Morse Messenger


Clinton Akomea-Agyin, Krishnokoli Roy Chakraborty

Project description

Morse Messenger is a small Wi-Fi connected device which enables two or more users, separated by distance, to connect by sharing light signals with each other. The device is operated by touch and helps send signals, secret messages or simply letting your loved ones know that you are thinking about them. On touching each of the buttons, a different light pattern is produced. This light pattern is visible to both the primary user and their loved ones. The secondary user can also reply using a light signal from the other end.

Morse code, as we all know is an alphabet or code in which letters are represented by combinations of long and short light or sound signals: it transmits a signal of continuous dashes in Morse. Through this project we wanted to explore a variation of the concept morse code, where users can develop their own codes over time and create a unique method of communication, which can be very special to themselves.

Code Links

Krishnokoli’s code

Clinton’s code

Experience Video


How It Works Video


Project Images

Both members of our team took the liberty to create different structural variations of the same concept. While one of our structures took inspiration from a flower bouquet and a gift box, the other was inspired from a zen aesthetic intending to generate a sense of calm on the viewer. Both pieces are meant to serve as a night lamp as well as a decorative item.

Experience 120201206_001045873_ios-copy

20201206_001045873.      20201206_001045873copyb

Experience 220201206_001045873_ios

20201206_001045873_ios-copy        20201206_001045873jpg


Development Images

microsoftteams-image-2       microsoftteams-image-3


Experience 1


img_20201202_105919        img_20201204_165423

img_20201204_190355       img_20201204_193926

Experience 2

img_20201204_202156      img_7695




Circuit diagram, created on Fritzing



Project Context

We initially came up with the idea for morse messenger while conceptualising on how to connect people over a distance. Often times, this is easily solved with the help of social media, phone calls, text messages, emails, etc. Our idea was to connect people in a more subtle yet thoughtful way, hence we went about ideating on what makes communications between loved ones special. Our conclusion was that people love to personalise their communication, create secret codes and messages and this is what makes their communications special.

In our project Morse messenger, we tried to achieve this subtlety and personalisation of communication by propagating communication through light. Each touch button produces a different pattern for users on both ends. The users can react to each others messages without exchanging any words and yet have fun trying to converse through lights.

We took our inspiration primarily from two projects. The first one being Friendship Lamps and the second being Let’s meet.

Friendship Lamps

Friendship lamps, which has flooded the market since its inception has revolutionised long distance communication. This wifi connected device, changes colour and helps connect you with friends and loved ones.

Lets’s meet

Let’s Meet, is an idea focused on people’s need to stay in touch and the difficulty associated with maintaining long distance relationships between family friends and lovers. This product is connected over wifi and is shaped according to designed interactions for replying the proposed meeting time: yes, no and maybe. After one sends the proposed time, the other one can reply yes by pressing front side the product down to the table; no by shaking the product toward both sides; and maybe by slightly tap the product once and leave it keeps rocking. After replying, both products actuate corresponding motion synchronously.

While this piece is currently displayed as Zen terrarium and bouquet of flowers, which can be representation of a gift, we intend to create further versions of it in the long run which could be box of chocolates or an aquarium etc. The device can also serve as a decorative piece, to liven up a small corner of the room. The aesthetics of the physical forms are designed to create a sense of calm and well being.



“Copenhagen Institute of Interaction Design » Let’s Meet.” Copenhagen Institute of Interaction Design, (Links to an external site.).








Virus v/s Vaccines


Project by Achal, Jamie, Krishnokoli, Simran


As the COVID pandemic rages across the globe, the only thing humanity currently yearns for is just a simple vaccine. Like a miracle, it is supposed to radically cure the ailment, and bring us back to our normal lives. While Pfizer and BioNtech are swiftly developing the golden elixir, the world can’t wait enough to get back on its feet. Sitting in isolation, often times away from friends, family and loved ones, we develop feelings of loneliness and lose touch with our social identity and being. In this context, we have tried to build a four-player game, which involves creating the first COVID vaccine. Each player is needed to load the liquid from the bottles to the syringe, by clicking on their individual syringes. The player who manages to complete this activity first will be declared the winner of the vaccine race.











image_3    screenshot-2020-11-20-at-9-52-39-pm



image-4        image-5

image-3        image-2






players-11Player 1 • edit • present

players-12Player 2 • edit  • present

players-13Player 3 • edit • present

players-14Player 4 • edit • present


Social media and multiplayer games have proved to be extremely effective in connecting people, building a shared digital space for everyone, who wish to connect from the safe space of their homes. In this context we were looking forward to build a shared interactive digital environment for people to try out as they spend their time in isolation.

