Week 4: Final Completion and Exhibition of Work
Week 4 focused on the final completion and exhibition of my speculative design project. Rather than presenting the film as a conventional screen-based work, I chose to exhibit it using an Oculus VR headset, treating the mode of viewing as an extension of the speculative concept itself.

I designed a virtual theatre set in the year 2062, where viewers experienced the film as if they were seated in a floating, space-like cinema environment. This decision was intentional, as it positioned the audience inside the speculative world rather than outside it. The immersive setting blurred the boundary between observer and participant, mirroring the project’s themes of intimacy, surveillance, and consumption. Watching the film in VR heightened the emotional impact and reinforced the idea of dreams as content designed for controlled, platform-mediated viewing.
https://vimeo.com/1146518309?fl=ip&fe=ec
The VR headset was framed as the “Gateway”, symbolising the point of entry into both the film and the speculative future. This concept was reinforced through a designed poster that promoted the experience as an exclusive entertainment offering, echoing OTT marketing strategies. The poster functioned as diegetic material, suggesting how such dream-streaming experiences might be advertised and normalised in 2062.

To support audience interaction, I also created an instruction card, guiding viewers on how to engage with the VR experience. This element subtly reflected how users are conditioned to follow platform-specific rules and interfaces, reinforcing the project’s critique of entertainment capitalism and controlled access.

In addition to the VR experience, I created a 3D installation titled “Creator of the Year”, designed as an eye with a play button embedded in the iris. This installation symbolised constant observation, performance, and the monetisation of vision and creativity. The eye represents both the dreamer and the viewer, while the play button references platform logic, where value is measured through views, engagement, and consumption.

The exhibition phase allowed me to reflect on how presentation shapes meaning in speculative design. By integrating VR, physical artefacts, and graphic elements, the project became a multi-layered experience rather than a single film. Week 4 reinforced the importance of world-building beyond the artefact itself, demonstrating how speculative ideas can be communicated through space, interaction, and installation.