The self-made game LETS TWIST consists of a large glass plate divided into twelve different fields. These fields are surrounded by LED lights, light up in different colours and define a colourful sequence to remember. The aim of the game is to repeat the right sequence with jumping on the right individual field. If the order is correct the flights flash green, otherwise they turn red. The LEDs are controlled and activated via the start button which is located next to the plate. In addition, interfaces were designed with the idea of ​​controlling the game from the mobile phone to establish the interaction between human and machine and to focus on the topic „Internet of Things“. Control via smartphones with an internet connection would be of great advantage since the need to be online is the focus of all activities. It also guarantees interaction with digital media.
The concept of LETS TWIST deals with the question of how the user can be animated to movements by an interactive game. The game animates the user to full sporting activity and promotes the health of the user as full body use is required for jumping on the fields. Remembering the sequence of flashing LEDs trains the memory. The (healthy) interaction between man and machine is in the focus.
The playing field itself consists of a large wooden board on which twelve other small wooden boards are attached. They serve as capacitive sensors for pressure detection and measurement. The structure and workflow of the entire game LETS TWIST is divided into five areas: Building the capacitive sensors, building the wood panels, attaching the LEDs by soldering and connecting to the Ardunio. Afterwards the programming takes place. 
The most important feature is the detection of the pressure caused by weight. For the manufacturing of the capacitive sensors it is necessary to wrap up each small plate with aluminium foil and fix an isolated wire in between. Each panel is attached on the main wooden chipboard. The created surfaces serve as a capacitive background. The wooden board with the size of 90 x 120 cm maintains stability. The LEDs are glued around each small plate and connected by soldering via cables to the start button and an Arduino. An acrylic plate serves for protection.
Construction: The game consists of a micro controller (Arduino Nano), the chip MPR121, twelve self-built capacitive sensor plates, 249 LEDs and a power supply.
Function of the components: The Arduino Nano is connected to the chip MPR121, the LEDs and to the power supply. The MPR121 is attached to the twelve capacitive sensor plates, receives the data and sends it to the Arduino for processing. The Arduino supplies power to the chip MPR121 and to the capacitive sensors. Arduino is responding if pressure on the wooden plates is given. On PIN 6 it indicates instructions to the LEDs to light up in the correct colour and switch off again if necessary. A reset button which is installed in the housing resets the game. The 5 volt electricity supply powers the Arduino and LEDs.
Game features: Before the actual game starts the sensitivity of the capacitive plates is set in the programming. In addition, a random number generator determines seven fields that must be activated in the appropriate order. Then the intro starts and the LEDs show a colourful gradient for a few seconds. The player is shown the way he has to hurry, plate by plate. Individual plates can also repeat themselves. provides individually adapted housing cases for laser cutting. The required dimensions are entered and determined. This case has the following size: 115mm x 25mm x 60mm. The hardware was completely stowed in the housing and is thus protected against damage.
90 x 120 cm chipboard
Twelve 30 x 30 cm chipboard panels
Aluminium foil
Electric wire
Spray adhesive
Soldering iron
Arduino Nano
MPR 121
Connection cable
Power supply with cable
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