Brainstorming
Starting out, we focused on figuring out some fun game mechanics we could work with, while visual identity and narrative would come second in our priorities. All three of our pitches may belong to vastly different genres of urban play, but they all centre around the same core game mechanic: the smartphone camera. Despite only choosing one of the pitched ideas, we did try to incorporate elements of the other ideas as well.
Brief 6: Paraphrased
A study technique I like to use to ensure I understand an assignment is to either translate the brief into another language, forcing me to truly analyse the different words used, or to simply paraphrase the brief so that it is as concise as possible while keeping different pedagogic and didactic theories in mind (Imsen, 2020).