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AUGMENTED REALITY · CLIMATE ACTION

OH DEER!

An immersive experience that makes the environmental impact of everyday habits visible, personal and emotionally difficult to ignore.

My roleDesigner · Video Creator
Duration1.5 months
TeamCollaborative project
MediumAugmented reality
Person experiencing a projected forest and deer in OH DEER

THE CHALLENGE

Climate change can feel distant—until the room changes around you.

People in wealthy developed countries may understand climate change intellectually without feeling its immediate effects. That distance makes everyday habits—and their consequences—easy to overlook.

OH DEER! proposes an augmented-reality environment designed to respond to each visitor’s choices in real time and bridge the gap between knowledge and action.

01

Storyboard and low-fidelity concept video

02

Brainstorming and concept development

03

Feedback synthesis and design iteration

04

Final concept-video editing

01 · UNDERSTANDING THE USER

Make environmental impact feel immediate.

Interviews explored environmental awareness, daily behavior and openness to technology-led change among people who are often insulated from climate impacts.

01

Disconnected impact

Environmental degradation felt remote, reducing motivation to change daily behavior.

02

Hidden consequences

People did not always recognize how specific routines contribute to climate change and biodiversity loss.

03

Low emotional engagement

Facts alone rarely created the emotional connection needed to inspire action.

RESEARCH DIRECTION

Turn invisible connections into an experience.

Show cause and effect in real time.

Use familiar, local environments.

Pair emotional storytelling with tangible actions.

Let augmented reality sustain attention.

02 · STORYBOARDING

Designing a journey from curiosity to responsibility.

The storyboards mapped how a visitor enters the Climate Reality Room, makes choices and watches the surrounding ecosystem respond.

LOW-FIDELITY PROTOTYPE

Making the imagined room tangible.

The video sketch visualized the full encounter—from discovering the installation and interacting with projected content to seeing personal habits reshape the environment. It created a shared object the team could test and improve.

03 · TEST & REFINE

Feedback reshaped both the interaction and its emotional tone.

Six targeted changes made the experience more immersive, locally relevant and hopeful—without softening its environmental message.

01
FEEDBACK

A tablet could detach visitors from the experience.

DESIGN RESPONSE

Move interaction into the room.

The tablet was removed and the interface became part of the projected augmented-reality environment.

02
FEEDBACK

The message needed to feel more personal and emotionally engaging.

DESIGN RESPONSE

Connect choices with living systems.

Documentary-style storytelling helped visitors relate to the animals and habitats affected by their actions.

03
FEEDBACK

Visitors wanted environments closer to the places where they live.

DESIGN RESPONSE

Make consequences recognizable.

Localized and more interactive scenes showed environmental change in familiar surroundings.

04
FEEDBACK

A purely negative ending risked leaving visitors feeling helpless.

DESIGN RESPONSE

End with agency, not despair.

The experience shows how sustainable choices can restore the landscape and offers concrete actions visitors can take.

05
FEEDBACK

The environmental journey needed a stronger emotional thread.

DESIGN RESPONSE

Let the landscape tell its story.

A voice-over guides the journey and deepens empathy for animals and ecosystems affected by human behavior.

06
FEEDBACK

“Climate Reality Room” sounded serious and might not attract a broad audience.

DESIGN RESPONSE

Invite curiosity with OH DEER!

The playful name created a less didactic entry point while keeping the climate message intact.

FINAL CONCEPT

A room that reacts to the way you live.

Visitors answer questions about travel, food, energy and shopping. Their choices transform a lush projected habitat into a depleted landscape—or reveal how more sustainable habits can help it recover.

Watch the final concept video ↗
Visitor interacting with the projected lifestyle questionnaire in OH DEER
01Discover

Enter a vivid living ecosystem.

02Choose

Share everyday habits.

03Witness

See the environment respond.

04Restore

Leave with practical actions.

OUTCOME

From climate information to felt experience.

The concept explored how immersive media could connect everyday choices with biodiversity loss, combining emotional engagement and responsive feedback to make sustainable behavior feel relevant.

Emotional engagement can help bridge the gap between knowing and acting.

Iterative feedback made the concept more immersive, inclusive and actionable.

NEXT STEPS

Bring the experience closer to more people.

01

Personalize locally

Build scenarios around nearby ecosystems and region-specific climate consequences.

02

Add meaningful play

Use challenges and rewards to reinforce learning without trivializing the issue.

03

Expand access

Create a mobile version and include accessibility features to reach a broader audience.