T-Mobile Sponsored · TECHIN 515, University of Washington · 2025 to 2026
A Harry Potter-inspired autonomous chessboard that physically moves pieces by itself, designed for players with hand and motor disabilities.
3
Microcontrollers
52
Unit Tests
64
Custom PCB Sensors
$350
Total Budget
41cm
Gantry Travel
5s
Avg Move Time
I wore two hats on this project. As PM I defined the product vision, managed the T-Mobile sponsor relationship, coordinated the team, and owned the budget. As an engineer I built the web interface from scratch and co-built the CoreXY motion system hands-on.
Defined the product vision, led accessibility research, and set the roadmap for an industry-sponsored project from concept to working prototype.
Built the full Next.js web interface and co-engineered the CoreXY motion system: firmware, kinematics, and physical assembly.
Served as T-Mobile liaison, presenting progress, gathering feedback from their accessibility team, and translating industry requirements back into engineering decisions.
Managed the full project budget ($350 cap), vendor sourcing from Shenzhen fabrication to local materials, and team delivery across hardware and software workstreams.
As technical PM I owned delivery from March through summer: sprint planning, cross-functional coordination, sponsor checkpoints, and post-demo hardening. This board reflects how work moved from kickoff to shipped milestones across hardware, firmware, and software.
Delivery Board
Wizard Chess program timeline
Backlog (2)
WC-014
ProductRemote play over web for two locations
WC-015
ResearchUser testing with motor accessibility participants
Planned (2)
WC-011
FirmwareFirmware validation across all 64 Hall sensors
WC-012
PMSummer sprint plan with T-Mobile accessibility team
In Progress (3)
WC-009
FirmwareLimit switch homing and recalibration sequence
WC-010
HardwareFinal wooden enclosure and CNC top layers
WC-013
SoftwareAttack animations and game mode UI polish
Review (2)
WC-008
SponsorT-Mobile sponsor demo and feedback synthesis
WC-007
HardwareEnclosure thickness budget (11 mm magnet constraint)
Done (6)
WC-001
PMProject kickoff, charter, and role assignment
WC-002
SponsorT-Mobile sponsor alignment and accessibility brief
WC-003
HardwareCoreXY gantry prototype and motion firmware
WC-004
HardwareElectromagnet polarity switching and plywood test
WC-005
HardwareCustom PCB design (64 sensors, 4 boards)
WC-006
SoftwareNext.js web UI, WebSocket sync, Stockfish AI
PM: YL
Engineering: KT
Design: SJ
Sponsor: T-Mobile
HOW MIGHT WE
Make physical chess truly playable for people with hand and motor disabilities without sacrificing the tactile experience of the game?
Chess is one of the most universal strategy games in the world. But for people living with hand disabilities or motor impairments, physically moving pieces across a board is a frustrating barrier. Existing solutions like digital chess apps and screen-based interfaces strip away the tactile, physical experience of the game entirely.
Wizarding Chess removes that barrier. Players speak their move, and the board moves the piece for them.
2M+
Adults in the US experience paralysis affecting upper limb function (CDC)
1 in 4
American adults live with some form of disability
0
Existing physical chess products designed for motor accessibility
A fully autonomous, voice-controlled physical chessboard that moves pieces on its own using an electromagnet on a CoreXY gantry. Players interact via voice command or a web interface. The board physically executes the move in real space.
01
Player speaks "e2 to e4" or clicks in the browser. Stockfish AI available for either side.
02
Transcribes voice via OpenAI Whisper, bridges to motor controller wirelessly via ESP-NOW.
03
Validates moves, runs Dijkstra pathfinding around pieces, drives CoreXY stepper motors.
04
Electromagnet slides pieces to target square. Hall sensors verify position. LEDs confirm placement.
Live Demo Available. Connect to the web interface and control the physical board from any browser on the same network.
Open Demo →PHASE 01
We explored multiple approaches including robotic arms before settling on a CoreXY belt-drive system inspired by 3D printer mechanics. We designed all custom brackets in Fusion 360, 3D printed them, sourced linear rods, belts, and NEMA 17 stepper motors within budget, and assembled the full gantry by hand. We wrote the firmware from scratch, implementing CoreXY inverse kinematics and Bresenham's line algorithm for smooth coordinated motion across 41cm × 41cm of travel.
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Drag to explore · Click to expandEarly assembly, components laid out, then first full gantry with breadboard wiring
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Drag to explore · Click to expandFusion 360: carriage piece (top) and corner mount (bottom)
PHASE 02
We selected an H-bridge-driven electromagnet and engineered a key insight: by switching the direction of current through the H-bridge, we could attract white pieces on one polarity and black pieces on the other, allowing the board to selectively pick up pieces by color. We physically tested magnetic penetration through different plywood thicknesses to find the right balance between structural stability and magnetic force.
