Why
The core purpose of The Lantern was to explore embodied experience design—moving beyond simple observation to make the audience physically feel the narrative. The project was created to make users intimately aware of the passing of time. By placing the participant in the fragile vessel of a drifting balloon, the experience serves as a metaphor for life's transient nature. The intent was to evoke a realization that value is derived from scarcity; just as the balloon's flight is temporary and dependent on the elements, our time is limited, making every moment and interaction inherently more valuable. It forces a moment of reflection on fragility, freedom, and the inevitable descent.
What
The Lantern is an immersive VR installation that places visitors inside the perspective of a wish balloon. Through movement, light, and sensory cues, the piece imitates the experience of rising, drifting, and potentially falling. It invites visitors into a moment of reflection by translating an abstract metaphor—time, freedom, and fragility—into a physical, spatial experience.
How
The installation was constructed as a walk-in balloon form made from a wooden frame wrapped in translucent fabric. Inside, a motion-enabled seat creates controlled vertical and tilting movements, supported by VR and audio to complete the illusion of floating. By combining mechanical design, spatial construction, and multisensory storytelling, the team shaped a coherent, atmospheric experience that responds to the visitor’s presence. We used an Oculus Quest 3 for the VR, surround sound headset for the audio and an Arduino + relay system to program the seat and fans.
My Contribution
I focused on the technical and physical implementation of The Lantern. This included programming the Arduino relays that controlled the lantern’s interactions and integrating the 360-degree audio to create an immersive experience. I also contributed to the construction of the lantern itself, helping bring the physical design from concept to reality. My work bridged both hardware and experiential design, ensuring that the interactive and sensory elements worked seamlessly together.

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