An all-in-one immersive media device that transforms any space into an interactive party or karaoke experience using audio-reactive visuals and gesture-based controls.
Aether
Timeline
Sept - Dec 2024
Tools
Figma
Blender
Touch Designer
Team
Individual
Project
Academic - Advanced Visual Design Course Project
OVERVIEW
Problem Statement
This project didn’t start from a conventional problem statement or traditional user research. Instead, my curiosity led me to ask:​ Can immersive media visuals, often reserved for large concerts, be simplified enough for casual and social environments?​
EXPLORATION
The Concept
The idea was to create an experience that transforms any living room or ordinary space into an interactive visual playground for a house party. With this vision, I knew I had several things to figure out, especially the technical feasibility to make visuals react to audio in real-time.​​​
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Learning TouchDesigner
Initially, I spent substantial time diving into TouchDesigner—a powerful visual programming software for creating reactive, real-time visuals. My early exploration involved closely following tutorials and experimenting extensively to grasp the software's capabilities. I tested various ways audio could influence visual effects, exploring how rhythm, beats, frequencies, and song intensity could dynamically shape visuals, laying the groundwork for Aether’s interactive experience.​​​




Conclusion
After countless hours in TouchDesigner, I was confident in moving beyond experimentation and building real prototypes for Aether. The outcomes from my work were clear:​​

INSPIRATION
Moodboard
Once I realized TouchDesigner could actually bring my ideas to life, I dove into finding real-world inspiration for the visuals. I started exploring live concerts, immersive art shows, and projection mapping events to see how dynamic lighting and interactive visuals transformed spaces. I gathered images and videos to build a moodboard that captured that energy and vibe.

Design Guidelines
While experimenting visually, I referred extensively to principles outlined in the book "Principles of Game Audio and Sound Design" by Jean-Luc Sinclair, combined with my own guidelines. These foundational guidelines included:
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Ensuring visuals clearly reflected audio dynamics
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Users should intuitively feel connections between what they see and hear.
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Designing visuals to adapt fluidly across varied musical genres and user interactions.
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Keeping visual complexity balanced—stimulating, but never distracting.
DESIGN
Dance Flow
For DanceFlow, I designed visuals that instantly respond to music. Every beat, rhythm, and burst of energy triggers dynamic changes in the visuals. I wanted the visuals to feel alive, so users instantly sense the music's pulse without needing to adjust settings.
Real-time visuals change based on:
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Mood: Calm, energetic, psychedelic, etc.
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Genre: Rock, EDM, pop, etc.
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​Energy Levels: Intensity adjusts dynamically.
Within DanceFlow, I designed three distinct visual styles to match different musical moods and party vibes:
Ideal for upbeat tracks and party hits, this dynamic system uses particles that move in sync with the rhythm and melody. The visuals change and cut sharply to the beat, offering multiple color variations for a versatile, energetic display.
Shape of you


Shape of you

Sadi Gali

APT

Jalebi Baby
TESTING
Demo Night
To truly see Aether in action, I hosted a party test to see how DanceFlow would perform in a live setting. During the event, I controlled the visuals manually by switching presets and tweaking node parameters in real time. ​​

Key Observations:
For DanceFlow, I designed visuals that instantly respond to music. Every beat, rhythm, and burst of energy triggers dynamic changes in the visuals. I wanted the visuals to feel alive, so users instantly sense the music's pulse without needing to adjust settings.
1. Audience Reaction:
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Guests were highly engaged and appreciated the immersive atmosphere.
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Many commented on how the visuals elevated the party vibe.
​2. Tech Concerns:
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Some attendees wondered if replicating this at home would require complex installations (projectors, premium speakers, and additional software).
​​​3. Performance Tweaks:
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Raised the beat threshold so visuals only trigger on major musical cues during high-energy songs.
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Manually adjusted node settings to create smoother visual transitions.
Feedback from In-Class Presentation
After the party test, I presented Aether in class and received valuable feedback that further confirmed the strength of my approach, while also highlighting areas for improvement. Here’s what stood out:

With just three weeks left in the course, I kept hearing from users and peers: “How do you expect people to set this up at home?” Feedback highlighted that while the immersive visuals were engaging, the current system felt too complex for everyday use. My professor and teaching team encouraged me to explore a hypothetical solution that would streamline the experience.
PROTOTYPE
Brainstorming the solution
Realizing the gap, I knew I had to put on my design thinking cap. I began brainstorming ways to package all the technology into one simple, plug-and-play unit. I experimented with different ideas on paper, sketching layouts and interaction points, and considering how a standalone device could replace the need for multiple external components.



PRODUCT
The Aether Box
Based on those early sketches, I moved into digital modeling in Blender. I envisioned the “Aether Box” as a sleek, compact solution that integrates a projector, camera, speakers, and control interfaces.
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Compact and Minimal Design
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Integrated Hardware
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Smart Room Mapping and Calibration
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Plug-and-Play Functionality
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Designed for Any Space






















IMPACT
Making a Difference
Mellow was built to reduce digital distractions and help users focus better. With multiple iterations and user feedback, the final design solved key pain points:
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Reducing Distractions
Mellow minimizes cognitive overload by offering an intuitive, mood-based sound selection, helping users enter focus mode with minimal effort.
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Enhancing Personalization & Ease of Use
The competitive analysis showed that many existing focus tools lacked customization and felt rigid in their workflows. Mellow’s mood-based sound selection and adjustable visuals give users the flexibility they need to stay engaged without manually curating playlists or settings.
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Structured Focus Sessions
7/10 participants in research mentioned struggling with focus but not actively seeking structured tools. Mellow’s "Focus With Me" mode, inspired by real-world study techniques to influence and train your mind, provides a guided experience tailored to the user's needs, making structured focus more accessible.
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Improving the Nap Timer Experience:
Mellow’s refined nap timer makes it easier for users to take effective, controlled breaks, ensuring better rest without disrupting their workflow.
REFLECTION
What I Could've Done Differently
If I had more time, I would have explored additional iterations and refinements:
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High-Fidelity User Testing
Conducting a final round of usability tests with a fully interactive high-fidelity prototype could have provided deeper insights into micro-interactions and usability gaps.
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More Personalized AI Recommendations
Expanding on mood-based sound selection, I could have explored AI-driven recommendations that adapt based on user behavior over time.
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A/B Testing for Navigation Flow
Running A/B tests on different homepage layouts could have provided more data-driven insights into what structure best suits user needs.
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Mobile Experience Optimization
Since Mellow was designed as a web app, additional exploration into mobile-first designs could have ensured a seamless experience across devices.
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Community Features:
Some users expressed interest in sharing focus sessions with friends or having a leaderboard for maintaining consistent focus. Given more time, I would have explored social integrations that align with the core purpose of Mellow.