Multisensory Design · Spatial Experience

2026

Chromatic Echoes

Discovering small sounds together.

Discovering small sounds together.

Multisensory Design · Spatial Experience

2026

Chromatic Echoes

Discovering small sounds together.

Brief

Chromatic Echoes turns TU Delft’s anechoic chamber into a shared listening experience. Visitors move from everyday sounds to a space where small sounds shape light and vibration.

TOOLS & TECHNOLOGIES

  • Arduino · Sound-sensing wristbands with vibration

  • Bluetooth · Links wristbands to a computer

  • Web interface · Shows participants’ location and movement

  • Integration · Wristbands, LED tower installation and web display (code on GitHub)

TOOLS & TECHNOLOGIES

  • Arduino · Sound-sensing wristbands with vibration

  • Bluetooth · Links wristbands to a computer

  • Web interface · Shows participants’ location and movement

  • Integration · Wristbands, LED tower installation and web display (code on GitHub)

Role

Spatial design, sensory research & prototyping

Timeline

Feb – Jun 2026

Team

5-person team

Platform

Anechoic chamber · Spatial installation

Role

Spatial design, sensory research & prototyping

Timeline

Feb – Jun 2026

Team

5-person team

Platform

Anechoic chamber · Spatial installation

Brief

Chromatic Echoes turns TU Delft’s anechoic chamber into a shared listening experience. Visitors move from everyday sounds to a space where small sounds shape light and vibration.

TOOLS & TECHNOLOGIES

  • Arduino · Sound-sensing wristbands with vibration

  • Bluetooth · Links wristbands to a computer

  • Web interface · Shows participants’ location and movement

  • Integration · Wristbands, LED tower installation and web display (code on GitHub)

Role

Spatial design, sensory research & prototyping

Timeline

Feb – Jun 2026

Team

5-person team

Platform

Anechoic chamber · Spatial installation

Experience demo

Experience demo

Experience demo

A room without echoes

01 / BACKGROUND

Our first visit: absorbent wedges surround the walking grid.

What is the Dead Room?

The Dead Room is TU Delft’s anechoic chamber — a room designed to absorb sound reflections. With very little reverberation, it makes direct sound easier to study.

A separate foundation isolates the room from building vibration. Glass-wool wedges absorb sound on the walls, ceiling and floor; visitors stand on a suspended metal walking grid.

What changes inside?

Without the usual reverberation, voices and small sounds feel more directional. Turning the body changes what can be heard clearly; in darkness, subtle sounds and light cues become more noticeable.

TU Delft · Building 22

Lorentzweg 1, 2628 CJ Delft, Netherlands. On the university campus, beside the Aula and TU Delft Library.

Built for acoustic measurements

Built in the early 1960s, the chamber allowed researchers to study sound waves and frequencies with minimal interference from echoes. It offered a controlled environment for measuring direct sound.

From silence to curiosity

We wanted visitors to explore the room through shared listening. Before entry, the experience would draw attention to everyday micro-sounds, then continue inside through collective exploration.

A room without echoes

01 / BACKGROUND

Our first visit: absorbent wedges surround the walking grid.

What is the Dead Room?

The Dead Room is TU Delft’s anechoic chamber — a room designed to absorb sound reflections. With very little reverberation, it makes direct sound easier to study.

A separate foundation isolates the room from building vibration. Glass-wool wedges absorb sound on the walls, ceiling and floor; visitors stand on a suspended metal walking grid.

What changes inside?

Without the usual reverberation, voices and small sounds feel more directional. Turning the body changes what can be heard clearly; in darkness, subtle sounds and light cues become more noticeable.

TU Delft · Building 22

Lorentzweg 1, 2628 CJ Delft, Netherlands. On the university campus, beside the Aula and TU Delft Library.

Built for acoustic measurements

Built in the early 1960s, the chamber allowed researchers to study sound waves and frequencies with minimal interference from echoes. It offered a controlled environment for measuring direct sound.

From silence to curiosity

We wanted visitors to explore the room through shared listening. Before entry, the experience would draw attention to everyday micro-sounds, then continue inside through collective exploration.

A room without echoes

01 / BACKGROUND

Our first visit: absorbent wedges surround the walking grid.

What is the Dead Room?

TU Delft’s anechoic chamber absorbs reflections, making small sounds easier to notice.

What changes inside?

Voices feel more directional; turning the body changes what you hear.

