Saturday, March 23, 2013

Specification Doc

After some more research and brainstorms we came up with a specification document for our Simon, courtesy of Tamar.


1. General
1.1         Objective
1.1.1          The Street Simon Prototype will enable a short and fun interaction with the game for a single user.
1.1.2          The Street Simon Prototype will enable a short and fun interaction with the game for multiple users, both on the same side of the sidewalk, and on opposing sides of the sidewalk (henceforth known as Side A and Side B).
1.1.3          The Street Simon Prototype aims to pass the time for pedestrians waiting for the traffic light to change, and so the game will only be active while the pedestrian traffic light is red.

1.2         General Physical Requirements
1.2.1          8 life sized switches (4 for each interface)- 2 red, 2 yellow, 2 green and 2 blue
1.2.2          An analogue screen for the score board

1.3         Additional Notes
1.3.1           The game patterns will be composed of 4 visual and audio elements- element A (blue light, sound 1), element B (Red light, sound 2), element C (Green light, sound 3), element D (yellow light, sound 4).
1.3.2          “Single Player” mode refers to a game where only one of the sides is playing (either side A or side B). On one of the sides, there could be a number of players playing together, however the game will not differentiate between many players on one side and one player on that same side.
1.3.3          “Multiple Players” mode refers to a game where both Sides A and Sides B are playing simultaneously.

1.4         Synchronization with Pedestrian Traffic Lights
1.4.1          The timing program of the relevant pedestrian traffic light (for which the game will be placed) will be measured before placement of the game. 
1.4.2          The game will be active at all times when the pedestrian traffic light is red.
1.4.3          The game will be inactive when the pedestrian traffic light is green.


2. Beginning the Game
2.1         Objective
2.1.1          The User will be able to instinctively understand how the game works.
2.1.2          The system will be able to identify the type of game (single player or multiplayer).

2.2         Commencing the Game
2.2.1          The initial game sequence will commence once the user steps on the “Pad” which presents a drawing of footprints and is accompanied by the text “Stand here to begin Playing”.
2.2.2          The initial game sequence will include a short sequence of all the 4 elements in a pattern, and will indicate the beginning of the game to the user.
2.2.3          If the system identifies a player on both Side A and Side B, the game will act as a multiplayer game.
2.2.4          If the system identifies a player only on one side of the game (either Side A or Side B), that game will act as a single player game.


3. Single Player Mode
3.1         Objective
3.1.1          The user/users on a single side will be required to repeat patterns.

3.2         Interaction
3.2.1          The user/users on a single side will be required to repeat patterns.
3.2.2          Each pattern completed is equal to one level.
3.2.3          The patterns increase by the addition of a single element as each level increases.
3.2.4          Each time the user completes a pattern, the completion sounds will be played.
3.2.5          If the user steps on the wrong key (for example the pattern provided was red-blue-green and he pressed red-green), this means he has failed the game, and the “game failed” sound will be played

3.3         Restarting the Game
3.3.1          If no keys are pressed during the game for 15 seconds, the game will restart.
3.3.2          If the user has failed the game, the game will restart.
3.3.3          If the pedestrian traffic light turns green, the game will restart but be inactive until the traffic light is red once again.

3.4         Score
3.4.1          A counter screen displaying the word “score” and increasing digits will be created.
3.4.2          Each completion of a pattern rewards the player with one point.
3.4.3          The scoreboard will reset to 0 every time the game “restarts”.


4. Multiple Player Mode
4.1         Objective
3.4.1          The user/users on a both sides of the crosswalk will be required to repeat patterns and compete against each other.

4.2         Interaction
4.2.1          Both interfaces on side A and side B will carry on autonomously and accordingly to the requirements made in section 3.2 and 3.3.  

4.3         Score
4.3.1          The only addition made in multiplayer mode refers to the scoreboard.
4.3.2          Once the system identifies a multiplayer game, the scoreboard will consist of “Your Side” and the increasing score (referring to the score of that specific Simon interface), and “The Other Side”, which will show the increasing score of the player on the other side of the crosswalk.
4.3.3          Once the game ends, either by one of the players ceasing to play, or by the traffic light changing to green, the scoreboard on the side with most points in that session will present the text “You Win!”. The score board on the losing side will present the text “The Other Side Wins”.
4.3.4          If one of the sides “fails the game”, the other side will be declared winner and the failing side will be presented with the text “The Other Side Wins”.

