599 - Dual-touch Design

Pains of Stateless State Management

As it would turn out, synchronizing states is really hard. The tech used for this app is fairly common. The client is rendered using p5.js, the server uses Node.js, Redis stores states, & data is passed between the two using websockets via socket.io The biggest difficulty is that there are multiple devices per player and multiple players connected at the same time. I have to make sure that all necessary data is synchronized efficiently, but I also need a single source of truth to fall back on.

(18 Dec, 2018 - 5 min)

Experience Concept

As previously discussed, I’m building an experience surrounding the dual-touchscreen laptops I have. The chosen experience is Battleship, due to the pre-existing similarities in the non-digital game

(18 Dec, 2018 - 1 min)

Hardware is fun /s

Debugging hardware & drivers are two of my personal least-favorite activities. Unfortunately for me, this project has required a decent amount of that. So here’s some details about the hardware and the fun I’ve had with it.

(23 Nov, 2018 - 5 min)

Designing for a touch medium

Touch-based design works a bit differently from a traditional mouse & keyboard design.

(21 Nov, 2018 - 5 min)

“What is that?” (followed by “Why would you…?”)

Over the summer I had the great fortune to meet Dr. Egert, one of the faculty at RIT and my mentor for this project. While cleaning his office, he found something rather unique - a laptop with a second touchscreen instead of a keyboard.

(19 Nov, 2018 - 2 min)