Week 5: Sequence
Week 5 — alphabet size as a real trade-off between meaninglessly small and unmemorisable
A vocabulary doesn’t need new hardware — weeks 2 and 3 already gave you two distinguishable symbols, short and long, and week 4 already gave you a way to tell where one gesture ends and the next begins. Sequence is what happens once you stop treating those as separate mechanics and start treating them as an alphabet: symbols, read in a row, standing for something a single press never could.
The design constraint worth naming is size. A one- or two-symbol alphabet barely counts as a vocabulary; a fifteen-symbol one asks more of a player’s memory than a one-button game usually should. Three to five symbols sits in a working range not because of any rule specific to single-button design, but because it’s close to what most players can hold in short-term memory while also paying attention to whatever the sequence controls.
Outline#
- sequence as a use of press-shapes you already have, not a new signal in its own right
- alphabet size as a genuine trade-off: too small isn’t a vocabulary, too large asks too much of memory
- what a segmented stream of symbols can represent that one symbol alone can’t
Teaching team
- Marisol Quaye — convenor