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Remnants immersive installation

Immersive interactive installation exploring dementia caregiving in a 270° projection environment.

Remnants

Role: Producer, Researcher
Project Type: Immersive interactive installation / research-through-design project
Environment: The CAVERN (270° projection environment)

Project Overview

Remnants is an immersive interactive installation inspired by the experiences of dementia caregivers. Designed for a 270-degree projection environment, the experience combines digital projection, embodied interaction, and physical interfaces to encourage audiences to reflect on dementia caregiving through emotional and experiential engagement.

The project aimed to raise awareness of dementia and caregiving, encourage empathy toward caregivers, challenge common misconceptions surrounding dementia, and promote understanding of the importance of early intervention and treatment. In parallel, the project also explored how immersive environments and mixed physical–digital interactions can support transformational experiences.

The experience was developed in the CAVERN, an immersive projection space at Carnegie Mellon University’s Entertainment Technology Center, where audiences interacted with a responsive digital garden using physical tools and embodied actions.


Leadership and Production

Remnants originated from my initial concept proposal. I assembled and led a multidisciplinary team, pitched the project to ETC faculty, and guided development throughout the semester.

As producer, I was responsible for organizing and coordinating the overall production process, including:

A detailed development log and documentation of the iterative design process can be found on the project website.


Research and Design Process

The project employed an iterative, user-centered design process informed by playtesting, observational research, and qualitative feedback. Throughout development, we conducted repeated playtests to evaluate audience understanding, emotional responses, interaction clarity, and overall engagement within the immersive environment.

An important aspect of the project involved refining interactions to better communicate metaphor and intention. Through observation and post-experience discussion, we iteratively adjusted interaction timing, environmental cues, physical affordances, and information design to support audience interpretation and emotional resonance.

The project also incorporated outreach and feedback from subject matter experts and individuals familiar with dementia caregiving, helping ground the experience in real-world perspectives and concerns.


Learning and Reflection

Remnants significantly shaped my understanding of human-computer interaction, research-through-design, and immersive experience design.

Key lessons from the project include:

Through this experience, I developed a stronger interest in design-oriented HCI research, particularly in immersive interaction, transformational experiences, and research methods centered around qualitative user understanding.