The Dinner Party: An Interactive Exhibit

Project Type

UAL Grad Show

Duration

3 months

Tools Used

Unity x Vuforia | PS

Aesthetics inspired by the surreal atmospheres of Beetlejuice, Twin Peaks, and The Addams Family: familiar spaces made uncanny, where something feels slightly off.

Overview

The Dinner Party is an immersive exhibit combining physical set design with augmented reality (AR). In response to the passivity of traditional gallery experiences, visitors are invited to 'take a seat' at the dinner table where through a device, the scene transforms- revealing a narrative that exists between the physical and the digital.

DESIGN STRATEGY

The experience is built on two principles: withholding and discovery. A second layer is only revealed by picking up a device and pointing it at the scene, rewarding close looking over passive observation.

UX PROBLEM

Engagement in gallery spaces often happens when there is something to discover - yet many exhibits give visitors little reason to stop or look closely, leaving them feeling like passive spectators.

THE CONCEPT

The narrative explores themes of over-consumption, desire, and the illusion of perfectionism: using the dinner table as a symbol of curated appearances and what might lie beneath them.

DESIGN FRAMEWORK

Applying the Design Thinking framework- from user research and empathy mapping through to prototyping and testing in a live exhibition space.

The Dinner Party: AR Interactive Exhibit

Project Type

UAL Grad Show

Duration

3 months

Tools Used

Unity x Vuforia | PS

Overview

The Dinner Party is an immersive exhibit combining physical set design with augmented reality (AR). In response to the passivity of traditional gallery experiences, visitors are invited to 'take a seat' at the dinner table where through a device, the scene transforms- revealing a narrative that exists between the physical and the digital.


Aesthetics inspired by the surreal atmospheres of Beetlejuice, Twin Peaks, and The Addams Family: familiar spaces made uncanny, where something feels slightly off.

UX PROBLEM

Engagement in gallery spaces often happens when there is something to discover - yet many exhibits give visitors little reason to stop or look closely, leaving them feeling like passive spectators.

DESIGN STRATEGY

The experience is built on two principles: withholding and discovery. A second layer is only revealed by picking up a device and pointing it at the scene, rewarding close looking over passive observation.

THE CONCEPT

The narrative explores themes of over-consumption, desire, and the illusion of perfectionism: using the dinner table as a symbol of curated appearances and what might lie beneath them.

DESIGN FRAMEWORK

Applying the Design Thinking framework- from user research and empathy mapping through to prototyping and testing in a live exhibition space.

The Dinner Party: AR Interactive Exhibit

Overview

The Dinner Party is an immersive exhibit combining physical set design with augmented reality (AR).


In response to the passivity of traditional gallery experiences, visitors are invited to 'take a seat' at the dinner table where through a device, the scene transforms- revealing a narrative that exists between the physical and the digital.


Aesthetics inspired by the surreal atmospheres of Beetlejuice, Twin Peaks, and The Addams Family: familiar spaces made uncanny, where something feels slightly off.

Project Type

UAL Grad Show

Duration

3 months

Tools Used

Unity x Vuforia

UX PROBLEM

Engagement in gallery spaces often happens when there is something to discover - yet many exhibits give visitors little reason to stop or look closely, leaving them feeling like passive spectators.

DESIGN STRATEGY

The experience is built on two principles: withholding and discovery. A second layer is only revealed by picking up a device and pointing it at the scene, rewarding close looking over passive observation.

THE CONCEPT

The narrative explores themes of over-consumption, desire, and the illusion of perfectionism: using the dinner table as a symbol of curated appearances and what might lie beneath them.

DESIGN FRAMEWORK

Applying the Design Thinking framework- from user research and empathy mapping through to prototyping and testing in a live exhibition space.

Phase 1: Empathise

Phase 1: Empathise

The empathise stage involved semi-structured interviews and empathy mapping to understand visitor needs and experiences within exhibition spaces.

Semi-Structured Interviews

Semi-Structured Interviews

Five participants were interviewed. Across all participants, a clear pattern emerged: engagement often occurred when there was something to discover. Most described moving politely through gallery spaces without really stopping.

Participant 1:

Participant 1:

Goes to galleries occasionally. Described his last visit as "a lot of nodding and moving on". Couldn't recall a moment of real engagement. On interaction: "I always feel like I'm not supposed to touch anything or get too close- there's an unspoken rule."

