diff --git a/PROPOSAL_123456789.md b/PROPOSAL_123456789.md
deleted file mode 100644
index 1a602df..0000000
--- a/PROPOSAL_123456789.md
+++ /dev/null
@@ -1,3 +0,0 @@
-# My proposal
-
-Lorem ipsum
diff --git a/PROPOSAL_20240935.md b/PROPOSAL_20240935.md
new file mode 100644
index 0000000..2469d3b
--- /dev/null
+++ b/PROPOSAL_20240935.md
@@ -0,0 +1,82 @@
+# My proposal
+
+My name is Makhabbat, and I am a sophomore at KAIST doing my Bachelor's degree in Industrial Design (ID: 20240935). The URL to the forked repository: [git.prototyping.id](https://git.prototyping.id/20240935/homework5).
+
+
+
+# NeuroRunner: A Multitasking Cognitive Training Game
+
+NeuroRunner is an atypical, **cognitively demanding** _infinite runner_ inspired by digital therapeutics (DTx) designed for children with ADHD.
+In Zhejiang University Summer Program, I had the chance to play a clinically tested ADHD-focused game that significantly improved sustained attention, but the **game isn’t publicly available** and information about it exists only inside [research papers](https://pubmed.ncbi.nlm.nih.gov/41490776/).
+
+
+
+
+This project is my attempt to recreate that idea for myself — as someone who often drifts and wants a way to actively train attention through gameplay.
+The result is an extreme multitasking runner built with three.js, designed to overload and strengthen attentional control, working memory, and task-switching.
+
+# Core Concept
+
+NeuroRunner is not a typical runner with 3 lanes — it uses 5 lanes, faster pacing, and continuous task switching.
+Players must constantly track multiple rule sets at the same time, rewarding precision and penalizing mind-wandering.
+
+The goal is to maintain cognitive engagement.
+
+# Gameplay Description
+
+1. Five-Lane Movement
+
+ - move between 5 horizontal lanes instead of the standard 3.
+ - forces higher spatial attention.
+
+2. Instruction Phase
+
+ At the start of each run:
+
+ - The player is shown a **type of target item they must collect**.
+ - Throughout the game, objects fall randomly on the screen.
+ - Players must collect only the instructed items and avoid irrelevant ones using the **hit putton** on the right.
+
+ This trains selective attention and working memory
+
+3. Cognitive Gate Questions
+
+ Every now and then:
+
+ 1. A question appears (simple math or logic).
+ 2. Several seconds later, gates along all 5 lanes appears ahead.
+ 3. The player must pass through the gate corresponding to the correct answer.
+
+ This trains delayed **recall, task switching, and decision-making under pressure**
+
+4. Rewards & Obstacles
+
+ - Basic pickups that increase score
+ - Standard obstacles that must be avoided
+
+5. Attentiveness Meter
+
+The original DTx game used an EEG headset to track attentiveness in real time.
+
+For this project, I replace that hardware with a mistake-based attentiveness meter.
+The meter decreases when:
+ - You collect wrong items
+ - You miss target items
+ - You pass through the wrong gate
+ - You hit obstacles
+When the meter reaches zero → game over.
+
+This approximates attentional lapse tracking without requiring EEG hardware.
+
+# Library Used
+
+I've been wanting to learn three.js since previous semester, so I want to try learning it, using this project.
+
+# Challenges
+
+Since this is a multitasking game, there will be a lot of things going on at once, I can't even imagien how I am gonna do that.
+
diff --git a/PROPOSAL_20254499.md b/PROPOSAL_20254499.md
new file mode 100644
index 0000000..cbb6787
--- /dev/null
+++ b/PROPOSAL_20254499.md
@@ -0,0 +1,120 @@
+# Topic
+Finding the Best Seat: Cafe - Study Survival Game
+
+**Name:** Jieun Lee
+**Student ID:** 20254499
+**My Fork URL:** https://git.prototyping.id/20254499/homework5.git
+
+## 1. Game Overview
+This project is a top-view mini video game set in a cafe.