Thursday, March 21, 2013

Presentation at Class with 1st Prototype

Last week at class we all gave a short presentation of our prototypes at their current state- our one Simon button did not change (besides the color :) ) but we have some new resolutions regarding it's next design. After Passover we intend to have four working buttons with a more suitable design- mainly smaller and closer so that one person can interact with it alone with no difficulty.



Saturday, March 16, 2013

Paper Prototype User Study

On Wednesday  Tamar and Doron went to Tel Aviv University and gave students and other pedestrians a chance to play Red Light Simon.






Conclusions:
1. Smaller Buttons- closer to each other and smaller by size (easier fot one to play alone, still comfortable for two or three players)
2. Multiplayer or solo by choise- the first player can invite bystanders but the game is not multiplayer by default
3. Players like being competative and playing againg the other side is a big plus
4. Must have a scoreboard
5. Different types of playing- some bounced from button to button and others touched the edges gently (might be due to the size, shape and overall physical space used)
6. For bystanders that don't play it's a great preformance

Wednesday, March 13, 2013

Making of the 1st Simon Button





 Dudi and Yael used an acrylic glass cover for a sponge frame. They used aluminum foil to close an electrical circruit. The LED's are super bright LED- green for now.


Wednesday, March 6, 2013

Prototyping

This week's main goal is to create a few versions of the Simon "buttons". Dudi and Doron had a workshop today and these are their creations:



This button is made of sponge, wood and acrylic glass. The sensor in this version is a weight sensitive one to ensure durability. Over the next few days we will try a few more designs, ideally.

Sunday, March 3, 2013

Select and Refine

Still need to determine what is the core of our Simon- it's been hard to choose which goal is the main one. We wanted to combine playing a game and connecting with others (fun), passing the time (lower anxiety) and producing electricity (ecological).

As advised by mentors and the miLab staff, we must have one thing that defines the interaction and will attract pedestrians to play.

Two tests can determine if Simon works-
  1. people prefer "Simon"ed crosswalks over plain ones.
  2. people keep on playing after the light turns green.
For now Simon will consist of two "consoles", one for each side of the crosswalk that can be played by 1 to 4 players. The pattern is the same for both sides and the score is gained by the number of patterns achieved in a certain amount of time (red light length). The connection can be made by the players in the same side and between the sides.

For now we will focus on the fun aspect of Simon- passing the time and connecting to others via the game.

For next week we need to prepare a few options of buttons (based on the Arduino prototype when the materials and mechanisms are varying and possible pressure to be applied is to be tested),start working on a new storyboard and plan a user study flow. We have a few industrial design students for friends, time to "take" a hand from them.

Wednesday, February 27, 2013

The Hardest Button

We have been thinking and consulting others regarding the Simon buttons prototype. Here are a few pointers we consider, when the basis is two surfaces and something to control the stepping/pressing process:
  • Two surfaces with aluminium foil that will transmit a signal when pressed
  • A spring or a few springs between the surfaces when the sensor is in the center and is sensitive to pressure- may be hard to stable
  • Placing sponge of some sort between the two surfaces- not "clickable" and may confuse when pressing
  • Pedal/stepper kind of button- using a door hinge at the far end and the sensor at the close end
The top surface will probably be made of fiberglass to ensure durability after long usage. The Arduino sensor will be a button or a pressure sensitive strip.

Monday, February 25, 2013

Goals and Deadlines


Yael and Doron met with Guy and Noa and discussed the goals and deadlines for this semester until the final presentation in mid-May.

Issue 1: Electricity- 
Deadline: 3.3 (Decision and proposals to Noa/Guy) 
Dudi and Yael

a) Finding an electricity specialist
b) Defining and Purchasing Hardware
c) Powering the fans?

Issue 2: the game interaction- Deadline- 17.3
Tamar, Alex and Doron
3 Options of Interactions:
  • Single player- only build one prototype, one side plays by himself (however multiple players can be on the same side
  • Multiple player as originally planned- two prototypes, functioning autonomically and separately as a contest develops between both sides of who manages to complete more patterns
  • Active and passive side of players (guy's suggestion): one side gets a tablet from which he can provide patterns for the other side. The other side has a simon interface as planned, but needs to repeat the patterns provided by the side with the tablet.
  • Divide the 4 colored buttons between both sides of the street. Both sides receive the same patterns, but each side is responsible only for the buttons on his side (e.g. one side of the street has the red and blue buttons and the other side green and yellow). On each side of the street we have speakers, so that they hear the full pattern and hear the pattern completions by the other side. The disadvantage of this that it will only work with multiple players.
Pointers after we choose the interaction:
  • What are the rules of the game? How do we begin- how do we deal with users unfamiliar with simon? how do we convey the rules/points/harversting meter?

