Friday, October 16, 2026

A STEM Project: Making a Diorama as a Classroom Activity with Silhouette Studio

A Uganda Diorama

Students can design an idea in Silhouette Studio on a screen and then turn that design into something they can actually hold in their hands. They can begin with two dimensional artwork and expand into three dimensional design.

This project is inspired by the Sangala Initiative, and I have adapted its diorama technique for the Silhouette cutter. This concept can support a different way of learning. I will use a diorama inspired by Uganda to demonstrate what I mean.

Imagine a group of five students who are learning about Uganda. Instead of having every student complete exactly the same assignment, the group works together to create one diorama. Each student is responsible for a different slice of the finished piece.

The Sangala wrap-around frame is on the left and the slices of the diorama are on the right. The mountain scene has two slices to emphasize the hilly nature of the mountains.

One student creates the sun. Another creates the mountains. A third creates a savannah. The fourth creates a lion, and the fifth creates the native grasses.

But these are not simply five pictures that the students copy. Each slice represents a topic that the student researches.

The student working on the sun might investigate Uganda’s climate and weather. The student working on the mountains explores the country’s geography. The savannah becomes an opportunity to learn about local plants and wildlife. The lion leads to research about native animals and their habitats. The native grasses can introduce questions about the land, how it is used, and how people live in their environment.

Each student researches a topic, finds a simple visual representation, and designs a slice that communicates what they have learned.

Then comes the really interesting part. When the slices are assembled, they become one larger picture. The students can present the diorama together, with each person explaining their own contribution and how it connects to the work of the others. They are not just presenting five separate assignments. They are telling a story together.

And the learning does not end when the presentation is over. The completed diorama can be displayed in the classroom. Other students can see the work, ask questions, and be inspired to create their own projects.

What I like about this approach is that every student has a meaningful role. Everyone contributes something, and everyone has something to explain. Students learn from their research, from making their own pieces, and from listening to one another.

That is the heart of this classroom activity. We are using technology and creative making to encourage cooperation, curiosity, and the joy of discovering something new.

Now let me show you how to turn those ideas into a finished project with Silhouette Studio.

What You’ll Need

Materials:

  • A computer with Silhouette Studio installed
  • Silhouette cutting machine and cutting mat
  • 65 lb cardstock for the slices
  • Contrasting paper for the optional decorative border (Step 5)
  • Weeding tool
  • Scissors
  • Glue (I recommend Aleene’s Tacky Glue)
  • The Sangala frame (provided in the downloads below)

Step 1. Find and Prepare Your Image

  1. Find a simple silhouette image on the Internet that represents your research topic. I recommend searching for “silhouette of a simple [subject],” such as a lion, mountain, or sun.
  2. Take a screenshot of the image.
  3. Open Silhouette Studio. Use the File Open command at the top of the screen to upload your image.
  4. In the menu on the right side of the screen, select Trace to remove the background.
  5. Adjust the area to be traced with Select Trace Area and select Trace.
  6. Delete the original image, leaving the design silhouette.
  7. Resize the design silhouette as necessary and set it aside.

Step 2. Create the Diorama Frame

  1. Select the rectangle in the shapes tool on the right. Make a rectangle that is 5 inches high and 7 inches wide. This is the outer edge of the frame.
  2. Set this rectangle aside.
  3. Create a second rectangle that is 4 inches high and 6 inches wide. This is the window of the frame.
  4. Select both rectangles and use the Align tool (it looks like crosshairs in the top ribbon on the screen) to center them together.

You now have the two rectangles needed to create the diorama frame.

Step 3. Combine the Image and Frame

  1. Center the two rectangles on the page (the crosshairs with a box around it).
  2. Bring the design silhouette you prepared earlier forward with Bring to Front (three squares with a large square in the middle).
  3. Make sure everything is ungrouped so it can be combined.
  4. Select the inner 4 × 6 inch rectangle. Hold down the Shift key and select the design silhouette.
  5. Open the Modify tool and select Intersect. The inner rectangle acts as the window, and Intersect trims your silhouette so that it sits neatly inside it. This should create an opening in the frame in the shape of your design silhouette.
  6. Group the resulting design.

Your design is now ready to be cut with the Silhouette machine.

Step 4. Cut Your Design

  1. Turn on your Silhouette cutter and place a piece of cardstock on the cutting mat.
  2. In Silhouette Studio, click Send at the top of the screen.
  3. Adjust the cut settings as necessary and click the Send button to cut your design.
  4. When the cutting is complete, remove the cardstock from the mat and carefully weed away any unwanted material.

Repeat Steps 1 through 4 for each slice of your diorama, using a different image for each topic.

Step 5. Create a Decorative Border (optional)

If you would like to add a decorative border to the frame, follow these steps:

  1. Create a rectangle that is 4.25 × 6.25 inches.
  2. Duplicate the rectangle and resize the duplicate to 4.75 × 6.75 inches.
  3. Select both rectangles and use the Align tool to center them together.
  4. Cut the resulting border from contrasting paper using the Silhouette.
  5. Glue the contrasting border to the Sangala frame that I have provided below.

Step 6. Assemble Your Diorama

  1. Stack the slices on top of one another, aligning their frames.
  2. The Sangala wrap-around frame is wrapped around the stacked slices.
  3. Glue the tab on the back of the frame to hold the slices together.
  4. Center and glue the frame stand to the back to complete your Sangala diorama.

