ANALOG ARCADE

Bridging digital and analog nostalgia through play.

REPURPOSING USED TECH

This project explores the transformation of an old, broken label maker into a fully analog Pac-Man-inspired game. By repurposing existing objects, this project reflects on the cyclical nature of technology, the importance of salvaging materials, and the power of reimagining experiences when supplies are scarce. It highlights the innate affordances of analog interfaces, bringing digital nostalgia into a tactile, mechanical form.

The label maker’s buttons and mechanical feedback create a satisfying physical interaction. Rather than discarding it as obsolete, this project gives the label maker a new purpose—turning it into an interactive game inspired by Pac-Man. By utilizing the original object's physical structure, buttons, and scrolling mechanism, the project retains its essence while reframing its function. The output will come out as a strip of paper. To cut the “monsters”, the player hits the label cutter button- which scores them a point. The main affordance at play here are:

  • Cutting- slicing off the label makes a satisfying cut

  • Printing- can label things for easy organization

  • Unraveling/ unrolling a cassette of paper

WHAT DOES A LABEL PRINTER AFFORD?

IDEATION

The ideation phase began with exploring the label printer’s affordances—its rolling mechanism, satisfying button presses, and compact form. I examined how users interacted with it and considered ways to subvert its original function. Taking it apart revealed internal gears and space for modification as well.

system ARCHITECTURE

This project integrates mechanical and digital components to transform a label printer into an interactive Pac-Man game. By combining a microcontroller, servo motor, OLED screen, and the existing gears + encasing of the label printer, the system creates a seamless blend of tactile and visual interaction. Below is an overview of how these elements work together.

Function: Designed to print adhesive labels by pressing buttons and scrolling a tape. Cut labels with a “cutter” button. 

  • Material & Design: Plastic body, mechanical buttons with satisfying feedback, rotating dial or roller mechanism for the labels.

  • Emotive & Sensory Qualities: Tactile, interactive, and reminiscent of office/ school supplies.

  • User Interaction: Hands-on, deliberate, slow-paced action with a clear cause-and-effect relationship.

The system uses a microcontroller to process a button press, activating both an OLED screen for Pac-Man animations and a servo motor to roll out paper, simulating the expected movement of a label being printer. This setup preserves the label printer’s form while transforming it into a playful gaming experience.

FABRICATION

Transforming the Casio label printer into an analog Pac-Man game required a mix of mechanical modification, coding, and creative reuse of existing parts. The first step was gutting the printer’s interior to make space for new components. Using a Dremel, I carefully removed unnecessary plastic while preserving key structural elements, ensuring the device could still house moving parts and electronics. This process required precision to maintain the integrity of the outer casing while adapting the interior for my new mechanism.

To bring Pac-Man to life, I programmed an OLED screen to display simple animations of the game. Using a microcontroller, I coded movement sequences and ensured smooth transitions, balancing the limitations of the display with the nostalgic pixelated aesthetic of the original game. This step was a challenge as I had no prior experience with microcontrollers, but through testing and iteration, I was able to achieve a fluid and engaging animation.

I repurposed the printer’s existing gears and combined them with 3D-printed parts to create a new rolling mechanism. The paper roll, once used for labels, now simulates Pac-Man’s movement, maintaining the original mechanical feel while adding a playful, interactive element.

RESULTS

The final design transforms a mundane office tool into a playful, interactive Pac-Man game while preserving its original form. The OLED screen displays Pac-Man visuals through the label cartridge window, and users engage with the game using the printer’s original rolling and pressing motions. Through hero shots and video demonstrations, the project showcases how a productivity-focused object can be reimagined into a nostalgic, hands-on experience.

In my new rendition of the object, a simple analog Pac-Man game, I tried to make use of the same satisfying interactions from the original product, with a few extras. The basic form factor of the product remains the same, but I gutted the inside to make room for some gears and a small servo motor. I also used the little window on the top, which originally showed the label cartridge you were using, to display an OLED screen with the iconic visuals from Pac-Man.

The user can be anyone, but I think this would be a particularly fun experience for someone who enjoys the unserious, silly things in life. Ideally, this experience brings a sense of nostalgia, the feeling of being a kid again, finding play in the mundane and typically ordered parts of daily life. My intent was to completely flip the original purpose of the product from something focused on work and productivity to curiosity and whimsy. 

LEARNINGS

I had a couple of different ideas for my potential course of action. For my final direction, I chose to create the Pac-Man game for several reasons. First, I thought it aligned most with my personal design ethos: making things that are fun and playful to engage with, not too serious. It also had more of an emotional element to it for me- the sense of nostalgia combining analog and digital elements. It reminds me of being in my mom’s office, playing with random objects to keep myself occupied while she was doing work. And lastly, I knew it would be more of a challenge for me. I’m not a hardware person, and have no experience prior to Mdes with microcontrollers. I knew I liked this idea best, and didn’t want my fear of electronics to prevent me from trying it out. 

Transforming the Mundane into Playful Experiences

One of the main takeaways from this project was the ability to take an object traditionally associated with work and productivity and transform it into something playful and unexpected. By repurposing the Casio label printer into an analog Pac-Man game, I explored how nostalgia and interaction design can create a new emotional connection with an object. This shift from order to whimsy highlights how design can challenge conventional associations and invite users to find joy in everyday items.

Embracing Challenges and New Skills

This project reinforced the importance of stepping outside my comfort zone and embracing new technical skills. Prior to this, I had no experience with microcontrollers or hardware, but I was determined not to let that hinder my vision. By pushing myself to incorporate mechanical elements and digital components, I gained confidence in my ability to learn and adapt. This experience showed me that design is as much about curiosity and experimentation as it is about execution, and that tackling unfamiliar territory often leads to the most rewarding outcomes.