  • An explanation of the rules is required if we choose interaction c and maybe b.
  • How do we address a single player scenario
  • How do we address multiple player on same side scenario
  • How do we address multiple player on both sides scenario
  • Do we create a gaming "world" for street simon (e.g. contests of who gets most points, who harvests most energies) 

  • Suggestion: consult with gamification expert to discuss game rules. 

    Issue 3: Building the prototype- Deadline: 7.4 
    Dudi and Yael
    • One or two prototypes??? 

  • How do we physically build the prototype
  • The physical, life-size, plastic/fiberglass surface? 
  • Buttons, sound and colored lights
  • Information screens (for electricity, points, timer)

  • Dudi and Yael need to meet with Guy about this, Guy suggests: 
    Perspex plate, with a sticker so it won't be transparent. Underneath colored LEDs. Or the plastic will be colored and the LEDs will be white. 
    The Perspex will be on a hinge with a spring, that will be connected to the button of the Simon, so when you press down it will activate the button.
    Issue 4: The movie- Deadline: 28.4
    Tamar, Alex, Doron
    • storyboard that properly conveys interaction 17.3

  • storyboard animatic 7.4


  • Issue 5: The User Study
    Tamar, Alex, Doron
    • study 1- paper prototype- how do we do this? - 17.3

  • study 2- working prototype- 28.4 


  • Issue 6: Presentation (Mid May)
    Booth- one or two Simons

    Issue 7: Traffic lights timing 
    Do we address this? Meet with the Tel Aviv municipality? Or for the prototype since we can have this timed should we not deal with it?

    This evening we have a hangout with Noa to address a few of these issues.

    Tic toc.

    Thursday, January 17, 2013

    Presentation Day

    We did it!

    It wasn't easy and many many drafts found their way to the recycle bin- physical and metaphorical.

    Voila!




    On the more general and positive side of the feedback given by those present, we were told that our project is exciting, that we were focused and in the right direction. One of the mentors even stated that he’s “dying to play it”. On the other hand, a concern was raised that due to the nature of the interaction the user’s inclination to participate in it might be simply dependent on his/her particular mood.

    A few pointers we got:
    • It was brought to our attention that the flow of the interaction was not clear enough. One question was raised regarding how exactly the game is played, and if the user is simply expected to react to the system each time. We were also told to clarify how the flow of the game will match the timing of the traffic signal.
    • One question was raised regarding the synchronization of the game with the traffic signals: Are we in fact going to sync with municipality data and programs, or should we perhaps attempt to track the timing ourselves with the use of a photo-resistor?
    • The traffic signal count-down-timer feature was in general well received, although some comments suggested that we should rethink how and where to make this indication (one suggestion was on the pavement, since that’s where the user will focus his/hers attention while playing the game)
    • It was also stated that more thought should be given as to how to best present all the data we wish (points, timing, electricity produced) on the traffic light/ game surface.
    • Suggestions were made as to where exactly Street Simon should be placed. One opinion was placing the interaction near schools, children would perhaps be more oriented and inclined to participate in such interactions. This associatively reminded the commenter of the piano scene in the movie “Big”. Another suggestion was to even implement the game in building while waiting for elevators.
    • More debate regarding the game placement- in crowded or less crowded areas? Concerns were raised regarding potential over-crowding and accumulating lines to play the game (especially during rush hour), or even people fighting over who gets to play. 
    • Some proposed that too few pedestrians would more likely become an even larger issue, as playing the game alone, although possible, might not be as interesting and will not meet the goals of the interaction. 
    • We were advised to research busiest street times and areas and try to make some observations ourselves.
    • One comment stated that our study does not truly represent the user scenario as our presence influence the interaction. We were thus advised to conduct more passive observational research, in which pedestrians simply run into the unfamiliar game and we observe their interaction with it. 
    • Another opinion was that in fact the study conducted was efficient for the current stage of the project as a more basic exploratory phase.
    • The prototype demo: some thought it was a nice touch, some thought it was pointless.
    • As for the main objectives and focus of our product, some said they were fond of the social factor of the game and also of the electricity generation potential. Another opinion was that we should be more focused on one objective: Either passing the time in an enjoyable manner, connecting with others through crowd interaction, or producing electricity.
    All in all the feedback was pretty positive, we took notes and have sort of an idea how to continue from here.