Participant 3:

Participant 3:

Goes to grad shows a few times a year, mostly to support friends. Says she usually walks the whole space first to get a feel for it, then goes back to things that caught her eye. When asked about engagement: "if there's a piece I can pick up- I spend way longer on it than anything else in the room." On wall text: "I read it if I'm confused but honestly it usually kills it for me."

Participant 4:

Participant 4:

Rarely visits exhibitions. Said he often feels like a passive spectator- "you're kind of just filing through". Most memorable experience involved a darkened room where sound changed depending on where you stood. "I didn't really get it but I kept moving around and was there for ages, in the end!"

Empathy Map: The Gallery Visitor

Empathy Map: The Gallery

Thinks & Feels:
  • Am I allowed to get closer?

  • I feel like I should move on.

Hears:
  • "Don't touch" as an unspoken rule.

  • Wall text as the official interpretation.

Says & Does:
  • Walks through at a steady, polite pace.

  • Lingers only when something surprises them.

Sees:
  • Work displayed at a distance.

  • Other visitors acting passively.

Thinks & Feels:
  • Am I allowed to get closer?

  • I feel like I should move on.

Says & Does:
  • Walks through at a steady, polite pace.

  • Lingers only when something surprises them.

Sees:
  • Work displayed at a distance.

  • Other visitors acting passively.

Pains:
  • Feels like a passive spectator, not a participant

  • No reason to look closely or move around.

Gains:
  • Rewards close looking and movement.

  • Wants to feel like discovery is possible.

Pains:
  • Feels like a passive spectator, not a participant

  • No reason to look closely or move around.

Gains:
  • Rewards close looking and movement.

  • Wants to feel like discovery is possible.

Thinks & Feels:
  • Am I allowed to get closer?

  • I feel like I should move on.

Hears:
  • "Don't touch" as an unspoken rule.

  • Wall text as the official interpretation.

Says & Does:
  • Walks through at a steady, polite pace.

  • Lingers only when something surprises them.

Sees:
  • Work displayed at a distance.

  • Other visitors acting passively.

Pains:
  • Feels like a passive spectator, not a participant

  • No reason to look closely or move around.

Gains:
  • Rewards close looking and movement.

  • Wants to feel like discovery is possible.

Phase 2: Define

Phase 2: Define

The define stage involves analysing research findings to create a problem statement and develop "How Might We" questions that guide the project direction.

Problem Statement

Problem Statement

Engagement in gallery spaces often happens when there is something to discover - yet many exhibitions give visitors little reason to stop or look closely, leaving them feeling like passive spectators.

How Might We Questions (HMW)

HMW design an experience where meaning is revealed through interaction rather than explanation?

HMW make visitors feel like their presence and movement changes what they see?

HMW use technology as a layer of discovery without it feeling like a demonstration?

HMW create an environment that signals exploration is not just allowed, but expected?

Phase 2: Define

The define stage involves analysing research findings to create a problem statement and develop "How Might We" questions that guide the project direction.

Phase 3: Ideate

Phase 3: Ideate

Phase 3: Ideate

The ideate stage explores a range of creative responses to the "How Might We" questions through brainstorming, mood boards, colour palettes, and visual inspiration.

HMW Questions: Answered

HMW Questions: Answered

HMW design an experience where meaning is revealed through interaction rather than explanation?

** Remove explanatory text entirely- meaning is uncovered through what the visitor encounters and does.

HMW design an experience where meaning is revealed through interaction rather than explanation?

** Remove explanatory text entirely- meaning is uncovered through what the visitor encounters and does.

HMW design an experience where meaning is revealed through interaction rather than explanation?

** Remove explanatory text entirely- meaning is uncovered through what the visitor encounters and does.

HMW might we make visitors feel like their presence and movement changes what they see?

**Reward those who look closer or move around with something a passive observer would miss.

HMW might we make visitors feel like their presence and movement changes what they see?

**Reward those who look closer or move around with something a passive observer would miss.

HMW might we make visitors feel like their presence and movement changes what they see?

**Reward those who look closer or move around with something a passive observer would miss.

HMW we use technology as a layer of discovery without it feeling like a demonstration?

