Blueprints of Self

3D Design
Speculative
UI/UX
An exploration of how our sense of self is influenced by the spaces we inhabit and their interconnections.
Client
MDS, Capstone Project
Date
2023
Role and Outputs
3D Model, Motion, Renders, Unreal Engine Word Creation,

This conceptual project explores identity and how it is related to and defined by places. Its starting point is that architecture is more than a built environment, and has meaning as part of our culture, how we see ourselves, and how we see the world around us (Vangelatos, 2019).

‘Architectural space’ exists beyond buildings, structures, and materials, encompassing the physical and conceptual realms where human experience unfolds, shaping our interactions, experiences, emotions, and perceptions (Harrouk, 2020; Shields, 2023).

The architectural spaces we inhabit; our homes, places of work, schools, etc., have a crucial influence on our lives and our personal identities.

Building on this literature, and using an exploratory and autoethnographic methodology, the project explored the intersections between architectural spaces and personal identity. Auto-ethnography is a relatively new but increasingly popular method in design, which situates the designer in the research, not outside it, and asks the researcher/designer to interrogate themself and their position in the world first (Fuller, 2022). This process involved using photographs, conversations, and explorations about key moments in my life and the spaces where they occurred, to understand my shifting personal identity and how it has changed across different spaces. Alongside this, research was conducted to identify key factors that contribute to the interaction between architectural spaces and individual identity including liminality, identity, perception, and memory.

The outcome I produced is an interactive 3D space. My key objectives were; to determine whether personal identity can be explored through an interactive 3D digital architectural space, and to consider how spatial design can enhances deeper connections between individuals and their surroundings. The user navigates through a set of scenes based on formative experiences, places, people, and cultural traditions in my life, experiencing each scene visually and through embedded sounds. Each scene explores how spatial design can enhance connections between individuals and their surroundings, and the different ways spatial design techniques, including audio, can contribute to emotional/affective experiences, memory, and self-identity.  A host space serves as a virtual home between each scene. It is conceived and designed as a liminal threshold space, where users can return for contemplation of (my) identity, and to encourage further reflection.

The project shows the value of interactive, immersive virtual/digital spaces, to create an experience that provokes memories, connections, and multisensory perceptions about architectural space. It highlights the importance of architecture visualizations such as sound, movement, lighting, detail and interaction for creating a realistic embodied experience. It shows that telling stories through different lenses, including autobiographic ones, can be an effective way to gain a deeper understanding and meaning of a place, which in turn, may allow for creating meaningful connections.

While this is a conceptual project seeking to explore possibilities, it will have value for users interested in conceptual and methodological  understandings of architectural space. The interactive world I developed will appeal to users and developers of  interactive and virtual spaces and experiences such as video games web developers, advertisers using digital worlds, and designers developing interactive experiences for clients.

Laptop, phone and headphones lent up against a wall showing Spotify open with fat cats album.
A guy standing holding a branded Fat Cats skateboard in front of his face.
Dark beanie with fat cats logo and tag  on white background.
A linen eco band merch tote bag laying on the beach atop of sand.

Worlds Within Pages

A Christmas Tapestry

Ripples of Connection

Vinyl record design cover and vinyl half out.

Blueprints of Self

3D Design
Speculative
UI/UX
An exploration of how our sense of self is influenced by the spaces we inhabit and their interconnections.
Video created by Sarah Gudsell
Client
MDS, Capstone Project
Date
2023
Role
3D Model, Motion, Renders, Unreal Engine Word Creation,

This conceptual project explores identity and how it is related to and defined by places. Its starting point is that architecture is more than a built environment, and has meaning as part of our culture, how we see ourselves, and how we see the world around us (Vangelatos, 2019).

‘Architectural space’ exists beyond buildings, structures, and materials, encompassing the physical and conceptual realms where human experience unfolds, shaping our interactions, experiences, emotions, and perceptions (Harrouk, 2020; Shields, 2023).

The architectural spaces we inhabit; our homes, places of work, schools, etc., have a crucial influence on our lives and our personal identities.

Building on this literature, and using an exploratory and autoethnographic methodology, the project explored the intersections between architectural spaces and personal identity. Auto-ethnography is a relatively new but increasingly popular method in design, which situates the designer in the research, not outside it, and asks the researcher/designer to interrogate themself and their position in the world first (Fuller, 2022). This process involved using photographs, conversations, and explorations about key moments in my life and the spaces where they occurred, to understand my shifting personal identity and how it has changed across different spaces. Alongside this, research was conducted to identify key factors that contribute to the interaction between architectural spaces and individual identity including liminality, identity, perception, and memory.

