Interaction Design
Finding the best control method for an audience of 20,000 to interact with a shared screen was a complex challenge.
We chose phones as the input device—something everyone already had in their pocket. Simple, right? Not quite.
Splitting attention between a massive screen and a personal device requires a lot of cognitive effort, so we had to minimize that strain. Personalized feedback on a giant screen for thousands? Not realistic. Instead, all individual feedback was delivered through players' phones.
The real challenge?
Balancing cognitive load, ensuring player agency, and making sure no one walked away with arm fatigue.
- Collaborators:
- Senior Creative Director •
- Lead Game Designer
1. Using Augmented Reality
Role: UX Designer, User Researcher
Tools: Unity, Figma, Miro, SPSS
Cognitive Load:
Player Agency:
Arm Fatigue:
Role: UX Designer, UI developer, Lead User Researcher
Tools: Unreal Engine, Figma, Miro, Matlab
2. Using Phone to Point and Tap
Arm Fatigue:
Player Agency:
Cognitive Load:
3. Using Movement: Lifting and Lowering Phones
Role: UI Developer, Lead UX Designer and Researcher
Tools: Unreal Engine, Figma, Matlab
Cognitive Load:
Player Agency:
Arm Fatigue:
Role: UI Developer, Lead UX Designer and Researcher
Tools: Unreal Engine, Figma, SPSS
4. Using a Virtual Joystick- Blind Thumb Control
Cognitive Load:
Player Agency:
Arm Fatigue:
Check out the UX Design Case Study to see how we developed a 5-minute experience based on this research.