Experience Design
Our Experience Design unit designs events, entertainment and live encounters as a whole. The scope covers concept and narrative, spatial and sensory design, guest journey, production planning and the digital layer around a physical occasion. It takes the holistic view: what people feel, in what order, and what they remember a week later.
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What this is.
An event is judged on what people carry away from it, which is rarely what the run sheet optimised for. Most fail in the same way: strong headline moment, dead time either side, and a room that never quite worked as a room.
This unit takes the whole occasion as the design object. Concept and narrative first, so there is a reason for the thing to exist beyond the date being available. Then the guest journey minute by minute, the spatial and sensory decisions that set the register, and the digital layer around it, which now shapes the memory as much as the night itself.
Production discipline is the unglamorous half. Sightlines, sound, queueing, catering throughput, weather contingency, accessibility. Guests do not notice these when they work and remember nothing else when they do not.
We design for entertainment and cultural formats as well as corporate ones. The techniques transfer; the tolerance for artifice does not, and a business audience spots a manufactured moment faster than a festival crowd.
Typical mandates: a launch or flagship event, a recurring format that has gone stale, a festival or cultural programme, or a venue and guest journey redesign.
What this unit carries.
No solution in the index carries this unit yet.
Who holds it.
No practitioner is tagged to this unit yet.
This isthe best part.
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