
Disarming
the Device
A plug-and-play game reimagined
as a sensory tool for calm.

Disarming
the Device
A plug-and-play game reimagined as a sensory tool for calm.

Disarming
the Device
A plug-and-play game reimagined as a sensory tool for calm.
Reimagining the Familiar.
Can overstimulating tech be reimagined as a tool for healing?
Can overstimulating tech be reimagined as a tool for healing?
Can overstimulating tech be reimagined as a tool for healing?
We were asked to give an existing object a new, digital life. I chose a low-cost plug-and-play poker game, designed to hook users through fast reward loops. What if, instead of stimulation, it offered stillness? Inspired by research on the role of ambient nature sounds in addiction recovery, I inverted the device’s purpose, reimagining it as a tactile interface for grounding and care?
We were asked to give an existing object a new, digital life. I chose a low-cost plug-and-play poker game, designed to hook users through fast reward loops. What if, instead of stimulation, it offered stillness? Inspired by research on the role of ambient nature sounds in addiction recovery, I inverted the device’s purpose, reimagining it as a tactile interface for grounding and care?
We were asked to give an existing object a new, digital life. I chose a low-cost plug-and-play poker game, designed to hook users through fast reward loops. What if, instead of stimulation, it offered stillness? Inspired by research on the role of ambient nature sounds in addiction recovery, I inverted the device’s purpose, reimagining it as a tactile interface for grounding and care?





The original plug-and-play poker game, designed for overstimulation and instant gratification.
Prototyping the Shift.
Translating speculative intent into tactile interaction.
Translating speculative intent into tactile interaction.
Translating speculative intent into tactile interaction.
After disassembling the original poker game, I realized only the plastic shell and battery pack were salvageable. I rebuilt the internals from scratch using a microcontroller, audio processor, speaker, and LED screen to create a new interaction logic. To support this transformation, I 3D-printed custom mounts and internal structures that gave the device an anthropomorphic quality; something closer to a companion than a controller. Each design choice was part of a broader inquiry: How might this object feel less like a device and more like a companion?
After disassembling the original poker game, I realized only the plastic shell and battery pack were salvageable. I rebuilt the internals from scratch using a microcontroller, audio processor, speaker, and LED screen to create a new interaction logic. To support this transformation, I 3D-printed custom mounts and internal structures that gave the device an anthropomorphic quality; something closer to a companion than a controller. Each design choice was part of a broader inquiry: How might this object feel less like a device and more like a companion?
After disassembling the original poker game, I realized only the plastic shell and battery pack were salvageable. I rebuilt the internals from scratch using a microcontroller, audio processor, speaker, and LED screen to create a new interaction logic. To support this transformation, I 3D-printed custom mounts and internal structures that gave the device an anthropomorphic quality; something closer to a companion than a controller. Each design choice was part of a broader inquiry: How might this object feel less like a device and more like a companion?






























Disassembling and rebuilding the device with custom fit components.
A Softer Interaction.
Once reassembled, the device invited a new kind of interaction; one that slowed the user down. Without the visual noise or reward systems of its original form, it became an object to be approached more gently. The soft haptics, ambient sounds, and physical pacing created a tactile quietness that felt unfamiliar but calming. Its front-facing speakers, arranged like eyes, gave it a slightly anthropomorphic feel, like a companion. Watching a friend interact with the audio output, I saw how the experience shifted from performance to presence. This project reminded me that even small interface tweaks, like softening feedback or removing urgency, can dramatically reframe how we relate to everyday tech.
Once reassembled, the device invited a new kind of interaction; one that slowed the user down. Without the visual noise or reward systems of its original form, it became an object to be approached more gently. The soft haptics, ambient sounds, and physical pacing created a tactile quietness that felt unfamiliar but calming. Its front-facing speakers, arranged like eyes, gave it a slightly anthropomorphic feel, like a companion. Watching a friend interact with the audio output, I saw how the experience shifted from performance to presence. This project reminded me that even small interface tweaks, like softening feedback or removing urgency, can dramatically reframe how we relate to everyday tech.
Once reassembled, the device invited a new kind of interaction; one that slowed the user down. Without the visual noise or reward systems of its original form, it became an object to be approached more gently. The soft haptics, ambient sounds, and physical pacing created a tactile quietness that felt unfamiliar but calming. Its front-facing speakers, arranged like eyes, gave it a slightly anthropomorphic feel, like a companion. Watching a friend interact with the audio output, I saw how the experience shifted from performance to presence. This project reminded me that even small interface tweaks, like softening feedback or removing urgency, can dramatically reframe how we relate to everyday tech.










The device in use: reframing interaction as presence.
MADE WITH
Arduino, 3D modeling, 3D printing, rapid prototyping
TEAM
Shameemah Fuseini-Codjoe