• How Specificity in Experience Design Can Build Connection

    Zoom

    In life, in work, in entertainment, people report an increased sense of fulfillment when they feel like they’re part of something bigger. As our loneliness epidemic becomes increasingly untenable, how can experience designers answer the call, from both owners/operators and from humanity, to bring people together and invite a sense of community and meaning? This […]

  • Hospital of Emotions: A Behind-the-Scenes Case Study on the Immersive Art Phenomenon

    Zoom

    Hospital of Emotions is a site-specific pop-up exhibition in Los Angeles. 70 artists from diverse creative fields take over a hospital, transforming it into an immersive artworks exploring the full spectrum of human emotion. Each room is created by a different artist, exploring a human emotion. A real hospital. 70 artists. 80 hospital rooms. 4 […]

  • How We Feel: How to Design Experiences For Emotions (early)

    Zoom

    How can experience designers deliberately shape how people feel – rather than simply hope for an emotional response? Every experience works through the senses. What people see, hear, touch and move through affects not only what they notice, but how they feel, what they remember and how they respond. In this WXO Campfire, Josh Horowitz, […]

  • How We Feel: Designing Experiences For Emotion (late)

    Zoom

    How can experience designers deliberately shape how people feel – rather than simply hope for an emotional response? Every experience works through the senses. What people see, hear, touch and move through affects not only what they notice, but how they feel, what they remember and how they respond. In this WXO Campfire, Josh Horowitz, […]

  • How to Design for Life’s Hardest Moments: An XR Case Study

    Zoom

    How gesture, pacing, worldbuilding and embodied interaction can turn sensitive psychological research into something participants live, not simply watch. How do you design participation around one of the most difficult experiences in human life? Nana Lou is an award-winning interactive VR animation from in which the participant plays a spirit accompanying a grandmother through her […]

  • Can Immersive Make Money? How to Design for Audiences and Capital

    Zoom

    A practical session exploring the financial, operating and structural choices behind immersive shows – and how producers and operators can build projects that capital can understand and price. Immersive and experiential shows promise outsized engagement – but they carry a financial and operating profile unlike traditional live entertainment, and supply is flooding in faster than […]

  • We ARE The Story: How to Design for Identity Change (early)

    Zoom

    How experience designers can create moments that shift how people see themselves – and what they believe they’re capable of. Most of us are two steps away from a significant change in our lives through the story we tell about ourselves. All it takes is a moment – an experience that makes us realise what […]

  • We ARE The Story: How to Design for Identity Change (Late)

    Zoom

    How experience designers can create moments that shift how people see themselves – and what they believe they’re capable of. Most of us are two steps away from a significant change in our lives through the story we tell about ourselves. All it takes is a moment – an experience that makes us realise what […]

  • Follow the Money: How the global ticketing market works and where the money is

    A strategic briefing on how the live entertainment and ticketing technology market works – where value is created, and where the opportunities lie. Live is now the product. Around 50% of global music revenue comes from live events, and that share is still growing. At the same time, ticketing has moved from queues and box […]

  • Behind Radiohead KID A MNESIA: the Film & Video Game

    Zoom

    A behind-the-scenes look at how Radiohead's KID A MNESIA moved from artwork to video game, film and physical installation. More and more creative projects are expected to live in several forms at once: music, art, game, film and in-person experience. But each move into a new medium means new tools, new constraints and new decisions […]