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Case Study — Interaction Design

Slimesynthzer

Turning an unlikely material's own resistance into a legible, playable interface.

Interaction Design Hardware Prototyping Unconventional Input
Slimesynthzer setup

Conductive-touch instruments usually rely on rigid materials — metal plates, capacitive pads — that behave predictably but feel cold and mechanical. I wanted to know whether an input surface could feel alive: squishable, imprecise, a little unruly, and still function as a reliable interface rather than a novelty.

A cinder block and silicone gel slime became the literal interface: the slime's variable conductivity, changing as you press, stretch, or reshape it, gets read as a continuous MIDI signal rather than a binary on/off trigger. Because the material's resistance shifts unpredictably, I had to design the mapping to tolerate noise rather than fight it — smoothing the signal just enough that intentional gestures stayed legible without flattening the material's natural texture into something sterile.

The design question was really about trust: how much unpredictability can an interface have before a user stops believing it's responding to them at all?

The most interesting feedback came from people who'd never touched a synthesizer before — the tactile, squishy quality of the interface lowered the intimidation of "playing an instrument" in a way a conventional MIDI controller never could. It reinforced something I keep coming back to: unconventional materials can make an interaction more accessible, not less, if the mapping between gesture and feedback stays honest.

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