Project Proposal: The Yellow Wallpaper.



“Pain is everywhere and nowhere. Post-​wounded women know that postures of pain play into limited and outmoded conceptions of womanhood…I know these dialects because I have spoken them; I know these post-​wounded narrators because I have written them. I wonder now: What shame are they sculpted from?”

– Leslie Jamison, “A Grand Unified Theory of Female Pain,” The Empathy Exams

For my final project in pcomp, I intend to explore the narratives we construct surrounding women, pain, and the erasure of the self.

My project was initially inspired by Charlotte Perkins Gilman’s short story “The Yellow Wallpaper.” Published in 1892, the story is written in the style of a diary of a woman who, failing to enjoy the joys of marriage and motherhood, is sent to live in a room alone in the country in an effort to “cure” her ineptitude. She wants to write, but her husband and her doctor forbid it. Confined to her bedroom, the patterns on the faded yellow wallpaper come to life for the protagonist and eventually precipitate her descent into insanity.

For my final project, I will construct a wall covered in yellow, faded floral wallpaper that participants can touch and interact with. When a participant touches an individual flower on the wallpaper, an LED will light up and an audio recording will play. The audio recordings are stories that I will record from women describing their personal experiences with love and pain.

I am still refining the conceptual piece of this project, which is requiring me to talk to many of my friends about what kinds of stories they would find most interesting. For now, these are the questions I’m considering:

  • Tell me about a time when you most felt loved.
  • How long will you let yourself be sad about something? Do you think there is an appropriate timeline?
  • Tell me about a time when you felt the most known.
  • Do you have any wounds from experiences long ago that you still carry around with you?

For the physical interaction, I will use conductive thread and wires behind the wallpaper to connect the center of each flower to a SparkFun capacitive touch sensor, which I have already tested out.

When the flower is touched, the audio plays and the LED turns on. When it is not touched, the audio and LED are off.

Schematic for hooking up the touch sensor:


Here is a link my Bill of Materials (BOM), which is still being updated.

Here is my timeline.timeline



Midterm project: The (water) harp.


The aspirational version of my water harp.

The project I proposed last week was ambitious to say the least. In my project proposal, I stated that I wanted to build an entire interaction around the tactile experience of running one’s fingers through a stream of water.

In reality, there were a lot of obstacles I hadn’t anticipated encountering and I realized that the project I thought I’d be building required a longer time frame to test out ideas. I still love the concept but I will need to keep testing out the project before it moves forward.

Here’s what I built:

The (water) harp. from Rebecca Ricks on Vimeo.

That being said, I think I build something pretty cool even if it was only one piece of what I’d planned to build.

The initial plan.

After I nailed down the concept, I talked to Pedro about the different kinds of sensors that were available to me. We discussed some different potentiometers: photosensors, lasers, etc. Since I was really looking to build a series of simple switches, he suggested I keep things simple by using what is called an end switch. I decided that I wanted the water to fall on 10 switches. As the participant interacted with the water, it would trigger different sounds.


Step one: Fold the plexiglass into a shape that would create a waterfall wall of water. 

I sketched out a few different ideas for the shape of the plexiglass. Ultimately I decided it would make the most sense to build a waterfall that would stand on its own and sit on a tabletop surface. Using the plastic heater, it was a laborious process to bend the plexiglass but I was able to get it into a shape that I liked.



Step two: Test out the waterfall with different configurations.

The initial plan was to set up a system whereby the water drips straight off the plastic into a container and is then pumped back up to the top and drips out a pipe with holes drilled in it. I set up the components – piping, pump, acrylic – and started testing the water.


The result of my experimentation was extremely frustrating. It seemed like there were so many factors I had failed to consider when I’d decided to work with water. First of all, the water made a huge mess, which I hadn’t anticipated. More importantly, water has an affinity to plastic and acrylic and so I wasn’t getting the consistent blanket waterfall shape I’d planned on working with.

It seemed like everyone on the floor had ideas about hydrologics and water pressure. I tested out different materials for making a lip for the acrylic but nothing seemed to even out the stream.

Step three: Build the hardware components.

After three days of testing the waterfall, I decided to shift gears and begin building the actual switches and the circuits that would connect to the Arduino.

I laser cut some acrylic “keys” that would serve as an extension of the end switches, which the waterfall would be hitting. I also laser cut a board with ten holes to fit the switches. I soldered the switches to wires that led to the breadboard, which connected the 10 switches to digital pins 3-11.


The wires were connected correctly and I knew I would need to figure out a way to protect the hardware from getting wet. That would prove to be a really important issue if I got the waterfall to actually work.

I did like the feeling of pushing on the keys. You can push them in a wave pattern, parodying the feeling of water falling on them. It felt sufficiently tactile and I decided that since I was in a time crunch, I would have to adjust my concept slightly to account for the fact that I still hadn’t figured out the best way to make the water fall evenly.


Step four: Write the code and add the sounds in p5.js.

I tossed around a few different ideas for the types of sounds I wanted to play. I thought about playing funny noises, spooky noises, water noises, human voices, and various tones, but the piece of music I kept returning to was Richard Wagner’s Vorspiel (overture) from Das Rheingold, the first opera in his Ring Cycle.

The opening of the opera is a realization of emergence, of becoming as process. Wagner was obsessed with origin stories and stripping away stories to their mythic core. Unlike Beethoven’s chaos, Wagner’s music begins with a monotonous E flat, building into more and more complex figurations of the chord of E flat major, which is meant to mimic the motion of the Rhine River, which runs through Germany. The piece lasts 136 bars and approximately four minutes.