Back View of Diorama

Side View of Diorama

Cut Files To Recreate this Diorama

Here is the .Studio file:
https://drive.google.com/file/d/16Gd_38j3nVKNniPyJRv4SjcZS8sTiOrz/view?usp=sharing

Here is the SVG. The file extends beyond the viewable area. Zoom out to see the entire file:
https://drive.google.com/file/d/1an8ZfZM8i0M-dSDV_DDIxXH8bfKnlyAb/view?usp=sharing

Another Frame Technique

There are two ways to make the frame for the diorama and each has its own strengths.

Sangala Frame #1 (the wrap-around frame). Each slice welds a design silhouette into its own frame. The frames are stacked, and a wrap-around Sangala frame holds the slices together. I used this method for the Uganda diorama, and it is the one I prefer because the result is reproducible. Every slice lines up, so a group of students can follow the same steps and get the same diorama every time.

Sangala Frame #2 (the build-first frame). This technique is simpler and more forgiving. You build the frame first, then glue the silhouette images wherever you like on the frame backing and layer them on top of one another. It is a great choice for younger students or for open-ended projects. Because the images are placed by eye, no two dioramas will come out exactly alike.

The Build-First Frame

In this design, silhouette images are placed on top of one another to create a diorama. The frame is created first.

The frame on the left is produced by folding all of the creases inward on all four sides. 
Fold and glue the left and right sides inward to create a box on each side. 
Fold and glue the top and bottom to complete making the frame.

Images are glued in place on the frame backing.


The layered design silhouette images create a diorama.

Files For the Two Types of Frames

Here is the .Studio file:
https://drive.google.com/file/d/1P4P0M3Hmm5ujSDe3Eb5DrwUgD7CL_3NQ/view?usp=sharing

Here is the SVG. The file extends beyond the viewable area. Zoom out to see the entire file:
https://drive.google.com/file/d/15NR9xJXM7vMIxBRIuCBJklSRM4RVlPfq/view?usp=sharing

Whichever technique you choose, the reward is the same... children experience the joy of learning and making.

Saturday, October 10, 2026

From a Leaf and Branch Study to a Tote Bag and Birthday Card: Another AI Adventure



The wreath design was coded in TurtleStitch on the tote bag and birthday card

I've been finding more and more ways to bring AI into my maker workflow, and this project is a perfect example of how much time it can save.

It started with my Leaf and Branch Study in TurtleStitch, which I modified to create a circular wreath design. I loved the design I had made but once I had it, I wanted to resize it.  That is where I hit a wall. Every single line of code had its own measurements baked in, so scaling the design meant going through and manually recalculating each one. Tedious doesn't begin to cover it.

This time, I decided to bring in Claude to help. I've used AI for coding help before... last time it was Gemini... and each time I'm struck by how much these tools are speeding up tasks that used to eat up my day. I gave it my program and the new parameters, and it rewrote every single line to match the new scale. What would have taken me at least 30 minutes of tedious hand-editing was done in about two minutes. That's the kind of time savings that actually changes how willing I am to experiment... when resizing isn't a 30-minute chore anymore, I resize things a lot more freely.

With the resized design ready, I put it to work in two ways.

The Birthday Card

I embroidered the design with the words "Happy Birthday" on cotton fabric, then designed a Silhouette program to cut a paper frame for it. I glued the frame inside a piece of cardstock, and just like that, I had a handmade birthday card.

Cut Files

You need an electronic cutting machine for cutting the files for the birthday card. The .Studio file is for the Silhouette machine and the SVG file for the Cricut machine. 

Here is the .Studio file.

https://drive.google.com/file/d/18_Gis3dWPLaVpn-a2GyZUO37-8X2M9eh/view?usp=sharing

Here is the SVG. The file extends beyond the viewable area. Zoom out to see the entire file.

https://drive.google.com/file/d/1c3VNoin_hgqQoPVjIeQQKuhKwR1-lgxp/view?usp=sharing


The Tote Bag

I opened the two side seams of the pocket so that I could embroider the design onto the Trader Joe's tote bag.

For the second piece, I took a Trader Joe's tote bag and removed the logo from one side. To get access for the embroidery machine, I opened up the side seams of the pocket. Then I removed the "Happy Birthday" text from my design and stitched the outer circular design onto the bag. Inside the circle, I added a monogram from the Brother library on my embroidery machine, resized down to about 0.9 inches to fit nicely. Once the embroidery was done, I sewed the pocket's side seams back closed on my sewing machine.

The result? A really cute personalized tote bag and a matching birthday card, both from one circular design, and a project that came together so much faster than it would have a few years ago, thanks to a little AI assistance along the way.

Tuesday, September 22, 2026

AI Can Design a Halloween Pumpkin But It Can't Physically Build One.




My AI Halloween Pumpkin

I decided to test an AI image tool on an actual project recently, and the results surprised me in more ways than one.

I had a diorama design I'd already built, and instead of starting over for Halloween, I took a screenshot of the pumpkin lantern designs and asked Gemini to keep the structure but reimagine the content for Halloween.  The structure came back exactly the same... I wasn't sure it would. And the Halloween content it came up with was genuinely intriguing. It moved between different themes easily, more easily than I expected to see from a tool that had never touched a diorama before. 

Some of what it generated was too detailed to actually cut. The images were intricate, sometimes beautifully so, but far more complex than a piece of material can hold together once you start removing sections. So I'd ask it to simplify. And that came with its own problem... when I asked it to pull back the detail, it didn't always take out the right things. Sometimes it stripped out details I actually liked along with the ones that had to go. Getting it to simplify precisely, keeping what worked and losing only what didn't, turned out to be its own back and forth. And it was frustrating in a specific way... once it changed the design, there was no going back to the original. Every version after that point had to be modified forward from wherever it had landed, not undone.

