Deus ex Machina

Project
Deus ex Machina
Industry
Experience Design / Spatial Design / Interaction Design / Design Research
Institution
Goldsmiths, University of London × CAMPER
Services
  • Design research
  • Experience design
  • Spatial design
  • Interaction design
  • Rapid prototyping
  • Installation design
  • Video production
Design Team
  • Benjamin Jeffries
  • Aaron Yuxuan Zhao
  • Sara Khorsandi
Advisors
  • Goldsmiths: Roberto Feo, Annelore Schneider
  • CAMPER: Gloria Rodriguez, Adriana Rodriguez, Miguel Fluxa
  • HEAD Genève: Prof. Rosario Hurtado

An immersive installation exploring how sensory design can recreate the restorative qualities of nature within urban environments.

Creating the installation’s blue hue - a team member backlit in the dark studio holding an illuminated panel that casts a cool glow.

Context

Deus ex Machina was a collaborative postgraduate project completed as part of the MA Design: Expanded Practice at Goldsmiths, University of London, in partnership with CAMPER.

Developed during the COVID-19 pandemic, the project explored how sensory experience design could recreate the psychological benefits of the beach for people living in dense urban environments. Working alongside CAMPER’s Art and International Collaboration teams, we investigated how light, sound, movement, and environmental cues could be combined to create moments of calm and reflection.

A lighting and material test - a seated figure watches a blue light source play across a suspended, curved reflective sheet.

Challenge

The project explored how the emotional qualities of natural environments could be translated into an immersive spatial experience.

Rather than recreating the beach literally, the challenge was identifying the sensory characteristics that make it restorative and transforming those into an installation that encouraged relaxation, reflection, and daydreaming.

The reflective ceiling under construction - sheets of mirror-like material suspended and tensioned overhead to form the room’s undulating surface.

Our Approach

Understanding Sensory Experience

The project began with interviews and research into stress, memory, and perception. We spoke with psychologists, filmmakers, and individuals experiencing increased stress during lockdown to understand how environments influence emotional wellbeing.

A key influence was Dr. Devin Terhune, whose research into consciousness, placebo effects, and mind-wandering informed the project’s direction.

Exploring Placebo and Perception

Drawing on this research, we developed a series of experimental interactions, including a placebo device that simulated a cognitive task through a non-functional button and digital interface. The experiment demonstrated how expectation and repetitive interaction could influence emotional state.

Designing the Installation

The final outcome was the Placebo Room - an immersive environment designed to evoke the calm of the seaside through sensory cues rather than representation.

The installation combined reflective materials, controlled lighting, sound, and airflow to recreate the movement and atmosphere of the coast. A suspended reflective ceiling projected shifting patterns across the floor, while the enclosed space reduced external distractions and encouraged focused sensory engagement.

Prototyping and Testing

The installation evolved through iterative prototyping and user testing before being experienced by fifty participants. Feedback consistently described feelings of calm, immersion, and emotional detachment from everyday stress, with many participants comparing the experience to being underwater or beneath ocean waves.

A long-exposure photograph of the Placebo Room - the suspended reflective ceiling casts shifting blue light patterns, dissolving the boundaries of the space.

The Work

Collaborative design research into stress, perception, and restorative environments.

Interviews with psychologists, filmmakers, and participants affected by lockdown.

Development of speculative interaction concepts and placebo experiments.

Co-design and construction of the Placebo Room immersive installation.

Spatial design, lighting design, and environmental prototyping.

Video production and documentation of the final installation.

User testing and evaluation with fifty participants.

Three participants lying on the floor of the Placebo Room, arms raised toward a blue-lit reflective ceiling, evoking the feeling of being underwater.

Impact

  • Restoration Without Replication

    Deus ex Machina demonstrated how sensory experience design can create restorative environments without directly replicating nature.

  • Wellbeing Through Experience

    By combining psychology, interaction design, and spatial design, the project proposed an alternative approach to wellbeing through immersive experience.

  • Exhibited at Goldsmiths

    The final installation was later exhibited as part of the Goldsmiths postgraduate exhibition, recognising its conceptual clarity and execution.

Supporting Materials

  • Placebo Room Film Film
  • Process Documentation Documentation
  • Research Archive Archive

Selected Works

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