M.A. thesis · Interactive installation

SomaSpace

An installation I designed and built for my M.A. thesis. A webcam tracks your body, and the wall answers with soft, changing visuals and a low sound. There are no buttons and no instructions. Move quickly and the visuals get busier; slow down and they calm down with you.

Final demo, the installation running live.Watch on YouTube: youtu.be/31B_y4Q9nCs

Earlier prototype, motion driving the particle field.Watch on YouTube: youtu.be/8ATLH7qLYsY

Why I made this

A calming tool that gives no instructions

Like a lot of people, I spend most of my day on a screen, and I noticed how rarely I actually feel present in my own body. Notifications, deadlines, and endless feeds pull attention outward until tension shows up as shallow breath or tight shoulders, usually unnoticed until it becomes fatigue. Most tools meant to help ask the mind to work harder: follow these steps, breathe on cue, track your progress. I wanted to try the opposite. SomaSpace began from one question: what if grounding did not need instructions at all, and could instead emerge from the body itself, through movement, perception, and a space that quietly responds? That question became my thesis.


Role

Solo thesis: research, UX, visual & build

Context

Thesis project · public showcase

Program

MA HXDI, CSULB

Format

Real-time interactive installation

Tools

TouchDesigner · MediaPipe · Figma

Input

Body movement, hand distance, and an open or closed palm.

Output

Fluid, particle, and node visuals paired with responsive sound.

Evidence

Literature, precedents, qualitative feedback, and prototype iteration.

How it works

Two gestures, three visuals

There are no buttons and no menus. The whole experience is driven by two body gestures: the distance between the hands, and opening or closing the left palm. The first shapes the visual and the sound at the same time. The second switches between the three graphics.

Interaction 1 · Hand distance

Hand distance is the main control, and it changes the visuals and the sound together. Bring your hands closer and the visuals gather into a smoother, slower shape while the sound gets quieter. Spread them wider and the visuals loosen and move faster while the sound gets louder. Both change smoothly between a set minimum and maximum, so nothing jumps.

Fluid, closer and wider.

Fluid graphic with closer hand distance, smooth and cohesive
Closer hands: smooth, cohesive, slow, and quieter.
Fluid graphic with wider hand distance, dynamic and flowing
Wider hands: dynamic, flowing, and louder.

Particle, closer and wider.

Particle field with closer hand distance, cohesive sphere
Closer hands: a cohesive sphere, slower and quieter.
Particle field with wider hand distance, dispersed cloud
Wider hands: a looser cloud, and louder.

Interaction 2 · Open and close the palm

Opening your left hand switches to the next of the three visuals, and repeating it cycles through all three. MediaPipe reads the hand as simply open or closed, so it works like a button. It is kept separate from the hand-distance control so the two never get mixed up.

The three visuals

I built three visuals, and each one responds to movement in its own way.

Movement traces (depth map)

On top of hand distance, the depth map adds one more behavior of its own. When the body is still it renders a clean form, and when it moves it keeps a fading trace of the gesture, so continuity of movement becomes visible over time.

Depth map with no movement, no trace
No movement: a clean depth form, no trace.
Depth map with movement, keeping the trace of the gesture
With movement: the gesture leaves a lingering trace.
See how the camera, tracking and sound worktechnical detail

Technology: the pipeline

Four parts run in order: webcams, MediaPipe, TouchDesigner and a projector. Together they turn body movement into visuals on the wall in real time.

01 · Webcam

Captures live frames of the upper body and hands at chest height. A sensor for shape and motion only, with no identity recognition.

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02 · MediaPipe

Detects pose and hand landmarks, outputting 3D keypoints for shoulders, elbows, wrists, and finger joints.

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03 · TouchDesigner

Smooths jitter, measures velocity, hand distance, and stillness, then maps those to visual parameters.

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04 · Projection

Renders the scene at room scale on a matte wall, with luminance tuned for low light so visuals feel soft.

System mechanism

The system runs on a simple loop. The webcam receives the body, MediaPipe generates the motion information, TouchDesigner reads it, and the scene renders back on the wall in real time. From there, everything the user does comes down to just two gestures.