Then came the part where I actually had to build it.

AI has no real concept of negative and positive space. It has no sense that a piece gets cut out... that the detail it just designed is sitting exactly where the blade goes, and it's about to be lost to the workroom floor. It designs as if everything survives the cut, because as far as it's concerned, nothing gets removed.

So then came the real work. About an hour of point editing, piece by piece, fixing everything that assumed material would still be there once the cutting was done, and restoring some of the details it had simplified away. That hour is what turned an interesting image into something I could actually assemble.

I'll admit, this left me a little unsettled. If AI can generate something this good in seconds, what does that mean for the years I've put into getting good at this? Is this still mine to claim... or did I just clean up someone else's idea?

I asked Cynthia Solomon what she thought of the AI designs, and her answer stuck with me. She called it a total interactive behavior... the human has to be willing to experiment, and has to stay available the whole way through. AI can't do everything on its own.

Here's where I've landed. The idea generation was fast, and I'll give it credit for that. But it has no idea what a cutting blade actually removes, and it can't tell my favorite detail from a throwaway one when I ask it to simplify. It has no sense of what survives at scale, or of the hundred small judgment calls that separate a pretty picture from a buildable object. That part is still entirely mine. It's the part I've spent years building, and it's the part that made this diorama real.

There are twelve Halloween images in the files.  Pick and choose the scenes that you like best for your Halloween pumpkin.


Materials

I use Neenah 65 lb White Gold metallic cardstock from Office Depot for each panel and black 65 lb cardstock for the backing of each panel

Cut Files

You need an electronic cutting machine for cutting the files. The .Studio file is for the Silhouette machine and the SVG file for the Cricut machine. 

Here is the .Studio file.

https://drive.google.com/file/d/1DmH_zWatJyMihhvL0dnhB-V0z2YCDQrN/view?usp=sharing

Here is the SVG. The file extends beyond the viewable area. Zoom out to see the entire file.

https://drive.google.com/file/d/1DU9QwVfwR_d4CjhACk16adrYD2dUQL3i/view?usp=sharing

Assemble The Pumpkin

Follow the assembly directions from the hexagonal vase project to construct the structure. 

Monday, August 17, 2026

A STEM Project: TurtleStitch Embroidery Meets Electronics With the MakerPort

TurtleStitch Embroidery Meets Electronics With the MakerPort

Youtube Video of the MakerPort in Action

I've been having a lot of fun exploring the Makerport, and I wanted to share that excitement with Cynthia Solomon. Since TurtleStitch is one of Cynthia's passions, I decided to bring the two together: a project that combines embroidery design with electronics, using TurtleStitch and the Makerport.

This isn't my first time pairing the Makerport with a creative theme. I've also had fun with my own Disney Animation Studio, building dioramas around Frozen and Beauty and the Beast. (You can see the Frozen piece here.) But this sunshine design was a chance to bring TurtleStitch itself into the mix, front and center.

The Design

I started with a simple sun, stitched in TurtleStitch using the arc block. The sun itself is a 360 degree arc circle, divided into six sections. At each intersection point, the turtle turns to align with the larger circle, then draws two arcs outward to form a wavy ray. The face in the center uses arc blocks too, for the eyes, smile, and cheeks.

You can view the design here: Sun With LED Lights on TurtleStitch

At the end of each of the six rays, I placed a small arc circle marking where an LED light attaches. These are Flashing Colors Easy-Connect LED ribbon cables, wired to pins 7 through 12 on the Makerport.

For the interactive element, I used three touch points on the Makerport, each fitted with an earring post. Touch one of the three points and a sunshine-themed song plays: "You Are My Sunshine," "Here Comes the Sun," or "Under the Boardwalk."

How the Program Works

The Makerport runs on MicroBlocks, a live, blocks-based programming environment. At startup, the program does two things: it lights up all six LEDs and sets the MP3 player volume to 20 (out of 30).

 MicroBlocks Program

From there, it waits. The program runs a separate script that continuously checks for touch events, so the device can sit idle with its LEDs glowing while listening for a touch at the same time. This is event-driven programming: the device does nothing until a touch triggers a response, then reacts instantly to play a 30 second clip of a song.

  • Touch pad 1 plays Track 1, You are my Sunshine
  • Touch pad 5 plays Track 2, Here comes the Sun
  • Touch pad 12 plays Track 3, Under the Boardwalk

Reach out, tap a point on the MakerPort, and a song begins. No screen, no buttons, just touch.

Programming with AI: A New Way to Build MicroBlocks Projects

I want to highlight something I find genuinely exciting about this project. Roger Wagner, a friend of mine and the creator of the Makerport, has built an AI Program Helper right into MakerPort.Net. Roger is a pioneer in educational computing, best known for HyperStudio, the multimedia authoring tool that introduced a generation of students and teachers to creative technology in the classroom.

With this AI helper, you don't have to write MicroBlocks code from scratch. You describe what you want your Makerport to do in plain English, and the helper generates or modifies a working program for you. I used it to build and refine the touch-and-music program for this sunshine project, and it made the process fast and approachable.

This is exactly the kind of tool that lowers the barrier to physical computing. Roger has spent his career making creative technology accessible to everyone, and bringing AI into MicroBlocks programming is a natural extension of that mission. If you want to explore project ideas, wiring guides, or try the AI helper yourself, visit MakerPort.Net.

