Overview and Inspiration
We were asked to aid Evil Villain DrEd in building a Distributed Destruction Mechanism (DDM) to destroy a famous landmark. However, due to moral fortitude, the DDM was designed with a back-door to allow Disarming by the coordinated effort of two potential heroes.
As inspiration for the design of this machine, we looked no further than our personal backgrounds and experiences. We became interested in the Korean culture of one of our team members and decided that the DDM would be placed at NAMDAEMUN, the majestic South Gate of Seoul.
The User Interaction
To aid the potential heroes in Disarming the DDM, we designed the user interactions to follow a storyline outlined below. The heroes would know that they had Disarmed the DDM once they fully opened the gates of the great NAMDAEMUN.
Armed
Step 1. Kill the guardian Monster by synchronously slicing with three swords.
Step 2. Decode the passcode to unlock the Gate.
Step 3. Play a popular Korean game by matching the flags to the lighted arrow instructions to gradually open the gates of NAMDAEMUN.
Disarmed
Watch a successful disarming in this youtube video! Courtesy of Leticia.
We were asked to aid Evil Villain DrEd in building a Distributed Destruction Mechanism (DDM) to destroy a famous landmark. However, due to moral fortitude, the DDM was designed with a back-door to allow Disarming by the coordinated effort of two potential heroes.
As inspiration for the design of this machine, we looked no further than our personal backgrounds and experiences. We became interested in the Korean culture of one of our team members and decided that the DDM would be placed at NAMDAEMUN, the majestic South Gate of Seoul.
The User Interaction
To aid the potential heroes in Disarming the DDM, we designed the user interactions to follow a storyline outlined below. The heroes would know that they had Disarmed the DDM once they fully opened the gates of the great NAMDAEMUN.
Armed
Step 1. Kill the guardian Monster by synchronously slicing with three swords.
Step 2. Decode the passcode to unlock the Gate.
Step 3. Play a popular Korean game by matching the flags to the lighted arrow instructions to gradually open the gates of NAMDAEMUN.
Disarmed
Watch a successful disarming in this youtube video! Courtesy of Leticia.
Armed State
Interaction
No interaction. Initial state. State description The arrows on the Gate ominously shine red above tightly shut doors. A 3-headed beast guards the Gate’s lock and the positions for a 3-digit code stares blankly down at you. The timer sits in a position that shows no countdown, no indication of when the DDM with wreak havoc. Specifications/Requirements Met
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Sword Interaction
Interaction
Two users synchronously stab the 3-headed beast by inserting swords into designated slots. The swords break the IR signals to 3 separate phototransistors to begin the disarming sequence.
Feedback
Incorrect: Nothing happens.
Correct: The fearsome beast is killed and falls to reveal the gate’s lock. The sand timer flips beginning a 1 minute countdown and the terrifying red arrows turn off.
Specifications/Requirements Met
Two users synchronously stab the 3-headed beast by inserting swords into designated slots. The swords break the IR signals to 3 separate phototransistors to begin the disarming sequence.
Feedback
Incorrect: Nothing happens.
Correct: The fearsome beast is killed and falls to reveal the gate’s lock. The sand timer flips beginning a 1 minute countdown and the terrifying red arrows turn off.
Specifications/Requirements Met
- Creative passage of time --> flips a sand timer
- Display to instill fear stops --> LEDs in arrows off
- Requires two users (1 of 2)
- Distinct user interaction (1 of 3)
- Mechanical motion under control of microcontroller --> monster falls
- Requires non-contact sensing --> IR emitter/phototransistor
Passcode Interaction
Interaction
Given the hint “This is class ME XXX,” a user cracks the 3-digit code. To input the code, the user turns a dial to select a number, then presses the adjacent button. This turn/press sequence is repeated until the code is cracked.
Feedback
Incorrect: 7-segment LEDs above gate doors retain a dash.
Correct: 7-segment LEDs change to appropriate number as code is cracked.
Specifications/Requirements Met
Given the hint “This is class ME XXX,” a user cracks the 3-digit code. To input the code, the user turns a dial to select a number, then presses the adjacent button. This turn/press sequence is repeated until the code is cracked.
Feedback
Incorrect: 7-segment LEDs above gate doors retain a dash.
Correct: 7-segment LEDs change to appropriate number as code is cracked.
Specifications/Requirements Met
- Distinct user interaction (2 of 3)
- User input interpreted by microcontroller as analog
Flags Interaction
Interaction
Each player controls 2 of 4 differently colored flags. If their flag colors appear on any of the up arrows, they must completely raise the appropriately colored flag. If their flag colors appear on any of the down arrows, they must completely lower the appropriately colored flag. Each player will need to raise or lower at least one flag for every set of instructions. The player with more errors will more often need to follow the instructions for two flags per round. If the number of errors are equal, the second instruction is distributed to the players randomly over the rounds. All flag inputs from both players per round need to be correct for the game to award a point. The players require 15 points to disarm the machine. |
Feedback
Incorrect: If any flag input is incorrect both players will feel a vibration on their handles. The players do not receive a point and the game internally increments the appropriate player(s)’s errors.
Correct: If all flag input are correct, no vibration is felt and the Gate’s doors open a small amount. The game internally increments the score.
Specifications/Requirements Met
Incorrect: If any flag input is incorrect both players will feel a vibration on their handles. The players do not receive a point and the game internally increments the appropriate player(s)’s errors.
Correct: If all flag input are correct, no vibration is felt and the Gate’s doors open a small amount. The game internally increments the score.
Specifications/Requirements Met
- Requires two users (2 of 2)
- Coordinated interaction between players --> both players' input need to be correct to get a point for each set of instructions; the player with more errors receives more instructions (if errors equal, instructions randomly distributed)
- Distinct user interaction (3 of 3)
- DDM interaction requires large-scale motion from users
- Mechanical movement under control of microcontroller --> doors open
- Haptic/tactile feedback --> flag handles vibrate with incorrect answers
Disarmed State
Interaction
Two users have successfully completed the sword, passcode and flag interactions.
Feedback
The doors of NAMDAEMUN are now fully open to reveal a congratulatory message. The RGB LED arrows show a beautifully, randomly colored and fast paced light show for approximately 3 seconds.
Specifications/Requirements Met
Two users have successfully completed the sword, passcode and flag interactions.
Feedback
The doors of NAMDAEMUN are now fully open to reveal a congratulatory message. The RGB LED arrows show a beautifully, randomly colored and fast paced light show for approximately 3 seconds.
Specifications/Requirements Met
Other Specifications/Requirements met:
- Only static/pictorial instructions available to users
- DDM set external line to: 5V when Armed, 0V when Disarmed
- Self-contained entity connected only to provided project power supply
- DDM footprint: 18" wide by 18" deep by 36" high
- User interaction contained within: 24" wide by 18" deep by 80" high
- Safe
- Easily relocated
- Budget $160