Recent Updates

The Last Week of the 2017 Semester

Wrapping up the first semester of the Inattentive Blindness project, we’ve come a long way with the early concept. From an Arcade Machine to a well-refined eyeball styled machine. The extensive amounts of input we have received have helped us design this machine to the best we could.

Next week, we will be presenting our finalized progress report, with storyboards, posters, and a CAD Model of the machine itself. As for this month, we have the electronic parts compiled for the computers that will run the game of the exhibit. We ourselves have focused on the look of the machine itself, and have made great progress for our early stages.

As for the coming future, we will assure that future groups have diagrams and plans to run off of, we will give them designs to base their building process off of, and have the storyboard of the game and the machine interactions, so the programmers will get an understanding of how it is going to function.

We are currently preparing for the coming presentation, and will post a single December update, before or after to finalize our progress for the semester.

Nearing the Start: Post-Presentation State

The Semester has been coming to a close quickly, and as a group, we are working and on our specific roles. We presented our work, and were met with good reception, especially since our idea has come to a good state.

As for the assembly of the machine, one thing we noted is that our Project Partner told us that he could find someone to help us with much more trivial engineering feats, Such as the creation of the eyeball. We knew that this would help us greatly in the long run, as long as the assembly team keeps a good understanding of what they are working with. If the assembly team were there to observe or aid with the assembly of the parts, it would allow them to know and give input on how it would connect to other parts of the machine.

As for us, the design process, the CAD design is looking good in it’s process, and the Storyboards are getting ready to be produced. By the end of thanksgiving break, they should be finished and ready to upload. The next post will come then as well.

For this short post, that will be all, another post will come soon once we look at the progress that the group has made.

Preparations for the coming months

Team Muse has come a long way in it’s preparations, and thankfully in the end, we have found a design that we are willing to work with. For this month, the plan will all come together, and our goal is to get our storyboards, sketch design, and CAD design up and ready by the end of the month. As well as have an early concept for the game ready to go.

Hardware and technological needs will be handled by the Engineers of the group, and the designer will create storyboards relative to what designs are chosen by us.

Overall, the past months of planning are going to come together in the coming month. Hopefully by the end, when the project is passed on, there will be instructions for a giant eyeball ready to be worked with.

A Month Later

October has been an eventful month for Team Muse, and early sketches were worked on. We decided that a meeting with Peter was necessary as well, and in the meeting, we discussed how attractive design and layered learning would be the key elements of a successful design. As we discussed the necessary technology, I,the Designer of the machine, took input on how the machine would effectively look appealing and be able to teach children a lesson as well.


We Played with the idea of a giant eye, which clearly reflects the field of view study, and in the last picture, suggest that an open eye with a diagram would be much more effective.

As this month goes on, There will be updates, and Hopefully, after our presentation, we’ll pass the first milestone of this trivial project.

Progress: Extending too Far

As of recently, our group has come across a few difficulties in the project. Our school work, as well as other busy work has provided roadblocks of varying sizes. However, we’ve looked into alternative methods of working this project in the best way that we can. As of now, we’ve been working on early designs for the machine, mostly to see what we are capable of, but also to give the future group something to start from.

Early in the semester, We came up with many different machines that we hoped could make his project work, but as well looked into them some more, we began to see that some of these are too elaborate to finish quickly. We made a project pitch recently explaining how we want to make a game for this project, like an arcade game for kids to learn and play from, however, none of us know how to code a game, or even know where to start in development. So our team, consisting of a mechanical and electrical engineer, as well as a design student, have decided that the most we could do without these skills is create a plan that we can hand off to the next team. Our goal is to make as much progress on it as possible, and although it may not be complete, it should be enough to give the next team something to go off of, as well as be able to change and manipulate them in different ways as well.

The designs that we have worked on have been very barebones, however, over time, we will work with them, as well as begin the planning for the game itself. By the end of this year, we’ll have something ready to hand off.

What makes a Simulation Engaging?

When a person plays a video game, they look for engagement, as well as immersion. We as humans enjoy taking a break from our own reality, whether it’s reading a book, watching television, or playing video games. For our upcoming project, we are looking to create an experience suited for kids and adults that would test their ability to multi-task.

When visiting Sci-Tech Discovery Center, we noticed the children’s attention spans were shorts, and they kept rapidly swapping from one thing to the next. Some of them were incredibly cautious in their work, lifting the exhibit toys to get a good look at them, and others ran around punching the daylights out of whatever came their way. At first, it was hard to understand on what type of exhibit we would need to build that can handle the different styles of play.

The simulation would need to be incredibly short, and not drawn out in the slightest. It would need to teach it’s lesson in a short time as well, and when it gets to it’s point, it would need to be something that the kid can remember. So we thought of things that we could do, and had some interesting scenarios.

We thought of simple buttons at first, which would each do a different function, such as check the phone of the in-game driver, or look out of the window of the car, but the ideas seemed a bit stale when looked at. Then we noticed something interesting, which was the children’s fascination with the small and extravagant exhibits. They found quick and rapid entertainment in small objects that they could grab, twist, spin, and get a cool reaction out of. So we thought of a new method that may work wonders. What if we set small toys on the dashboard of the game itself, and although they won’t have a function on the in-game scenario, it may be the small distractions that we would need to keep the child engaged while they play. The child would need to drive the car, probably with a joystick of some sorts, and they would need to not be tempted by the array of objects sitting on the dashboard that they could be playing with as well.

This however is subject to change, the point of this insight was to simply see how our exhibit could be engaging enough to entertain visiting kids. We’ll look into it more, and hopefully see where this could take us.