Innovation Product Design · UX · HCI

Synco-EHow will brain-computer interfaces shape our brains in the future?

A speculative BCI device for pro-esports training. Designed to make the cognitive layer — the part traditional training treats as invisible — visible to coach and player in real time.

Synco-E
Impact

A speculative BCI device that asks whether the next generation of competitive players should be measured by their EEG response curves the way runners are measured by their heart-rate zones. Designed to make mental fortitude — the layer esports training treats as invisible — visible to coaches and players in real time.

Role
Solo design lead · Sichuan Fine Arts BA Digital Media graduation track
Timeline
2023–2024 graduation thesis (~16 weeks)
Team
Solo project, supervised. Field research with the A1 E-Sports team in Hangzhou (9 positions, 64 shortlisted candidates, average retirement age 24, ~100,000 youth-camp participants nationally). 45-player survey across psychological pressure, age, and stress dimensions.

The Challenge

China's pro-esports pipeline is expanding faster than its mental-health infrastructure. Players retire at 24. The same cortisol load as a race-car driver, sustained for hours daily, with no recognised pathway for psychological recovery. Existing training maps reps and reaction time, but says nothing about cognitive fatigue, rumination, or the mental ceilings that limit a player's ability to break through performance plateaus.

Project overview — esports mental-load research, A1 academy data, and the case for visible cognitive training.
Project overview — esports mental-load research, A1 academy data, and the case for visible cognitive training.
Design logic

Questions & key decisions

01

How might invisible cognitive state become a useful coaching signal without reducing the player to a score?

02

How can BCI feedback be shown during esports training without distracting from performance?

Key decision

Translate brain data into coaching language

Problem
Raw BCI signals are meaningful to researchers, but not actionable for players or coaches in a training session.
Decision
I designed the interface around states, thresholds, and session patterns rather than raw neurological graphs.
Why it worked
Coaches need to identify moments of fatigue, focus, or overload and connect them to training decisions.
Outcome
The product story shifted from device novelty to a usable training companion.
Key decision

Keep feedback peripheral during play

Problem
A dashboard that asks for too much attention can harm the very performance it tries to improve.
Decision
I separated live peripheral indicators from deeper post-session analysis.
Why it worked
The player receives enough feedback to stay aware, while the coach can inspect richer patterns after the session.
Outcome
The prototype balances real-time awareness with reviewable performance evidence.

Research & Discovery

45-player survey across light-vs-severe psychological pressure, age group, and stress comparison. Coach interviews at the Hangzhou A1 academy.

Key insight from one coach: 'Esports athletes hit up to 400 movements on the keyboard and mouse per minute — four times the general population. The cortisol output is comparable to a race-car driver.' The same insight made the inverse possible: brainwave training has documented effects on rumination and cognitive recovery.

Research and design — survey results, comparative training framework, and the human-centred AI positioning.
Research and design — survey results, comparative training framework, and the human-centred AI positioning.

Design Strategy

Three design commitments:

  • Make mental training visible. EEG + PPG + EDA + IR sensors feed a real-time cognitive dashboard for player and coach.
  • Design for the coach as much as the player. The neurofeedback loop only closes if the coach can read it during a match, not in a post-mortem PDF.
  • Modular, not monolithic. Bio-sensor band + detachable microphone + gaming earbuds + emotion-indicator LED ring — each component has a separate failure mode and a separate price point.

Implementation & Pipeline

Hardware: multichannel bio-sensor headset with 4-channel active EEG (TDCS anodes and cathodes), PPG, EDA, and an IR sensor. Modular gaming earbuds, detachable microphone, flexible PCB band, indicator LED ring for coach-facing emotion state. CMF in PC ABS with sandblasted finish. Three head-size variants (140 mm, 154 mm, and 179–186 mm).

Digital: training-review platform pairing EEG traces with match replays. Comparative metrics chart 'traditional training' (mechanical memory + repetition) against 'advanced training with EEG' (enhanced accuracy, faster skill execution, better mental performance, boosted visual working memory).

Cutaway packaging model: easy carry plus organise on the go.

Product display — multichannel bio-sensor headset, modular components, CMF treatment, and exploded structure view.
Product display — multichannel bio-sensor headset, modular components, CMF treatment, and exploded structure view.

Results & Impact

Two design outputs:

  • An EEG training device positioned for esports coaches and players, not generic 'brain training' consumers.
  • A neurofeedback training framework that pairs match data with cognitive state for shared coach-player review.

Selected for the 27th Sichuan Fine Arts Institute Graduation Showcase (2024).

Training-review platform — pairs EEG traces with match replays for shared coach–player review.
Training-review platform — pairs EEG traces with match replays for shared coach–player review.

Lessons Learned

Three carry-forwards:

  • Mental health needs an interface, not just a campaign. Esports already has rich performance data; what was missing was a way for the cognitive layer to enter the conversation.
  • Two users, one device. A wearable that has to live on a player's head and on a coach's screen simultaneously is a different design problem than a consumer fitness tracker.
  • Speculative product, real measurement. Even if today's BCI fidelity is more aspirational than shipping-grade, the framework — pair every match with a cognitive-state trace — is real and adoptable now with cheaper sensors.

What's Next

The framework generalises: any high-cognitive-load profession with a coach in the loop (chess, surgery training, music performance) could ride the same neurofeedback-plus-replay structure. The harder open question is what privacy looks like when a player's cognitive state is owned by their team.

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