Intersensa

Context
Razer + WYVRN Collaboration · Interhaptics Plug-In
Role
UX/UI Designer
Team
2 designers + 2 researchers
Duration
4 months

A spatial haptic design plugin for the Interhaptics ecosystem, enabling game designers to create multi-directional haptic patterns without coding. Built for Razer's Project Esther technology, Intersensa brings a visual, timeline-based interface to haptic design similar to how audio software works.

Overview

Multidirectional haptics are here, but how do you design them?

Razer's Project Esther lets tactile feedback vary in intensity, speed, duration and spatial direction, but creating those patterns meant days of coding. Intersensa is a plugin for the Interhaptics ecosystem that turns haptic design into a visual, no-code workflow. Think audio-editing software, but for touch, built through Research-through-Design alongside the hardware itself.
Intersensa running on a laptop: a 3D body viewport with the impact point placed on a mannequin, a keyframe timeline, and the Sword Cut settings panel with location and area-of-impact controls
The problem

New tech, no design patterns, no shortcuts.

Coding spatial haptics is slow, the technology was brand new, and consistency across devices is hard. The goal: the simplest possible interface that still covers everything from a sword slash to a racing-engine rumble designed in parallel with a moving target, so we explored through iteration rather than a fixed spec.
The insight

If you've used audio software, you already get it.

Research across spatial-audio and haptic tools surfaced one idea: haptic design should feel familiar a timeline, keyframes, and a spatial viewport. Real gaming scenarios (a cut travelling across the body, footsteps from behind, an explosion radiating out) defined the four things the tool had to control: where, how strong, how long, and when.
Intersensa interface timeline and 3D viewport
Three zones: 3D body viewport, keyframe timeline, and settings.
The design

Spatial on the left, temporal on the bottom, control on the right.

The interface settled into three zones: a 3D viewport to place impact on a body model, a timeline to keyframe intensity and timing, and a settings panel for duration and device mapping. The hardest part was blending the viewport with the timeline without overwhelming anyone every element that wasn't self-explanatory got cut.
Testing · N = 10

Tested with HCI students via a scenario demo.

A workshop with 10 HCI master's students watched three game scenarios a sword cut, approaching footsteps, an explosion then were interviewed and thematically coded. The clearest issue: the timeline didn't communicate changes in impact area and intensity well enough. Those findings drove the final refinements.
10
usability testers (HCI MSc)
0
lines of code to design a pattern
3
interaction zones
Outcome

Headed to production.

Interhaptics planned to produce Intersensa in 2025–2026. By borrowing patterns from tools designers already know audio editors, animation timelines, 3D viewports it lowers the barrier to an emerging technology. Next: real-time device preview and Unity/Unreal integration.
Wireframes and layout exploration
Next project

Enersee

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