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Hit It Out!!

Hit It Out!!

1D Interface Project

ROLE

Interaction Design, Fabrication, Game Design, Coding

TIMELINE

2024

TEAM

Chris Ye; Wing Sze Zheng; Xiaocheng Li

PROJECT BRIEF

Hit It Out!! is a cooperative two-player game where stress relief is the mechanic itself: players strike physical drums with oversized hammers to steer a shared character toward its target. Hit strength matters — a gentle tap moves one step, a full swing leaps three — turning force, rhythm, and coordination into the game's core controls.

Designed as a 1D interface exploration, the project pairs a custom hardware controller (force-sensing drums and hammers) with an on-screen game, and was refined through three rounds of prototyping and user testing. What began as a rhythm game concept became something quieter and more cathartic: no music, no score pressure — just two people, two hammers, and the satisfying thud of progress.

Brainstorming

We started from a simple goal: make stress relief the gameplay. Drumming was the obvious mechanic — therapeutic, rhythmic, physical. We first added background music, but testing showed it created a high-intensity, Taiko no Tatsujin-like tension that did the opposite of relaxing. So we cut the music entirely and swapped drumsticks for hammers, making each hit feel more cathartic than performative.

How to Play

Two players, two drums, one shared character. Each player controls a direction — and the drum listens to how you hit: a light tap nudges the character one step, a hard strike sends it leaping three. Reaching the target takes something no single player has alone — coordination.

Interface Iterations

Ver.1

Built

  1. Core movement and step counting

  1. Randomly generated targets

  1. Unpredictable target movement

Tested → Found

  1. Players confused the character with the target

  1. Level transitions felt abrupt, no feedback

  1. Target moved too fast to track

Ver.2

Fixed

  1. Brightened the character, added a black outline

  1. Added a level indicator

  1. Slowed target movement to 1 grid per second

Tested → Found

  1. Movement range felt too restrictive

  1. Text instructions cluttered the screen

  1. UI colors clashed with the physical hardware

Ver.3

Fixed

  1. Extended the grid to 30 units

  1. Replaced text with animated level transitions

  1. Matched UI colors to the drum and hammer design

Result

Final version — playtested and validated

Technical Drawing

Each drum houses a force sensor beneath its printed skin, translating hit strength into character movement — a light tap moves one unit, a hard strike jumps three. The oversized hammers and comic-style drum faces were designed to make the physical act of hitting feel playful rather than aggressive.

Final Design