The outcome I produced is an interactive 3D space. My key objectives were; to determine whether personal identity can be explored through an interactive 3D digital architectural space, and to consider how spatial design can enhances deeper connections between individuals and their surroundings. The user navigates through a set of scenes based on formative experiences, places, people, and cultural traditions in my life, experiencing each scene visually and through embedded sounds. Each scene explores how spatial design can enhance connections between individuals and their surroundings, and the different ways spatial design techniques, including audio, can contribute to emotional/affective experiences, memory, and self-identity.  A host space serves as a virtual home between each scene. It is conceived and designed as a liminal threshold space, where users can return for contemplation of (my) identity, and to encourage further reflection.

The project shows the value of interactive, immersive virtual/digital spaces, to create an experience that provokes memories, connections, and multisensory perceptions about architectural space. It highlights the importance of architecture visualizations such as sound, movement, lighting, detail and interaction for creating a realistic embodied experience. It shows that telling stories through different lenses, including autobiographic ones, can be an effective way to gain a deeper understanding and meaning of a place, which in turn, may allow for creating meaningful connections.

While this is a conceptual project seeking to explore possibilities, it will have value for users interested in conceptual and methodological  understandings of architectural space. The interactive world I developed will appeal to users and developers of  interactive and virtual spaces and experiences such as video games web developers, advertisers using digital worlds, and designers developing interactive experiences for clients.

Pages with parts of Brand Guideline for GOAT, youth voting design project.
A young man holding a phone scanning GOAT poster in GOAT app.
Guy holding coffee and iPhone which is open on messenger showing text conversation about GOAT stunt.
Table with GOAT branding cutouts, toy goat in a coat, pens and a big sheet of paper saying BE HERD and peoples opinions on why they don't vote.
Iphone VOAT GOAT Game Disinterested non-voterWhose The Goat Podcast Spotify on iPhone principled non-voterVOAT GOAT Spotting poster mockup Engaged non-voterEducational video iPhone mockup inconvenienced non-voter
Disinterested non-voter

Worlds Within Pages

Iphone VOAT GOAT Game Disinterested non-voter
Principled non-voter

A Christmas Tapestry

Whose The Goat Podcast Spotify on iPhone principled non-voter
Engaged non-voter

Ripples of Connection

VOAT GOAT Spotting poster mockup Engaged non-voter
Inconvenienced  non-voter

Sundays Embrace

Educational video iPhone mockup inconvenienced non-voter
Multiple iPhones on a flat background, open on Voat Goat app showing progress through map.

Blueprints of Self

3D Design
Speculative
UI/UX
An exploration of how our sense of self is influenced by the spaces we inhabit and their interconnections.
Client
MDS, Capstone Project
Date
2023
Role
3D Model, Motion, Renders, Unreal Engine Word Creation,

This conceptual project explores identity and how it is related to and defined by places. Its starting point is that architecture is more than a built environment, and has meaning as part of our culture, how we see ourselves, and how we see the world around us (Vangelatos, 2019).

‘Architectural space’ exists beyond buildings, structures, and materials, encompassing the physical and conceptual realms where human experience unfolds, shaping our interactions, experiences, emotions, and perceptions (Harrouk, 2020; Shields, 2023).

The architectural spaces we inhabit; our homes, places of work, schools, etc., have a crucial influence on our lives and our personal identities.

Building on this literature, and using an exploratory and autoethnographic methodology, the project explored the intersections between architectural spaces and personal identity. Auto-ethnography is a relatively new but increasingly popular method in design, which situates the designer in the research, not outside it, and asks the researcher/designer to interrogate themself and their position in the world first (Fuller, 2022). This process involved using photographs, conversations, and explorations about key moments in my life and the spaces where they occurred, to understand my shifting personal identity and how it has changed across different spaces. Alongside this, research was conducted to identify key factors that contribute to the interaction between architectural spaces and individual identity including liminality, identity, perception, and memory.

The outcome I produced is an interactive 3D space. My key objectives were; to determine whether personal identity can be explored through an interactive 3D digital architectural space, and to consider how spatial design can enhances deeper connections between individuals and their surroundings. The user navigates through a set of scenes based on formative experiences, places, people, and cultural traditions in my life, experiencing each scene visually and through embedded sounds. Each scene explores how spatial design can enhance connections between individuals and their surroundings, and the different ways spatial design techniques, including audio, can contribute to emotional/affective experiences, memory, and self-identity.  A host space serves as a virtual home between each scene. It is conceived and designed as a liminal threshold space, where users can return for contemplation of (my) identity, and to encourage further reflection.