From silence to curiosity

Listening with the body

02 / SENSORY EXPLORATION

Absorbent wedges and the springy metal walking grid, photographed during our sensory exploration.

Absorbent wedges above the springy walking grid.

Listening with the lights off

Small sounds stood out in darkness; the springy floor brought calm and unease.

Four listening tasks

Locate a sound

Point towards a hidden sound, exploring how clearly its direction can be heard.

Rotate a source

Compare loudness as a phone rotates, noticing how the sound changes with orientation.

Walk between tracks

Walk between four corner tracks, facing the walls to identify each sound.

Follow two sources

Follow two sounds played in opposite directions, comparing what stands out while moving.

Three design opportunities

Team members testing directional sound in the Dead Room; original report photograph and arrows.

Directional sound

Facing a source changed its clarity and loudness.

Original four-part report collage showing how facing different sound sources changes what is heard.

Turning to listen

Turning made different sources stand out.

Original lights-on and lights-off wedge comparison illustrating subtle cues.

Subtle cues

Quiet and darkness drew attention to small sounds and light.

Listening with the body

02 / SENSORY EXPLORATION

Absorbent wedges and the springy metal walking grid, photographed during our sensory exploration.

Absorbent wedges above the springy walking grid.

Listening with the lights off

Small sounds stood out in darkness; the springy floor brought calm and unease.

Four listening tasks

Locate a sound

Point towards a hidden sound, exploring how clearly its direction can be heard.

Rotate a source

Compare loudness as a phone rotates, noticing how the sound changes with orientation.

Walk between tracks

Walk between four corner tracks, facing the walls to identify each sound.

Follow two sources

Follow two sounds played in opposite directions, comparing what stands out while moving.

Three design opportunities

Team members testing directional sound in the Dead Room; original report photograph and arrows.

Directional sound

Facing a source changed its clarity and loudness.

Original four-part report collage showing how facing different sound sources changes what is heard.

Turning to listen

Turning made different sources stand out.

Original lights-on and lights-off wedge comparison illustrating subtle cues.

Subtle cues

Quiet and darkness drew attention to small sounds and light.

Listening with the body

02 / SENSORY EXPLORATION

Absorbent wedges and the springy metal walking grid, photographed during our sensory exploration.

Absorbent wedges above the springy walking grid.

Listening with the lights off

Small sounds stood out in darkness; the springy floor brought calm and unease.

Four listening tasks

Locate a sound

Point towards a hidden sound, exploring how clearly its direction can be heard.

Rotate a source

Compare loudness as a phone rotates, noticing how the sound changes with orientation.

Walk between tracks

Walk between four corner tracks, facing the walls to identify each sound.

Follow two sources

Follow two sounds played in opposite directions, comparing what stands out while moving.

Three design opportunities

Team members testing directional sound in the Dead Room; original report photograph and arrows.

Directional sound

Facing a source changed its clarity and loudness.

Original four-part report collage showing how facing different sound sources changes what is heard.

Turning to listen

Turning made different sources stand out.

Original lights-on and lights-off wedge comparison illustrating subtle cues.

Subtle cues

Quiet and darkness drew attention to small sounds and light.

From experiments to an experience

03 / DESIGN DIRECTION

Original Audio Luminous phone prototype translating sound into light.
Original Kinetic Footsteps phone prototype.

Phone sketches for light and vibration.

Original virtual Dead Room model, used to explore directional audio.

Virtual chamber for directional audio.

Testing sensory substitutions

PHONE + VIRTUAL PROTOTYPES

Phone sketches linked sound, footsteps, light and vibration. A virtual chamber explored directional audio.

Micro-sound concept sketch.

Everyday micro-sounds

Typing and paper handling linked familiar actions with amplified sound.

Familiar objects offer an accessible starting point for active listening.

DIAGONAL

HEAD-ON

5 speakers

Listener

Five sound sources, two listening positions.

Listening orientation

We compared five distinct sounds from head-on and diagonal positions.

Head-on listening helped locate the source; diagonal listening clarified direction.

Sound–light mismatch concept sketch.

Conflicting cues

Listeners tried to locate sounds while light pointed elsewhere.

Listeners first followed sound; conflicting cues could encourage closer attention.

Designing a transition in attention

We shaped one journey: notice everyday sounds before entry, then explore sound together inside.

