Final Project (40%)

 


GROUP 1 FINAL PROJECT

Team members (task)

1. DONGNUOYAN 0375740  Post-production code and documentation editing
2. HOUYANHENG 0378215 Post-production code and device setup
3. JIANGSHIRUI 0373692 Post-production code and device setup
4. GEXIANJING 0377636 Preliminary code and device setup
5. ZENGZIFENG 0376314 Preliminary code and device setup
6. XIACHENG 0372348 Preliminary code and documentation editing

Introduction

The ISD60504 Lighting Interaction Design assignment requires us to use p5.js and ml5.js as the core, combined with a projector, camera, and physical projection surface, to complete a 2-minute, narrative-driven, multi-stage interactive projection mapping installation. Finally, we need to submit a demonstration video, PPT, project files, and an electronic portfolio. The assessment will evaluate the projection setup, interaction smoothness, completeness of the work, and reflection/summary.

Idea documents

GROUP 01,作者 tian dong

We ultimately chose the one as our group's idea.

Our project is called Magic Kitchen.

Project Description

This project is an interactive installation that transforms a "cooking game" into a real-life experience.

We created a kitchen space with a touch of fantasy, where participants take on the role of a "magical chef." The experience is somewhat like playing a restaurant simulation game, but instead of operating on a screen, it's done through real countertops and tableware.

During the process, players need to prepare food according to customers' requests: from "getting ingredients" to "combining" to "cooking" and "serving," each step is completed through physical manipulation. Simultaneously, projections provide feedback on the countertop, such as changes in the ingredients and the cooking results, making the whole process feel more like truly creating a "magical dish."

What's unique is that the ingredients have a slightly unrealistic quality; for example, they appear "floating" or dynamic, so the overall atmosphere isn't too realistic but rather more relaxed, like playing in a small world with a storyline.

The entire experience is kept to about two minutes long, with a relatively fast pace and high level of participation. What we really wanted to create wasn't a complex system, but a process that allows people to "participate hands-on," making the operation itself fun. In short, this project attempts to bring the interactive elements of games into the real world, allowing people to actually "play in a kitchen."

Final prototype sketch



Device setup process

Use clay to sculpt ingredients and food


The projector will display the completed props


Test code: Repeatedly testing and modifying the code makes the program run more smoothly and reduces the occurrence of bugs.


Source code files
Demo video
pre-video

Reflection

In the process of implementing the ID final project, we went through a more complex process than expected, from the initial conceptualization to the final implementation. Especially at the technical implementation level, the difficulties encountered far exceeded our initial assessments.

The core of the project was to transform the interactive logic of a "cooking game" into an experience within a real-world space. This process demanded high stability of the code and accuracy of the interactions. While developing using p5.js, we frequently encountered various problems, such as mismatched interactive logic, program instability, and conflicts between different modules. This resulted in a recurring iterative development process: continuous testing, problem identification, code modification, and re-verification.

This high-frequency debugging process lengthened the overall schedule and brought considerable pressure. However, it also gradually helped us develop analytical skills, moving beyond simply modifying code to trying to understand the root causes of problems and making more targeted adjustments.

There were also many challenges in hardware and spatial construction. For example, the alignment between the projection and the physical installations, the precise division of interactive areas, and the coordination between props and visual feedback all required continuous optimization through multiple practical tests. In short, the final result was gradually achieved through continuous trial and error and meticulous adjustments.

While the entire process was intense and demanding, it gave us a more concrete understanding of the "interactive installation" form—not just conceptual design, but a comprehensive balance between technology, space, and user experience.

Furthermore, the instructor provided invaluable support throughout the process. Whenever we encountered technical bottlenecks or lacked clarity in our direction, the instructor patiently offered feedback and guidance, helping us continuously refine and improve the project, both at the code level and in terms of overall design thinking. It was through this continuous feedback that our work gradually evolved from an initial idea into a relatively complete interactive experience.

Overall, this project was not only a design practice but also a continuous process of adjustment and learning, giving us a deeper understanding of how interactive design is implemented.

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