The project shows the value of interactive, immersive virtual/digital spaces, to create an experience that provokes memories, connections, and multisensory perceptions about architectural space. It highlights the importance of architecture visualizations such as sound, movement, lighting, detail and interaction for creating a realistic embodied experience. It shows that telling stories through different lenses, including autobiographic ones, can be an effective way to gain a deeper understanding and meaning of a place, which in turn, may allow for creating meaningful connections.

While this is a conceptual project seeking to explore possibilities, it will have value for users interested in conceptual and methodological  understandings of architectural space. The interactive world I developed will appeal to users and developers of  interactive and virtual spaces and experiences such as video games web developers, advertisers using digital worlds, and designers developing interactive experiences for clients.

Worlds Within Pages Render image collectionA Christmas Tapestry Render image collectionRipples of Connection Render image collectionSundays Embrace Render image collection

Worlds Within Pages

Worlds Within Pages Render image collection

A Christmas Tapestry

A Christmas Tapestry Render image collection

Ripples of Connection

Ripples of Connection Render image collection

Sundays Embrace

Sundays Embrace Render image collection

Blueprints of Self

3D Design
Speculative
UI/UX
An exploration of how our sense of self is influenced by the spaces we inhabit and their interconnections.
Client
MDS, Capstone Project
Date
2023
Role & Outputs
3D Model, Motion, Renders, Unreal Engine Word Creation,

This conceptual project explores identity and how it is related to and defined by places. Its starting point is that architecture is more than a built environment, and has meaning as part of our culture, how we see ourselves, and how we see the world around us (Vangelatos, 2019).

‘Architectural space’ exists beyond buildings, structures, and materials, encompassing the physical and conceptual realms where human experience unfolds, shaping our interactions, experiences, emotions, and perceptions (Harrouk, 2020; Shields, 2023).

The architectural spaces we inhabit; our homes, places of work, schools, etc., have a crucial influence on our lives and our personal identities.

Building on this literature, and using an exploratory and autoethnographic methodology, the project explored the intersections between architectural spaces and personal identity. Auto-ethnography is a relatively new but increasingly popular method in design, which situates the designer in the research, not outside it, and asks the researcher/designer to interrogate themself and their position in the world first (Fuller, 2022). This process involved using photographs, conversations, and explorations about key moments in my life and the spaces where they occurred, to understand my shifting personal identity and how it has changed across different spaces. Alongside this, research was conducted to identify key factors that contribute to the interaction between architectural spaces and individual identity including liminality, identity, perception, and memory.

The outcome I produced is an interactive 3D space. My key objectives were; to determine whether personal identity can be explored through an interactive 3D digital architectural space, and to consider how spatial design can enhances deeper connections between individuals and their surroundings. The user navigates through a set of scenes based on formative experiences, places, people, and cultural traditions in my life, experiencing each scene visually and through embedded sounds. Each scene explores how spatial design can enhance connections between individuals and their surroundings, and the different ways spatial design techniques, including audio, can contribute to emotional/affective experiences, memory, and self-identity.  A host space serves as a virtual home between each scene. It is conceived and designed as a liminal threshold space, where users can return for contemplation of (my) identity, and to encourage further reflection.

The project shows the value of interactive, immersive virtual/digital spaces, to create an experience that provokes memories, connections, and multisensory perceptions about architectural space. It highlights the importance of architecture visualizations such as sound, movement, lighting, detail and interaction for creating a realistic embodied experience. It shows that telling stories through different lenses, including autobiographic ones, can be an effective way to gain a deeper understanding and meaning of a place, which in turn, may allow for creating meaningful connections.

While this is a conceptual project seeking to explore possibilities, it will have value for users interested in conceptual and methodological  understandings of architectural space. The interactive world I developed will appeal to users and developers of  interactive and virtual spaces and experiences such as video games web developers, advertisers using digital worlds, and designers developing interactive experiences for clients.

3D forms sketches and paper models 3D model Archicad of Hotel Donna Render image of Hotel Donna from Mamma Mia Book pages open showing images of architectural renders
Phase 1

Worlds Within Pages

3D forms sketches and paper models
phase 2

A Christmas Tapestry

3D model Archicad of Hotel Donna
phase 3

Ripples of Connection

Render image of Hotel Donna from Mamma Mia
phase 4

Sundays Embrace

Book pages open showing images of architectural renders
Villa Donna Mamma Mia Interior RenderVilla Donna Mamma Mia Interior 3D Model
Model
Render

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