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Balance Board 

Strike a bit of balance in your play

A balancing game prototype built with the intention to be used as an interactive piece within public and private spaces. The game is designed to see how quickly users can go between the game levels, requiring them to learn how to balance with precision, it isn't as easy as it sounds!

Key skills used:

Interaction, Purposeful play, Prototyping, Coding

Game design

The balance board was built with the intention of being used in conjunction with a tablet device that would slot into the frame.  You could also play the balance game using your hands, as it uses the gyroscope within the device to detect the tilt changes. Unfortunately, the application was game was not completed. However, the balance board on its own also has the game mechanic built-in to its hardware, which uses the LEDs as the visual response instead.  The purpose of the Tablet device is to enhance the experience, but it isn't necessary to play the game. 

Solidworks prototype

The physical design of the board was built in solidworks to make sure all the components slot in correctly as the board was made up of multiple layers of plywood that were later joined by screws and bolts.

All the pieces were then exported individually and laser cut to create each layer necessary to put it the board together, with additional metal structural support being added later, to improve the rigidity of the structure.  

level and motion of range balance board.
game level development.png
Game mechanics

The game consists of 2 zones, blue and red. The purpose of these zones is to change the level once the user managed to stay within the red balance area for a second, which would allow them to move on to the next level. The levels indicate how quickly the user can move between them while playing against a 1-minute timer.  In the end, the LED lights change to show the score the user managed to achieve within that time period, incentivising competitive gameplay to try to do better next time.  

I also built a second level design structure for more advanced users, where the red area is randomised and reduces in scale as they progress through the levels once they have mastered the other game style which is more linear and attempts to please all users. 

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