Hasaki
Hasaki is an aural shooting game designed mainly for the visually impaired. The biggest feature of this game is that there is no user interface, and the whole game relies on sound to experience. This is because our target group is visually
impaired, so the role of the interactive interface is far less clear to the user than the sound interaction.
The original intention of the concept
This concept originated from the project theme we determined after the second week, which is Ability-centric Interactions. Under this theme, we have been thinking about improving certain abilities. This has led us to look at some disabled people. At the same time, in order to add some fun to the boring ability training, we decided to design a game for this special group in order to enrich the player's experience.
Problem space
The purpose of our concept design is to improve the hearing sensitivity of the visually impaired. Because for the visually impaired people, hearing is more important to them than ordinary people. Therefore, our initial setting is to improve the hearing ability of visually impaired people.
Intended interaction
1.Safety Alarm
In the game, the player will challenge the game by recognizing the direction of the sound. First of all, we have a fixed game range. The purpose of this is to move away from the game environment when the player cannot see or see objects clearly, in order to avoid safety issues. When the user exceeds the game range, an alarm sounds.
2.Voice Control
Considering our target users and the form of the game, voice control will be used as the main interaction method of the game. Players can control the start and end of the game through the voice control system by inputing voice information into the phone. This allows our special target group to easily control the game.
3.3D Surround Sound
In order to make the sound effects in the game more realistic and improve the user experience of the player, we used Adobe Audition to create 3D surround sound. This allows players to clearly feel the orientation of all sound sources after putting on the headset, greatly improving the realistic level of the game.
4.Haptic & Sound Feedback
The provision of haptic feedback adds a more direct way of interaction to our project. The way we achieve this is by installing a vibration motor on the pistol. When the user pulls the trigger of the pistol, you can feel the signal that the bullet was successfully fired in a vibrating manner. At the same time, when shooting successfully, the player will also hear the corresponding gunshot, which is a kind of sound feedback.
5.Situational Interaction
This game is not simply to judge the sound source based on the sound, it is also given a specific story line and story mode. This allows users to have a greater sense of substitution when playing games. In the game, the characters of the players are set, and they are given different missions, so as to guide the players to go through the levels to unlock more levels.