EVERYDAY HEARING

Notice familiar sounds

FOCUSED LISTENING

Explore with the body

SHARED EXPLORATION

Make sounds together

From experiments to an experience

03 / DESIGN DIRECTION

Original Audio Luminous phone prototype translating sound into light.
Original Kinetic Footsteps phone prototype.

Sketches for light and vibration.

Original virtual Dead Room model, used to explore directional audio.

Virtual chamber for directional audio.

Testing sensory substitutions

PHONE + VIRTUAL PROTOTYPES

Phone sketches linked sound, footsteps, light and vibration. A virtual chamber explored directional audio.

Micro-sound concept sketch.

Everyday micro-sounds

Typing and paper handling linked familiar actions with amplified sound.

Familiar objects offer an accessible starting point for active listening.

DIAGONAL

HEAD-ON

5 speakers

Listener

Five sound sources, two listening positions.

Listening orientation

We compared five distinct sounds from head-on and diagonal positions.

Head-on listening helped locate the source; diagonal listening clarified direction.

Sound–light mismatch concept sketch.

Conflicting cues

Listeners tried to locate sounds while light pointed elsewhere.

Listeners first followed sound; conflicting cues could encourage closer attention.

Designing a transition in attention

We shaped one journey: notice everyday sounds before entry, then explore sound together inside.

EVERYDAY HEARING

Notice familiar sounds

FOCUSED LISTENING

Explore with the body

SHARED EXPLORATION

Make sounds together

From experiments to an experience

03 / DESIGN DIRECTION

Original Audio Luminous phone prototype translating sound into light.
Original Kinetic Footsteps phone prototype.

Phone sketches for light and vibration.

Original virtual Dead Room model, used to explore directional audio.

Virtual chamber for directional audio.

Testing sensory substitutions

Phone sketches linked sound, footsteps, light and vibration. A virtual chamber explored directional audio.

Everyday micro-sounds

Familiar objects invite active listening.

DIAGONAL

HEAD-ON

Listening orientation

Head-on listening made sources easier to pinpoint; diagonally, direction was clearer than the exact speaker.

Conflicting cues

Listeners initially followed sound, suggesting conflicting cues could prompt closer attention.

Designing a transition in attention

EVERYDAY

Notice sounds

FOCUSED

Listen closely

SHARED

Explore together

Connecting the experience

04 / CONCEPT DEVELOPMENT

These experiments became a connected journey: prepare, preview, explore together, then reflect.

April waiting-area spatial model and proposed path into the Dead Room.

Prepare

01 / WAITING AREA

A familiar soundscape and listening stations tune visitors’ attention.

Experience introduction poster: capture, colour and vibration.

Preview

02 / INTRODUCTION

A poster explains sound, colour and vibration; a virtual room previews the interaction.

Participants exploring the actual Dead Room.

Explore

03 / DEAD ROOM

Three visitors make sounds together. Wristbands, the light tower and the shared display respond.

Echo Archive concept screen with illustrative traces.

Reflect

04 / ECHO ARCHIVE

The proposed Echo Archive invites visitors to reflect on what they heard and felt.

Prototype brochure from the May concept presentation.

Brochure

Introduces the chamber and listening activities.

Actual wearable prototype: wood housing, microphone, light and straps.

Wearable prototype

03 / PERSONAL RESPONSE

A wooden housing and fabric straps hold the mic, LEDs and vibration components.

Fabricated transparent light tower with LED lighting; background removed.

Central light tower

03 / SHARED RESPONSE

LEDs in the tower make the group’s shared response visible.

Connecting the experience

04 / CONCEPT DEVELOPMENT

These experiments became a connected journey: prepare, preview, explore together, then reflect.

April waiting-area spatial model and proposed path into the Dead Room.

Prepare

01 / WAITING AREA

A familiar soundscape and listening stations tune visitors’ attention.

Experience introduction poster: capture, colour and vibration.

Preview

02 / INTRODUCTION

A poster explains sound, colour and vibration; a virtual room previews the interaction.

Participants exploring the actual Dead Room.

Explore

03 / DEAD ROOM

Three visitors make sounds together. Wristbands, the light tower and the shared display respond.

Echo Archive concept screen with illustrative traces.

Reflect

04 / ECHO ARCHIVE

The proposed Echo Archive invites visitors to reflect on what they heard and felt.

Prototype brochure from the May concept presentation.

Brochure

Introduces the chamber and listening activities.

Actual wearable prototype: wood housing, microphone, light and straps.

