Making Of — Urban Interaction Design · HvA 2026
A full chronological account of how we turned a cold Amsterdam transit tunnel into a living, breathing canvas of light, nature, and human connection.
Imagine Zuidplein on any given Tuesday morning — the beating heart of Zuidas. A sea of grey concrete, sleek glass facades and hurried footsteps. The route from the train station to the office has become a fully automated action. Earphones in, gaze fixed on a phone screen. Everyone enclosed in their own bubble.
Within the UID minor, we believe public space should be more than just an efficient passageway. We aim to break through this rigid reality — not with a physical obstacle, but with an unexpected intervention of light.
When a hurried commuter walks across Zuidplein, our interactive installation recognises them and projects a soft, moving glow of light behind and around their feet. A digital shadow that immediately lifts the anonymity of the individual.
The Goal: Social Cohesion. When the trail of flowers from one person meets the virtual grass of another, the projection responds. The paths merge in a burst of light, or a shared virtual tree suddenly grows between them. That is the precise moment at which social cohesion is created.
Concept poster & project overview document
Light Up Connection — wall projection visuals & installation setup sketches
Location research — Zuidplein tunnel, Amsterdam · Cold concrete, anonymous, purely functional
A visual narrative showing how two strangers meet in a burst of digital light. The six frames illustrate the complete arc from grey city isolation to a shared moment of connection.
Storyboard 2 — AI-generated visual narrative, six interaction scenes
Hand-drawn storyboard — the four emotional phases of the Pufferfish mapped out on paper
Our first technical explorations used TouchDesigner — a node-based visual programming environment designed for real-time interactive media. We began by building geometry that responded to audio input, exploring how organic movement could be generated procedurally.
We investigated people-tracking techniques using MediaPipe and OpenCV, studying how a camera feed could drive the visualisation in real time. These early experiments gave us a deep understanding of generative motion and the interaction between data and visuals — but also showed us the limits of what we could achieve within our timeframe.
TouchDesigner — audio-controlled geometry, first experiments with organic form
TouchDesigner — particle instancing node network, TOP-based instancing system
Hardware
Software
Visual Content
The overarching psychological goal is "Cognitive Hijacking & The Present Moment." Our target audience suffers from continuous partial attention. By introducing the Pufferfish, we exploit Biophilic Engagement — our innate attraction to nature-like behaviour — to hijack their attention, compel them to put their phone away, and make them feel present within the urban space.
Phase overview from the project document — Peaceful · Playful · Joyful · Agitation
These eight storyboard frames show the complete interaction arc frame by frame — from the passer-by entering the tunnel on autopilot, to leaving completely changed.
AI-generated reference renders showing what each phase should look and feel like — created to guide the visual direction of the final sketch.
After feedback from Marjolijn, we were told to focus mainly on the visualisation — it needed to look beautiful and realistic. We moved from TouchDesigner to OpenProcessing (p5.js) to gain more direct control over the look and interaction. We chose new fish designs and began testing the projection in the classroom with a live projector setup.
Below you can see the calibration process: determining the exact location where the interaction takes place so that Adam can control it via his trackpad, while Sol walks at precisely the right moment to re-enact the interaction. Stijn documented everything with photographs.
Normal swimming state — sleek, hydrodynamic
Puffed / agitated state — sharp spines extended
Director's Note
In the first video, I calibrate the location with the projector while Stijn photographs. The first two shots show me determining the exact position, so that Adam can be there on time — since he controls the interaction via his trackpad. This means I need to start walking at precisely the right moment so that we can perfectly re-enact the intended interaction. The first version was then screen-recorded and I was edited into the tunnel video. This version will later be revised: I was moving slightly too quickly compared to the video Adam had recorded on his laptop.
After our initial TouchDesigner experiments, we made a deliberate pivot. TouchDesigner offered incredible generative power, but the interaction design was difficult to iterate quickly. We switched to OpenProcessing — a platform built on p5.js — which gave us immediate, browser-based interactivity and far greater control over the fish's behaviour and emotional states.
The Pufferfish sketch was built entirely in p5.js: 20 generative fish with individual personalities, four emotional phases, background ocean creatures (sharks, divers, an octopus), sea plants, plankton, bubbles, and sparkle trails — all responsive to mouse movement. The result is the most complete and expressive version of the interaction.
Final OpenProcessing / p5.js build — Phase 3 Joyful, colorful pink and blue energy · fish forming a dynamic ring around the user
This is the actual p5.js sketch built for the project — running live in your browser. Move your mouse across the canvas and switch between the four emotional phases using the buttons below. Keyboard shortcuts 1–4 also work.
Move your mouse across the canvas · keys 1–4 switch phase
Video title: "Light in the Tunnel" · Duration: 60 seconds · Tone: cinematic, transitioning from cold/isolated to magical/vibrant, ending with a playful spark. Audio: Low ambient drone shifting into dynamic, generative electronic music with organic glitch.
Detailed video script — scene breakdown with passerby behaviour, projection behaviour and audio direction
Urban Interaction Design Minor — HvA, Amsterdam · Team collaboration contract signed 13 May 2026 · Project: Integrating Natural, Human, and Artificial Intelligence.
Team Collaboration Contract — signed 13 May 2026 · Roles, responsibilities, communication & conflict resolution
First Prototype Video
First version — calibration and live interaction test · further revised in post-production