While working on this experiment we came up with multiple different ideas. Some of us thought about expressing emotion through graphics to interact with other people; others thought about making an online jam room or dance party controlled by individual body tracking; we also ideated about creating an online multi-user painting platform and making a landscape design stimulator. Unfortunately, most of these ideas dwindled down because of a lack of clarity or technical feasibility.

While endlessly ideating, drawing, and configuring a workable idea, we were finally inspired by Nicholas Puckett’s Pubnub class example which involved voting, where there are two areas for users to click and the numbers increase when it is clicked.

This example reminds us of some website-based games. When user is clicking the certain area, the number accumulates, and this function could be transferred to other features, for example, colours. And the accumulation of colour, similar to progress bar, reminds us of some racing games such as Road Rash and Need for Speed. Although these racing games are in 3d, we can make our project a 2d games with p5.js.

As for the background of the game, we decided to choose the COVID-19. At the beginning we thought of making an actually racing game; then we got an idea of the injection and vaccine after looking up a variety of covid-19 related news. The accumulation of colour stands for the liquid of vaccine, and this game is about filling the injection of vaccine as users press a certain key on keyboard.

To make this game more fun, more actions were added to the game. For game design there should be system of rewards and penalties () to make gamers motivated. So, there would be a congratulation effect for gamers to reward the winners. To add more interactions between gamers as well as to enrich the game, some disturbing actions are added to the game.

As for the technical methods of the project, PubNub is used for collection and feedback of different users of the game. The whole game is organised by keyPressed and if/else function (). By clicking different keys users can either increase the liquid in their injection or disturb other users by several effects. In a certain period of time, when someone’s injection has the most liquid, he/she wins, and here come the “congratulation” effects.


  1. Katie Salen et al., “Rules of Play: Game Design Fundamentals”
  2. Lauren McCarthy et al., “Getting Started with p5.js”

Dhyāi Drishti by Simran and Krishnokoli


cover-image    img_5787

About the project

Dhyāi Drishti is an interactive installation, which can be optimized as a product to help induce a state of lucidity, relaxation, concentration and mindfulness. It is a simple device that responds to touch and creates a meditative atmosphere around the viewer. Dhyāi Drishti’s installation consists of a tactile yogic figurine along with a screen and speaker. The figurine is embedded with small aluminum buttons – positioned according to the chakras or ‘energy points’ in the body and embellished with their representative colours and icons. On touching these buttons, the viewer can experience a meditative visual of the selected chakra on the screen along with a ruminative music of ‘tanpura’ and ‘sitar’ in the background to activate the chakras in their body.

The term ‘Dhyāi’ is a Sanskrit word for concentration or mindfulness. It is the origin of the word ‘Dhyana’ in Hindi or Dhyān in Bengali which means meditation. The term ‘Drishti’ is a Sanskrit word for vision. Our project, ‘Dhyāi Drishti’ is intrinsic to the concept of chakras and their meditative prowess. It is supposed to help the viewer activate a particular chakra as they see the visual, hear the music and enter a meditative state. Each sound and visual is carefully designed and curated according to each chakra. Chakra, meaning “wheel” in Sanskrit, represents a series of energy points (prana) in the body. While they are in the body, they’re not physical centers. They could be considered “astral”, or in what is often alluded as our “subtle body”. The concept behind them is ancient — the first mention appears in the Rig Veda, dating back to approximately 1500 B.C.E. — some of the oldest writing in our civilization. Similar versions of the chakras are incorporated in Hinduism, Buddhism, Jainism, and several New Age belief systems. The chakras go up and down the spine, from the bottom up to just above the crown of the head. They each represent a step forward in evolving consciousness. Below is a reference to all the chakras and their intrinsic meaning.

dhyai_drishti_icons-02Muladhara: is the root chakra, it is red in colour and symbolizes safety, survival, grounding, nourishment from the Earth energy. Note that in chakra healing practices, red may denote inflammation at the physical level.

dhyai_drishti_icons-04Svadisthana: is the sacral chakra, it is burnt brick in colour; it carries meanings associated with emotions, creativity, sexuality, and is associated with water, flow.


dhyai_drishti_icons-03Manipura: is the solar plexus chakra, it is yellow in colour and symbolizes mental activities, intellect, personal power, will.


dhyai_drishti_icons-05Anahata: is the heart chakra, it is green in colour; it is connected with love, relating, integration, compassion.



dhyai_drishti_icons-06Visuddha: is the throat chakra, it is blue in colour and symbolizes self-expression, expression of truth, creative expression, communication, perfect form and patterns.


dhyai_drishti_icons-07Ajna: is the third eye chakra, it is indigo in colour; it evokes intuition, extrasensory perception, inner wisdom.


dhyai_drishti_icons-08Sahasrara: is the crown chakra, it is purple in colour; it’s associated with the universal, connection with spirituality, consciousness.




