• Interaction design • 2025

ZOMBIE STRESS

A screen-free game where sound and stress drive interaction

Zombie stress-hero

When technology steps back

Zombie Stress is a social deduction game where players read each other, make decisions under pressure and react to changing conditions.

The project explores how technology can support physical interaction by moving into the background. The challenge was to design a digital experience where the screen starts the interaction but human behavior drives it.

ROLE

Research · Concept Development · Interaction Design · Prototyping

FOCUS

Screen-free interaction · Social play · Biometric feedback

What the screen cannot replace

The research explored how an increasingly screen-based childhood affects play, social interaction and risk-taking. The focus was to identify which parts of physical experiences could be enhanced through digital technology.

Challenge

Screens reduce the body's signals

When play moves to screens, important parts of interaction disappear: eye contact, movement and reactions.

Insight

Presence requires less interface

Sound can move the interaction away from the screen and back to the players.

Challenge

Children need to practice emotional regulation

Social play helps children understand, manage and adapt to both their own and others’ emotions.

Insight

Biometrics make reactions visible

Biometric feedback creates new ways to notice and interpret emotional reactions.

Challenge

Risk is becoming less present in modern play

As play becomes more controlled, opportunities to test boundaries and handle uncertainty decrease.

Insight

Positive stress can drive development

Safe uncertainty through nervousness, mistakes and unexpected situations becomes part of the experience.

Challenge

Free play needs open frameworks

When every step is guided, there is less room to experiment and solve problems independently.

Insight

The system should create possibilities

The game creates the framework, but the players decide what happens within it.

Exploring invisible interactions

Several prototypes were built and tested across multiple iterations with 2-4 participants each. Two examples are shown here.

Other tests included comparing audio-only instructions and written instructions, and exploring how visualized stress levels (simulated) affect group dynamics and player experience.

The idea was to explore how digital technology could enhance the experience without taking focus away from social presence.

TEST 01
Sound as interface
QUESTION

Can sound carry the experience without a screen?

RESULT

Sound created presence and uncertainty while keeping the focus on the group.

Best experienced with headphones.
TEST 02
Decisions without screens
QUESTION

Can decisions be made without visual guidance?

RESULT

Players could interact without the phone becoming the center of the experience.

An invisible game master

The prototypes led to Zombie Stress: a social deduction game where the phone acts as an invisible game master rather than a traditional interface.

Instructions are given through sound, decisions are made without screens and biometric feedback turns the players’ stress into part of the game dynamics.

The result is a digital experience where technology moves into the background and the players’ behaviors, reactions and body language become the most important signals in the game.

description of zombie stress

The rules behind the chaos

The game alternates between social day phases and secret night phases. Audio instructions and biometric signals change the dynamics between the players.

game flow for zombie stress

Designing beyond the screen

The project showed how digital design can be used without creating more screen time. Sometimes technology can instead strengthen what is already happening in the physical space.