Table of Contents >> Show >> Hide
- What ShakeIt Is (and Why People Crowd Around It)
- The Core Concept: Additive Color Mixing You Can Play
- How ShakeIt Works Under the Hood
- Game Modes That Make People Forget They’re Learning
- Design Lessons: Making It Fun in Real Life (Not Just on Your Workbench)
- Educational Value: A Lesson Plan Disguised as a Game
- Practical Build Considerations (So the Fun Doesn’t Get Derailed)
- Where ShakeIt Shines: Events, Classrooms, and Living Rooms
- Conclusion: A Bright, Physical Way to Make Light Make Sense
- Bonus: of “Experience” (What It Feels Like to Run ShakeIt)
Imagine learning color theory the way nature intended: by flailing your arms around like you’re trying to
shoo away an invisible mosquito… and then being rewarded with a glowing, competitive light show.
That’s ShakeIt in a nutshellan interactive light game that turns RGB color mixing
into something you can feel in your wrists and see in a bright, animated “light mixer” sculpture.
The magic trick is simple (and oddly addictive): three handheld light-up “smart balls” represent red, green,
and blue. The harder you shake a ball, the brighter its color becomes. A central light fixture reads those
brightness levels, blends the colors in real time, and thenwhen game mode kicks inturns that blending into
a fast, playful tug-of-war where a color can “take over” the display.
What ShakeIt Is (and Why People Crowd Around It)
ShakeIt is best described as an interactive light installation that doubles as a hands-on game.
It was originally built as a maker-style exhibit meant to teach additive color mixingthe kind used by screens,
stage lights, and LEDsusing the three primary colors of light: red, green, and blue.
The reason it pulls a crowd is that it hits a rare sweet spot:
- Instant feedback: shake → brighter color → visible change, immediately.
- Shared control: three people can “drive” one output together (or against each other).
- Learning sneaks in: participants discover cyan, magenta, yellow, and white without a lecture.
- It’s physically funny: serious adults will absolutely try to “out-shake” a ten-year-old. They will lose. Often.
In short: it’s STEM learning that doesn’t feel like homework. It feels like a glowing playground.
The Core Concept: Additive Color Mixing You Can Play
Light mixing is not paint mixing (your brain will try to argue)
If you grew up mixing paints, your instincts say “mix colors → gets darker and muddier.” That’s subtractive mixing
(pigments absorbing light). LEDs do the opposite: additive mixing. You add red, green, and blue light in different
amounts, and you can create a wide range of colorsup to and including white when all three are strong together.
ShakeIt turns that “additive” idea into something obvious: when red and green rise together, you see yellow-ish results; when
green and blue climb, you drift toward cyan; red and blue lean magenta; and when all three are cranked, the output races toward
bright, near-white light. The exhibit doesn’t just tell youyour eyes do the grading.
Why shaking works as an input
Shaking is a great interaction mechanic because it’s universal. You don’t need instructions like “use a rotary encoder to set PWM duty.”
You just… shake. A motion sensor inside each ball measures how energetic the movement is, and that value becomes the brightness.
Even better: shaking is naturally social. People laugh, compare strategies, and accidentally invent a workout program.
How ShakeIt Works Under the Hood
While ShakeIt feels like a simple party trick on the outside, the inside is a neat blend of embedded systems, wireless communication,
and addressable LEDs.
The “smart balls”: sensors + light + wireless
Each ball is effectively a tiny wearable computer that happens to be round. A typical design includes:
- Motion sensing: a 6-axis IMU (accelerometer + gyroscope) reads movement intensity.
- Microcontroller: interprets sensor data and converts it into a brightness value.
- Wireless radio: sends the “how hard am I being shaken?” number to the central fixture.
- RGB lighting: addressable LEDs create the visible color and brightness changes.
- Battery power: typically a LiPo cell for portability.
- Simple activation: a reed switch and magnet can act like a hidden on/off trigger.
The important point isn’t the exact part numbersit’s the pipeline: motion → signal → brightness. That pipeline is what
makes ShakeIt feel “alive” in your hands.
The light fixture: a color mixer with stage presence
The central light fixture is the visual payoff. It receives wireless updates from the balls and drives a cluster of addressable RGB LEDs,
often arranged in a spherical or lamp-like form so the mixed colors look bold and immersivenot like a tiny indicator light.
Many builds also include:
- A microcontroller (commonly Arduino-class): to receive data and render animations.
- Power conversion: a buck converter to reliably feed LEDs and logic.
- Optional Bluetooth control: for changing modes from a phone (helpful in public demos).
