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straptic

Straptic is a vibrotactile wearable for the wrist. It transmits game and everyday events as tactile signals and specifically reduces visual and acoustic stimuli.

  • The low height of the prototype, which is only 8 mm thanks to the self-developed circuit board.

  • The video explores how interaction can be experienced through tactile signals.

    The video explores how interaction can be experienced through tactile signals.

  • In the foreground is the first prototype, where the PCBs are stacked in layers.

  • First functional test to check the effectiveness of the system.

  • A test is carried out here to determine whether eight motors make more sense.

  • Pre-user test implemented hardware natively in own game environment.

What it does

Straptic is a compact, haptic wearable that makes game and digital events tangible through directional and pattern-based vibrations. It reduces sensory overload, improves orientation and enables barrier-free, immersive interaction.


Your inspiration

The desire for clarity was the trigger for solving this problem. It was triggered by frustration and the constant sensory overload in intensive gaming situations and multitasking applications. I asked myself how game-relevant information could be conveyed in a more targeted way without overloading visual or acoustic perception. The idea for the solution arose from the thought that in moments of gaming overload, a simple, targeted signal, such as a tap on the shoulder, would have been exactly what I was missing: a clear, gentle cue for more focus and clarity.


How it works

The aim is to make digital content tangible and directional. Four vibration motors are arranged in the wearable like a compass. A microcontroller controls these depending on the data received from games, navigation applications or event detection models. As soon as an event is detected, the system generates a corresponding vibration pattern. Depending on the direction or type of event, individual or multiple motors are activated. For example, if the system detects a danger in the game that would otherwise only be signaled visually, straptic generates a clear impulse on the wrist from the corresponding direction. When navigating, targeted vibrations signal a change of direction without the need for a screen or audio. The modular system can be flexibly adapted to different applications in which visual or acoustic information is not sufficient or leads to overwhelming demands.


Design process

The initial question was how directional vibrations could be distinguished on the wrist. However, an initial test setup made of polystyrene with closely positioned motors quickly revealed its weaknesses. The vibrations could hardly be differentiated and resonances in the material and on the surface distorted the feedback. The result was that defined distances and a decoupled, flexible arrangement on the body are required for precise perception. In the next iteration, a flexible nylon strap with a Velcro fastener was used. The electronics were based on commercially available microcontrollers, which were stacked in a sandwich construction. A wireless dongle system was used for the first time. The directional impulses could be perceived clearly and reproducibly for the first time. A separate circuit board was then developed that integrated the entire functionality in a small space. In addition, a three-layer structure consisting of a base, inlay and cover was created. The TPU inlay enables precise and reproducible positioning of the actuators and components, even with a flexible structure. The self-centring magnetic closure makes it easy to put on with just one hand and ensures a stable fit.


How it is different

Straptic stands out from other products in that it does not function as an input device, but as a purely haptic output system. Classic controllers only generate general one-dimensional vibrations. The type of data processing also differs: it can either be connected directly to a game or, if no interface is available, recognize and implement information via machine learning model. This means the technology can be used flexibly and is also suitable for games that do not offer their own integration for external devices. Compared to larger systems, such as vests or belts, straptic is particularly compact. It can also be used in everyday life, for example for navigation. Thanks to the combination of clear haptics, direct event processing and independent use, straptic represent a special solution for new forms of interaction between humans and technology.


Future plans

User testing as part of the bachelor thesis to investigate haptic feedback in real application contexts. Presentation at Gamescom 2025 as part of the Jugendforum NRW with own live demo. Optimization of the wristband design and the closure system. Development of a central station for charging & fast-switch. International extension of "Patent Pending" via the PCT procedure. Extension of the trademark rights already secured throughout Europe to international markets. Cooperation with initiatives for the development of inclusive standards. SDK alliance for cross-platform haptic standards. Goal: “Advanced Haptic Integration” in game engines.


Awards

KickStart@TH Köln funding program from the Federal Ministry of Education and Research (BMBF). https://www.th-koeln.de/hochschule/kickstartth-koeln-foerdert-zehn-neue-teams_110994.php Startup Your Idea Contest Uni Köln/ Product Level: 2nd place https://www.gateway-unikoeln.de/news/startup-your-idea-contest-das-finale-2025


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