Selected work

The One-Time Company / Human Experience Design

Presence / temporary
03 human condition04 insight need to release3462435

Question / 01

Can a city make you feel less alone?

The One-Time Company

Cities are full of people, movement, light and sound—yet they can still feel deeply isolating.

The project explores how a temporary spatial experience could offer a stranger a brief sense of presence during an ordinary journey through the city.

Not a destination. Not a social network. Not permanent. Just company, once.

Practice
Human Experience Design
Method
Research through making
Medium
Interactive installation

Observation / 02

Surrounded by people.
Moving alone.

Modern cities are designed around movement, efficiency and productivity. People travel between work, transport, buildings and responsibilities while rarely interacting with the strangers around them.

At the scale of the city, thousands move together. At the scale of the individual, the experience can feel completely different.

ALONENOTICEDCONNECTEDRELEASED

2
Macro / City

Active, connected,
constantly moving.

Micro / Person

One individual moves through
the system almost unnoticed.

Concept / 03

What if the city noticed you?

The One-Time Company proposes a short interactive encounter placed within an everyday pedestrian route.

Subtle light and sound respond to a person’s presence, then travel beside them for approximately 30–60 seconds.

The encounter cannot be saved, repeated, or owned. Its value comes from its temporary nature.

09 interaction logicexec 52e26999 2c8a 4f22 965d e1404d0defb3exec 33521526 21d9 4aac ab81 85542d149972
01 / 03
  1. 01

    Arrive

    The environment detects a person approaching.

  2. 02

    Follow

    Light and sound gradually form around their movement.

  3. 03

    Accompany

    The experience travels beside them without demanding attention.

  4. 04

    Release

    As they leave, the response fades away.

  5. 05

    Disappear

    The space becomes quiet again, ready for another stranger.

Experience / 04

Presence without interruption.

The challenge was not simply to create an interactive installation. It was to design the feeling of being accompanied.

The person should not feel that they are operating technology. The technology remains almost invisible while the environment quietly reacts.

No screens. No instructions. No buttons. No account. No reward.

2exec 3f253aa1 c1c8 426e a296 2e9b430680c6
01 / 02
  1. 01

    Light

    A temporary presence appears without becoming a spectacle.

  2. 02

    Movement

    The response follows rather than leads.

  3. 03

    Sound

    A restrained soundscape adds presence without separation.

  4. 04

    Distance

    The system stays nearby without becoming invasive.

The goal is not to entertain. It is to create a moment that feels unexpectedly human.

Development / 05

How close should company feel?

The experience was explored through physical and emotional studies rather than designing a final form immediately.

Small changes in proximity, timing and disappearance completely altered the meaning of the interaction.

New Design
  1. 01

    Distance

    How close can light approach before companionship feels like surveillance?

  2. 02

    Speed

    Should the response move immediately, or follow with a slight delay?

  3. 03

    Density

    How many points of light create presence without surrounding the individual?

  4. 04

    Colour

    Can colour shift the encounter between calm, artificial, playful, and intimate?

  5. 05

    Duration

    When does a temporary moment begin to feel like an installation?

  6. 06

    Disappearance

    How can the interaction leave without breaking the emotional moment?

The project became less about an object and more about how a system behaves around a person.

Reflection / 06

Sometimes design does not need to solve loneliness.
It can simply acknowledge it.

The One-Time Company does not attempt to replace friendship, community or human relationships. It asks whether design can create small moments of emotional recognition inside environments that prioritize efficiency over feeling.

07 human scale d3
The One-Time CompanyOne person.
One encounter.
One moment of company.

Scroll to continue