Experience Video

Behind The Scenes Video

Project Images

Experience 1

img_4036      cover-image

img_4023-copy      img_3997

Experience 2

img_5787     img_5824

img_5822     img_5785-copy

Development Images

img_4050     img_20201106_131214

imgpsh_mobile_save-1     imgpsh_mobile_save

Github Link

Fritzing Diagram


Project Context

The ideation and concept of Dhyāi Drishti was initially conceived from our particle code. While brainstorming on a probable concept for our project, we perceived the particle scatter as a meditative animation. While discussing more on the concept, we realised how often we tend to miss out on self actualisation and meditation. Since meditation is extremely important for not only well-being but also, mental clarity, concentration and a myriad other reasons, we figured, making an interactive tactile meditating aid, would definitely be a good idea after all. Also, since one of us fell sick during the project process, it really helped us calm down, and inculcate meditation into our daily activities (especially while coding).

One of our main inspiration for the project was the Unyte. It is a relaxation or stress-management program with a biofeedback device known as the iom2, it tracks the breathing and heart rate and guide through the practice. The iom2 measures Heart Rate Variability (HRV), a measure of the variation in time between heartbeats and is considered to be a strong indicator of meditative state.

While most of us are stuck at our homes, socially distancing to prevent further spread of the COVID-19 virus, we often find ourselves restless, sleepless, agitated, annoyed bored or unable to concentrate. Because social interactivity is so elemental of our nature, we find it very difficult to isolate. It is proven that meditation can help increase mindfulness and overall sense of well being in these trying times. Our project is a humble adventure to promote the simple activity of meditating. We look forward to increase the scope our project and create diverse interactions to make meditation more fun, easy and experiential. We would also seek opportunities in the future to work together on this project and further develop our concept to concrete output as an installation/product/tech-wearable.


“Journeys – Unyte.” Accessed November 7, 2020.

“Pause | Mindful Movement for a Happier You.” Accessed November 7, 2020.

Peck, Bob. “The Chakras Explained.” Medium, April 1, 2020.

Salehzadeh Niksirat, Kavous, Chaklam Silpasuwanchai, Mahmoud Mohamed Hussien Ahmed, Peng Cheng, and Xiangshi Ren. “A Framework for Interactive Mindfulness Meditation Using Attention-Regulation Process.” In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2672–84. Denver Colorado USA: ACM, 2017.

Sparks, Lloyd. “The Neurophysiology of Chakras.” Medium, June 13, 2019.

“The Story of PAUSE.” Accessed November 7, 2020.

Vidyarthi, Jay, and Bernhard E. Riecke. “Interactively Mediating Experiences of Mindfulness Meditation.” International Journal of Human-Computer Studies 72, no. 8–9 (August 2014): 674–88.


Waterbomb organism by Krishnokoli

About the project


Waterbomb organism is a physical computing installation that responds to light and shadow in its surroundings. It is inspired by the waterbomb tessellating origami designed by Eric Gjerde, the renowned paper artist.

While working on Experiment 1, I learnt about using the body as a controller for generating response from a series of digital artworks (using p5Js web editor). The artworks comprised of a series of 5 tessellating patterns, which responded to the viewer’s movements. Since the tessellations were all made digitally, they were inherently 2 dimensional. In experiment two, since we had the opportunity to explore both physical space and hardware, I wanted to explore 3 dimensional tessellations, in other words, origami tessellations.

Like 2 dimensional tessellations, origami tessellates, are equally stable as well as dynamic. It bends, creases, moves, shape shifts, yet holds its structural integrity perfectly. A lot of the origami tessellation’s character depends on the material used to make it. In this case, I have used 80 GSM paper, since it is non-conductive and would not interfere with the rest of my circuit. Also, paper is relatively cheap, easier to fold and readily available at most locations around the globe. 80 GSM paper also allows a certain level of translucency which allowed me to eventually place LEDs underneath it to create a ‘lampshade’ effect.

