Lingering Curse
At-A-Glance
MAP MIMA is located in Speers Point Park, Newcastle, New South Wales—the region's most popular recreational precinct, attracting over 400,000 visitors each year. For the installation, Lingering Curse, my team and I designed an immersive experience for the cube in MAP MIMA. Lingering Curse intends to spark discussion on the area's history with lead contamination, and inviting visitors to reflect on our collective impact.

The final output was a promotional video and visual report.
TOOLS
Touchdesigner, Resolume, Premiere Pro, Blender
TIMELINE
12 Weeks
MY ROLE
Interaction Designer
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CLIENT OBJECTIVE
To develop lighting and digital infrastructure alongside a creative response that facilitates a relationship between people, place, culture and technology.
Getting familiar with the site
A site visit was essential as a first step because experiencing the layout, lighting, acoustics, and natural flow of the environment helped us envision how the installation would interact with the space.
The space features 360-degree projections on a 33-meter-wide canvas and motion sensors spread across the gallery floors.
Interviews
During our site visit, we approached visitors around the gallery’s cafe and conducted 3 semi-structured interviews. Our intention was to understand the motivations of the visitors and why they frequent the area.
Background research
Alongside the interviews, we conducted background research to spark inspiration for our concept. Our exploration included local history, demographics, and past interactive installations. A particularly compelling discovery was the area’s history with lead factories and poisoning.
Persona
Based on insights from the research, we created 3 personas but ultimately focused on the art enthusiast as it allows more creative flexibility for the installation. This persona became a central figure in our storyboard.
Developing the concept
Setting the emotion and theme
We began our concept development by using Playful Experience (PLEX) cards to establish the emotional direction of our installation, selecting cards that captured the intense feelings we aimed to evoke. We chose cruelty and suffering. This exercise aligned our team on a shared vision, laying the groundwork for an emotionally impactful experience.
As previously mentioned, our background research revealed a particularly memorable finding: the area's history with lead contamination. This discovery perfectly aligned with our chosen emotional themes, making lead the central focus of our installation.
Storyboard
Creating a storyboard allowed us to map out all the touchpoints of our installation. This approach helped us ensure a cohesive flow, from initial engagement to the final impression.
Moodboards and the first iteration
Creating moodboards* was invaluable, as it was challenging to put our vision into words. They allowed us to visually convey the atmosphere and emotions we aimed to evoke, exploring textures, colors, and imagery aligned with themes of cruelty and suffering. Building on this foundation, our first iteration was developed using TouchDesigner and Resolume, selected for their capacity to program abstract and visually dynamic installations. I incorporated noise textures to achieve an unpredictable and organic quality.

**Due to copyright, I am unable to attach the moodboard.
Testing the concept
Our goal for concept testing was to observe how users naturally interacted with the installation. Users roamed freely around the installation, allowing us to see which elements captured their attention, how they engaged with different aspects, and any spontaneous reactions that arose.
Feedback
The first iteration fell short in both visuals and interaction. Although most participants appreciated the installation, they struggled to understand its purpose, describing it as too generic. This feedback highlighted the need to refine the design, ensuring it communicated our intended themes more clearly and left a memorable impact on users.
What didn't work
It resembled any other fluid movement, therfore lacking in visual impact.
How I improved
Modified the particles and hues to mimic the trees and the water of Lake Maquarie’s landscape.
What didn't work
 Intended feeling of suffering and cruelty is not present.
How I improved
Changed the texture of the lead particles, adding more noise and clusters. 
What didn't work
Interaction trigger lacked symbolism.
How I improved
Installation slowly becomes more colorful when the visitor leaves, with the person who triggered it not able to witness the change
Lingering Curse
Utilizing a combination of sensory elements—such as haunting soundscapes, mezmerizing landscapes—Lingering Curse creates an environment that viscerally represents the invisiblemenace of lead contamination.
Visitors of the gallery would be captivated by the flowing motion and drawn to move closer, activating the smoke through a motion sensor. As the smoke is triggered, it gradually darkens the landscape, culminating in an entirely blackened scene—creating a sense of discomfort and tension as the environment shifts from inviting to unsettling.
To reset back to the lush landscapes, visitors need to leave—mirroring how we often remain unaware of the consequences of our actions. This design choice invites reflection on our impact and the unseen effects we leave behind.
The visuals below include a 3D visualization I created in Blender, resulting in a more realistic mockup of the final concept. Alternatively, to see the moving landscapes, please click the link below.
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Single visitor
Multiple people (After coming closer to the installation and triggering the interaction)
Final State
Reset
Retrospective
Designing an interactive installation on such a large scale was a first for me—and hopefully not my last! This has been my favorite project in my Master’s program. There was something thrilling about visiting the site and envisioning all the possible outcomes. This project pushed me in new ways: from quickly picking up new tools (Touchdesigner & Blender) to testing how effectively I communicate design ideas to my peers and tutors, and learning how to design for a specific emotion. At times, the openness of the brief felt overwhelming, but it ultimately allowed me to stretch creatively and think more broadly about the different facets of interaction design, from sensory engagement to emotional impact and spatial storytelling.
Design is never solo
This project taught me that design is never a solo effort. When I struggled, especially with iterating from concept testing, I realized how much progress relies on collaboration and exchanging ideas. My teammate and I would share our iterations back and forth, building on each other's insights and feedback. This experience gave me a deep appreciation for teamwork and the unique perspectives each person brings to the process.
My other works
2032 Brisbane OlympicsABC: Discuss