If you'd like to get a Makerport of your own, you can find it at makerport.fun.

A Second Version: From Wearable to Picture Frame

TurtleStitch Created Box Frame

The original sunshine design was made for a wearable, meant to be soft and flexible enough to wear. But I wanted to show how the same design would hold up in a more rigid form, so I created a second version housed in a Silhouette box, turning the piece into a picture frame instead. It's the same sunshine design and the same electronics underneath, but the sturdier frame gives it a completely different presence, more suited to display than to wear.

The box holds the same components

I even used TurtleStitch itself to design the custom-sized frame: Variable Size Picture Frame. It let me generate a frame sized exactly to fit the piece, rather than working around a fixed dimension. 

If you'd like to cut your own frame, I'm sharing both file formats:

Why This Matters

This kind of simple touch-to-sound interaction has real potential beyond one embroidered sun. It could anchor an interactive art installation, a classroom music activity for young learners, or an accessibility tool where a gentle tap is all that's needed to trigger an outcome. Combining TurtleStitch's embroidery design capability with Makerport's physical computing, and now AI-assisted coding, opens up a lot of directions for future projects.


Monday, July 27, 2026

The Story of the Turtle: Making New Trails for Over Fifty Years

Fab Hub Kendall, the global headquarters of the FAB Foundation is located on the second floor of 325 Main Street in Cambridge, Massachusetts.

The "social stair" leads you to the entrance of the FAB Hub.

"We are in the place where this all began."

That thought kept running through my mind as I prepared to present a TurtleStitch workshop at FAB26, the annual international conference of the Fab Lab network. This year's conference was held at the Massachusetts Institute of Technology (MIT), bringing together educators, makers, artists, engineers, and innovators from around the world.

As I looked around the campus, I realized I wasn't simply teaching a workshop. I was teaching TurtleStitch in the very place where the story of the turtle began more than fifty years ago.

It was here at MIT that Seymour Papert, Cynthia Solomon, Marvin Minsky, Wally Feurzeig, Danny Bobrow, and their colleagues imagined a new way for children to learn through computers. Their work gave us Logo. And Logo gave us a little turtle, a turtle that has inspired generations of learners to explore mathematics, programming, and creative thinking.

That turtle never stopped moving.

Over the decades, it traveled from classroom floors to computer screens. Today, it has found a new trail in TurtleStitch. Instead of drawing with a pen or pixels, it stitches with thread. The medium has changed, but the spirit remains the same.

Even more meaningful, I had the privilege of teaching this workshop alongside Cynthia Solomon, one of the pioneers who helped bring Logo and the turtle into classrooms. Standing beside her in the same halls where these ideas first took shape made the experience especially memorable.

This is the story of the turtle and the many new trails it has made for over 50 years.

Where the Story Begins

Every story has a beginning, and the story of the turtle begins with a simple but powerful idea:

Children learn best when they can see their thinking take shape in the world.

That idea took root at the Massachusetts Institute of Technology in 1963, when Marvin Minsky, one of the pioneers of artificial intelligence, invited Seymour Papert to join him at the MIT Artificial Intelligence Laboratory.

Although they came from different disciplines, they were asking surprisingly similar questions. Minsky wanted to understand whether machines could be made to think. Papert, having studied with the developmental psychologist Jean Piaget in Switzerland, wanted to understand how children learn. He believed that knowledge is not simply passed from teacher to student. Instead, children build understanding by actively exploring, experimenting, and creating.

As the two men shared ideas, they discovered something remarkable. The principles that describe how machines learn and how children learn had striking similarities. Their conversations would eventually spark one of the most influential ideas in educational computing.

The Birth of Logo

From those conversations grew Logo, one of the first programming languages designed specifically for children. Beginning in 1966, Seymour Papert, Wally Feurzeig, and Cynthia Solomon worked together to develop a language that would encourage exploration rather than memorization. Feurzeig chose the name Logo, derived from the Greek word logos, meaning "word" or "thought."

Logo was inspired by the programming language Lisp, but its purpose was entirely different. Rather than training professional programmers, it became a mathematical playground where children could experiment, solve problems, and discover patterns for themselves.

During the 1968–69 school year, Logo was introduced to students at Muzzey Junior High School in Lexington, Massachusetts. At a time when computers were rare and extraordinarily expensive, students used teletypes connected by telephone lines to a time shared computer at Bolt, Beranek and Newman. Despite the limitations of the technology, something extraordinary was happening. Children were beginning to learn mathematics, programming, and problem solving in a completely new way.

The Turtle Makes Its First Trail

In 1969, the turtle finally appeared.

It wasn't much to look at. Built from salvaged parts that Marvin Minsky found in a Department of Defense surplus yard, the first turtle was a small yellow robot that rolled across the floor on three wheels. A pen mounted underneath left a trail on large sheets of paper as it moved. Connected by a cable to a PDP-10 time-sharing computer running Logo, it faithfully carried out every command it was given.

Its slow, deliberate movement reminded Seymour Papert of the small autonomous robots created in England by the neurophysiologist William Grey Walter. Walter had called his robots tortoises, a name that reflected both their rounded, shell-like appearance and their calm, purposeful way of exploring the world around them.

Papert loved the idea, but he chose a name that would feel more familiar to American children. Instead of a tortoise, it became a turtle.

That simple change gave Logo something more than a robot. It gave children a companion.

