Sessions
The twelve-week teaching schedule: what happens in each session, what to prepare, and what leaves the room.
Press
The first session of the semester — the smallest possible interaction, and three different things a single press can mean
Week 1 · 22 February 2027
Hold
Duration becomes information — what a button can tell you before you let go of it
Week 2 · 1 March 2027
Release
The moment of letting go — why release timing, not press timing, decides what happened
Week 3 · 8 March 2027
Rhythm
What the gap between separate presses says, once duration stops being the only signal a button gives you
Week 4 · 15 March 2027
Sequence
Turning short presses and long presses into a small alphabet the game can recognise
Week 5 · 22 March 2027
Momentum
A value that survives between presses, and drains on its own when you stop
Week 6 · 29 March 2027
Context
Making the same press mean two different things, depending on what's already true
Week 7 · 5 April 2027
Movement
Turning duration and momentum into position and speed, with no second input axis
Week 8 · 12 April 2027
Failure
Designing mistakes a player can actually read, and a retry that respects what went wrong
Week 9 · 19 April 2027
Two players
Two single buttons, one shared game — what changes when someone else's timing matters too
Week 10 · 26 April 2027
Accessibility
What happens when the button only confirms, and something else keeps time
Week 11 · 3 May 2027
Synthesis
Choosing which parts of the semester's vocabulary one finished game actually needs
Week 12 · 10 May 2027