Rhythm Rush

A motion-tracked dance game that turns slow event queues into social spaces.

Focus

Human Centred Design · Interaction

Design · User & Stakeholder Research

Timeline

16 Weeks · 2026

Toolkit

Fusion 360 · Lo-fi Prototyping · Behavioural Testing

Fusion 360 · Lo-fi Prototyping · Behavioural Testing

The Problem

Queues put people side by side, yet completely disconnected.

80%

Of queuers say long queues are one of the “most significant drawbacks” of attending events.

97%

of queuers do not feel excited to queue.

0%

of visitors approached a stranger during our Outernet observation

How might we design a gamified experience that naturally encourages social interaction in queues, without breaking the flow?

The Process

From 12 ideas to one tested design

1 - Research

Field observations, street interviews, surveys and public experiments to find the barriers to talking to strangers.

2 - Ideation

Generated 12 concepts, then narrowed them using user-centred and engineering criteria, supported by low-fidelity prototyping.

3 - Prototyping

Prototyped body tracking, on-screen UI, a full-scale mock-up and a simulated queue, each tested with users.

4 - Validate

Tested at every stage from, emotional response testing (PREMO), Harris profiles, stakeholder role-plays and queue simulations.

21 Interviews · 55 A/B Test participants

12 concepts -> 6 concepts -> 4 -> 3 -> 1

Tracking · Visuals · UI · Mock-up

5+ Validation methods

Key Insight

Interactions doubled when a game was involved

In our public experiment, a shared game gave strangers a low-pressure reason to engage, and spectators stayed to watch.

My Contribution

What I did

1 - Co-Led User Research

Ran field observations, interviews, surveys and public interaction experiments to identify social barriers and engagement patterns, defining the user needs and design requirements the team built on.

2 - Co-led Concept & Interaction design

Used co-design workshops, low-fidelity prototypes, journey mapping and emotional analysis to evaluate 12 concepts and refine the experience, then presented the findings and final design to an audience.

The solution

A dance battle built into the queue itself

What testing changed

User feedback shaped the final design

We found

In the queue simulation, people felt rushed and congestion built up.

So we added

A spectator zone, a wider space, and a prompt at the end of each song so players can step out or swap in.

We found

Role-play showed people feared losing their spot in the queue.

So we added

A junction system to play, watch or bypass without penalty.

We found

PREMO testing showed the game felt intimidating and unclear

So we added

Playful avatars, a minimal UI and an animated dance guide

Reflection

What I learned and What I'd do differently

Learned 01

What people say and do can differ

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Learned 01

At Outernet 52% said they'd be comfortable starting a conversation, yet 0% did, so I now trust what people do as much as what they say.

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Learned 02

Cheap, early tests can change a project.

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Learned 02

A table, a high-five and a game showed interactions doubled with play, which made the game the core of the deign rather than an add-on.

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Next Time 01

Test in a real queue.

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Next Time 01

Our simulation was controlled, so I'd test at a real event to see how crowds and noise affect behaviour.

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Next Time 02

Bring stakeholders in earlier.

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Next Time 02

Role-play revealed the fear of losing your place, inspiring our junction system. I'd explore this earlier to shape the concept sooner.

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