PAUL ARINDAM

MA GCD 2026

Second Draft (27 January 2025)

The project I am working on started with creating a copy of the ‘notable women’ work, which was a profound piece of work that was created a few years ago which celebrated the work and achievements of women in the history of the US. I went ahead with ‘adobe aero’ as my primary tool to replicate the experience and got it to work to 70-80%, with slight issues in lighting. I felt closer to understanding augmented reality as a tool. I faced technical difficulties with another software, Unity, which requires understanding of code and has a higher skill ceiling, which I intend to learning on eventually. I also realised that knowledge of graphic & communication design in augmented reality can aid the designer in communicating in different ways with an audience, use different spaces & modes of output, which can impact the content and its perception by the audience.

I proposed that the original project can be explored further, the experience can be recreated with dynamic visuals & storytelling using engaging interactions. Another way was to create an experience using the same tools & elements but set in different political/ historical contexts, by distorting the physical form of the elements or currency notes in this case.


I went ahead and started experimenting in a way to subvert the primary use, function or context in which the tool is normally used. I experimented with using sounds by creating instruments and sound-boards that produced sound upon interaction and with the idea of not giving an experience to the viewer, to create an experience that refuses to give any stimulus or do a ‘silly act’ to show nothing at all, which were a series of experiments afterwards.

This series of experiments can be further developed as a set of ways to deny an experience to the viewer, which in itself becomes an ‘exercise’ to think of a variety of ways to use the same element ( a QR code in my case ) to generate multiple ways of translating the same message, which upon interaction by the viewer translated to different outcomes, similar to the reference chosen from the course reading list. This set of experiments can be further expanded and newer outcomes can be iterated.

After the previous set of experiments, I decided to experiment with the primary way of accessing the experience, through vision or sight. My next experiments involved creating something that challenges the primary way of interacting with the augmentation, by creating a disturbance in the interaction, thereby influencing the viewer to engage in ‘other’ ways, e.g., when vision is blocked, the sense of sound takes a centre stage. So far, this is in early stages, with 2 experiments which use movement and sound as primary interactions by the viewer rather than vision.

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