  We report on a three-day challenge during which five teams each programmed a
nanodrone to be piloted through an obstacle course using bodily movement, in a
3D transposition of the '80s video-game Pacman. Using a bricolage approach to
analyse interviews, field notes, video recordings, and inspection of each
team's code revealed how participants were shaping and, in turn, became shaped
in bodily ways by the drones' limitations. We observed how teams adapted to
compete by: 1) shifting from aiming for seamless human-drone interaction, to
seeing drones as fragile, wilful, and prone to crashes; 2) engaging with
intimate, bodily interactions to more precisely understand, probe, and delimit
each drone's capabilities; 3) adopting different strategies, emphasising either
training the drone or training the pilot. We contribute with an empirical,
somaesthetically focused account of current challenges in HDI and call for
programming environments that support action-feedback loops for design and
programming purposes.
