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Sound Moves
3D-Audio-Driven Interactions for Audio Games
Skills I used
UI/UX Design
(3D) Sound Design
Game Design
Sound Moves: 3D audio driven interactions for mobile games
Sound Moves is an investigation into 3D sound-driven audio gaming, supported by the Royal National Institute of Blind People (RNIB). Sound is traditionally a secondary element in interaction design, used mainly for feedback, notifications, progress tracking, and to support visuals in creating mood, tone, and immersion. As modern interfaces become more diverse and context-sensitive, sound is bound to gain new relevance.
Exploration: how does sound shape the way we move? Series of games and workshops using sound a driver of interaction

custom-made buzzwire game with varied sonifications: here, a gyroscope detects rotation of the handle, which is sonified. how does sound impact our fine motor skills?

arcade game design workshop: what could a sound-driven arcade game be?

study of impact of sound design on location tracking of multiple sources
Could we interact with a sound based interface?

sound Interface: could users use a 3D sound menu?
Final Concept: Interaction with 3D Sound Objects in Audio Mobile Games
The Experience
The Tech

Possibility for interaction with an anchored comprehensive soundscape: Tech ecosystem for embodied mobile interactions: head tracking through CoreMotion framework and gesture recognition through a custom AR app - the phone is used as a remote control/laser pointer. Audio Spatialisation through Steam Audio for Unity.
The Interaction Toolkit

Five Interactions
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Inventory Checking
Players can access virtual objects by moving their phone around their belt, as if selecting from a holster. Each retrieved object is represented by its characteristic sound. -
Weapon Use & Switching
Players can activate and use weapons with immersive, spatialised auditory feedback. A quick double-tap gesture switches between weapons. -
Audio Progress Bar
To indicate progress during ads or dialogue, the bass component of the audio is spatialised from left (just starting) to right (nearly finished), giving players an intuitive sense of time remaining. -
Grabbing a Sound
Players can “grab” a sound by pointing their phone toward it and long-pressing the screen. Once grabbed, the sound follows their arm movements. -
Throwing a Sound
After grabbing a sound, players can release it by making a throwing motion — thrusting their arm in the desired direction to project the sound away.
Demo: 2 Audio Games
With the most successful interactions of the toolkit, I designed two games. Here are their recordings! The Audio will not be spatialised properly for you, because it is recorded from the pov of the player. Note that they do never look at a screen and orient themselves using sound only!
GrowlAttack: Classic zombie shooter with 4 different levels

Shush: RPG where the player needs to find their 'magazines' in their sleeping baby sibling's room without waking it up. The player needs to interact with the 'good' and 'bad' fairies of slumber, who are trying to sabotage the player's mission.
Exhibitions: Sound Moves - Arcade Style

Sound Moves was exhibited as an arcade-style game. The demo showcased 3D sound source localisation through five hip-level buttons arranged in a circle around the player (one at the front center, two at the front sides, and two at the back sides), which players pressed in response to the directions of a whimsical ‘grandpa fairy’ character guiding the experience.

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