


DumbPuter
DumbPuter
Role
Role
Coding, Physical Computing, Physical Prototype
Coding, Physical Computing, Physical Prototype
Course
Course
Intro to Programming,
1 Week, Nov 2025
Intro to Programming,
1 Week, Nov 2025
Tools
Tools
Processing, Arduino
Processing, Arduino
What is Dumbputer?
What is Dumbputer?
Dumbputer Was a one-week project in Intro to programming course led by Dennis Paul and jacob Remin. It is an experimental creation that challenges the traditional way we interact with computers—ditching the mouse and keyboard in favor of an intentionally frustrating, unhelpful technological entity. Inspired by the trend of “dumb machines” that reject usefulness as their primary goal, Dumbputer is designed to actively annoy users and prevent them from achieving their tasks. The project blends humor with critique, prompting reflection on the power and autonomy we grant to machines.
Dumbputer Was a one-week project in Intro to programming course led by Dennis Paul and jacob Remin. It is an experimental creation that challenges the traditional way we interact with computers—ditching the mouse and keyboard in favor of an intentionally frustrating, unhelpful technological entity. Inspired by the trend of “dumb machines” that reject usefulness as their primary goal, Dumbputer is designed to actively annoy users and prevent them from achieving their tasks. The project blends humor with critique, prompting reflection on the power and autonomy we grant to machines.



We use Arduino Uno to operate our physical element with
We use Arduino Uno to operate our physical element with



We created a storyboard for our illustration and how it should operate.
We created a storyboard for our illustration and how it should operate.
Design Principle
Design Principle
The design principle behind Dumbputer was to subvert expectations of technology as efficient, helpful, and user-friendly. Instead, it embraces purposeful inefficiency and user frustration as a way to provoke thought about human–machine relationships. By giving the computer character-like qualities and physical influence over the user’s environment, Dumbputer becomes less of a tool and more of a mischievous presence—blurring the line between machine and personality.
The design principle behind Dumbputer was to subvert expectations of technology as efficient, helpful, and user-friendly. Instead, it embraces purposeful inefficiency and user frustration as a way to provoke thought about human–machine relationships. By giving the computer character-like qualities and physical influence over the user’s environment, Dumbputer becomes less of a tool and more of a mischievous presence—blurring the line between machine and personality.



This is our attempt on the blob detection and how it detects red color.
This is our attempt on the blob detection and how it detects red color.



An animation created to showcase the emotions of the dumbputer.
An animation created to showcase the emotions of the dumbputer.



Hun, our teammate trying to work with proximity sensor to detect hand movement around Dumbputer.
Hun, our teammate trying to work with proximity sensor to detect hand movement around Dumbputer.

Hun, our teammate trying to work with proximity sensor to detect hand movement around Dumbputer.

Hun, our teammate trying to work with proximity sensor to detect hand movement around Dumbputer.
How it Works?
How it Works?
Dumbputer’s functionality combines object tracking, physical computing, animation, and Arduino integration:
Object Tracking: Using a blob detection algorithm based on Daniel Shiffman’s computer vision code, a Processing sketch tracks a color threshold, following a set object waved in front of the camera—originally designed for eye-tracking the computer’s “character.”
Physical Computing: Arduino-operated devices interact physically with the user, activating when someone tries to follow the computer’s instructions. This creates a sense that the machine has influence over the material world.
Frame-by-Frame Animation: Hand-drawn animations give Dumbputer a friendly but deceptive personality, making its irritating behavior feel more alive and intentional.
Arduino Integration: All components are housed in a single object—a cube on a fixed stand—that guides Dumbputer’s interactions and mischief.
Dumbputer’s functionality combines object tracking, physical computing, animation, and Arduino integration:
Object Tracking: Using a blob detection algorithm based on Daniel Shiffman’s computer vision code, a Processing sketch tracks a color threshold, following a set object waved in front of the camera—originally designed for eye-tracking the computer’s “character.”
Physical Computing: Arduino-operated devices interact physically with the user, activating when someone tries to follow the computer’s instructions. This creates a sense that the machine has influence over the material world.
Frame-by-Frame Animation: Hand-drawn animations give Dumbputer a friendly but deceptive personality, making its irritating behavior feel more alive and intentional.
Arduino Integration: All components are housed in a single object—a cube on a fixed stand—that guides Dumbputer’s interactions and mischief.



TactiQuest is an AR-based app designed to help kids aged 12–16 learn football tactics in a
TactiQuest is an AR-based app designed to help kids aged 12–16 learn football tactics in a



TactiQuest is an AR-based app designed to help kids aged 12–16 learn football tactics in a
TactiQuest is an AR-based app designed to help kids aged 12–16 learn football tactics in a






Key Learnings
Key Learnings
Through building Dumbputer, the team learned:
How to integrate Processing-based computer vision with Arduino hardware for synchronized digital–physical interactions.
The value of animation in creating emotional engagement, even when the interaction is deliberately frustrating.
That intentional “bad design” can be a powerful tool to challenge user expectations and spark conversation about technological autonomy.
The importance of cohesive integration—uniting hardware, software, and personality design into a single, convincing artefact.
Through building Dumbputer, the team learned:
How to integrate Processing-based computer vision with Arduino hardware for synchronized digital–physical interactions.
The value of animation in creating emotional engagement, even when the interaction is deliberately frustrating.
That intentional “bad design” can be a powerful tool to challenge user expectations and spark conversation about technological autonomy.
The importance of cohesive integration—uniting hardware, software, and personality design into a single, convincing artefact.

