SPRINT BRIEF
This sprint introduces participants to the fundamentals of interactive system design through a visual, spatial environment. Using Delightex, we'll explore how interaction, logic, and design work together to create systems that react to user actions.
We’re using block-based coding in Delightex to create simple interactive experiences through space, objects, and behavior.
To explore how design decisions and simple code work together, and how creative contexts can make programming concepts more accessible to beginners.
Let’s build interactive logic!
Why?
Final Project Expectations
Your design should be intentional and minimal: every object in the space should have a role in the interaction, whether it triggers behavior, responds to it, or provides feedback to the user.
Your project must include at least one clear interaction triggered by a user action (such as clicking, entering a space, or starting the scene) and one piece of logic that changes behavior over time (for example using conditions or simple memory).
You must design and build a small interactive experience using block-based coding in Delightex.
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The design process will include 5 steps:
THE PROCESS
Look at past examples to get inspired
Precedent Research
Define a small interactive space and decide what each object does.
Conceptualization
Create the space and implement basic interactions using block-based coding.
Model Making
A good example of signals are "the launch of chatGPT" or "the fall of the iconic tunnel tree redwood" and good examples of drivers would be "artificial intelligence" or "climate change"
Add simple logic changing experience based on user actions or previous events.
Interactivity Integrated
Then, identify signals (glimpses of the future we already see today) and drivers (what made the signal possible)
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5
~10 min
~10 min
~20 min
~ 40 min
~10 min
Testing & reflection
Test the interaction, adjust the logic, and reflect on how design choices affect behavior.
MATERIALS
A precedent is a real-world example or project that you can research to better understand ideas related to your work.
Precedent Research
As pairs:
Go to the shared examples folder and explore a small selection of simple interactive projects.
Select one project and discuss it together.
On a sheet of paper, answer the following questions:
- What is the main interaction in this project?
- What action triggers the behavior?
- How does the project respond to the user?
- What design choices make the interaction clear or confusing?
Focus on understanding how the interaction works, not how polished it looks.
1.
~10 mins
IC.NUVUSTUDIO.COM
In brainstorming, students collectively generate ideas that will shape the concepts for their group projects. They typically begin by listing ideas individually, then come together to share and discuss them using a pin-up brainstorming board filled with writing, drawings, Post-it notes, and lively conversation.
1 - ENCOURAGE WILD IDEAS
2 - SUSPEND JUDGMENT
4 - BUILD ON IDEAS
5 - BE VISUAL
3 - GO FOR QUANTITY
Wild ideas can often give rise to creative leaps.
Don’t shoot down someone else’s idea.
Aim for as many ideas as possible.
Build and expand on the ideas of others.
Sketch your ideas.
Brainstorming
Imagining a magical classroom
You will start from the same classroom scene.
Re-imagine it as a space that feels alive, surprising, or magical.
Choose:
One main idea for how the classroom changes
One simple interaction that brings it to life
Example
• Objects react when you enter
• The room changes after you click something
2.
~10mins
Model Making
3.
You will now start building your classroom in Delightex, using the shared classroom file provided.
As you build:
- Add or modify a small number of objects in the space
- Implement the main interaction you planned
- Test the interaction as you go and adjust when needed
Focus on clarity and behavior rather than detail.
The goal is to make the space clearly respond to the user in an intentional way.
Model Making
3.
Student Examples
Layering Interactivity
4.
Making the space respond over time
You will now refine how your classroom behaves by adding simple logic to your interaction.
As you work:
- Decide what triggers the interaction (click, entry, start)
- Add one simple rule that changes behavior
- Make sure the change is visible and intentional
Focus on how the experience evolves, not on adding complexity.
Small logical changes can make the space feel much more alive.
Testing and Reflection
5.
You will test your interactive classroom and observe how the space responds to user actions.
As you test:
- Try the interaction from start to finish
- Notice what feels clear or confusing
- Make small adjustments to improve the experience
Take a moment to reflect on how your design choices affected the behavior of the space, and how this approach could translate to a classroom context.