Research Case Study · Georgia Tech · 2018

Invisible Cities

A community-curated mixed-reality platform that treated public AR space as something people could collectively author, contest, and govern.

Mixed-reality sculpture from Invisible Cities
Invisible Cities allowed participants to build and situate community-curated digital sculptures in campus space.
My RoleLead Researcher · Senior Developer · Project Manager
Research Team8 undergraduates · 3 semesters
MethodsInterviews · Affinity Mapping · Research-through-Design
OutputCHI PLAY publication · 100+ installations

If mixed reality becomes public space, who gets to author and govern what appears there?

Location-based mixed reality overlays digital material onto places that already carry social, cultural, and political meaning. Invisible Cities treated those overlays as community resources rather than neutral visual effects. The project asked what happens when authorial control over spatial media is ceded to the people who inhabit the place.

How can a mixed-reality platform support community expression and curation without allowing a single designer, institution, or platform to define the meaning of public space?

Three semesters of research-through-design with eight undergraduate researchers.

I led the research agenda, supervised eight undergraduate researchers across three semesters, served as senior developer and project manager, and guided the team through interviews, competitive analysis, affinity mapping, storyboarding, system design, and implementation.

My role

Lead Researcher · Senior Developer · Project Manager. I framed the research problem, directed the undergraduate research program, guided the design process, and contributed directly to the technical architecture and implementation.

Participants could build, place, explain, rank, flag, and collectively govern situated mixed-reality sculpture.

Users created block-based 3D sculptures, applied colors and textures, painted on them, attached descriptions, and situated them at specific campus locations. Once uploaded, the objects became part of a shared mixed-reality layer rather than remaining private creations.

Curation occurred at multiple levels. Users could like, dislike, and flag situated objects; heavily down-voted objects gradually became transparent; and community arts leaders had a dashboard for reviewing flagged work, moderating comments, restoring content, and preserving objects important to local context.

Invisible Cities mixed-reality sculpture situated on campus
A participant-created mixed-reality entity situated within the campus play space.
Invisible Cities community curation dashboard
The moderation dashboard gave community arts leaders visibility into situated content and community feedback.

The platform emerged from a student-centered design research process.

The team interviewed students about campus culture and 3D creation practices, reviewed comparable mixed-reality and locative systems, organized findings through affinity mapping, and translated those findings into user stories and interaction flows.

The project also became the foundational prototype for later dissertation work on shared mixed-reality authoring and community storytelling.

Undergraduate researchers participating in the Invisible Cities design workshop
Undergraduate research and design workshop.
Affinity board from Invisible Cities design research
Affinity mapping translated interview and competitive-analysis evidence into design priorities.

A published prototype with early adoption—not a completed longitudinal deployment study.

The app recorded more than 100 installations during its prototype period. The planned larger user studies and sustained institutional deployment described in the CHI PLAY paper were not completed, so I do not present Invisible Cities as a validated long-term intervention.

Its contribution is instead architectural and conceptual: it demonstrates a community-curated model for situated media in which authoring, visibility, moderation, and the politics of place are designed together.

The project became a published argument about spatial justice and participatory mixed reality.