Wearable prototype

03 / PERSONAL RESPONSE

A wooden housing and fabric straps hold the mic, LEDs and vibration components.

Fabricated transparent light tower with LED lighting; background removed.

Central light tower

03 / SHARED RESPONSE

LEDs in the tower make the group’s shared response visible.

Connecting the experience

04 / CONCEPT DEVELOPMENT

These experiments became a connected journey: prepare, preview, explore together, then reflect.

April waiting-area spatial model and proposed path into the Dead Room.

Prepare

01 / WAITING AREA

A familiar soundscape and listening stations tune visitors’ attention.

Experience introduction poster: capture, colour and vibration.

Preview

02 / INTRODUCTION

A poster explains sound, colour and vibration; a virtual room previews the interaction.

Participants exploring the actual Dead Room.

Explore

03 / DEAD ROOM

Three visitors make sounds together. Wristbands, the light tower and the shared display respond.

Echo Archive concept screen with illustrative traces.

Reflect

04 / ECHO ARCHIVE

The proposed Echo Archive invites visitors to reflect on what they heard and felt.

Supports 01 · Waiting Area

Prototype brochure from the May concept presentation.

Brochure

Introduces the chamber and listening activities.

Supports 03 · Dead Room

Actual wearable prototype: wood housing, microphone, light and straps.

Wearable prototype

03 / PERSONAL RESPONSE

A wooden housing and fabric straps hold the mic, LEDs and vibration components.

Fabricated transparent light tower with LED lighting; background removed.

Central light tower

03 / SHARED RESPONSE

LEDs in the tower make the group’s shared response visible.

Sound becomes a shared activity

05 / EXPERIENCE IN USE

01 · Prepare

02 · Explore

03 · Play

04 · Recall

01

Prepare by listening

WAITING ROOM · BEFORE ENTRY

Visitors read the introduction, listen to familiar micro-sounds with headphones and compare what they hear. This short exercise shifts attention before entering the chamber.

Listening with headphones and printed microsound cards.

Listening with headphones and printed microsound cards.

Read

Listen

Compare

Compare the sound with its familiar source, then notice the small details.

Brochure · experience guide

Brochure · experience guide

Introduction · The Isolated Listen

Introduction · The Isolated Listen

Listen & compare

Writing

Writing

Cloth friction

Cloth friction

Breathing

Breathing

02

Explore the Dead Room

Actual Dead Room scene with participants, a light tower and projected gameplay.

01 · Wearable light

Personal colour · captured sound

01

02 · Wristband vibration

Feel the captured volume

02

03 · Hearing

Hear your own small sounds

03

04 · Central light tower

See the group’s colour mix

04

05 · Projected game

Follow the shared sound mix

05

Three participants making sounds together in the actual Dead Room.

Three participants exploring sound in the Dead Room.

Three participants explore the chamber together. Each person’s small sounds activate a wearable response, while the central light and projection reveal the group’s changing sound mix.

01 · Wearable light

Your colour and captured sound.

02 · Wristband vibration

Feel the captured volume.

03 · Hearing

Hear the small sounds you make.

04 · Central light tower

See the group’s colour mix.

05 · Projected game

Follow the shared game.

03

Play and find a balance

Players speak, hum, clap or whisper while listening to one another. Live Mix asks the group to balance sound levels in real time; Fill Mode lets contributions accumulate into colour.

05 · Projected game view

Live Mix · individual sound contributions become a shared colour.

Live Mix · individual sound contributions become a shared colour.

04

Recall what you made together

Players adjust their sound levels to reach a shared colour target. The closing screens compare the group’s mix with the target and gather the outcomes into an Echo Memory.

A participant and researcher discussing the listening study at a table with the original listening cards.

Participant conversation during the listening study.

After each round

Example Teal round-complete screen, 6.3 out of 10.

Round complete · an example Teal colour match.

At session end

Final summary · target colours, group mixes and Echo Memory.

Complete session summary.

Interface examples from different sessions · scores describe colour matching within the game.

Shared listening needs nuance

TAKEAWAY

Making small sounds visible and tangible helped participants coordinate. The interviews also revealed a limit: feedback based on loudness alone encouraged steady blowing over varied material exploration. I learned to design for both shared understanding and sensory nuance.