Webcam capture and the MediaPipe skeleton generated from body movement
Capture: the webcam reads the body and MediaPipe generates the full-skeleton motion information.
Hand distance mapped to visual behavior in TouchDesigner
Hand distance mapped to the visual noise node.
Hand distance mapped to sound volume in TouchDesigner
The same value wired to volume: closer is quieter, wider is louder.

Sound, in more detail

The tone itself is a low-frequency ground sound between 80 and 100 Hz, a range that can be felt physically and supports relaxed, sustained attention. It is not music or instruction but a quiet layer that mirrors breath and reinforces the link between body and visual, present enough to notice and easy to ignore.

Design process

How I got there

The rest of this page is the process, in the four phases of the Double Diamond: two rounds of opening up and narrowing down, first on the problem, then on the solution.

DiscoverDefineDevelopDeliver Problem Brief Outcome
Discover

Explore widely: research, literature, and precedents on body-based grounding.

Define

Narrow to a clear problem and the person it serves.

Develop

Prototype and test the visuals, sound, and mechanism.

Deliver

Refine, install, exhibit, and reflect.

Phase 1 · Discover

Understanding body-based grounding

The Discover phase asked a single question: what if the path to grounding started not with instruction, but with sensory experience? Most wellness tools begin with the mind, explaining how to relax, and add another layer of demand at the exact moment attention is already tired. SomaSpace instead treats the body as the interface, where small changes in posture, pacing, and pause say something about how a person is feeling.

Literature review

Four studies anchored the concept, each answering one core question about grounding, awareness, and nonverbal interaction.

Psyche and soma

Grounding is an embodied process, visible through posture, weight, and rhythm, and can be read without words. (Engelhard et al., 2021)

Body awareness

Awareness is a lived, ongoing process shaped by environment, so systems should support noticing rather than directing. (Kjolstad et al., 2022)

Interoception of breath

Attending to internal sensation reduces cortical load and lets awareness arise without language. (Farb et al., 2023)

Intermittent visual feedback

Gentle, non-continuous visual feedback heightens awareness of action and guides attention without instruction. (Yu et al., 2024)

Case studies

Eight precedents, from art installations to everyday objects, showed a common pattern: grounding is most effective when a system responds gently to the body and invites slow, sensory attention.

Mirror Ritual

Mirror Ritual responds gently and never grades the person in front of it.

teamLab

Responsive light synchronizes a group's perception and supports calm.

Rain Room

Rain Room reacts to a person simply being there; nobody has to do anything right.

Chromasonic

Balanced frequency and soft rhythm ground people without cognitive tasks.

Fidget spinner

Predictable, repeated motion releases restlessness and restores focus.

Slime

Texture invites slow, hands-on attention that reduces tension.

Prayer beads

Steady tempo and tactile counting deepen presence over time.

5-4-3-2-1 technique

Shifting attention from thought to sensing anchors a person in the moment.

What the Discover phase decided

Phase 2 · Define

Framing the problem and the person

Modern life is filled with constant visual and cognitive stimulation, and most tools meant to help require guidance, steps, or progress to measure, adding effort at the exact moment users have little attention left. The problem is not a lack of tools but the high interactional load built into them. There is very little between tools that over-direct and tools that ignore the body entirely, so SomaSpace sets out to be a listening tool: the body leads and the environment follows.

Project statement

To create a peaceful digital space that helps people feel more grounded and present, users interact with a screen that changes in real time based on how much they move. As they slow down and become still, the visuals gently respond, helping them feel calmer, more relaxed, and more connected to the moment.

Target audience and expected effects

The audience emerged from the research: people carrying constant stimulation who need simple, sensory relief. The expected effect is a sense of relief that comes from quiet, perceptual interaction rather than direction, so they can reset attention and return to their body without feeling judged.

Generally stressed

People who move fast through the day and want short sensory pauses that need little instruction.

High-exposure screen users

Students, designers, and knowledge workers seeking brief resets between tasks.

