Projects / GaoDe — Game of Design

GaoDe: A Multimodal Architectural Design Serious Game

GaoDe custom user interface with pop-up guidance and real-time feedback

Summary

GaoDe, Game of Design, is an open-ended educational serious game that lets architecture students practice design through self-assessment inside a familiar CAD workflow. Instead of keyboard/mouse-only input, it uses a multi-modal natural user interface that combines hand gestures, machine vision, and offline speech commands to support playful exploration without “right or wrong” solutions.

Rhino Grasshopper Python Leap Motion Machine vision Offline speech HCI Game-based learning

Read the paper (open access)

Project at a glance

Context

Master’s project (2020) • Educational technology • Parametric CAD environment

  • Domain: early architectural design education
  • Supervisor: Dr. Ali Andaji
  • Core idea: students compete with themselves, not each other
  • Outcome: immediate feedback for self-assessment and iteration

What students do

  • Select one of five iconic-building game modes (each with different rules)
  • Model and navigate in 3D using gestures + finger-count actions + short voice commands
  • Compare outcomes with reference targets, then iterate
  • Finish a session and reflect on choices (self-assessment)

Problem and goal

In early studio education, students often learn design concepts but struggle to apply them confidently in open-ended tasks. GaoDe reframes practice as a playful, low-risk environment: learners explore alternatives, receive feedback, and steer their own progress through self-assessment rather than external grading.

The goal is to strengthen the hands–eyes–mind loop central to design thinking, while staying embedded inside the CAD ecosystem students already use.

System architecture

Leap Motion (gesture recognition)

  • 3D hand/finger tracking mapped to modeling actions and camera control
  • Example pattern: clench one hand; move the other around it to navigate

Webcam + CNN (finger-count recognition)

  • Simple, high-confidence actions using number of visible fingers
  • Example mapping: one finger = save; five fingers = finish

Offline speech (keyword spotting)

  • Short commands (e.g., “yes”, “up/down/left/right”, “stop”)
  • Intentionally gated (e.g., a yellow marker) to reduce accidental triggers
Processing framework flowchart of GaoDe
Processing framework: multimodal inputs feed game logic + parametric modeling actions inside Rhino/Grasshopper.

Interaction design (examples)

Click any image to open full size.

Five game modes

The initial GaoDe prototype includes five games based on iconic buildings. Each mode targets a different aspect of design perception and uses distinct interaction rules to sustain motivation and avoid repetition.

1) Brick Country House (Mies van der Rohe)

  • Learning focus: volumetric reasoning + ordered iteration
  • Key interaction: palm orientation and pointing to place blocks

2) Fallingwater (Frank Lloyd Wright)

  • Learning focus: visualization under uncertainty + proportion control
  • Key interaction: stack elements, then transform into a Fallingwater-like composition

3) Dancing House (Frank Gehry)

  • Learning focus: expressive form-making + continuous control
  • Key interaction: two-hand finger spacing shapes curvature

4) House III (Peter Eisenman)

  • Learning focus: transformation rules + non-orthogonal composition
  • Key interaction: two-fist ordering controls cube generation

5) Capsule Tower (Kisho Kurokawa)

  • Learning focus: vertical composition + modular aggregation
  • Key interaction: rhythmic hand movement drives generative placement

Project video

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One-page portfolio

Links

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