With just a handful of commands - forward, back, left, and right - children could guide the turtle across the floor. As it moved, it transformed their ideas into visible trails. A square appeared. A spiral emerged. A triangle became a star. Simple instructions, repeated and combined, produced patterns that were both mathematical and beautiful.

For the first time, children could watch their thinking unfold one step at a time.

The turtle had made its first trail.

The Turtle Finds a Second Home

By 1970, the turtle had found two homes.

One was the classroom floor, where a small robot rolled across large sheets of paper, leaving a trail of ink behind it. The other was the computer screen.

The display turtle appeared as a simple triangle or arrowhead on a glowing monitor, showing both its position and the direction it faced. Like its robotic cousin, it responded to the same familiar commands - forward, back, left, and right. Wherever it traveled, it left a trail behind it. The only difference was that the trail was now made of light instead of ink.

The logic was the same. The turtle had simply found another trail.

For children, this changed everything.

A program typed on a keyboard, itself a new experience for most students, became movement on a screen almost instantly. There was no waiting for a robot to finish drawing or for paper to be unrolled across the floor. The entire design appeared before their eyes, and if something didn't work, they could change the program and try again.


Fifth graders in Lexington, Massachusetts using an Execuport terminal connected over a phone line computer to a Supernova computer at MIT 

Programming was no longer about memorizing commands. It became a process of exploration and discovery.

Children learned mathematical ideas by watching them unfold in motion. They experimented with angles, distances, repetition, and patterns. Geometry was no longer something confined to a textbook. It moved, turned, and grew before their eyes as the turtle faithfully followed every instruction.

The turtle had found a second home, and with it, a new trail that would introduce generations of children to the joy of mathematical thinking.

Cynthia Solomon Brings the Turtle to Life

The turtle was an ingenious invention, but by itself it did not transform education. That required someone who understood not only the technology, but also how children learn.

That person was Cynthia Solomon.

When the floor turtle was first introduced into a seventh grade mathematics classroom, the results were disappointing. The teacher approached Logo as another subject to be taught. Students memorized commands and learned the language, but they never discovered what made it special.

Cynthia Solomon immediately recognized the problem.

The power of Logo was never in learning commands. It was in learning through exploration.

When she took over the classroom, everything changed. Instead of giving students step by step instructions, she invited them to experiment. They tried ideas, watched what happened, made changes, and tried again. Mistakes were not failures. They were part of the learning process.

The turtle rolled freely across large sheets of paper as students gathered around to watch their ideas come to life. A few simple commands became geometric patterns, surprising discoveries, and moments of excitement. Mathematics was no longer something found only in a textbook. It emerged naturally through making, testing, and creating.


Cynthia Solomon teaching programming at Muzzey Jr. High, 1968 - 69 

The turtle had become much more than a machine.

It had become a partner in thinking.

For her pioneering work, Cynthia Solomon is widely recognized as one of the founders of educational technology. She did more than help create Logo. She demonstrated how a simple turtle, guided by curiosity and imagination, could change the way children learn.

A Foundation for What Came Next

Logo was never just a programming language.

It was a philosophy.

It reflected the belief that children are capable of deep, meaningful thinking when they are given the right tools and the freedom to explore. The turtle made that thinking visible, first in trails of ink across classroom floors and later in trails of light across computer screens.

For more than fifty years, the turtle continued to make new trails, inspiring generations of learners to discover mathematics, programming, and creative thinking through exploration.

Then it found another path.

The Turtle Finds a New Trail in Thread

At first glance, the idea seems almost obvious.

If a turtle can draw a line, why not let it stitch one?

But like many simple ideas, this one required someone to see a connection that others had not yet imagined. That insight came from Andrea Mayr Stalder, who recognized a natural bridge between two worlds that had long existed apart: turtle graphics and embroidery.

Andrea's work grew out of a deep interest in textiles, art, and open source software. When she first encountered an embroidery machine, she became curious about how designs were created and how new patterns might be generated. Rather than seeing the machine as a tool for reproducing existing designs, she imagined it as something much more creative - a machine that could respond to instructions and generate original work.

The connection to the turtle followed naturally.

The turtle had always drawn by moving through space, leaving a trail behind it. Thread, in this sense, is simply another kind of trail. Wherever the turtle goes, a line appears. Whether that line is made of ink on paper, pixels on a screen, or thread on fabric, the underlying idea remains exactly the same.

Andrea had not changed the turtle.

She had simply given it a new trail to follow.

TurtleStitch first took shape in 2008 in Vienna, where Andrea Mayr Stalder began exploring the intersection of code and textiles in collaboration with fashion designer Dominique Raffa. In its early years, TurtleStitch was used primarily for artistic projects, demonstrating that embroidery could be generated through algorithms rather than traditional pattern design.

Those early experiments revealed something remarkable.

The turtle was just as expressive with thread as it had been with a pen on paper or pixels on a screen.

In 2014, TurtleStitch entered a new chapter. It was relaunched with a renewed focus on education, extending the ideas first developed through Logo into classrooms and makerspaces. Once again, children could learn mathematics, programming, and creative thinking by making something of their own. Only now, their ideas emerged as embroidered designs.

The technical development of TurtleStitch was led by Michael Aschauer, who built the system within, the Snap! visual programming language created by Jens Mönig and Brian Harvey at the University of California, Berkeley. Snap! itself continues the Logo tradition, carrying forward the same philosophy of learning through exploration and construction championed by Seymour Papert, Wally Feurzeig, and Cynthia Solomon.

