Case Study 03

SPARKS

A live, ticketed immersive experience centred around joy, emotional connection, and shared human expression.

SPARKS hero visual

Final Production

SPARKS is presented as a fully developed immersive experience concept, supported through environmental visuals, cinematic room references, interactive room references, and concept materials that define the atmosphere, participant journey, and spatial identity of the project.

SPARKS final production visual

About the Production

Brief Description: SPARKS is a live, ticketed immersive experience centred around joy, emotional connection, and shared human expression. Designed primarily for young adults, the experience invites participants into a space where they can reflect, contribute, and connect with others.

Creative Problem: Many immersive experiences prioritize spectacle, visual impact, and social-media-friendly visuals, while leaving audiences in a mostly passive role. The challenge was to design an experience that feels emotionally meaningful, participant-led, and genuinely connective rather than purely visual.

Solution: SPARKS responds to this by centring the experience on collective emotional co-creation. Participants actively shape the environment through reflection, sound, light, colour, and contribution, turning the installation into a shared archive of joy rather than a fixed experience.

SPARKS concept and atmosphere visual
SPARKS cinematic room inspiration 1 SPARKS cinematic room inspiration 2 SPARKS cinematic room inspiration 3 SPARKS cinematic room inspiration 4

Experience Structure

Cinematic Room

The experience begins in a fully darkened cinematic space. Audio leads the introduction, with layered ambient sound and subtle emotional cues guiding attention before any visuals appear.

A voice gradually introduces the experience, followed by an abrupt transition into cinematic visuals. The imagery is designed to feel dreamlike and memory-driven, with soft lighting, shallow depth of field, and minimal visual effects.

The purpose of this space is to emotionally open participants, creating a moment of reflection and curiosity before entering the interactive environment.

SPARKS joy room inspiration 1 SPARKS joy room inspiration 2 SPARKS joy room inspiration 3 SPARKS joy room inspiration 4

Interactive Environment

Joy Room

The second space is a fully interactive environment where participants can actively contribute to a shared installation. The room responds to user input through light, sound, and visual elements.

Participants can select colours to build a collective mosaic, write reflections, contribute images, and explore different soundscapes. Interaction is optional, allowing individuals to engage at their own comfort level.

Over time, the space evolves into a living archive of shared expressions of joy, shaped by everyone who passes through it.

Audio Direction

Sound is treated as one of the primary drivers of the experience, shaping how participants perceive, navigate, and emotionally engage with space.

Using a surround sound speaker setup, the design incorporates immersive sound techniques, including layered ambient textures and spatial positioning, to create depth and presence. In the interactive space, multiple selectable soundscapes allow participants to influence the atmosphere directly.

Rather than overpowering the experience, sound is used to guide emotion, support reflection, and reinforce the overall environment.

Role

Creative Director & Audio Director

I focused on the emotional structure of the experience, the role of sound in shaping transitions and atmosphere, and the overall participant journey across both rooms.

Project Details

Type Experience Design / Immersive / Interactive Installation
Focus Creative Direction, Immersive Audio, Experience Design
Status Concept in Development

Process & Development

The process focused on shaping the emotional intent of the experience first, then building out the atmosphere, participant flow, and technical possibilities of both spaces.

Concept Development

Defined the project around joy, vulnerability, and collective emotional engagement.

Experience Design

Mapped the participant journey, transitions, and interaction points across both rooms.

Technical Planning

Explored how sound, lighting, projection, and responsive elements could work together in the final installation.

SPARKS concept one-pager SPARKS cinematic room process material SPARKS interactive room process material

Applications / Results

SPARKS explores how immersive environments can move beyond entertainment into emotionally driven, participant-led experiences. The project demonstrates the potential of combining spatial audio, interaction design, and environmental storytelling to create meaningful engagement.

SPARKS is designed with strong potential for expansion, allowing the experience to be adapted and installed in multiple cities. In each location, participants contribute their own expressions of joy, shaping a version of the experience that reflects the emotional identity of that community.

These installations can be documented through photography and visual capture, creating a unique record of each city’s collective meaning of happiness. Over time, these outcomes can be brought together into a larger visual archive, forming a global collage that highlights both the diversity and universality of joy across different cultures and environments.

SPARKS application and expansion visual

Credits

Creative Direction: Serena Muré and Rocio Martinez Delfa
Audio Direction: Serena Muré