1. Overview
Pattern Level: High-level
Primary Phase: Cross-phase
One-line Summary: A navigation system that automatically separates exploration and content delivery into two distinct modes, preventing navigation audio and character audio from competing on the same output channel.
Source: Voices of the Boyne (Battle of Boyne, Hill of Tara, National Botanic Garden)
Name
- Audio-First Dual-Mode Navigation
Intent
To give players a clear and seamless path through exploration and discovery without any manual mode switching. The system separates when to guide and when to deliver content, so players always know whether they are seeking or listening.
2. Target
Problem
In a location-based audio experience, navigation sounds and content audio share the same output channel. Without a clear separation between when each type is appropriate, the two compete for the same perceptual space. A player near a character would continue to hear navigation cues while that character’s music is playing, causing conflict and confusion. The problem is not just technical. Players need to know whether they are currently looking for something or listening to something they have found. Without that distinction, the experience feels aimless and cluttered.
Context
- Multiple points of interest distributed across a walkable outdoor area
- Players have no persistent visual feedback during gameplay
- Players are wearing IMU-equipped headphones providing continuous head orientation data and spatial audio output
- Other mechanics such as combat or layer transitions may interrupt the experience at any point
Use When
- A player is between characters and needs directional guidance
- A player enters the vicinity of a character and navigation should stop
- A player finishes an encounter or walks away and exploration should resume
- An interrupting mechanic ends and the system needs to return to a default navigation state
Forces
- Navigation clarity vs. immersive continuity: stopping navigation cues near a character is necessary for focus but creates a sudden silence that could feel abrupt
- Automatic transitions vs. player agency: GPS-triggered mode changes are seamless but remove the player’s choice of when to engage with a character
- Single focus vs. site awareness: Interact mode clears all navigation state to focus the player on one character, but they temporarily lose awareness of where others are
- Mode transparency vs. screen-free design: players benefit from knowing which mode they are in, but communicating this through audio alone is subtle
Consequences
Weaknesses:
- GPS jitter at the proximity boundary can cause rapid mode oscillation, which sounds jarring.
- If the IMU sensor disconnects, the system falls back to phone sensors, which require the phone to be held upright. A phone left in a pocket will produce incorrect heading data.
- Automatic transitions remove player agency. A player who is not ready to listen cannot delay the encounter.
- When multiple characters overlap in proximity, the nearest takes priority, which is not always the most appropriate choice.
Strengths:
- Navigation and content audio never compete. Players always know whether they are seeking or listening.
- Mode transitions are invisible. The experience feels continuous even though the system state has changed.
- The suspension system handles arbitrary interruptions cleanly and consistently.
- Gradual progression eases players into full navigation complexity.
3. Application
Solution
Two modes govern the experience at all times.
- Wander Mode — active when no character is within the proximity radius. The system cycles directional navigation cues across eligible characters. Head-directed target locking is available. A combat manager separately monitors collected artefacts and triggers combat if a preset combination is reached.
- Interact Mode — triggered automatically when GPS proximity detection fires for any active character. All navigation cues stop immediately. All navigation state is cleared. The character’s spatial audio begins.
- Automatic transitions — Wander to Interact when proximity fires. Interact to Wander when the player exits the radius or completes the encounter. The handover requires no player action.
- Progression system — players start with one active navigation target. A second unlocks after a set number of completed encounters. Managing two simultaneous cues from different directions is confusing for new players; the system introduces complexity gradually.
- Suspension override — combat, layer transitions, and tutorial sequences can suspend both modes at any time. The system always returns to Wander with a clean state when suspension ends.
Rationale
- Automatic GPS transitions remove the need for any player action to enter or exit content mode.
- Clearing all navigation state on Interact entry prevents residual cues from playing over character audio.
- Always returning to Wander after suspensions avoids restoring stale navigation state that could point players in the wrong direction.
- Starting with one active cue reflects observed behaviour: players are already processing spatial audio, walking, and listening simultaneously. A second competing cue too early causes confusion.
Design Parameters
- proximityRadius: defines the Wander to Interact boundary, default 20m. Must exceed typical GPS accuracy error of 5 to 10m outdoors.
- baseMaxActiveCues: simultaneous navigation targets at session start, default 1. Keep at 1 for new players.
- maxMaxActiveCues: maximum simultaneous targets after progression unlocks, default 2.
- navigationUpgradeThreshold: completed encounters before second target unlocks, default 2.
- cyclePauseDelay: pause between full wander cue cycles, default 3s. Prevents the soundscape feeling relentless.
Example
A player walks through the site in Wander mode. Every few seconds they hear a musical cue from the direction of a character 40 metres away. At 20 metres they enter the proximity radius. Navigation cues stop. The character’s theme begins, spatially anchored ahead. They walk closer. The music ducks and the character begins speaking. When the narration finishes, the player walks away. At 20 metres the encounter completes. Wander mode resumes and a new cue plays from a different direction.
Implementation Notes
- Kalman filtering on GPS input reduces proximity boundary jitter and prevents mode flickering.
- On Interact entry, all navigation state must be cleared in one operation: active cue list, cycle position, wait timers, and targeting state.
- The progression unlock should persist across sessions so returning players retain their unlocked complexity level.
Evidence / Source
- Deployed at Battle of Boyne heritage site, Ireland, across multiple user testing sessions.
- 25-participant testing confirmed players naturally understood the seek and listen rhythm without explicit instruction.
- Session lengths of approximately 45 minutes with high completion rates suggest the pacing rhythm was sustainable.
Composition Recipes
| Recipe | Scenario | Guiding | Indicating | Presenting + Notes |
| R1 | Standard character discovery | Directional Audio Navigation Cues + Head-Directed Target Locking | Audio-First Dual-Mode triggers Interact on proximity | Progressive Proximity Audio Zones — navigation stops on Interact entry, zones handle content delivery |
| R2 | Combat interruption | Wander resumes after combat with new cue cycle | Audio-First Dual-Mode suspended during combat | Orientation-Based Combat — suspends both modes, always returns to Wander on conclusion |
| R3 | Layer transition reset | Directional Audio Navigation Cues restart with new character set | Audio-First Dual-Mode suspended during portal transition | Character-Triggered Layer Transition — new layer always begins in Wander with a fresh character set |
Related Patterns:
- Directional Audio Navigation Cues — the audio mechanism of Wander mode
- Head-Directed Target Locking — the selection mechanism within Wander mode
- Progressive Proximity Audio Zones — the audio mechanism of Interact mode
Team
- Prof. Mads Haahr — Concept Lead, TCD Principal Investigator
- Karun Manoharan — Programming
- Dr Svetlana Rudenko — Composer and Music Director (Piano, Logic Pro instrumentation, nature characters composition)
- Joris Vreeke — Graphic Design
- Charlene Putney — Dialogues and Writing
- Breanne Pitt — Outreach and User Studies
Partners

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