In TurtleStitch, users don't write lines of code. Instead, they build programs by snapping together colorful blocks that guide the turtle's movement. The experience feels less like programming and more like constructing an idea. One block at a time, the turtle follows its instructions, and a design gradually takes shape.

For beginners, that makes all the difference. Within minutes, they can create an original embroidery design and watch their ideas transformed into movement, and then into stitches.

Once again, the turtle became a bridge between thought and creation.

It had simply found a new surface.

This time, it was fabric.

Now It's Your Turn to Explore



For more than fifty years, the turtle has helped learners explore mathematics, programming, and creative thinking. Now it's your turn.

Let's meet today's turtle.

Open your web browser and go to www.turtlestitch.org. You can begin coding immediately without creating an account. However, I highly recommend creating a free account so you can save your projects to the TurtleStitch cloud and return to them later.

When the home page appears, click Run to open the TurtleStitch editor.

In just a few minutes, you'll be guiding the turtle across the screen, just as generations of learners have done before you. Only this time, the trail it leaves behind won't end on paper or a computer screen. It will become something you can stitch with thread and hold in your hands.

To help you get started, I've also created a set of TurtleStitch Help Cards that explain the most commonly used blocks and commands. Keep them nearby as you work through the projects - they're designed to be a quick reference whenever you need a reminder.

You can download the Help Cards here: https://drive.google.com/file/d/1Wp4Ac_lEOlm-4WHbgMivUSDhjZSeWm25/view?usp=sharing



The Three Main Parts of the TurtleStitch Workspace


The TurtleStitch editor is organized into three sections that work together. Understanding what each one does will help you feel at home right away.

1. The Palette

The palette is located on the left side of the screen. It contains nine color coded groups of blocks, each organized by function. You will find groups for Motion, Control, Embroidery, and more. This is where all of your building blocks live. To use a block, simply click and drag it from the palette into the scripting area.

2. The Scripting Area

The scripting area is the wide open space in the middle of the screen. This is where you build your program. Drag blocks from the palette into the scripting area and connect them together, one on top of another, to create a stack of instructions. That stack is your script, and it tells the turtle exactly what to do and in what order.

3. The Stage

The stage is on the right side of the screen. This is where the turtle lives and where your design takes shape. As your script runs, you can watch the turtle move across the stage in real time, leaving a trail behind it with every step.

Getting to Know the Palette

The palette is your toolbox. Everything the turtle can do lives here, organized into nine color coded groups. Each color represents a different category of blocks, making it easy to find what you need at a glance.

Here is an overview of all nine categories:

Motion — These blocks control how the turtle moves. Forward, backward, turning, and positioning all live here. If you want the turtle to go somewhere or face a different direction, you will find the right block in this group.

Control  — These blocks manage the flow of your program. Repeat blocks, wait blocks, and other tools that control timing and sequencing are found here. This is where your designs gain rhythm and structure.

Embroidery  — This is what sets TurtleStitch apart from other turtle graphics tools. These blocks control the stitching behavior of the turtle, including stitch length, jump stitches, and other settings specific to embroidery output.

Pen — These blocks control the turtle's pen, including putting it down, lifting it up, and setting its color and size. When the pen is down, the turtle draws. When it is up, the turtle moves without leaving a trace. The pen up block creates a jumpstitch between sections of embroidery.

Operators — These blocks handle math and logic. They allow you to perform calculations, compare values, and combine conditions to create more complex and responsive designs.

Variables — These blocks allow you to store and reuse values in your program. Instead of typing the same number repeatedly, you can save it as a variable and refer to it by name throughout your script.

Sensing — These blocks allow the turtle to detect and respond to its environment, such as its current position, the color beneath it, or input from the keyboard and mouse.

Color — These blocks give you control over color in your designs, allowing you to set and change the colors the turtle uses as it moves across the stage. When this block is used, it makes the embroidery machine stop so that the thread can be changed to a different color.

Other — This category contains additional utility blocks that do not fit neatly into the other groups. It includes the zoom block, which allows you to adjust the scale of the stage view.

Each group has its own color, so over time you will find yourself reaching for the right color automatically, without even needing to read the labels.

To use any block, simply click on it and drag it into the scripting area. You can also click on a block directly in the palette to run it immediately, which is a handy way to test what a block does before adding it to your script.

Getting to Know the Scripting Area

The scripting area is where your ideas take shape as a program.

Think of it as a blank canvas where you assemble your instructions. Blocks dragged from the palette can be placed anywhere in the scripting area. When you bring two blocks close together, you will notice they snap into place, connecting like puzzle pieces. This is how you build a script, one block at a time, each one telling the turtle what to do next.

The order of the blocks matters. The turtle reads your script from top to bottom, executing each instruction in sequence. Moving a block up or down in the stack changes the order in which it runs, and that can completely change the shape the turtle draws.

You can have more than one stack of blocks in the scripting area at the same time. This is useful when you are experimenting with different ideas or testing individual blocks before combining them into a larger design.

To remove a block from the scripting area, simply drag it back to the palette or right click on it for more options. Nothing is permanent. Everything can be adjusted, rearranged, or removed. The scripting area is a place for exploration, and there is no wrong way to use it. 

You can run just part of your program by clicking on an individual block or a connected stack of blocks. This is a great way to experiment and test ideas as you build your design. The output of your code will be displayed on the stage area.

