Immersive Design · Method
How we design.
We design in the round. The participant stands at the centre, and everything we make is arranged around them.
It is how a stage director works: decide what each moment must do to the person inside it, then build only what serves that moment.
The participant is the protagonist.
Film and television keep the audience outside a frame. An immersive experience has no frame. The participant stands inside the story, looks where they choose and acts. So we design around people, in this order:
- People and their goalsWho steps inside, what they need, and what should change for them.
- StoryThe role they play, and the moments that deliver the outcome.
- ExperienceWhat they see, hear, feel and do, moment by moment.
- Technology, lastHeadset, dome, venue or browser, chosen to serve the design.
Design, build, playtest, refine.
We work in short loops with real participants in the room as early as possible. Nothing goes into full production until it works in rehearsal.
- 01Design
Meet the people it is for, agree what should change for them, then stage story, space and sightlines around the participant.
- 02Build
Fast, rough versions: blocking, grey-box 3D, test captures. Just enough to step inside.
- 03Playtest
Put it in front of real participants. We watch what they do, not only what they say.
- 04Refine
Cut what does not serve the moment, strengthen what does, and loop again until it is ready to produce.
Every loop is shorter and cheaper than the last, so budget goes to what participants will actually feel.
A grammar for immersion.
Immersion is what we design. Presence is what the participant feels.
JJ Ruscella and Dr. Mohammad Obeid wrote the taxonomy to make immersion a set of deliberate choices. It describes any experience across ten dimensions, each on a five-level spectrum from basic to complex.
Higher is not automatically better. The right level is the one that best serves the outcome and the participant, which is why technology is only one dimension of ten. We use the taxonomy to set every level on purpose, to evaluate experiences that already exist, and to give clients a shared language for what they are commissioning.
Air University made it the foundation of the U.S. Air Force's Vector program. The interactive version, built with the University of Central Florida, is open to anyone.
J. J. Ruscella and M. F. Obeid, A Taxonomy for Immersive Experience Design. Peer reviewed; 7th International Conference of the Immersive Learning Research Network (iLRN), IEEE, 2021.
- 01
Interactivity
The invitation to act
How much participants can act within the experience, and whether their actions matter.
- Passive
- Interactive
- Problem solving
- Physicalized
- Interpersonal
- 02
Embodiment
Being in the story, for real
How physically, spatially and socially present participants feel in the storyworld.
- Detached
- Watcher
- First-person POV
- Movement
- Human-to-human
- 03
Co-Participation
The power of the many
How many people share or influence the experience, and how that is structured.
- Single player
- One-on-one
- Group
- Massively multiplayer
- Secondary perspective
- 04
Story
The architecture of meaning
How narrative gives the experience meaning, from no story to one that adapts around the participant.
- No story
- Setting
- Pre-created story
- Choose your own
- Interactive story
- 05
Dynamics
The engine of consequence
How the world responds to participants' actions, and what those actions can change.
- Pre-determined
- Choice
- Free will
- Convo-reality
- Adjustable POV
- 06
Motivation
The rules of engagement
Whether and how goals, feedback and rewards drive engagement.
- Ungamified
- Instruction
- External process
- Reinforcement
- Reward system
- 07
Immersive Technology
The amplifier, not the art
The delivery platform, from no technology at all to fully mixed physical and digital systems.
- In real life
- Flat media (2D)
- AR
- VR
- XR
- 08
Meta-Control
The power to shape the world
Whether participants can shape the world and its rules, not just act inside them.
- None
- Journey
- Character
- World builder
- World master
- 09
Learning
The architecture of understanding
How knowledge is delivered and absorbed within the experience.
- Elemental
- Explicit
- Implicit
- Recall
- Synthesis
- 10
Data
The ghost in the machine
What the experience knows about participants: identity, tracking and personalization.
- Anonymous
- Identity
- In-session
- Personalization
- Biometrics
U.S. Air Force, Air University. The taxonomy, now how Air Force commanders learn to evaluate and design immersive experiences.
RIVERE Ecological Center. Immersive spaces planned with the architects around the visitor, and a roadmap for $6 million in immersive technology.
Voices of Freedom. An immersive history series that places visitors in the rooms where freedom was argued.
See the workStart with the person who steps inside.
Tell us who the experience is for and what should change for them. We will design the rest around them.
Let’s design an experience