The ‘Waterbomb Organism’ is supposed to bring about an emotive connection, between the viewer and the piece, like an owner and their pet. Only when the viewer is present in-front of the sensor, does the installation react. The lights blink faster and the organism subtly moves as if in excitement. Movements have always been considered as an indicator of life. A responsive movement generated by this artwork is supposed to be interpreted as anthropomorphism through design (without a specific narrative context).

Experience Video

The installation can be fixed both inside and outside of a house. It can serve as a visual doorbell or a small companion. It reacts based on what the sensor reads, hence the positioning of the sensor is very important. As of now, I have kept the sensor quite long, so that it can have distance of roughly 1 meter from the installation. But it may vary from place to place. Here’s a demo of how the installation works both indoors and outdoors.

How it works

  1. The water bomb tessellation has mountains and valleys inside the finished structure. The mountains are the areas of the paper which pop out towards the viewer and the valleys are the areas which converge away from the viewer. The valley folds of waterbomb origami helps it collapse and open, making the structure tensile.
  2. The motor is attached right underneath the origami in the centre, while the four corners of the paper are stuck to the base. This allows the motor to rotate 180 degrees and initiate subtle motions in the origami too. The motor only rotates when the photo-resistor reads light below 500.
  3. 14 LEDs are connected whimsically underneath the origami structure. They are attached to the base of the origami through wires originating from the breadboard. With the help of Arduino they are programmed to blink faster whenever the sensor senses any shadow. Which is light below 500.
  4. The photo-sensor is connected to the Arduino Nano which is placed in the box right below the installation. The motor, LEDs are also connected to the Arduino nano 33 IOT through a breadboard inside the box.
  5. The photo-sensor does not have an exact location it can be placed anywhere with the help of wires depending on the nature of the location.

Here is the process video of how I made it.

Project Images

img_5726       img_5719

img_5720jpg.      img_5728

Development Images

img_5743       img_5739

img_5740.      img_20201024_110253


Link to code

Circuit Diagram


Project Context

This project was primarily inspired by the dynamic environment project by Mostafa Alani. I came across several of his projects in the Arduino Project Hub. While most of his works centre around tessellations and interactivity I thought it would be a good learning opportunity for me to learn and find reference from his works.

The other inspiration behind this project was Cupra’s Kinetic Wall. It was designed and developed by Leva, TODO and Blackboard Berlin for the Cupra stand at 88° Geneva International Motor Show in February 2018.

I have decided to take inspiration from tessellations and digital fabrication for this experiment because 3D tessellations opens up a whole new way to introducing movement in a controlled yet mind-bending way. Although a lot of the movement were not achievable as planned, it provided a great learning opportunity to understand how different materials, shapes and creases interact with movement with the help of motors


Arduino Project Hub. “Dynamic Environment.” Accessed October 24, 2020.

Kinetic Wall – Making of & Backstage, 2018.


Trailing Tessellations


About The Project

Trailing tessellates is a series of 5 interactive art experiments, made using the p5.js web editor. The interactive artworks are a series of patterns that respond to change in movements and gestures of the viewers, such that the viewers can become a part of the piece. This series is heavily influenced by the works of several interactive and visual artists like Daniel Rozin, who is well known for his interactive mirrors and Maurits Cornelis Escher, a renowned graphic artist who made mathematically inspired tessellations and prints.

Inspired by the paradoxical stability and dynamicity of mosaics and tessellations, this series is all about breaking the stillness of geometry and inviting motion. Viewers are encouraged to try different kinds of movements, which could involve bilateral / diagonal movements, and proximity with the camera to interact with the art pieces. The series is deliberately devoid of any camera feed in order to generate a sense of companionship between the artwork and the audience. It is supposed to bring about an emotive connection, between the viewer and the piece, like an owner and their pet. Movements have always been considered as an indicator of life. A responsive movement generated by this artwork is supposed to be interpreted as anthropomorphism through design (without a specific narrative context). The slight lag, due to camera feed loading, is helpful in this regard, as it gently delays the response which generates the feeling of trailing along. Each piece depicts a particular mood and concept which is tied to the overall idea of patterns and tessellations.

#1: Trailing Pyramids


The first piece is a fairly simple interactive tessellation based on the orthogonal grid. Each pyramid is a unit which has a moving top. The pyramid tops trail the viewer’s movements and follows them around while they are interacting with the artwork. The interactions in this piece involve nose tracking, where the viewer’s nose will be tracked on the horizontal and vertical planes only. Click on the links below to see the presentation or the source code.

