Industry

Spatial Design

Client

UX IxD

AÉV Bodily Time

Main Project Image

Aév. Age, eternity, lifetime.

Aév is a tabletop MR experience built around three bodies as spatial anchors: the human body and its location, the table, and the mountain artifact. As you move around the table and swipe, hand tracking reads the gesture and ages the mountain, erosion, growth, and decay standing in for the passage of geological time. The premise: natural processes reveal temporality and cyclicality in a way human systems don't. Human determinism exists in opposition to those natural processes, and stepping into a suspended, observational mode changes how we understand time and space. I founded the interaction paradigm behind the piece and modeled the mountain and its environmental states, working from physical clay and paper prototypes through Blender into the final low-poly builds, along with the surrounding environment. Built for DES 483 with five classmates, including Jax on the Unity swipe detection system and Sabrina leading the philosophy and final video.

Dazzle Logo with sign vertical
Dazzle Logo with sign vertical
Project Gallery Image for 50% width of the screen #1
Project Gallery Image for 50% width of the screen #1
Project Gallery Image for 50% width of the screen #2

What I'd change

Aév is built on the idea that stepping into a suspended, observational mode changes how we understand time and space, that watching something age gives it more meaning than knowing about it abstractly. In practice, that idea didn't fully land. Classmates who tested it told us the experience felt too abstract. They wanted more context, and they often couldn't tell what their movement or their swipe had actually done to the mountain in front of them. The mechanic had to be inferred rather than read, and that gap undercut the exact thing the piece was trying to create: a moment of clear, felt understanding. If I built it again, I'd add a simple UI element that names the current time era and shows it shifting as the mountain ages, something small enough to ground the experience without flattening it into a slider. The goal was never to explain time to someone. It was to let them feel it changing under their own hand.