Visitors in shared spaces

People in galleries or on campus who welcome a quiet moment they can enter and leave easily.

Persona

Illustration of Jennifer
Jennifer Mason
Primary persona
Age
27
Work
Visual content designer
Location
Los Angeles, CA
Traits
Reflective, empathetic, occasionally anxious
Tech
High comfort

"I don't want the app telling me how to calm down. I just want to feel connected again."

Needs

  • A brief way to reset attention between tasks
  • A sensory moment with no steps or mental effort
  • Space to simply notice, without being evaluated

Behaviors

  • Juggles apps, tabs, and client messages
  • Takes short breaks but usually scrolls or checks email
  • Loves ambient light, color, and texture, and visits gallery installations

Frustrations

  • Overloaded by guided wellness apps
  • Finds most digital tools too task-oriented
  • Little time or attention for anything demanding

User journey map

Mapping Jennifer's journey traced her arc across six moments, from curiosity and hesitation, into playful exploration, and on to slowing down, a grounding moment, and reflection, with her emotions rising as the visuals began to mirror her.

User journey map across six phases: curiosity, entering, exploring playfully, slowing down, grounding moment, and reflection, with action, emotion, and quotes for each
Jennifer's full journey: phase, action, and emotional arc across all six moments.

Data collection

Feedback on the early prototypes covered three things: the visuals, the sound, and how people described the experience afterward. The thesis records this feedback qualitatively, without a participant count, so there are no percentages here.

Visuals. Qualitative feedback favored graphics that expand and contract at a calm, steady tempo, with long fades, smooth transitions, and low-contrast shifts. Cool sea green and muted blue supported stillness, while soft golds and purples offered warmth and renewal.

Sounds. The sound direction prioritized natural, environmental qualities described as steadier and less demanding than spoken guidance. That led to a low-frequency layer between 80 and 100 Hz that acts as a felt anchor.

Qualitative themes. Feedback and design reflections converged on immersion, connection, awareness, trust, and release. These themes informed the emphasis on a calm visual pace, visible response, and open-ended exploration.

Storyboard

The target experience, from a rigid app to a field that answers her movement and settles as she settles.

Persona illustration of Jennifer
Meet JenniferA designer overstimulated by a screen-filled day, looking for a real reset.
Storyboard 01: opening a rigid wellness app, frustrated
01She opens a wellness app full of rigid steps, and it feels like one more demand.
Storyboard 02: sitting and trying to follow along
02She sits and tries to follow along, but feels disconnected and her attention drifts.
Storyboard 03: reaching into SomaSpace as the visuals react
03She reaches into SomaSpace, and the visuals answer her movement. The space feels alive.
Storyboard 04: moving slowly as light echoes her gestures
04She keeps moving slowly, watching light and rhythm echo her gestures. Her mind quiets.
Storyboard 05: grounded and still
05She takes a slow breath and stands still, grounded, returned to herself.

What the Define phase decided

Phase 3 · Develop

Building the system

The Develop phase turned the research into a working system. The gestures and visuals are shown at the top of this page; this part covers the look, the color choice, and testing.

Inspiration

Inspiration connected the psychology to a visual language of texture, motion, light, and feeling: opacity gradients for depth, low spatial frequency so large soft forms fill the field, and temporal smoothness so long fades replace abrupt cuts. References like diffused glass, cloud chambers, underwater light, and long-exposure smoke, where motion reads as continuity rather than displacement, guided the look. Every iteration was checked against a small emotional vocabulary.

Soft
Reassuring, silent

Long fades and slight motion blur replace abrupt transitions, so nothing competes for attention.

Fluid
Continuity over displacement

Motion reads as a continuous stream, drawn from diffused glass, cloud chambers, and smoke.

Patient
Subtle, unhurried

Low spatial frequency lets large, soft forms fill the field while small details stay quiet.

Fluid: the one mode with two color families

The fluid graphic is the only visual built in two tone families. Research split almost evenly between warm and cool for stress reduction, so instead of choosing one, I made both and let each person settle on whichever soothes them. Cool turquoise, sea green, and muted blue support stillness and inward attention. Warm amethyst, soft gold, and amber offer gentle activation and re-emergence.

