Chapter
One




< The Brief
and Our Response >






The initial brief challenged us to identify an opportunity space at the intersection of Artificial Intelligence (AI) and Extended Reality (XR) and propose a response that considers sustainability, human well-being, and collective good. We approached this by examining how emergent technologies shape human experience and intervention, with key guiding questions such as:


How do AI and XR alter the way we perceive and interact with the world?


How might these technologies represent—or erase—marginalized identities, and what forms of allyship could they foster?


What collaborations between AI and humans are possible now, and what new possibilities are emerging?


How can we influence the development of AI and XR toward more resilient, inclusive, and equitable futures?





Exploring Extended Reality technologies, my teammates and I were particularly drawn to the absence of certain sensory experiences in VR—specifically, touch, taste, and smell. This missing dimension led us to investigate how these senses are being researched within the context of emerging digital technologies. At the same time, we began an in-depth exploration of food systems and future food trends, seeking to frame the brief through a speculative design lens.

This speculative approach aligns with my broader practice, where I often examine emerging technologies through a temporal lens—questioning the promises, narratives, and historical forces that shape them. I am interested in how we can design and build artistic interventions that not only experiment with technology but also conceptually ground these explorations in the urgent needs and challenges of today.

While key research insights are outlined in the Why section of this project, our methodology was driven by an iterative, rapid prototyping approach—learning by building. Working with XR and VR technologies required a steep but efficient learning curve, allowing us to develop ideas quickly while simultaneously reflecting on their conceptual and technical viability.




The project was initially developed as part of the Reverse Alchemy brief at the Royal College of Art (RCA), supported by Meta Reality Labs. Since then, we have continued to evolve the work independently, integrating feedback from multiple showcases and exploring new directions for future iterations.







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