We created a play experience. An interactive projection and sound exhibition that blends dramatic freedom with theatrical structure, inspired by our earliest memories of interactive technologies. Participants step into these memories through tactile objects, experiencing visual and auditory feedback that brings each memory to life.
Keywords: Immersive Experience Design, Audio-Visual Design, Production
Team Members: Seugmin, Aram, William, and Liesl
My role: Physical Prototypes and Run of Show
Status: Completed Experience (Photos Below), Report
Concept: We wanted to combine structure with open-ended play. We have objects representing each of our memorable experiences with interactive technology.When participants interact with an object, it triggers visual and auditory feedback. While the objects have set responses (theatrical), how participants engage with them is free and collaborative (dramatic). Visitors don’t solve a puzzle—they explore, play, and create their own experiences within the framework of our memories.
Liyah: Rockband - Collaboration
William: TeamLab - Nature
Seungmin: Shadow Exploration
Liesl: Rain Exhibition
Aram: Tactile Lamp - Innocence
Execution:
Four projection screens paired with two projectors each in the Audio Room.
Control room for projector and audio management.
Four hidden tactile objects to trigger projections and sound layers.
Narrative & visuals: Scripted flow and four looping visual themes (William)
Sound: Four harmonious soundtracks synced with visuals (Seungmin)
Technical setup: Equipment configuration for interactive purposes (Aram)
Interactivity & play testing: Sourcing and testing objects to ensure proper triggers (Liyah)
Participant flow planning: Organizing groups and guiding engagement (Liesl)
Experience Flow:
Entry: Groups of five enter a dark room, encouraged to explore freely using phone flashlights.
Objects & Interaction: Four hidden objects trigger video projections and corresponding sound layers.
Disengagement: Video and sound fade when objects are released.
Collaboration & Cohesion: Only when all objects are engaged simultaneously do all walls illuminate, revealing a complete cinematic and soundscape experience.
Closure: Room lights slowly turn on, signaling the end of the session.
PlayTest:
Challenges:
Initial darkness made projector control unintuitive; improvising live audio cues solved the delay issue
Short session times (1:30–2:00) and randomized groups slowed collaboration, revealing how social context affects play
Accessibility issues: some objects on the floor required crouching; others may be difficult for some participants to reach
Learnings+Future Improvements:
The balance between dramatic freedom and theatrical structure is key to participant engagement.
Live feedback, scripted cues, and adaptable flow help maintain immersion.
Future iterations could extend session length, improve interaction blending, and allow for more participant reflection.