- Antenna upgrades: because exhibition halls love turning wireless signals into a scavenger hunt.
Addressable LEDs: the reason the visuals feel “premium”
With addressable LEDs (often known in maker circles as “NeoPixels”), you’re not limited to “the whole lamp is one color.”
Each LED can be a pixel. That means the fixture can show fills, waves, battles, score states, countdowns, and “victory explosions”
without adding a screen. The lamp is the display.
Game Modes That Make People Forget They’re Learning
Mode 1: Color Mixing Demo (the “aha!” warm-up)
The cleanest way to introduce ShakeIt is as a guided demo:
- Give three players a ball each: red, green, blue.
- Ask them to shake one at a time and watch the lamp respond.
- Then ask two players to shake together: “What color do you predict?”
- Finally: “Everyone shake at oncecan you make white?”
This is where people start making confident guesses and then correcting them in real time. It’s friendly, low-pressure, and the whole
group learns the rules of light mixing without a single slide deck.
Mode 2: The Takeover Battle (the crowd favorite)
In game mode, the fixture becomes an arena. A common pattern looks like this:
- The lamp begins showing all three colors present.
- As players shake, their color “fills” or “pushes” into the display.
- If one player consistently out-shakes the others, their color starts dominating.
- When a single color fully takes over, the fixture declares a winner with a final animation.
The brilliance is that the scoring mechanic is still “brightness,” which is still “how much movement,” which is still “sensor data.”
The learning content stays intact, but now it’s wearing a tiny sports jersey.
Mode 3: Cooperative Challenges (because not everyone wants to duel)
ShakeIt also works beautifully as a cooperative game. For example:
- Target Color Match: the lamp shows a target color (say, a soft purple). The trio must adjust shaking intensity to match it.
- Color Staircase: the lamp requests a sequence (red → yellow → green → cyan → blue → magenta → white), and the group must hit each step.
- Rhythm Mix: shake in time with a pulsing beat; consistent timing yields a smoother, brighter blend.
These modes tend to be more welcoming for younger kids, mixed-age groups, or anyone who doesn’t want “winner/loser energy” in the first 30 seconds.
Design Lessons: Making It Fun in Real Life (Not Just on Your Workbench)
1) Calibrate for humans, not lab equipment
If your motion-to-brightness mapping is too sensitive, tiny movements max out the LEDs and the game becomes “wiggle to win.”
If it’s not sensitive enough, kids will shake like they’re trying to restart a frozen laptop.
A practical approach is to map motion energy into zones:
- Idle: gentle movement gives a faint glow (so it still feels responsive).
- Playable: normal shaking gives obvious, controllable brightness changes.
- Peak: intense shaking hits maximum brightness, but only briefly.
This keeps the experience controllable and reduces the “arm fatigue” problem. Yes, your participants will still get competitive. But at least
your exhibit won’t become a surprise CrossFit class.
2) Smooth the signal so it feels magical
Raw sensor data can look jittery. If brightness flickers, people assume something is “broken.” A little smoothing (like a rolling average)
makes the brightness feel intentional and alivemore like an instrument than a random number generator.
3) Make the fixture readable from six feet away
At events, people decide whether to approach in seconds. Your central light fixture needs big, obvious changes:
clear fills, bold color shifts, readable “who’s winning” states. Subtle gradients are gorgeous… and also invisible in a bright exhibition hall.
4) Build for durability (because joy is chaotic)
Anything handed to the public should be assumed to experience:
drops, over-shaking, button-mashing (even without buttons), and at least one person asking, “Can I juggle these?”
(They absolutely can. They absolutely will.)
That means sturdy enclosures, protected wiring, safe charging practices, and conservative power limits so nothing overheats during peak excitement.
Educational Value: A Lesson Plan Disguised as a Game
What participants learn (without being told they’re learning)
- RGB fundamentals: red, green, blue as primary colors of light.
- Additive mixing results: cyan, magenta, yellow, and white emerge from combinations.
- Proportions matter: color is not “on/off,” it’s ratios.
- Sensing and feedback: motion becomes data, data becomes output.
Simple “guided questions” that level-up the experience
If you’re demoing ShakeIt in a classroom, museum, or maker event, a few prompts can turn play into insight:
- “What happens if red is strong and blue is weak?”
- “Can you make the lamp look like a sunsetwarm and orange?”
- “How do you make white without everyone going max power?”
- “Which is easier: matching a target color or winning the takeover battle?”
Those questions encourage experimentation and teamwork, which is exactly what you want from an interactive exhibit.