Getting to Know the Stage

The stage is a grid of points described by two coordinates: x, which runs horizontally, and y, which runs vertically. The turtle always starts at the very center of the stage, at the point (0, 0) and points to the right. From there, moving right increases the x value, moving left decreases it, moving up increases the y value, and moving down decreases it.

This coordinate system gives you precise control over where the turtle goes and what it draws. When the turtle moves, it moves in steps. 127 steps = 1 inch = 2.54 cm

How the Turtle Turns

One of the most important things to understand about turtle geometry is how turning works. In TurtleStitch, the turtle turns based on external angles, not internal ones.

This is different from the geometry most of us learned in school. In traditional Euclidean geometry, the internal angles of a triangle each measure 60 degrees, adding up to 180 degrees total. But the turtle does not think about the inside of a shape. It thinks about how much it needs to turn at each corner to keep moving forward.

To draw a triangle, the turtle turns 120 degrees at each corner. That is the external angle, the amount the turtle's direction changes with each turn. Three turns of 120 degrees add up to 360 degrees, one full rotation, which is exactly what the turtle needs to return to its starting point and close the shape.

The shift from internal to external angles can feel counterintuitive at first, for children and adults alike. It helps to think of it from the turtle's point of view. The turtle is not measuring the corner of a shape. It is deciding how much to rotate its own body before taking the next step. Imagine walking the outline of a triangle yourself. At each corner, you do not think about the angle inside the shape. You think about how much you need to turn your body to keep going. That is exactly what the turtle is doing. This small shift in perspective, from the shape to the mover, is at the heart of what makes turtle geometry such a powerful and intuitive way to experience mathematics.

Embroidery Metrics

At the bottom of the stage area, an information bar displays three key metrics about your design:
Stitches – The total number of stitches in your design
Jumps – The number of jump stitches, which occur when the needle moves from one point to another without stitching
Size – The overall dimensions of your design, shown as width (left to right) and height (top to bottom)

Now that you are familiar with the TurtleStitch environment, it is time to put it to work.

Creating Your First Embroidered Design - A Square

Imagine you are a turtle standing on one side of a square. Walk forward until you reach a corner (called a vertex). At the corner, turn so that you can continue walking along the next side of the square.

How much should you turn? A square has four corners, and after making one turn at each corner, you will have turned a full circle, or 360 degrees. To find the amount of each turn, divide the total turn by the four corners: 360 ÷ 4 = 90


So, each time you reach a corner of the square, you turn 90 degrees before walking along the next side. By repeating this four times, you will trace the entire square.



Make a row of squares then make these squares into a square border.



Let’s change the look of the squares by adding a zigzag embroidery stitch block. Try other embroidery stitch blocks to see the unique designs that are created. Here’s my square code

https://www.turtlestitch.org/users/Elaine/projects/FAB%2026%20-%20Making%20Squares%20Within%20a%20Square%20Border


Let’s set aside this border and make a design to place inside this border.

Let’s Rotate the Square

Here's my code for rotating polygons, if you would like to follow along https://www.turtlestitch.org/users/Elaine/projects/Fab%2026%20-%20Rotating%20Polygons


Let's make squares and arrange them in a circular pattern by turning the turtle 15 degrees each time. Since 360 divided by 15 is 24, you'll repeat the circle-and-turn steps 24 times to complete the full rotation. 

  

Yikes, there are two red error messages! The clamping message means an embroidery stitch needs to be added. Without it, the stitches that are embroidered will be too long. The density warning means too many stitches are packed into the red-highlighted area, which can cause the needle to break or the stitches to bunch up. To fix this, move the turtle a couple of steps away from the center with each rotation. 

 



It now works for squares by moving the turtle away from the center and adding an embroidery stitch!

Can you make it work for a pentagon? 360/5 is 72, so the turn is 72 degrees for each side of the pentagon. The repeat 24 and turn 15 degrees stay the same.

Can you generalize it for any polygon?

Let's try a polygon with any number of sides. To find the turn angle, divide 360 by the number of sides. For example, a decagon has 10 sides, so 360 divided by 10 gives a turn angle of 36 degrees. Repeat the forward-and-turn steps once for each side to complete the shape.



To generalize this, make a variable to hold the number of sides, call it something like Sides. Then the turn angle becomes 360 divided by Sides, and you repeat the forward-and-turn steps Sides times to complete the shape.


Let’s Make a Mug Rug


Using the rotated polygon code, add a jump stitch and a go to block to the code.

A jump stitch block was used to move the turtle without leaving a trail of stitches. The toggle switch turns the jump stitch on and off.

The go to block places the turtle in the correct location. The point in direction 90 degrees block ensures the turtle is pointing the correct way for the square border.

The set color block is used to stop the embroidery machine so that a piece of felt can be added as a backing to the mug rug.

The square border code was added with a tie stitch and trim. The tie and trim stitch ensures that the last stitch will not unravel.

The result is a beautiful mug rug to be embroidered.



Preparing Your Design for the Embroidery Machine
Once your design is complete (make sure the size of your design can be embroidered on your machine), you're ready to export it for your embroidery machine. From the File drop-down menu, select the format that matches your machine. For example, if you're using a Brother SE700, choose "Export as Tajima/DST." The file will automatically save to your computer's downloads folder. With the file in your downloads folder, transfer it to a USB stick and then insert the USB stick into your embroidery machine for use. Some newer machines use Bluetooth to transfer the design. Follow your embroidery machine's instructions to do this.