**Embed technology within the scene so it is stumbled upon rather than handed to the visitor.

HMW we use technology as a layer of discovery without it feeling like a demonstration?

**Embed technology within the scene so it is stumbled upon rather than handed to the visitor.

HMW we use technology as a layer of discovery without it feeling like a demonstration?

**Embed technology within the scene so it is stumbled upon rather than handed to the visitor.

HMW create an environment that signals exploration is not just allowed, but expected?

**Use composition and subtle signage to invite interaction rather than instruct it.

HMW create an environment that signals exploration is not just allowed, but expected?

**Use composition and subtle signage to invite interaction rather than instruct it.

HMW create an environment that signals exploration is not just allowed, but expected?

**Use composition and subtle signage to invite interaction rather than instruct it.

Moodboarding

Moodboarding

Four reference clusters shaped the direction of the piece - surreal aesthetics, themes of desire and over-consumption, theatrical set design, and AR interaction references.

Aesthetic References

Aesthetic References

Twin peaks

The AAdams Family

The AAdams Family

Beetlejuice

Beetlejuice

The Substance

Set Design & Staging

Set Design & Staging

Baroque Still-Life Paintings

Tim Walker

Wes Anderson

Themes & Mood

Themes & Mood

Jeff Koons

Jeff Koons

Cindy Sherman

Abraham Mignon

1950's

American Food Adverts

Jeff Koons

Abraham Mignon

Abraham Mignon

American Beauty

AR & Interaction

AR & Interaction

Pokémon Go

Pokémon Go

Team Lab

Insta Filters

Phase 4: Prototype

Phase 4: Prototype

Phase 4: Prototype

The prototype stage develops ideas into tangible outcomes by mapping the space and constructing the set design.

The prototype stage develops ideas into tangible outcomes by mapping the space and constructing the set design.

Building The Set

Building The Set

The physical set was constructed using a combination of found and handmade objects. Fruits, beads, mirror, textiles, and a wire-wrapped rose were collected and arranged as part of the table-scape.

The centrepiece ceramic pieces were made from scratch. The process began by taking a cast directly from a hand to create an accurate master form. From this, a mould was built - providing a base from which the shape could be manipulated and reworked into different surreal forms. Ceramics were chosen for their aesthetic quality, the glossy finish giving the pieces a polished, deliberate look suited to a dinner table setting.

Once assembled, the set was photographed in the studio to capture the final composition.

The physical set was constructed using a combination of found and handmade objects. Fruits, beads, mirror, textiles, and a wire-wrapped rose were collected and arranged as part of the table-scape.

The centrepiece ceramic pieces were made from scratch. The process began by taking a cast directly from a hand to create an accurate master form. From this, a mould was built - providing a base from which the shape could be manipulated and reworked into different surreal forms.

Ceramics were chosen for their aesthetic quality, the glossy finish giving the pieces a polished, deliberate look suited to a dinner table setting.

Once assembled, the set was photographed in the studio to capture the final composition.

The Final Photographed Scene

The Final Photographed Scene

Building The Digital Overlay with Photoshop & Unity X Vuforia

Building The Digital Overlay with Photoshop & Unity X Vuforia

The photograph was then used as the foundation for the digital layer. It was animated frame-by-frame in Photoshop and brought into Unity as an AR overlay.

To make the AR work, Vuforia was used- a tracking software that runs inside Unity. It recognises the physical set through the device camera using the photograph as a reference point, which anchors the animation to the real scene. When viewed through the device, the animation plays directly over the set.

Phase 5: Test

Phase 5: Test

Phase 5: Test

The test stage evaluates the success of the final outcome through the exhibition by observing audience interaction and gathering feedback.

Live Testing

Live Testing

The exhibit was tested at the UAL Grad Show 2019 through informal observation. In hindsight, a comparative study would have strengthened this evaluation: measuring engagement time across two groups . One with the AR and one without, to determine whether the digital experience was deepening engagement or whether the physical installation was carrying the experience independently.

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floraynerdesign@gmail.com

Designed & developed by Flo Rayner

All rights reserved © 2026

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floraynerdesign@gmail.com

Designed & developed by Flo Rayner

All rights reserved © 2026

Copy component

Copied

floraynerdesign@gmail.com

Designed & developed by Flo Rayner

All rights reserved © 2026