Drag to explore · Click to expandTesting magnetic penetration through different plywood thicknesses
PHASE 03
We integrated an ICS-43432 I2S MEMS microphone with the ESP32-S3 to capture voice commands, sending audio to OpenAI Whisper for transcription. The system parses the transcript for a chess move and sends it wirelessly to the Pico via ESP-NOW. Voice and web UI inputs are completely interchangeable. The physical board cannot tell the difference between a spoken command and a browser click.
PHASE 04
We designed custom 2-layer PCBs in KiCad integrating 64 A1302xUA Hall effect sensors and 64 WS2812B addressable RGB LEDs across four boards, one of each per chess square. The board was fabricated in Shenzhen, received, and hand-soldered using SMD reflow techniques. The Hall sensors detect and verify piece presence; the LEDs provide accessibility feedback highlighting valid moves and confirming correct placement.
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Drag to explore · Click to expandKiCad schematic (Hall sensors + WS2812B LEDs) and PCB layout
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Drag to explore · Click to expandKiCad 3D render to fully soldered PCB from Shenzhen
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Drag to explore · Click to expandHand-soldering SMD components, then PCB fitted perfectly into laser-cut wood frame
PHASE 05
We 3D-printed a full Harry Potter-themed chess set using SLA resin printing on an ELEGOO printer, UV-cured them on a Mercury Plus curing station, post-processed and assembled by hand with super glue, then spray-painted one full set white and one set black, matching the electromagnet's polarity color coding so the board can distinguish pieces by color.
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Drag to explore · Click to expandSliced in UltiMaker Cura, then UV curing on the ELEGOO Mercury Plus station
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Drag to explore · Click to expandLate-night post-processing, then finished white vs black pieces
PHASE 06
Built entirely by me from scratch. A cinematic landing page with a 3D animated knight video, and a full game interface with an interactive chessboard, real-time WebSocket sync to the physical board, legal move highlighting (blue for moves, red for captures), captured pieces tracking, per-player timers, game status detection, and Stockfish 18 AI running entirely in the browser as a Web Worker. Two browsers on the same LAN stay in sync in real time. A voice move at the board reflects on every connected screen instantly.
Try it live. The web interface is deployed and working.
Open →PHASE 07
We presented our full integrated system to the T-Mobile accessibility team, demonstrating end-to-end piece movement, voice control, and the web interface live. The board worked, but the demo surfaced three real engineering problems we needed to solve before final delivery.
Chess pieces too heavy.
The SLA resin pieces were solid and dense. Under the electromagnet's pull they dragged correctly, but the extra mass caused some pieces to get stuck mid-move on the gantry rail.
Top layer sagged in the middle.
With the PCB sandwiched between enclosure layers, the bottom of the top layer was too thin and flexed downward at the center, increasing the gap between electromagnet and board surface right where accuracy mattered most.
No way to verify chess piece location.
The Hall effect sensors were designed into the PCB but hadn't yet been integrated into the live board. Without confirmation that pieces were actually sitting on the right squares, the system was running blind.
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Drag to explore · Click to expand
Drag to explore · Click to expandT-Mobile sponsor demo, board working, three engineering issues identified
PHASE 08
After the T-Mobile demo we added mechanical limit switches to the CoreXY gantry. The board moved pieces reliably during the presentation, but we had no reliable way to know where the magnet carriage actually was, especially on startup or after a long session of moves.
The main reason is homing. When the chessboard first turns on, the system does not automatically know where the magnet carriage is. The limit switch lets the carriage move to a known edge position, usually the home corner, so the firmware can set that point as X = 0, Y = 0 before any move is sent.
It is also important for accuracy. XY systems like ours use stepper motors, and stepper motors do not know their true position. They only count steps. If a motor skips steps, slips, or gets blocked by friction, the software position can drift from reality. Limit switches give the firmware a physical reference to recalibrate against, driving slowly to each edge, backing off, and re-measuring travel so the board can recover without manual intervention.
HOW HOMING WORKS
Six switches across both axes
One switch per X end, plus two per Y end to cover the dual-rail gantry. Each switch is wired active-low with a pull-up resistor.
Startup calibration sequence
On boot the carriage homes to -X, then +X, then -Y, then +Y, backing off slightly after each hit so the switch releases before the next move.
Runtime safety stop
During normal moves the firmware checks switches in the direction of travel and stops immediately if a limit is hit unexpectedly, then triggers a full recalibration.
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Drag to explore · Click to expandX-axis limit switch at home edge and Y-axis limit switches on the dual-rail gantry
PHASE 09
After the T-Mobile demo we addressed all three enclosure issues and added limit switch homing before building the final enclosure. The electromagnet imposes a hard constraint: the total top-layer thickness must stay at or under 11 mm for the magnetic field to reliably move pieces through the surface. Every design decision flowed from that number.
HOW WE FIXED EACH ISSUE
Lighter pieces
Hollowed out the interior of each chess piece to dramatically cut weight while keeping the base magnet in place. The electromagnet now slides pieces cleanly without sticking or stalling.
Sagging solved with a torsion layer
Rather than using a thick 1/4" bottom layer (which would eat into our 11 mm budget), I investigated and found we could use a thinner 1/8" bottom layer plus a 1.5 mm torsion sheet on top. The torsion layer distributes load across the PCB sandwich and prevents center sag even when only screwed down at the four corners.