Practical Build Considerations (So the Fun Doesn’t Get Derailed)
Power and heat
LEDs are bright, but brightness costs power. If you run lots of addressable LEDs at full intensity, current draw climbs quickly. The best interactive builds
often rely on smart constraintslike limiting maximum brightness, using efficient animations, and choosing a power supply that can handle peak load
without voltage sag. Your audience doesn’t care about your amperage math. They care that it doesn’t glitch when they get excited.
Wireless reliability
Wireless in public spaces is like trying to have a whisper conversation at a concert. It can work, but you need good habits:
strong antennas where appropriate, sensible packet timing, and graceful fallback behavior. If a ball drops out for a moment, the fixture should ease its color down
rather than snapping to black like a haunted lamp.
Reset and “operator controls”
In an exhibit setting, you want quick ways to:
- switch between demo mode and game mode,
- restart a round,
- recalibrate if a sensor drifts,
- and show an “attract loop” when nobody’s playing.
A phone-based controller can help, but even a hidden button or simple menu can save you from becoming the full-time “ShakeIt babysitter.”
Where ShakeIt Shines: Events, Classrooms, and Living Rooms
ShakeIt belongs anywhere people are open to playful learning:
- Maker events and fairs: it’s hands-on, visual, and instantly understandable.
- Science museums: it demonstrates real optics concepts without fragile lab gear.
- STEM classrooms: it’s a group activity with built-in experimentation.
- Creative tech showcases: it’s interactive art that doesn’t require instructions longer than one sentence.
- Home game nights: yes, reallyespecially if you add cooperative “color target” challenges.
The best part is that ShakeIt scales. It can be a quick two-minute demo, a ten-minute group challenge, or a full-on tournament where adults try to “train”
before rematching their kids. (Spoiler: the kids are still going to win.)
Conclusion: A Bright, Physical Way to Make Light Make Sense
ShakeIt works because it respects how people actually learn: by doing, reacting, testing, and laughing when their prediction was wildly wrong.
It turns RGB color mixing into a social experience, uses motion as a universal input, and transforms a lamp into a scoreboard,
a canvas, and a teacherall without looking like a “lesson.”
Whether you see it as an interactive light game, a STEM exhibit, or a piece of playful engineering art, the idea is the same:
when you put learning into someone’s hands, it stops being abstract. It becomes something they can control, compete with, and remember.
Bonus: of “Experience” (What It Feels Like to Run ShakeIt)
If you’ve never watched people interact with a light-based game like ShakeIt, here’s the most accurate spoiler possible:
the room gets louder in under thirty seconds.
A typical moment starts calmly. You hand out the three ballsred, green, blueand someone asks the first sensible question:
“So… what do I do?” The answer (“Shake it!”) is so simple it feels like a prank. Then they try a gentle shake and the ball brightens.
Their face does that little “wait, that worked?” expression, like they just discovered a secret door in a video game.
Next comes the social part. The second person starts shaking too, because nobody wants to be the only one not glowing.
The lamp shifts color, and suddenly you’ve got a mini science experiment happening in real time: “Oh! Red plus green makes that!”
The third personoften the quietestrealizes they have power over the final look, and you can practically watch their confidence level climb
as the lamp responds to their movement. In a classroom, that’s gold. In a public event, it’s even better because strangers start collaborating
without the awkward “so… hi” small talk.
Then somebody flips into competitive mode (there’s always somebody). They shake harder. The lamp leans toward their color. Their eyebrows rise.
The others notice. Suddenly it’s a three-person negotiation with zero words: shake more, shake less, change rhythm, try bursts, try steady motion.
People invent strategies on the flyshort rapid shakes versus slower “big swing” motionslike they’re optimizing a controller they’ve never seen before.
The funniest part is how quickly adults forget they’re adults. You’ll see a grown-up in office clothes doing a completely earnest power-shake,
like the fate of the universe depends on turning the lamp greener. Meanwhile, a kid will figure out the smarter play: consistent motion, not maximum chaos.
The kid wins. The adult demands a rematch. The cycle continues.
From an operator’s perspective, the best “experience” tweak is pacing. If you run too many takeover battles back-to-back, arms get tired and the fun dips.
But if you alternatedemo mix, cooperative target match, then one dramatic battleyou keep the energy high without turning it into a shoulder endurance contest.
It also helps to narrate lightly: “Okay, teamcan you make a clean cyan?” or “Try making white without going full blast.” Those tiny prompts guide play
while keeping it playful.
In the end, what sticks with people isn’t the parts list. It’s the feeling that light is something you can playand that learning can be
loud, collaborative, and frankly a little ridiculous in the best way.