
Army Grant
This project focuses on designing interactive environments to study spatial navigation and user decision-making. The system uses maze-based structures to analyze how participants interpret space, recall movement, and navigate toward a target. My role involved building controlled environments that support data collection while maintaining a clear and readable gameplay experience.
Army Grant Navigation
Army Grant Navigation


Route1Prototype

ArrowAnimationTest2

FlagAnimationTest
Process
To support this, I developed two versions of the maze: a standard layout and a parallel condition. The parallel maze maintains the same level of difficulty but introduces a mirrored structure along the Y-axis, combined with variations in terrain and wall textures. This shift challenges the player’s spatial perception, requiring them to rely on memory of movement rather than familiar visual cues. Across multiple trials, this system allows for consistent comparison of navigational behavior under altered environmental conditions.

Original Maze Layout (Baseline Condition)

Parallel Maze (Mirrored Spatial Challenge)
The experience was further expanded through structured trial conditions and environmental variations. I implemented multiple test runs with controlled difficulty, ensuring consistency across both maze versions. Additionally, ambient audio elements, such as alarms and environmental noise, were introduced to simulate real-world distractions and examine their impact on navigation performance. This process strengthened my ability to design systems that balance gameplay interaction with research-driven objectives.
Weather Conditions
The experience was further expanded through structured trial conditions and environmental variations. I implemented multiple test runs with controlled difficulty, ensuring consistency across both maze versions. Additionally, ambient audio elements, such as alarms and environmental noise, were introduced to simulate real-world distractions and examine their impact on navigation performance. This process strengthened my ability to design systems that balance gameplay interaction with research-driven objectives.