Eliminated a full top layer
Instead of laying a separate top sheet and applying chess square decals on top of it, we cut the chess board squares directly out of the PCB layer itself. This removed an entire layer of material and brought our total stack to 9.25 mm, comfortably within the 11 mm limit.
Hall effect sensor integration
We wired up the A1302xUA Hall sensors already on the PCBs, tested all 64 sensors individually, confirmed detection, and merged the firmware so piece position is now verified after every move in real time.
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Drag to explore · Click to expandFinal hardware validation before enclosure, then four PCB boards mounted on the bottom top layer
Drag to explore · Click to expandFull team integrating hardware subsystems and enclosure layers
PHASE 10
With the engineering constraints solved, we designed and built the final enclosure from scratch. We went with a wooden theme. The goal was for the board to feel like an antique chess set, not a prototype. We used a CNC machine to precision-cut the top layers, a table saw for the structural wood stock, hand-applied wood stain and wax finish, and a laser cutter for the decorative emblems. Everything was designed in Fusion 360 first.
CNC
Precision cuts for top layers
Table saw
Structural wood stock
Wood stain + wax
Hand-applied finish
Laser cutter
Decorative emblems
Drag to explore · Click to expand
Drag to explore · Click to expand
Drag to explore · Click to expandFusion 360 enclosure design, then CNC cutting the top layer
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Drag to explore · Click to expandFinished enclosure with wood stain and wax, then final demo with T-Mobile mentor
This was our biggest and most fundamental challenge. Chess pieces are physical objects. They can drift, stick to each other due to residual magnetism, get dragged slightly off-center, or fail to land exactly on target. Once the board state drifts even slightly from what the software expects, every subsequent move compounds the error. Within a few moves the whole board could be in complete disarray.
We researched several approaches: computer vision (too complex, lighting-dependent), pressure sensors (not sensitive enough for light resin pieces), and capacitive sensing (too much interference from wood). We landed on Hall effect sensors: one A1302xUA sensor per square, embedded in a custom PCB beneath the board. Since every piece has a magnet in its base, each sensor detects whether a piece is sitting on its square and reports back to the firmware, closing the loop between what the system thinks is on the board and what is actually there.
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Drag to explore · Click to expandThis was the core of the entire project and the most layered challenge we faced. Our T-Mobile mentor pushed us early to think beyond “the board moves pieces.” The question was what a truly accessible chess experience looks like for someone with limited hand mobility, limited vision, or both. We identified three problems: players needed a way to input moves without touching the board, they needed feedback confirming the move happened correctly, and they needed to understand the board state at a glance.
We addressed each with a different layer: voice recognition via OpenAI Whisper for input (no physical contact required), WS2812B LEDs per square for in-board confirmation feedback, and the real-time web interface for complete board awareness from any device. Together these three layers mean a player with limited hand mobility can play a full game of physical chess speaking their moves, watching the board respond, and following the game on screen without assistance from another person.
52
Written for embedded C++ firmware using the Unity framework chess engine and move planner fully tested independently of hardware.
Runs on the Pico to route the magnet carriage around blocking pieces, with recursive blocker parking up to 3 levels deep.
Peer-to-peer between two microcontrollers with automatic channel scanning and hopping. No router required.
The web interface only updates when the physical move is confirmed complete. The digital board always reflects physical reality.
Designed in KiCad, fabricated in Shenzhen, hand-soldered by the team. 64 Hall sensors + 64 RGB LEDs across four 2-layer boards.
Runs as a WebAssembly Web Worker entirely in the browser. No server required. Either player can be toggled to AI mid-game.
Web Interface
Firmware
Hardware & Fabrication
Testing & Protocol
T-Mobile Accessibility Team
Industry Sponsor & Accessibility Mentor
T-Mobile SponsoredYoungpyung Lee
Technical PM · Web Interface · XY Motion System · T-Mobile Liaison · Budget
Su Hyun Jung
Product Designer
Keochonodom Taing
Software & Hardware Engineer (SDE)
Every software decision had physical consequences, and every hardware constraint shaped the code. Writing a chess engine that runs on a microcontroller while also routing a physical magnet around real pieces taught me to think in both worlds simultaneously.
Working with T-Mobile's accessibility team reframed how I think about inclusive design. The best accessibility decisions weren't add-ons. They were fundamental architecture choices that made the whole system better for everyone.
Being hands-on in the codebase and on the workbench gave me credibility with my teammates that purely managerial coordination never would have. I could make better product decisions because I understood the technical tradeoffs from the inside.
The course project is complete and our T-Mobile mentor invited the team to continue development over the summer in partnership with the T-Mobile accessibility team, moving the board from a working prototype toward a product real users can test.
Formal user testing sessions with players who have hand and motor disabilities
Expand accessibility features based on T-Mobile accessibility team input
Remote play mode: two players in different locations via web interface
Improve firmware reliability for real-time validation across all 64 sensor squares