Creative Technology is the practice of turning ideas into responsive, real-time experiences. It blends interaction design, sensing, real-time graphics, and robust show control to produce installs that are fast to prototype, stable in production, and simple to operate. The goal isn’t novelty; it’s reliable magic that audiences can touch.
Stakeholder interviews, context walk-throughs, and constraints. We define the problem, audience, success metrics, and operational limits. Output: one-sentence brief, experience goals, and technical guardrails.
Translate the brief into interaction models and narrative beats. Select plausible tech stacks (sensors, engines, show control) and map risks early. Output: concept frames, feasibility notes, and a thin-slice prototype plan.
Build to learn. Thin-slice prototypes in TouchDesigner/Unreal/ESP32 validate inputs, latency, and playability. Test ergonomics, safety, and reset paths. Decide: keep, revise, or kill. Output: demo video, parts list, and latency/readiness notes.
Integrate software, electronics, and fabrication. Versioned builds, wiring looms, and network/DMX/NDI routing. Add watchdogs, fallbacks, and safety interlocks. Output: BOM, wiring schemas, build checklist, and operator runbook draft.
Commission on site: network and timecode checks, sensor calibration, content color/scale passes. Train operators, finalize runbooks, and stage spares. Goal: tech disappears; the experience remains.
Capture interactions, dwell time, heat maps, and incident logs. Summarize reliability and ops friction. Deliver actionable recommendations and a maintenance/upgrade path.