Sound becomes a shared activity

05 / EXPERIENCE IN USE

01 · Prepare

02 · Explore

03 · Play

04 · Recall

01

Prepare by listening

WAITING ROOM · BEFORE ENTRY

Visitors read the introduction, listen to familiar micro-sounds with headphones and compare what they hear. This short exercise shifts attention before entering the chamber.

Listening with headphones and printed microsound cards.

Listening with headphones and printed microsound cards.

Read

Listen

Compare

Compare the sound with its familiar source, then notice the small details.

Brochure · experience guide

Brochure · experience guide

Introduction · The Isolated Listen

Introduction · The Isolated Listen

Listen & compare

Writing

Writing

Cloth friction

Cloth friction

Breathing

Breathing

02

Explore the Dead Room

Three participants explore the chamber together. Each person’s small sounds activate a wearable response, while the central light and projection reveal the group’s changing sound mix.

Actual Dead Room scene with participants, a light tower and projected gameplay.

01 · Wearable light

Personal colour · captured sound

01

02 · Wristband vibration

Feel the captured volume

02

03 · Hearing

Hear your own small sounds

03

04 · Central light tower

See the group’s colour mix

04

05 · Projected game

Follow the shared sound mix

05

Three participants making sounds together in the actual Dead Room.

Three participants exploring sound in the Dead Room.

01 · Wrist light

Your colour and captured sound.

02 · Vibration

Feel the captured volume.

03 · Hearing

Hear the small sounds you make.

04 · Light tower

See the group’s colour mix.

05 · Projection

Follow the shared game.

03

Play and find a balance

Players speak, hum, clap or whisper while listening to one another. Live Mix asks the group to balance sound levels in real time; Fill Mode lets contributions accumulate into colour.

05 · Projected game view

Live Mix · individual sound contributions become a shared colour.

Live Mix · individual sound contributions become a shared colour.

04

Recall what you made together

Players adjust their sound levels to reach a shared colour target. The closing screens compare the group’s mix with the target and gather the outcomes into an Echo Memory.

After each round

A colour-match result shows how close the group came to the shared target.

Example Teal round-complete screen, 6.3 out of 10.

Round complete · an example Teal colour match.

Echo Memory · the group’s final colour mix.

At session end

The final view compares target colours and group mixes, then keeps a visual memory of the shared activity.

Final summary · target colours, group mixes and Echo Memory.

Final summary · target colours, group mixes and Echo Memory.

Interface examples from different sessions · scores describe colour matching within the game.

Shared listening needs nuance

TAKEAWAY

Making small sounds visible and tangible helped participants coordinate. The interviews also revealed a limit: feedback based on loudness alone encouraged steady blowing over varied material exploration. I learned to design for both shared understanding and sensory nuance.

Sound becomes a shared activity

05 / EXPERIENCE IN USE

01

Prepare by listening

WAITING ROOM · BEFORE ENTRY

Read the introduction, listen to familiar micro-sounds and compare them before entering the chamber.

Listening with headphones and printed microsound cards.

Listen with headphones and read cards.

Read → listen → compare

Brochure · experience guide

Brochure · experience guide

Introduction · The Isolated Listen

Introduction · Isolated Listen

Listen & compare

Writing

Writing

Cloth friction

Friction

Breathing

Breathing

02

Explore the Dead Room

Three players make small sounds together, with light and vibration revealing their shared mix.

Actual Dead Room scene with participants, a light tower and projected gameplay.

01

02

03

04

05

01 · Wrist light

See your sound colour.

02 · Vibration

Feel sound volume.

03 · Hearing

Hear your small sounds.

04 · Light tower

See the group’s mix.

05 · Projection

Follow the shared mix.

03

Play and find a balance

Three players balance their sounds in Live Mix, or build a shared colour in Fill Mode.

05 · Projected game view

Live Mix · individual sound contributions become a shared colour.

Live Mix · individual sound contributions become a shared colour.

04

Recall what you made together

Adjust sound levels together to match a colour target, then review the group’s mix.

After each round

See how closely the group matched its colour target.

Example Teal round-complete screen, 6.3 out of 10.

Round colour match.

Echo Memory detail.

At session end

Compare colour mixes and keep an Echo Memory.

Final summary · target colours, group mixes and Echo Memory.

Session summary.

Examples from different sessions; scores show colour matching.

Shared listening needs nuance

TAKEAWAY

Light and vibration helped participants coordinate, but loudness alone narrowed exploration. The next iteration would improve sensory pacing, microphone sensitivity and feedback for different sounds.

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