2025 · Graduation project

Huddle

An AR viewing service that turns the sound of a live game into visual and tactile cues for Deaf and Hard of Hearing fans.

My part
Led AR UX/UI interface design and prototyping, from research synthesis to the exhibition build. Tools: Figma, Adobe (Ps, Pr, Ae, Ai), Rhino, Blender, Unity.
Methods
50+ survey responses10 in-depth interviews with users and experts10+ field visits, plus tech conferences and exhibitions
Role
UX ResearchAR UX/UIPrototyping

Overview

Huddle began with a question about access: “How do we show the sound of the game?” It grew into one about belonging: “How do they share the moment?”

Outcome. An AR prototype, built with Seoul SK Knights and the Deaf community organisations aud and SWITH, that brings game information, crowd emotion, and communication into the same moment. It was tested with visitors at the Hongik University Industrial Design graduation show.

Context

In an arena, sound carries both the game and the crowd.

The whistle and announcements carry what is happening in the game. The roar of the crowd carries how it feels. Our first question, how to show that sound, looked only at the first half. Huddle was our graduation project at Hongik University, made with Seoul SK Knights and two Deaf community organisations, aud and SWITH Social Cooperative.

Field research kept the project grounded in the physical and social conditions of watching a live game.
Huddle team documenting a basketball-arena field visit

Field research kept the project grounded in the physical and social conditions of watching a live game.

Research

A year in the community showed where the gap really was.

We spent a year volunteering and attending cultural events with Deaf community organisations, and followed fans through live SK Knights games. Across 50+ survey responses and 10 interviews with users and experts, 89.5% named accessibility, not the content itself, as the deciding factor when choosing entertainment.

Interviews, community sessions, and live-game observation.
Interviews with a sign-language interpreter, community workshops, and note-taking at live games

Interviews, community sessions, and live-game observation.

Huddle information experience.

Voices

Participants described the gap in their own words.

“I want to react together, not after.” “Captions help me understand, not belong.” “It's impossible to sign during a game.”

Reframe

From showing the sound to sharing the moment

Starting question

How do we show the sound of the game?

Reframed question

How do they share the moment, through information, emotion, and communication together?

Product validation

Tested with visitors at the 2025 Hongik University Graduation Exhibition.

Visitors experienced the prototype at the exhibition, helping us review and refine the interface and feature flow.

Tested at the 2025 Hongik University Graduation Exhibition.
Visitors testing the AR prototype with headsets at the exhibition

Tested at the 2025 Hongik University Graduation Exhibition.

Reflection

Fans trusted data they could see, but what mattered most was cheering together.

Data-driven visuals built trust, and the heart of sports is the shared wish to cheer, more than any technology. The next test should tune the timing, intensity, and comfort of each cue in a real game.