Circle

An intimate collaborative video game platform rooted in physical touch.
Game Showcase
Wearable Design
Game "Froggy and Friend"
Game "Ollie's Big Adventure"
Collaborators:
Prof. Kyoung Lee Swearingen & Prof. Scott Swearingen, Department of Design, Advanced Computing Center for Arts and Design, OSU
Dr. Asimina Kiourti, Wearables research at ESL, College of Engineering, OSU
Dr. Susan Thrane, College of Nursing, OSU

Project Overview

"Circle" is a collaborative digital game platform. Today, over 5.5 million children in the United States have a physical or cognitive disability that results in at least some difficulty with activities including play. While play has long been recognized by the United Nations High Commission for Human Rights as a right of every child, disabled children often lose out on the benefits of playing with their parents and caregivers, and in general are less able to express themselves and make meaningful connections with them.

This project draws on the expertise of three different colleges (the College of Arts and Sciences, the College of Engineering, and the College of Nursing) to create a collaborative digital game platform that provides disabled children the opportunity to connect with their parents, friends and families using human-centered technology and touch.

As a research assistant, I contributed to the project by focusing on the industrial design of the wearable controller, ensuring that the device is both accessible and engaging for its users.
Game Mechanics Based on Physical Touch

My Roles

● Ideated and prototyped the wearable design based on existing electronics.
● Collaborated with engineering students to determine the size and structure of the wearable.
● Explored future directions of the wearable design, considering new materials (e.g., e-textiles) and innovative physical interactions for game mechanics.
● Participated in game critique and testing.
New Way to Detect Human Touch
Previous Wearable Design using Force Sensor
New Board Layout

New Wearable Design

Ethnographic research and interviews on the previous wearable design, which utilized a force sensor, identified three key areas for improvement:
● More accessibility in attachment of the sensor
● A smaller chassis
● More appeal to children

The new design, incorporating a smaller sensor that sends signals through body contact, allowed for a more compact chassis. This iteration of the wearable focuses on a rigid plastic chassis for the wrist, while also exploring a spring-structure band that enables easy, one-handed use.

Read about my design and prototyping process below.

Cycle 1 Ideation:
This design cycle focused on enhancing sensor attachment accessibility and creating a more compact chassis using the current electronics.
Cycle 1 Prototyping:
We 3D printed the chassis to evaluate its structure and size. For the spring-structure band, we 3D printed it with flexible PLA, which demonstrated that this structure can solve the stretchability issue. However, a more elastic material, such as rubber, will be needed for optimal performance.
Cycle 2 Ideation:
In this cycle, we refined the chassis with pattern designs to help users identify which sensor to wear on which hand.
Cycle 1 Prototyping:
We prototyped the spring-structure band using silicone rubber (Mold Max 40), which proved highly stretchable. However, the band’s durability remains a concern due to material toughness and model accuracy, as it can break if not worn carefully.
We also 3D printed the chassis's upper part with transparent resin and painted it with glass paints, with future work focusing on selecting an appropriate light indicator.
Hand Clap Game Idea

Future Direction 1

Currently, the game recognizes three inputs: left hand touch, right hand touch, and both hands touch. We propose expanding to nine inputs inspired by the hand clap game, which would greatly enhance playability. This can be achieved by embedding both transmitter and receiver components within each wearable. Now each wearable is either a transmitter or a receiver.

Future Direction 2

Current design uses a traditional wrist-based rigid chassis. We will further explore different forms of wearable design by:

● Exploring new materials and technologies, beginning with implementing sensors in the wearable strap to replace the current copper board. We are also investigating woven technology with the integration of separate electronics modules into the weave for a fully flexible design.

● Investigating wearable forms that can be attached to different parts of the body, offering more versatility in use.

Inspired by research from the Hybrid Body Lab (https://www.hybridbodylab.com/).
Inspirations from Hybrid Body Lab
Exploration of Weaving