    So long fall semester, hello exams period!


    Wednesday, January 16, 2013

    New Concept Video for Red Light Simon!

    Team tydda is proud to present Red Light Simon's new concept movie!



      The song is by the local The Wake Up Suzzys and it is called A Lady's Man. Thanks guys :)

    Our post-production efforts didn't go well so the green rectangles remained green. But the sound really helps understand the interaction, don't you think?

    Tomorrow is this semester's big day and we were instructed to get a good night's sleep so- g'night!

    Monday, January 14, 2013

    New Concept Visualization

    Our very own Doron and his adorable nephew Uri:




    The pedals are aligned in a way that a number of people can play and will light up when pressed or when presenting another step for the player. The traffic light poll will include information regarding the time remaining, the current score and the watts gained.

    Getting ready to shoot the new concept movie, a new and improved storyboard was made by Doron:



    Rehearsing our concept presentation to the miLab mentors and staff this Thursday. Excited.

    In the meanwhile, here's a nice Israeli red light related project we found the other day- 
    enjoy!

    Saturday, January 12, 2013

    Shooting New Red Light Simon Concept Movie


    Schedule for Red Light Simon Concept Movie:

    08:30AM EARLY CALL :) Coffe+Pastery@TheBakery!
    09AM-Location preparation – art props installment!
    0930AN-Recording street audio
    10AM First shot – Doron and Uri action into simon
    1015AM Legs Doron and Uri(6y/o) playing simon close up
    1030AM CLOSEUPS! HIGh5 Action
    1045AM Long shot Doron and Uri
    1100AM – Dana coming to red light -
    1115AM Closeup Dana playing Street Simon
    1130 AM Long shots Dana playing
    1145 Uri Closeup
    1200PM –Long shot Crossing Green light! Dramatic moment eyes crossing.
    1215PM Green light crossing, another angle.
    1230PM it's a wrap- splitting to editing and user study

    Friday, January 11, 2013

    IT'S ALIVE!

    Yael and Dudi are evil geniuses that have created an Arduino based fully functioning Simon!


    Pretty cool!

    Tuesday, January 8, 2013

    Tech Overview

    Our system will consist of 2 individual “Simon’s” connected via Wi-Fi used to keep score and time between both players simultaneously.

    Each Simon will be based on a piezoelectric surface, a unique surface that creates electricity when applying pressure to it. On this surface we will place colorful buttons that are meant to be pressed and will apply pressure on the piezoelectric surface along with an audio-visual feedback for the player.

    The game itself will be managed using an Arduino chip that will be connected to the buttons and to speakers in order to produce sounds.

    Main technological challenges:

    1. Creating a significant amount of electricity and storing it
    2. Connecting to the traffic light data center in order to time each game according to the length of the red light in each intersection (each traffic light has p to 12 different programs every day)

    Sunday, January 6, 2013

    Sketching Interactions

    This week was a bit weird for us five. Trying to find the essence of the interaction and experience for the pedestrian that is about to become a player is not an easy job. After the animated storyboard we got a few new ideas and started to examine them. A sketch that we all agreed upon was drawn by Alex:

    Doron added his own illustration for the game:

    So as you can see, it's good that we didn't fulfill our artistic wishes and went with something that we are better in. That said, we changed the layout to be more like a line of buttons and added the timer and watts gained in the game. More issues are still to be determined:

    • Will the players depend on one another? Will they recreate a pattern and add one or just follow a computer-generated pattern and play against the clock (or green light)?
    • How will the pedestrian know that Simon wants to play with him or her?
    • How will strangers that wait in the same side play together?
    • Will the game end when the light turns green?
    No rush, we just need to film and edit a concept movie. Oh wait.

    Sunday, December 30, 2012

    An Animated Storyboard is almost a Concept video, aye?

    Not a second to lose, not a moment to rest. Our best video and graphic editing skills were required to create an animated storyboard that needs to show our idea and demonstrate the interaction. This is what we came up with:



    Very low-tech, but kind of cute. 

