NARUTO GLOVES
alternative game controllers, wearable technology
YEAR: 2018 (prototype), 2019 (2nd prototype)
TEAM: Madelaine Fischer-Bernhut, Salisa Jatuweerapong, Brian Nguyen
My role included ideation, concept development, physical interaction design, and wearables build (left glove, play mat).
CREATING PLAYER IMMERSION THROUGH INTERACTION DESIGN
The Naruto Gloves are a prototype of experimental game controllers designed for player immersion in the video games from the Naruto franchise. Our goal is to bridge the gap between the physical and digital world through game interfaces; in this case, we have the player replicating the actions the in-game avatars go through instead of mashing buttons.
There are currently two iterations of this design, with Iteration 2 improving on the build and minor game mechanics, and Iteration 3 (in progress) attempting to go wireless using the Arduino Feather.
ATTACK LIKE A NINJA!
Within the Naruto universe, attacks (jutsus) are generated by channeling chakra—an innate life energy—through a combination of hand signs (hand seals).
Our gloves allow video game players to physically act out the hand seals in order to virtually attack their opponents through the use of conductive fabrics and an Arduino Micro. Signs correspond to a specific key/button on the game. Additionally, our play mat made of conductive materials allows for the user to navigate the game DDR-style with left and right movement.
THE GET-UP // COSPLAY CULTURE
Tapping into cosplay culture and evoking nostalgia in long-time fans, we create an experience where the player can suit up and step into the world of Naruto. The wearables are all styled after Kakashi, one of the main characters in the storyline. The play mat also features symbols and colours referencing the characters.
There are three build objects:
DESIGNING THE SWITCHES
There were 12 possible hand signs we could choose from, and we decided to start with 4. Maddie and I started by simply making a bunch of hand signs, and then using tape to indicate possible connection points for each gesture. In the end, we found 4 different ones with minimal overlap, and created a diagram to pass on to Brian, our developer.
One handed acted as the ground (negative) while the other hand was wired up to four different positive channels. We chose to use switches, rather than any kind of hand-tracking like contemporary projects The CaptoGlove, because we wanted players to have freedom of movement of their hands during all points of gameplay.
Shown are also stitch explorations we did to explore the aesthetic properties of conductive thread.
SMASH THAT SUPER SMASH FLASH
Behind the scenes, each sensor works like a switch that connected to a 'W', 'A', 'S', 'D' keypress. These keys already triggered moves in SSF2, which we chose for its accessibility on the internet.
Similarly, the pressure sensors on the left and right footpads trigger the Left and Right arrow keys, which in turn move Naruto around on screen.
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