## 2 Materials and Methods
### Data Collection  
Both at the beginning and end of the semester qualitative data was collected in the form of informal interviews with open-ended discussions and observations during the project work. Although no formal quantitative testing was conducted, this approach was selected due to its ability to provide better contextual understanding, greater engagement and focus, and reduced anxiety for the respondents. It also allowed for iterative research and the opportunity to ask additional questions. Research has shown that these conversations foster easier communication and often yield more naturalistic data [45]. The discussions took place during lessons, practical sessions in which participants worked on the project, and during the defenses of task checkpoints and the final project. In these sessions, students articulated their thoughts, comments, and reflections, which were observed and noted. To provide basic structure to the discussions and achieve greater productivity, a list of guiding questions was prepared in advance and used internally to steer the qualitative discussions. At the beginning of the semester, an initial informal open-ended discussion was conducted to gauge students' preliminary knowledge, experience, and expectations of haptic feedback, including their confidence in implementing it in projects. This pre-survey provided a baseline understanding of their initial views on the role of haptics in immersive experiences and its potential integration into their work. The questions in the beginning survey included:How familiar are you with haptic feedback in interactive experiences? How important do you believe haptic feedback is compared to visual and audio feedback in interactive experiences? How confident do you feel about implementing haptic feedback in your projects? At the end of the semester, after completing their projects, students took part in a more detailed survey, reflecting on their experience with haptic feedback and their use of the haptic feedback design tool. The list of questions was divided into two categories: general questions about the use of haptic feedback and questions specific to the proposed haptic feedback design tool. Some of the questions were adapted from the Witmer and Singer Presence Questionnaire for Virtual Environments [46] and modified to better suit this context. The questions were as follows:  
General questions about the use of haptic feedback:  
How familiar are you with the use of haptic feedback in interactive experiences? How comfortable do you find the haptic feedback? How significant is the difference in user experience and immersion with and without haptic feedback? How much did your experiences in the virtual environment seem natural and consistent with your real-world experiences? How much does haptic feedback enhance your connection to characters, objects, and actions within the virtual world? How effective do you find haptic feedback compared to visual and audio feedback in interactive experiences? How satisfied are you with the use of haptic feedback in existing games, simulations, VR apps, and other interactive experiences you've tried? How likely are you to use haptic feedback in future projects? How challenging do you find implementing haptic feedback in interactive experiences, compared to other feedback mechanisms (e.g., visual or audio)? Questions specific to the proposed haptic feedback design tool:  
How much time did it take you to learn how to use the haptic feedback design tool effectively? How easy and intuitive did you find the tool to use? How satisfied are you with your overall experience using the haptic feedback design tool, including its features, functionality, interface, and responsiveness? How closely does the haptic feedback perceived on the device align with your expectations and design in the tool? How much did the haptic feedback design tool help you in implementing your ideas during the project? How likely would you use the haptic feedback design tool in future projects?