02 Sensing the World

1. Find an interesting existing Alt+Ctrl Interface

Explore the archive from GDC, Shake That Button and beyond:

Find one interesting project/controller from there and write a short description of the project. Include a link to it and even embed a video to your site if there it is available. Why did you choose this? What caught your attention?

2. Come up with a concept for your own Alt+Ctrl Interface

  • Explore at least one sensor in more detail.
  • Think of different interactions and/or gestures that could be detected with the sensor you picked.
  • Choose an existing video game that could be controlled using the interaction/interface enabled by this sensor. You can also come up with a completely new game/game mechanic.
  • You don’t need to make it work yet. Just come up with the idea/concept for your alternative controller.
  • Write about your idea on your site.
  • You can draw sketches or other ways to illustrate your idea.
  • You can also make a prototype if you can, but I am not requiring it.


“FLUX is an alt.arcade reaction game, where players compete against one another to hit 5 buttons in the right order as quickly as possible.”

This project caught my attention because it seems simple but fun and it looks cool. Judging by the pictures this game could very well be placed at festivals or in bars/nightclubs as the surface seems sturdy and can act as a table for glasses etc. FLUX uses buttons and lights – the first components we started to work with in the beginning of this course.


FLUX’s game design is based on the 80’s classic “Simon”, where the player has to memorize and repeat a pattern by hitting the correct buttons of the device. With every successful repetition, the game is getting harder.

2. LUX

Both FLUX and Simon use buttons as inputs and lights as outputs. Wouldn’t it be interesting if this mechanic could be somehow reversed? Replacing buttons with photoresistors turns light into an input.

This could be realized with a monitor made of multiple photoresistors arranged in a grid. A separate screen would display a specific pattern or shape for a limited time. The player would then have to memorize the image and recreate it by using a flashlight as a controller to “draw” on the light sensor monitor. Just like in Simon, this game would get harder with every successful repetition as the images would get more and more complex.

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