This week, we started with brainstorming for haptic patterns under defined parameters of haptics. We tested our initial proof of concept prototypes at Hunt Library Playtest Night on Tuesday. We had the internal haptic patterns showcase on Thursday. Finally on Friday, we brainstormed possible contexts for each of them and prioritized those with the most potential to create a list of second tier prototypes.
Haptic Patterns Development
Parameters to Patterns
Using the parameters we found through research (focusing on repetition, location, duration, decay pattern, purpose), we mixed and matched all of them to get the haptic patterns, or the haptic primitives that we will use as basis to develop the next step contextual prototypes.

We eventually settled with the following haptic patterns. We split up the work, where everyone designs 2-3 haptic patterns, noting down the specific parameter used using the bHaptics Designer interface, special design discoveries or considerations, and possible contexts to use them for.
- Explosion
- Poke
- Breathing
- Slap
- Tension
- Stun
- Crushing
- Residual Impact
- Heartbeat
- Heat
- Pinch
- Train Track
- Select
- Chainsaw
- Stroke
Haptic Patterns showcase
On Thursday, we sat down in a table, each having one glove, and experienced what we all designed. We shared our learnings and brainstormed possible contexts.
After this, we spent one night thinking about the possible emotions each of the patterns can elicit, so we can start making the next step contextual prototypes.


Prioritized patterns -> prototypes
On Friday, while going through what each of us brainstormed, we started ranking importance of exploration based on:
- What types of effect they will play in the experience?
- Main interaction haptics
- Supporting feedback
- Background sensation
- How difficult it is to implement it?
- Simple no setup
- Complicated need to test

At the end, we came up with a list of 6 prototypes, those that has potential to be used as main interactions, and has sufficient complexity to test for.
Heartbeat
Parameter axis
- repetition (rhythmic)
- location (whole hand)
Context
- grabbing a physical heart
- checking pulse
Possible emotions
- wonder
- uncomfortable

Opportunity
- learned patterns to use as sensed memories
Testing focus
- if repetition and pattern can be successfully perceived.
Pinch
Parameter axis
- duration (transient)
- purpose (confirmation)
- location (points)
Context
- squeeze pimple
- flick away bugs
Possible emotions
- powerful
- guilt
- disgust

Opportunity
- core interaction
- making simple feedback powerful through context
Testing focus
- how much context change is needed for emotions to change.
Slap
Parameter axis
- duration (transient)
- purpose (confirmation)
- location (whole hand)
Context
- slapping people’s heads
- touching spikey things
- indirect impact like sword hitting a shield
Possible emotions
- satisfaction
- fear

Opportunity
- also a main interaction so worth exploring
- making simple feedback powerful through context
Testing focus
- how much context change is needed for emotions to change.
Stroke
Parameter axis
- duration (sustained)
- location (whole hand or path)
Context
- cute creature
- cold metal
Possible emotions
- Powerful
- Guilt
- Disgust

Opportunity
- if haptic pattern of a path from finger to finger facilitates gestures of stroking movement.
Testing focus
- how different context changes human hand movement?
Breathing
Parameter axis
- path (in and out)
- location (whole hand)
Context
- stroking water
- energy transfer
- magic effects
Possible emotions
- powerful

Opportunity
- abstract interpretations of an arbitrary pattern
Testing focus
- how different context changes anticipation of feedback (expect stronger or lighter vibration), and how that changes emotional response.
Crushing
Parameter axis
- location (whole hand)
- decay pattern (increasing)
Context
- crushing a planet
- touching a rough surface
- shrinking stuff with two hands
Possible emotions
- powerful

Opportunity
- high agency movement
- facilitate crushing hand movement
Testing focus
- how is crushing action perceived.
Playtest Night
On Tuesday, we attended our first major playtest night! Our goal is to understand our pipeline for playtesting for onboarding and offboarding using the gloves, as well as try out the exploratory prototypes.
The script we followed through is the following screenshot.

Notes
- Rain
- No palm feedback causes strangeness. People want fingertip and back of hand to feel vibrations too.
- With only the rain, it felt calming. But music came in, sadness is added to the complex feeling.
- Elastic band
- The action of playing with the band is playful
- However, imagine tension more than just vibrations

Next steps
Now that we have come up with a list of haptic patterns, our next step is to test it without VR headset. In addition, we are to continuously developing the prototypes that we came up with.

