Head Keep-Up— your headphones become the controller.
A compact interaction experiment built around headphone motion data. Head rotation moves a simple game object while audio and spatial feedback reinforce direction, impact and combo state.
- SwiftUI
- Core Motion / CMHeadphoneMotionManager
- AVFoundation
- spatial audio
- custom game physics
Stack
Development process
This one is unusually compact: the repository shows an initial implementation followed minutes later by an audio/UI refinement. I treat it as a deliberately small interaction spike rather than pretending it went through a long product-design process.
The first commit already separates HeadphoneMotionManager, game engine/state, ball physics, game/start/status views and generated sound effects. The goal was to learn whether head movement feels controllable before investing in content.
The next change focuses on audio assets and UI styling rather than adding levels or progression. For a novel input method, feedback quality is the product risk.
Motion, physics, audio and UI live in separate files so each can be tuned without turning a sensor experiment into a premature game architecture.
Interaction rationale
System loop
What this prototype is for
Head Keep-Up is not presented as a startup idea. It is interaction R&D: a fast way to test whether an overlooked hardware sensor can support a legible, playful control loop. The valuable output is the control insight, not feature count.