    After showing it in class and to our friends we listed a few problems:
    • The green light timer is not very clear as a green light timer (the changing numbers in the middle of the Simon)
    • The interaction between the two sides is confusing- they were supposed to play against each other when the first player hits a pattern, adds one and then the other player needs to recreate the pattern and add one step and so on
    • It seems a bit romantic
    • The different sounds are annoying and they should be more of the same "theme"
    • The round setting of the game seems suitable for one player only
    • No reference to the green aspect and electricity gaining 
    Moreover, we had to check if playing Simon as a group is fun.

    Our scientists agree- it is, indeed, very fun!

    ....and back to the sketching board!

    Wednesday, December 26, 2012

    About us

    Hello world.

    We're the Tydda team and our HCI project for this year is Red Light Simon.

    First things first- Tydda? Tamar, Yael, Doron, Dudi and Alex. Yael Laventar and Dudi Malik are 3rd year Computer Science students, Alexandra Man and Tamar Garfunkel are 3rd year interactive communication students and Doron Barsky is a 3rd year psychology student. We operate in the miLab (media innovation lab ) our last academic year at the IDC (Interdisciplinary Center) in Herzliyya. We all wait in traffic light, just like you.


    The average urban citizen or commuter is bound to spend approximately 3000 hours of his life waiting to cross a signalized crosswalk. With this time, the same individual could have driven 600 times from Manhattan to the White House, watched the Lord of the Rings Trilogy 333 times, and taken 3000 yoga classes. Instead, while you yet again impatiently wait for that little green light, you’ll attempt to distract yourself from the anxiety and irritation you are experiencing, by checking another email or tweet. With your eyes fixated on that flickering mobile screen, you will most likely miss out on that striking someone smiling at you from across the street, and will maybe even take your chances by sprinting across a red light and compromising everyone's' safety.

    Our project, “Red Light Simon”, aims to ease the pain of being a frustrated pedestrian. Red Light Simon is a life-sized adaptation of Simon (the popular 80s game), implemented into the urban landscape. The game allows one to pleasantly and actively pass the time remaining until the alternation of the traffic signal and in addition to connect and interact with others. Moreover, we aspire to convert the squandered time spent waiting into efficient environmental contribution, by utilizing the energy created by Simon players for the production of electricity, which will be used to power adjacent traffic lights.       

    The Simon interface, mainly consisting of four differently colored pedals upon a piezoelectric surface, will be placed on opposing pavements of a cross-way. When the light turns red, the user arriving at the game will be presented with a pattern which he must recreate, while having the option to do so alone or with the help of others near him. On the opposite side of the road, pedestrians waiting will be presented with the same patterns. The side completing the most patterns will be declared as the winners. The game will be synchronized with the timed programs of the traffic lights, while displaying the time left until the signal alteration and the electricity gained in the game.  

    Wednesday, November 28, 2012

    Need/Idea/Metaphor

    In order to get focused on our idea, Guy asked us to prepare a short document that states the need, idea, metaphor and user scenario

    It's just a sketch now, probably will be quite different after we dive in :)

    Need: Lower anxiousness by knowing how much time remains until the traffic light turns green while having fun.

    Idea: interactive Simon game that is projected on the "waiting" area next to the crosswalk, generating electricity via a piezoelectric surface that is placed underneath the "waiting" area to power the traffic light.

    Metaphor: urban outdoors Simon, solo or with an opponent.

    Scenario: Andy is on his way to meet Erin, it's their first date. He's only a few blocks away, getting a bit anxious he might be late or maybe it won't go well. Andy gets to a traffic light that just turned red. A counter appears next to the road and a Simon "console" appears next to Andy. A flow of 4 lights and sounds is played. Andy notices that a two young girls on the other side of the street are pressing something with their feet. He tries to replicate the flow and each "button" reacts with light and sound. "Great!" appears next to the "console" and the girls give him a thumb up. Another flow appears, the girls and Andy are ready and play it. The shortest minute he had in the passing week comes to an end, the counter reaches 5, Andy's score (15) appears next to the girls' (27), the light turns green. He passes the girls, smiles and feels uplifted- ready for a great first date.




    Thursday, November 22, 2012

    Storms and Brain Storming

    Sort of a winter in Israel, hallelujah!