Embroidering the Design on Felt

Start with a 9 x 12 inch sheet of felt. Hoop the felt on one side, leaving the other half free (this will later become the backing). Load your design and begin embroidering. This program includes a Set Color command that will automatically pause the machine mid-project. When the machine stops, remove the hoop from the machine, being careful not to remove the felt from the hoop.Cut the unhooped half of the felt free, then tape it to the back of the hoop using two pieces of tape (one on each side), making sure neither piece of tape overlaps the border area that still needs to be embroidered.Return the hoop to the machine and run the remainder of the design.

Finishing

Once embroidery is complete, trim the piece down to a 4 x 4 inch square. Your mug rug is finished and ready to use!

The Future of the Turtle 

More than fifty years ago, children gathered around a small floor turtle as it drew lines across sheets of paper. They weren't simply learning to program. They were learning to think.

Today, the turtle still invites us to explore. The pen has become thread, paper has become fabric, and the classroom has expanded to include makerspaces, embroidery machines, and creative communities around the world.

Continuing the Exploration of TurtleStitch

Here are some mug rug programs that I wrote that are annotated to continue your trail of coding in TurtleStitch.

Making a Snowflake Mug Rug


Making a Sun with Rays Mug Rug


Making an Etch a Stitch Mug Rug - a fun way to make a design - no coding is necessary - just move the arrow keys - left, right, up, down


Making a Turtle Mug Rug - a turtle design ready to be embroidered! Just change the look of the border with different embroidery stitches and types of border

Where We Go From Here

Along the way, remarkable visionaries have guided its journey. Seymour Papert imagined a new way for children to learn. Cynthia Solomon showed how that vision could flourish in the classroom. Andrea Mayr Stalder carried the same philosophy into the world of digital fabrication. Each generation has preserved the spirit of the turtle while finding new ways for it to inspire learners.

More than sixty years after Seymour Papert and his colleagues began imagining new ways for children to learn at MIT, the turtle is still making new trails. It continues to invite learners to explore mathematics, programming, art, engineering, and design through the simple act of creating something meaningful. Its journey is far from over. Every new learner, every new project, and every new idea adds another chapter to its story.

A special thank you to Beth Lloyd, whose generosity and enthusiasm helped make the workshop such a success. Thank you for bringing your embroidery machine and for helping participants transform their digital designs into so many beautiful finished pieces.

And to Cynthia Solomon: thank you for your encouragement, your support, and your lifelong commitment to helping children learn through exploration. Without your inspiration, I never would have discovered the depth and wonder of TurtleStitch. It was an extraordinary privilege to teach this workshop alongside you at MIT, where the turtle's journey first began.


The turtle has come full circle.

And from here, it will continue making new trails. 🐢

Thursday, July 2, 2026

🇺🇸 America 250 🇺🇸 - Celebrating a Capital Fourth with a Paper Diorama of the Fireworks Celebration in Washington, DC

🇺🇸 America 250 🇺🇸 
 Celebrating a Capital Fourth with a Paper Diorama of the Fireworks Celebration in Washington, DC

After coding my grandmother's flag in TurtleStitch, I wanted to keep crafting. I decided to create a paper diorama of Washington, DC - with soaring fireworks and the monuments ablaze with the light of a spectacular Fourth of July show.

This year, the fireworks over the National Mall are supposed to run a full 40 minutes, twice the usual 20-minute display, for twice the viewing pleasure. A fitting way to mark the nation's 250th anniversary. With the heat wave we have been experiencing in the DC area, it is unlikely I will be venturing out to see them in person. But in years past we have gone to see the festivities, and we always had a fantastic time watching the beauty of the fireworks light up the sky over the monuments. Those memories were very much on my mind as I made this.

The Diorama

The diorama is made up of five scenes that layer together to create a sense of depth and spectacle.

Four of the scenes feature the iconic landmarks of Washington, DC - the Washington Monument, the Reflecting Pool, the White House, the Jefferson Memorial, the Lincoln Memorial, and the Capitol. Each scene adds another layer to the cityscape, so that as you look through the diorama the monuments seem to recede into the distance, just as they do in real life along the National Mall.

The fifth and final scene is the fireworks themselves - bursting and soaring over the DC sky in all their glory, the grand finale of the whole display.

The five scenes are held together with eight double thickness tabs that slide into the sides of each panel, locking everything into place and creating a freestanding, three-dimensional display. No glue needed - just the satisfying click of each tab sliding home.

Making the Diorama

I designed each scene myself using Silhouette software, then cut them with my Silhouette Cameo on Neenah 65 lb White Gold metallic cardstock from Office Depot. The metallic finish catches the light beautifully and gives the monuments a luminous quality that plain white cardstock simply would not. A piece of colorful foil cardstock was added to the front of the first scene and the back of the last scene for a pop of interest and contrast.

A word of advice if you want to make your own: use a new blade and enable overcut in your Silhouette settings. The scenes have intricate details - the monuments, the fireworks bursts, the fine edges of the skyline and a dull blade or missing overcut will leave pieces only partially cut and frustrate you to no end. A fresh blade makes all the difference.

Here is the .Studio file.

Here is the SVG. The file goes beyond the viewable area.  Zoom out to see the entire file.

A Celebration in Paper

There is something fitting about marking America's 250th birthday with something handmade. The TurtleStitch flags were made with code. This diorama was made with paper, and an electronic paper cutter with careful weeding. Different tools, same impulse - to make something with your hands that says: this moment matters.

🇺🇸 Happy 250th Birthday America! 🇺🇸