Interact.

Capture.

Drop.

Interact.

Capture.

Drop.

Interact.

Capture.

Drop.

An embodied photo experience that turns capturing a moment into a shared physical ritual.

[Role]

Interaction Designer / Creative Technologist

[Duration]

4 Weeks, 2025

1 Week, 2026

[Tech Stack]

React Three Fiber, WebGL, Ultraleap, WebSockets, Firebase, Claude, Google AI Studio, Swift UI

Embodied Interaction

Creative Technology

Real-time Systems

01 / The challenge

Photo-taking pulls us out of the moment.

Capturing a memory usually means stepping away from the experience: taking out a phone, looking through a screen, framing the shot, and pressing a button.


I wanted to explore the opposite:

Could taking a photo become something people do together, without a traditional interface?

Sphere Drop began as an experiment in turning a screen-bound action into a shared physical ritual.

Traditional capture
Person
→
Phone
→
Screen
Sphere Drop
People
→
Gesture
→
Shared space
Solitary
Shared

02 / The interaction idea

The body becomes the interface.

Instead of adding another set of controls, I removed the visible interface and built the experience around gestures people could discover through movement.

Interact

Make a fist to engage with a sphere.

Capture

Open your palm to take a photo.

Open your palm to

take a photo.

Drop

The captured photo falls into the shared archive.

Design decision
Make the gesture feel like part of the meaning, not another way to press a button.

03 / Revisiting the archive

Two ways to view the memory.

After the interaction, I designed two viewing modes for reviewing captured photos on an iPad or Mac. One mode supports clarity. The other preserves the energy of the experience.

Gallery Mode

A calm, structured view for browsing memories clearly.

Open your palm to

take a photo.

Chaos Mode

A playful, spatial view where memories float and accumulate like the installation itself.

Design decision
Let people revisit the archive in two different ways: one for browsing, one for reliving.

04 / Making participation visible

Every photo changes the space for the next person.

Captured photos did not disappear into a gallery. Each memory became a sphere inside the installation, gradually changing the environment as more people participated. The archive became less like a folder of images and more like a visible accumulation of shared memories.

05 / In the space

The interaction became social.

At the Grad Show, people rarely experienced Sphere Drop alone. One person would discover the gesture, others would watch, and the interaction often taught the next person what to do. The installation started working through people as much as through the system.

Traditional photography
Linear
Open
Capture
Save
Share
Sphere Drop
Self-reinforcing
ObserveLearnParticipateInspireSharedmemory

06 / Extension

From shared space to personal memory.

After the installation, I explored how the same interaction language could translate to iOS. Instead of recreating the installation on a smaller screen, I kept the core idea: memories should still feel spatial and physical.

Pinch

Move between a single memory and the larger collection.

Tilt

Shift and pour memories through space.

Design decision
Translate the interaction principle, not the interface.

07 / Takeaway

The best interface wasn't the gesture.

It was the participation it created. Sphere Drop taught me that embodied interaction works best when the technology becomes quiet enough for people to focus on each other and the experience around it.

01
Participation
The interaction became more meaningful when people learned from each other.
02
Feedback
Without visible UI, behavior and response had to carry the guidance.
03
Medium
The same interaction principle could adapt across installation and iOS.
What I learned
The best interface wasn’t the gesture. It was the participation it created.

All Works