Connect the Stars

A sensory-driven puzzle game exploring how light, sound, and haptic feedback shape user experience

Project Type

Game Design & Physical-Digital Interaction Design

Team

Individual project with collaboration on physical prototype assembly

Contribution

Game Mechanics, Interaction Design, Coding, Arduino Integration, User Testing

Tools

p5.js, Three,js, Arduino, Web Serial API

Date

Oct-Dec 2024

Dashboard Sidebar Close Up

Overview

Problem

Traditional Games Depend Too Much on Visual UI

Most games rely heavily on buttons, menus, and visual interfaces. I wanted to challenge that model by asking: What if a game could guide players purely through just intuition?

Solution

Designing a Feedback-Driven Interaction Loop

I built a dynamic system using sensory cues (light, sound, and vibration) that responded to the player's movement. These elements worked together to form the intuitive experience guiding the player without instructions.

Impact

Expanding the Boundaries of Game Interaction

The result was a multi-sensory experience where players navigated through feeling and not just visuals. This challenged conventional interaction models and pushed my skills in designing ambient experiences with digital and physical spaces.

Design Thinks. Research Listens. Tech Plays.

Research Listens. Design Thinks. Tech Plays.

The Process

Background

This project combines two courses at SVA—Hello World (creative coding) and Physical Computing—as an exploration into how digital experiences can extend beyond the screen. I designed a browser-based puzzle game paired with a custom-built haptic mousepad to explore the intersection of code, interaction, and physical feedback.

Design Challenge

How might we create an immersive game experience without relying on traditional UI?

Goals

  • Integrate light, sound, and vibration into a seamless feedback loop that guides user behavior.

  • Ensure feedback is intuitive, well-timed, and enhances the sense of flow and responsiveness.

  • Evolve the game from simple mechanics into layered levels with more dynamic pacing and depth.

  • Design for immersion across both digital and physical components.

Section 01.

Research

Game Inspiration & Mood References

To shape the emotional tone and interaction style of the game, I drew inspiration from games and sound design references:

Monument Valley

Minimal UI and atmospheric storytelling


Honkai Star Rail’s clocky puzzle

Modular mechanics and soft visual transitions


League of Legends' Bard Collecting Chimes (Passive)

Layered musical feedback based on player movements


Bard’s theme song

Whimsical and serene, informing the tone of background sound design.


Exploring Haptic Feedback in Gaming

To understand how tactile feedback can shape gameplay, I analyzed commercial devices like the PS5 DualSense and bHaptics TactSuit. These technologies use adaptive triggers and voice-coil actuators to convey immersive, nuanced sensations that can heighten emotional impact in interactive environments.

I began by testing haptic motor output using simple mouse clicks in p5.js. From there, I explored using the Web Serial API to create a direct connection between the browser and Arduino.

Section 02.

Ideation & Design

Building the Core Game

Prototyping in 2D

The game began as a 2D prototype in p5.js to quickly test basic mechanics like ball movement, dot collisions, and Arduino integration. This phase helped shape early interaction patterns.

Transitioning to 3D


Designing Basic Movement Feedback

I built a control system where the mouse is locked to the center and the player moves the ball using relative motion.

Designing for Sensory Interaction

Designing with Light

Designing with Light

As players approach a star, its glow gradually intensifies and subtly guides them toward their goal. Once the ball hovers over a star for one second, it fully lights up. This layered lighting mechanic encourages slow, mindful movement and reinforces progress through ambient visual feedback.

As players approach a star, its glow gradually intensifies and subtly guides them toward their goal. Once the ball hovers over a star for one second, it fully lights up. This layered lighting mechanic encourages slow, mindful movement and reinforces progress through ambient visual feedback.

Guiding with Sound

Guiding with Sound

Directional sound cues increase in volume and stereo panning as players get closer to stars. I drew inspiration from Bard’s theme in League of Legends to shape ambient, melodic guidance that reinforces player movement.

Directional sound cues increase in volume and stereo panning as players get closer to stars. I drew inspiration from Bard’s theme in League of Legends to shape ambient, melodic guidance that reinforces player movement.

Adding Haptic Feedback via Arduino

Adding Haptic Feedback via Arduino

While I couldn’t get a stable connection working between Arduino and Web Serial API, I transitioned to testing more motors and custom vibration patterns in p5.js to prototype how feedback could enhance in-game interactions.

While I couldn’t get a stable connection working between Arduino and Web Serial API, I transitioned to testing more motors and custom vibration patterns in p5.js to prototype how feedback could enhance in-game interactions.

Section 03.

Testing & Iteration

Goals

I conducted informal playtests with peers, focusing on the interactions and environmental feedback. The goal was to evaluate whether the game mechanics (light, sound, motion) guided players intuitively without needing instructions.

Insights to Iterations

01.

Mouse-Only Controls Felt Clunky

Users found it difficult to control the ball using mouse movement alone, describing it as imprecise and hard to manage.


Lack of Replayability

Improved Movement Controls

Introduced arrow key support as an alternative to mouse input. Future testing shows that many players found arrow keys more intuitive and easier to use during gameplay.

02.

Lack of Replayability

Many players mastered the level quickly, which reduced engagement over time. Thus, they expected more variations to the gameplay to make the experience feel fresh.

Added Levels and Randomization for Replayability

Introduced levels and a randomizer to vary level layouts each session, encouraging exploration and boosting long-term engagement.

03.

Stronger Spatial Feedback Is Crucial

Players had difficulty identifying goals and sometimes wandered too far off the map. This revealed a need for more responsive in-game feedback to guide behavior and improve orientation.

Enhanced Goal Feedback

Refined ball mechanics so it slows down near stars (goals) and the stars glows when players pass through one. This helps players recognize when they’re approaching an objective.

Section 04.

Outcome

Below is a demo video of the gameplay.
For the best experience, please wear headphones.

Next Steps

Enhance Feedback Through Animation

Refine how the game communicates interactions by introducing animations such as stars glowing progressively when collected. This will provide clearer confirmation and strengthen the sensory experience.

Improve Visual Design & Atmosphere

Revisit the game's visual aesthetics, including textures, lighting, and background elements, to create a more polished and immersive environment that aligns with the ambient tone.

Expand Gameplay Complexity

Introduce new puzzle mechanics, time-based challenges, or multi-step goals to add difficulty and variation. I hope to transform the game from a simple exploration task into a richer, more layered experience.

Reflection & Learnings

Intuition Is Harder Than It Looks

Designing a game without traditional UI taught me how complex "intuitive" can be. Translating abstract code into sensory-based feedback required constant testing and adjusting. What made sense in theory often needed refinement to actually feel natural for players.

Testing Builds Better Experiences

Watching users interact with my game, especially without instructions, was both nerve-wracking and eye-opening. I learned to embrace ambiguity and feedback as constructive criticism. Each testing pushed me to iterate smarter and think more critically about how design decisions play out in real time.

Play as a Design Tool

This project reminded me how playful interaction can be impactful. I discovered how light, sound, and touch can spark emotion and engagement in ways buttons and menus never could. It deepened my interest in creative technology and cemented my love for designing experiences that are as expressive as they are functional.

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