Class 3: 1-on-1 with Camila
First 1-on-1 meeting - direction check, scope confirmation, and next steps toward Demo Day.
February 9, 2026
1-on-1 with Camila
What I Shared
- Chose the NYC apartment over Nankunshen because it’s a space I lived in, not just visited
- Two VR test sessions: memories surfaced naturally, tied to specific locations in the space
- Interaction concept: walk to a spot, a memory fragment (video, photo, sound) appears
- Concept sketches: space layout + viewer path with triggered nodes
- The space is the interface, movement is the interaction, memory is the content
Camila’s Feedback
Direction and scope are good. She confirmed the scope is well-defined. Now it’s about deciding what the stories are and designing the experience.
Think about what memories to share. Each trigger point could have one story frame. Pick memories you’re willing to share with people, and open up that window into your experience in New York City. Think about what those story frames are, either based on images you already have or new ones you could capture.
Go deeper into the stories. Consider how different aspects of the space connect to different memories:
- The four walls of the room could each carry different narratives
- Seasons change, moods change, time of day matters
- You’re in a different mood when you wake up than when you go to sleep
- An object (like a piece of clothing) could transport someone to a memory of a dinner, a trip to the beach
Memory through what medium? Sound, visuals, haptics, physical triggers? It’s an opportunity to use multimedia. How do you spatialize memory beyond just the physical space?
Push the lighting design side. Lighting isn’t just illumination, it’s creating feeling and sharing mood. Consider:
- Could there be physical elements too? A light with a sensor that turns on when you walk underneath
- Sound triggers in the physical space
- The experience doesn’t have to be purely VR. Think about how the physical setup (dark room, pedestal, walking through a space before putting on the headset) creates conditions for the experience
Design the full experience, not just the VR content. Walk me through what you want people to experience. Is it just putting on a headset? Or is there a physical installation around it? How do you create the conditions for someone to enter this world?
Idea I Shared: Space Decay
I proposed a new concept: as the viewer discovers more clips, the 3DGS space gradually decays. The particle count and size decrease, so the space dissolves from high-fidelity to abstract particles.
The logic: once you’ve seen the video clips and absorbed the memories, you don’t need the high-fidelity visual environment anymore. The feeling and memory have already transferred to the viewer’s mind. The space can let go.
Camila’s response: She loved this idea. It speaks to time, memory, and fleeting moments. It adds a visual and conceptual layer to what spatial memory means.
Confirmed Scope
- The scope is good as-is
- Each trigger point needs one story frame
- Focus on deciding what the stories are
Next Week (Demo Prototypes Due)
- Either bring a video or bring the headset for people to try
- Even without the trigger interaction working yet, just letting people put on the headset and see the space is valuable
- Try to decide what the physical installation space will be like
- Put on the “maker hat” for half a day
- Do more sketches
Key Takeaways
- Technical side is in good shape. Now shift focus to the experience design and story selection.
- Each location = one story frame. Don’t overcomplicate. Pick specific memories for specific spots.
- Think beyond VR. The physical setup, lighting, sound in the real space can all be part of the experience.
- Space decay concept is strong. Pursue it. It adds depth to the concept.
- Design the full journey. From the moment someone approaches the installation to when they take off the headset.