Presentation –

Source Code –

#2: Cascading Bandhani


Inspired by the ubiquitous ‘Bandhani’, which is a traditional textile tie-dye technique of Gujarat, India, this piece is all about the drape and its cascading interactivity. The piece trails along with the viewer, as if it is attached on the top, like a fabric pinned to a clothes rack. On increasing proximity with the piece/camera, the prints multiply in size and on moving farther away they diminish slowly. This interactivity is designed to generate a perception of fluidity and spatial depth. Click on the links below to see the presentation or the source code.

Presentation –

Source Code –

#3: Magnetic vision


This piece was originally inspired by the ‘Eyes on me’ artwork by Purin Phanichphant. In this piece, the numerous eyes tend to follow a singular point almost like a frenzy. This piece was designed to generate a sense of how herd mentality functions. It shows how a singular point can garner extreme attention and judgement from observers. Herd mentality is a state where people can be influenced by their peers to adopt certain behaviours on a largely emotional, rather than rational, basis. Click on the links below to see the presentation or the source code. The basic movement here is tracked with the help of the nose, which can be detected on both x and y axis.

Presentation –

Source Code –

#4: Blooming Binary Trees


Dan Schiffman’s Recursive Tree was a major inspiration for this particular piece. A major component of this piece ‘fractals’ are found in various natural phenomenon. In his book ‘Nature of Code’, Schiffman explains how fractals can be interpreted as the visual depictions of tree branches, lightning bolts or mountains. This unique visualisation along with the concept of social afforestation was the motivation behind this piece. Like the idea of social afforestation which requires active human participation for forestry this piece’s interactivity lies in proximity of the viewer and the screen. Viewers are encouraged to move back and forth in-front of their webcam order to experience this piece. Click on the links below to see the presentation or the source code.

Presentation –

Source Code –

#1: Polka Player


This artwork was also inspired by the staggered grid concept of Purin Phanichphant. However, this piece was an exploration to correlate sound, visuals and their spatial impact. In relation to the proximity of the viewer to the camera and the piece, the sound and the visuals change. The piece was inspired by the jazz classic ‘Polka dots and moon beams’, which is used as a soundtrack in the background. Click on the links below to see the presentation or the source code.

Presentation –

Source Code –

Project Context

The context for this project is based on inspiration from the works of MC Escher, Purin Phanichphant and Daniel Rozin.

MC Escher was a mathematician and artist His work features mathematical objects and operations including impossible objects, explorations of infinity, reflections, symmetry, perspective, truncated and stellated polyhedra, hyperbolic geometry, and tessellations. The defining moment that pushed the artist towards the creation of the art we most associate with his name was his trip to Spain and his visit to the Alhambra Palace. There, M. C. Escher carefully copied some of the geometrical tilings that covered the façade of the palace and from that moment, his production became less observational and more formally inventive. The exploration of patterns and the regular division of planes was the richest inspiration that the artist ever faced.

However, it is this connection between geometry and art that he has most deftly defined, that has inspired me to learn more about tessellations, patterns and optical illusions using digital art as a medium.

Daniel Rozin, through his works on mechanical mirrors, deftly explores the metaphorical concept of mirrors and how human beings interact with their own reflection. Most of Rozin’s works are based on the concept of motion, form and reflection. He uses an array of reflective and non-reflective materials along with a system of highly synchronized motors and motion sensors to generate a response to the viewer’s movement. This interactive response which Rozin interprets as reflections is the main attribute of his mechanical mirrors. He creates large installations which contains cameras or motion sensors to detect the movement of the viewers. His installations reproduce the concept of pixels, where each unit of woodblock, ball, toy, trash is moved with the help of a motor, which generates a response when it senses motion from the viewer.

Purin Phanichphant, is a contemporary artist and designer who is known for his interactive installations. His work includes a strange combination of objects like buttons, knobs, screens, and code, which often result in interactive experiences for audiences. His work has been featured in museums, galleries and venues around the United States, Japan,  & Iceland. His use of raw, bright colours, patterns and subtle yet effective use of interactivity has strongly inspired this series.

The intention behind this series was to create a set of interactive patterns which will involve active participation from the viewer. After all being able to control something with the help of body movements, that too remotely, is always a one of a kind experience. It gives the viewer a safe space to imagine and believe in the unbelievable


  • Hafsah Parkar. The cognitive theory of tessellations. Date published 14 February, 2014. National Institute of Design.
  • Van Dusen, B, B C Scannell and R P Taylor. A Fractal Comparison of M.C. Escher’s and H.von Koch’s Tessellations. Oregon: n.d. E-book.
  • Daniel Rozin. NYU Tisch. Accessed on 4 October, 2020