    Our beginning consisted mostly of changing our minds regarding the project we are going to work on. A few ideas were advertisement boards that interact with pedestrians, live street jam with jammers from around the world, real-life running game around the city, bus station mirrors that detect your mood and inspires you on your way, urban pattern collecting game, city route lighted and colored by street lights and traffic light games.

    When we met with the miLab mentors we presented them with Urban Runner that was supposed to be our answer to common laziness and the will to be fit. The feedback was somewhat good, somewhat mellow. We decided to drop it after we couldn't find the core interaction. No time to lose- we started to work on the idea of traffic light games for pedestrians that wait for the green light. 

    As our project is intended to be of an HCI (human-computer interaction) nature, we wanted to avoid using screens and keyboards, we wanted to find something that will change the way people experience the city and the other pedestrians. This year's concept is urban data. Simon will be urban as it is all about pedestrians and their time at the red light while the data part will consist of the traffic light changing timings.

    After a quick chat with someone from the Tel Aviv municipality we found out that the city has 420 intersections with up to 12 (!) different programs for each traffic light per day. For the every day pedestrian that means dozens of uncertainty periods each day. Some intersections are programmed differently in rush hour while others require the pedestrian to push a button for the green light.

    Now back to HCI and back to that annoying red light. We tried to think of games that will make the time we spend waiting for the green light pleasant. Nothing like YouTube for inspiration- one project we bumped into was this pong game in Germany:
    Seems pretty cool to play against someone at the other side of the crosswalk, another pedestrian that is waiting for the green light.

    We wanted to avoid using screens or keyboards and mainly we wanted the option for more than one player to play on each side. While projections and the Kinect technolgy are super cool, we found that it is better for a multi-player game to be physical and seperate on each side. Another cool project is these piano stairs in Stockholm, Sweden:
    Stepping on physical objects that interact with the stepper seems quite successful as well :) After coming up with a few ideas we decided to start defining a physical enlarged Simon game. Stay tuned!

    Sunday, November 18, 2012

    HCI miLab Project- GO!


    5 confused but ambitious students from 3 different schools and 1 project to consume every awake minute we have.

    Let's do a short intro of ourselves- we decided to call our team tydda. Why tydda? well...

    Tamar Garfunkel, 25 year old interactive communication student from Givatayim. Believes in the powerful impact of music-therapy. Plays the piano and a dozen other musical instruments.

    Yael Leventer, 26 year old computer science student from Tel Aviv. Driven to change the way people experience the urban life. Has a gorgerous Scottish Fold cat by the name of Hershy.

    Doron Barsky, 27 year young psychology student from Tel Aviv. Fascinated by interpersonal spontaneous relationships. Enthusiast yogi and an amateur cook (organic only!). 

    Dudi Malik, 25 year old computer science student from Givat Shmuel. Will code for world peace. Likes to hike and is the proud owner of Shmulik the Golden Retriver.

    Alex Man, 22 years old interactive communication student from Tel Aviv. Eager to explore NUI and TUI systems and their users. Vegan muffin pro-baker and mom to two fuzzy cats (Lima and Jezza). 


    So, we're team tydda and our HCI project for this year is Red Light Simon.

    This is our BA's last year and we chose the HCI miLab to be our final and concluding project. We aim to make a difference in the way people experience the city, hopefully towards a more positive and social moment. We believe our combined disciplines and areas of interest will help us to better understand current dilemmas and perhaps find a solutions that will make a change.


    This year's other HCI miLab members are:


    Pillar Polls- the team wants to take the the city gathers on issues, and share it with the public in an accessible way.  Similarly, they we want to gather the public's opinion on these issues as data in and of itself, and bring it to the city officials in an organized fashion. PillarPolls is a system that will take municipal issues and display them to residents in a location that is relevant to the issue.  This will cause discourse, raising awareness of municipal issues http://pillarpolls.blogspot.co.il/
    StreetBeat- an urban artistic display that enables users to connect to the musical "personality" of an area in the city. StreetBeat senses which music is played within Musical Points of Interest and plays what's trending and popular http://streetbeat2.blogspot.co.il/
    Recycle BallTurning the current irritating recycle action into a competitive game that gives the user a fun experience that will motivate him to recycle more and will attract new people who don’t recycle to start doing so http://recycleball.wordpress.com/
    SoundScape- tagging and mapping urban sounds