Glossary

Core Concepts

  • Immersive Design: Space you don’t just see; you step into.

  • Experiential Design: Designing what people feel and do, not just what they look at.

  • Placemaking: Turning “a site” into “our place.”

  • Sense of Place: The vibe that makes somewhere unmistakably there (not anywhere).

  • Spatial Storytelling: A story told through movement, sequence, and reveal.

  • Human-Centered Design:Start with people; make the space behave accordingly.

  • Wonder: An intentionally designed “WHOA!” moment (the good kind).

  • Delight: Small surprises that make people smile and stay longer.

  • Atmosphere: Mood you can walk through.

Formats & Context

  • Installation: A work you experience in real space, at real scale.

  • Activation: A time-bound experience that brings a space to life (and pulls people in).

  • Public Art: Art built for shared space: durable, accessible, community-facing.

  • Permanent Installation: Built to last, easy to maintain, ready for real life.

  • Temporary Installation: High impact, fast build, clean exit (or reuse).

Interaction & Participation

  • Interactive Installation: The work responds; the audience isn’t passive.

  • Responsive Environment: A space that changes based on people, time, or data.

  • Embodied Interaction: Interaction through bodies: movement, proximity, gesture.

  • Multisensory Design: Beyond visuals: sound, touch, temperature, acoustics.

  • Accessibility: Designed so more people can use it, understand it, enjoy it.

  • Inclusive Design: Designed for difference from day one, not as an afterthought.

  • Participatory Design: Designing with people, not just for them.

  • Co-Creation: Stakeholders help shape the outcome, not just approve it.

Spatial UX & Brand Experience

  • Spatial UX: User experience for the real world; clarity, comfort, flow, fewer “where do I go?” moments.

  • Journey Mapping: Plotting the experience across time to find moments that matter.

  • Wayfinding: Helping people navigate without feeling lost (or dumb).

  • Environmental Graphics: Graphics that live in architecture: signage, typography, patterns, murals.

  • Interpretive Design: Making complex ideas legible, physical, and memorable.

  • Brand Experience: A brand you can feel in space, not just read on a wall.

Light, Media, & Technology

  • Light Art: Light as a material, not just illumination.

  • Media Architecture: Digital media integrated into the built environment (not pasted on).

  • Projection Mapping: Content that locks perfectly onto a surface so it feels embedded.

  • LED Environment: Architectural LED surfaces designed for spatial mood + content.

  • Motion Content: Animation made for architecture (scale, seams, viewing distance included).

  • Generative Content: Content made by systems/rules, not a single fixed loop.

  • Show Control: The brain that syncs lighting, video, audio, and triggers.

Making It Real

  • Prototyping: Testing early so the final doesn’t surprise you (in a bad way).

  • Fabrication: Turning design into real components ready for install.

  • Commissioning: On-site tuning so everything performs: brightness, color, timing, sensors.

  • Lifecycle Planning: Designing for longevity: access, upkeep, replacements, reality.

  • Maintenance Plan: Who does what, when, and how to keep it looking/working right.

Materials & Sustainability

  • Materiality: Materials chosen for meaning + performance, not just looks.

  • Circular Design: Build for reuse, repair, modularity, and less waste.

  • Low-Impact Materials: Better sourcing, healthier chemistry, lower footprint.

  • Sustainable Design: Design that reduces impact through durability, efficiency, and smart choices.

  • Stewardship: Designing with care for community, place, and long-term value.