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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