+The player controls a student character who wants to stay focused and complete their study session.
+The goal is to maintain concentration until the study progress reaches 100%, while dealing with moving NPCs, noise, and changing seat conditions.
+
+=============================================================================
+
+## 2. Game Mechanics
+# 2.1 what does the user have to accomplish?
+The player has to help the character complete their work within a limited time while maintaining a positive focus level.
+
+- Each seat has different conditions such as noise level, proximity to moving NPCs, and overall distractions.
+- NPCs move around the cafe and dynamically affect the player’s focus.
+- The player must continuously decide whether to stay, move to another seat, or take actions to recover focus.
+
+
+# 2.2 How do you win or lose?
+**Winning condition:**
+The study progress reaches 100% (visualized as a progress bar).
+
+**Losing condition:**
+The focus level reaches 0, and the character gives up and leaves the cafe.
+
+
+
+# 2.3 What type of interactions are possible?
+- Move to another seat with arrow keys
+- Buy a drink or snack for a temporary focus boost
+- Avoid noisy or crowded zones
+- Respond to environmental changes caused by NPC movement
+
+=============================================================================
+
+## 3. Visual Style and Game Elements
+A top-view cafe layout with tables, seats, counter, entrance, and moving NPCs.
+
+# 3.1 Main elements
+Player
+NPC customers
+Seats
+Focus meter
+Timer
+Drink counter / item zone
+UI text for score, level, and status
+
+# 3.2 Visual tone
+Simple 2D shapes and icons
+Readable colors to distinguish quiet seats, noisy areas, and interactable places
+Cute but minimal design for clarity
+
+# 3.3 reference images
+
+
+
+
+=============================================================================
+
+## 4. Implementation Plan
+# 4.1 Conditions
+if (gameState === "start") : Shows the start screen
+if (gameState === "play") : Runs the main gameplay
+if (focus <= 0) : Triggers game over when focus reaches 0
+if (workProgress === 100 && focus > 0) : Winning condition
+
+# 4.2 Variables (not finalized yet!)
+- 'focus'
+- 'Distraction'
+- 'timer'
+- 'gameState'
+- 'currentSeatIndex'
+- etc..
+
+# 4.3 Loops
+I will use loops to:
+- update all NPCs,
+- draw all seats,
+- and check nearby distractions.
+
+# 4.4 Arrays and Objects
+I will store:
+- NPCs in an array,
+- seats in an array of objects.
+ -> Each seat object will include information such as position, distraction level
+
+# 4.5 Classes
+- 'Player' class
+- 'NPC' class
+
+=============================================================================
+
+## 5. Features Learned in Class
+This project will clearly use several programming elements learned in class:
+- basic p5.js drawing setup (e.g., rect(), ellipse())
+- conditionals
+- variables
+- loops
+- functions
+- arrays
+- objects
+- classes
+
+=============================================================================
+
+## 6. Main Challenges
+- Implementing the overall system itself will be a challenge as a beginner. Since it requires combining multiple elements such as movement, NPC behavior, and focus management into a cohesive game.
+- Balancing the game difficulty
+NPC movement and focus decrease should feel challenging but not unfair.
+- Making the cafe environment readable
+The player should understand which seats are better or worse without too much confusion.
+- Creating simple but believable NPC movement
+NPCs should make the cafe feel alive while still being manageable in code.
+- Designing a focus system that is easy to understand
+The focus meter should clearly reflect the effect of noise, movement, and drink items.
\ No newline at end of file
diff --git a/ref1.png b/ref1.png
new file mode 100644
index 0000000..d474f30
Binary files /dev/null and b/ref1.png differ
diff --git a/ref2.png b/ref2.png
new file mode 100644
index 0000000..66ec42d
Binary files /dev/null and b/ref2.png differ
diff --git a/ref3.jpg b/ref3.jpg
new file mode 100644
index 0000000..a95762f
Binary files /dev/null and b/ref3.jpg differ