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Work/Beyond Beats

Inclusive Rave Experiences for D/deaf and Hearing


Challenge & Context

Most rave spaces assume hearing as a default, sidelining those with different sensory experiences.
This project challenges auditory privilege in rave culture and reimagines music as a multisensory, social, and inclusive experience.
How might we challenge auditory privilege in rave environments and create meaningful, inclusive musical experiences that foster interaction between D/deaf and hearing communities?




Research & Empathy Building

Immersing in Deaf spaces helped me unlearn assumptions. Every UNO game, every sign, every laugh revealed the culture behind the silence.

🧠 Participatory methods included:
  • British Sign Language training
  • Monthly immersion in D/deaf social spaces
  • Volunteering at Deaf Rave 2024
  • Informal interviews + autoethnographic reflection


oject challenges auditory privilege in rave culture and reimagines music as a multisensory, social, and inclusive experience.
How might we challenge auditory privilege in rave environments and create meaningful, inclusive musical experiences that foster interaction between D/deaf and hearing?





Testing Current Solutions

While haptic vests like Woojer showed potential, users expressed:
  • Sensory overload and anxiety
  • Poor physical fit
  • Limited ability to convey musical nuance

📌 Insight: Accessibility shouldn't mean strapping on a fix — it should reshape the experience.



Design Shift: The Environment as an Instrument

Why wear the music when you can move through it?

I shifted from wearable tech to environmental haptics:
  • Vibrating floors
  • Tactile walls + sculptures
  • Responsive visuals tied to rhythm and touch

🌀 Inspired by Embodied Cognition and DeafSpace Principles, the space itself becomes the sensory device.



Social Interaction & Soft Sensory Zones
Inclusion isn’t just about access — it’s about belonging, calm, and co-creation.

Key insights shaped two parallel needs:
  • High-energy co-creation: Group rhythms, visual loops, shared play
  • Low-stimulus zones: Tactile seating, soft lighting, visual calmscapes for neurodiverse needs

🌿 I called these Soft Sensory Zones — rest areas built into rave design.


Final Outcome: Sea of Sensation

A room full of balloons. Every touch triggers sound, light, rhythm — and connection.

Sea of Sensation is a multisensory, collaborative rave room featuring:
  • Balloons as musical triggers using piezo sensors
  • Vibrating floor panels synced with rhythm
  • Reactive visuals that mirror touch inputs
  • Sound mapped across textures: drums, synths, pads
  • Real-time co-creation, powered by inclusivity

🤝 Co-designed with Lia — a partially deaf music-lover who helped shape the code, UX, and feedback mapping.



Reflection & Future

“The moment she could feel the difference between guitar and drums — it was celebrational.”

Challenges:

  • Tech complexity → Not every venue can afford or install
  • Scope focused on UK-based Deaf Raves
  • Materials (latex balloons) need sustainable alternatives

Future Directions:

  • Portable versions for smaller events
  • Open-source sound mapping + hardware kits
  • Longitudinal research on how inclusive design changes social dynamics













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shreeyasaini.work@gmail.com




          
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