There is something very watery about the piece of music. In his book Decoding Wagner, Thomas May writes: “The swirling textures of sound readily transmit the idea of water rushing and complement the music’s quickening into life.”

I chopped up the overture into 10 distinct “parts” that would correspond to the 10 keys. The result would be a layering of sounds as you run your hands over the keys.



Haikus with Donald Trump.

Screen Shot 2015-10-14 at 2.07.44 AM

I have a confession to make: I couldn’t figure out how to get this project up and running with a potentiometer in time for class on Wednesday. Keep in mind that the process was littered with tiny successes and failures and here’s just a bit of what I learned.

The assignment this week was to review the labs we did in class and figure out a creative way to get the Arduino to communicate with p5.js using serial communication. For instance, we could push a button and display text, twist a potentiometer and create an animation, touch a pressure sensor and play music, etc.

I’ve been talking a lot lately with friends at ITP about generative text and computational poetry. I loved the idea of creating some kind of random haiku generator based on the transcripts of Donald Trump’s speeches.

I figured out pretty quickly that I would need to learn a lot more about Python in order to write a program that would analyze large bodies of text. I did learn, though, that Python has a function that allows you to count the number of syllables in each word, which will come in handy when I actually decide to build that version of the project.

So I decided to hack the project anyway. I searched online and realized that a few other people have been paying attention to Donald Trump’s campaign speeches and written down examples of unintentional haikus he’d said in public.

I pulled 15 haikus from a Washington Post article and loaded them into a spreadsheet. I divided each line of the haiku into a different column in the spreadsheet and called each column individually as an array, p. That way, whenever you clicked your mouse it would randomly cycle through the haikus. I was able to display a haiku by asking for line1[p], line2[p], and line3[p] whenever the mouse was clicked.

Success! I created a version of the haiku generator in p5 before adding the physical input we’d learned about in the labs. Check out the Donald Trump haiku generator here.

Screen Shot 2015-10-14 at 2.10.04 AM

Next, I added in some code to enable the serial communication between the Arduino (already loaded with some simple commands) and the computer’s serial port.

Screen Shot 2015-10-14 at 2.12.48 AM

I mapped the pot values from 0-1023 to 0-15, since there were only 15 haikus to cycle through.

Then I added in the lines of code we had reviewed in our labs. There was a lot of stuff going on to enable serial communication and map the correct values but I felt like I understood what each line of code was doing. I used the function print(newData) and was able to see the values change from 0-15 as I twisted the pot!

Except there was one problem: I couldn’t figure out how to write a command that told the computer that the newData values being received from the serial port should be equal to the variable p I mentioned above.

I tried writing a new function getHaiku(newData) that would display each haiku based on the pot number but it didn’t work. I felt like I tried everything, from creating new variables to setting p = newData, but I could not figure out how to get the pot value to control the animation.

Here’s my full code in case anyone has an idea of what I’m doing wrong:


The plant that tells you when you’re overwatering it.


This week, we learned how to build a simple circuit using the Arduino Uno device. We set up a circuit in which a push button functioned as the switch, causing an LED light to turn on and off. Simple enough.

For homework this week, we were challenged to design our own switch. There were so many possibilities that I spent a good amount of time thinking about what kind of human interaction I wanted to initiate the switch. There are endless ways that we interact with our environment; for instance, poking, tapping, blowing, touching, and blinking.

Ultimately I decided that it would be interesting if the interaction were watering a plant. The action would complete the circuit, producing an outcome that would act as an alarm that the plant had received adequate water. In other words, I wanted to create a system where a plant starts yelling at you when you’ve overwatered it.


At first, I imagined setting up some type of pulley system in which the weight of the water pulled the pot down to the ground and connected a piece of metal on the bottom of the pot with a piece of metal on the ground.


I quickly realized that a much simpler solution was available. Since water is conductive (to some degree – it does have resistance), I decided that I would put the plant on a plate and let the water trickle out of the bottom of the plant. The ends of the wires would sit on the plate and when the puddle formed, it would touch both of the wires and complete the circuit.



It took some trial and error, but I was able to complete a basic circuit using the plant watering action. One obstacle was that I had to dissolve some salt into the water in order for the water to be conductive enough to allow the electrical current to flow through the puddle (that’s probably a gardening 101 no-no). Another obstacle was that the wires kept oxidizing, which meant I had to keep snipping off the tops for each trial.

I jumped ahead in the lesson and learned how to set up a circuit that communicated with the Arduino software so that there was a digital signal sent back to a Piezo. To do so, I connected the wires so that the digitalRead() function would get its input from pin #7 and then the output would come out of pin #3, which was connected to the Piezo.


The result was that the Piezo played some sounds. I wrote some commands that played different tones on the Piezo. I really wanted to play the song “Psycho Killer” by the Talking Heads, so I wrote some code that produced a series of tones that corresponded to the chorus of the song.

The tone() function takes the pin # and a frequency number, which corresponds to a musical note. The delay() function is what creates the pauses between the notes.

Here’s what the full code looked like:

int sound;

void setup() {

void loop() {
sound = digitalRead(7);
if (sound==1) {


} else {

Honestly, I wasn’t entirely successful at playing the Talking Heads song because it never actually ran the way I imagined it would, but I did succeed in getting the Piezo to play a really funny sound when the circuit was completed.

Here is the final product:

Watering a plant with Arduino from Rebecca Ricks on Vimeo.