Fluid graphic, cool color range
Fluid, cool: stillness, respiration, inward attention.
Fluid graphic, warm color range
Fluid, warm: gentle activation and renewal.

Usability testing

Two build-and-test iterations shaped the final form.

01 · Open projection wall

Goal: test approachability. Easy to access, but outside movement pulled focus. Insight: grounding needs a contained space.

02 · Enclosed booth

Goal: test immersion. The enclosure increased immersion, but it also felt uncozy and pressured people to be calm. Insight: let movement feel natural while still grounding.

Making the trace legible. Testing showed that people wanted to see a visible trace of their movement. The depth map was therefore separated from the fluid visual, preserving both the reflective trace and the ambient visual field.

Across informal feedback moments, the experience was often described as intuitive and immersive. Those observations informed the final balance of gentle motion, responsive feedback, and open exploration. The project does not claim a measured wellbeing outcome.

What the Develop phase decided

Phase 4 · Deliver

From still meditation to free movement

At the technical review on October 16th, SomaSpace was presented as a functioning grounding environment, but the visuals left people unsure whether to move or stay still. The original concept was built around meditation and stillness. Based on committee feedback, I added the low-frequency background sound and reframed the whole experience: users now move freely and find their own grounding moments through interaction, rather than holding still to achieve calm. Movement became the core input.

Final prototype and installation

A beam projector displayed the visuals on the wall while two webcams captured the interaction: one tracked overall body movement and the other read depth for smoother tracing and a clearer angle of detection. A chair marked the ideal detection distance, and a simple guide on the desk explained the two key gestures, so the experience stayed intuitive and self-explanatory without any verbal instruction.

The SomaSpace installation: projector, laptop, and the visual on the wall
The installation setup: beam projector, two webcams, a chair to mark the interaction zone, and a printed gesture guide.

Exhibition

SomaSpace was presented as a two-hour public showcase. Visitors could step into the field and move freely while it responded in real time. The presentation provided an opportunity to observe self-guided exploration in a public setting.

A visitor interacting with the projected field, hand raised
Hands up, the field responding to movement.
A visitor seated, gesturing toward the projection
Adjusting the visual and sound through gesture.
The SomaSpace public presentation
SomaSpace during its public presentation.

Future development

Multi-user interaction

Distinguish several bodies in one frame, give each a visual signature, and build shared visuals that respond to group synchrony.

Portable and scalable

From a portable kit for classrooms and therapy spaces up to full multi-wall or LED installations.

Limitations

Environmental sensitivity

Tracking and projection depend on a dimly lit, controlled space; bright or uneven rooms reduce clarity.

Tracking stability

Detection relies on the webcam reading contrast, so it can drop or misread when lighting is inconsistent.

Summary of the Deliver phase

The review reframed the project from enforced stillness to movement-led grounding, and the refinement made movement the core input. The final presentation offered a public setting for observing self-guided exploration. The two-camera setup supported clearer tracking, while the gesture guide kept interaction legible without verbal instruction.

Sources

Research and credits

SomaSpace is a thesis-led design exploration, not a clinical outcome study. Literature, precedent review, prototype feedback, and presentation observations informed the work. The thesis does not document a participant count or a formal study protocol, so the evidence on this page is presented qualitatively.

Committee guidance

Abby Bradecich, Psy.D., informed the attention to slow movement, biofeedback, and a comfortable, safe environment.

Image credit

The persona portrait and six storyboard frames were generated with ChatGPT, GPT-4, OpenAI.

Reflection

What I learned, and what I'd test next

I left out buttons and steps on purpose, so I had to check that people still knew what to do. At the technical review, the first version was built around holding still, and people were unsure whether to move or stay still. I rebuilt it around free movement and added a printed guide to the two gestures. Next I would test whether the calming effect lasts beyond one session, and test with people who have limited arm movement, since the system assumes you can move your arms freely.