Reality as it is
The real place and object are where every experience begins.
Move the slider to explore the difference.
I turn messages for museums, exhibitions, learning, training, organisations and media into interactive experiences—from idea to delivery.
Content is mapped to the façade, turning light into a story. Move your pointer or finger.
Imagine this on your museum’s façade.
Move the slider to follow one museum object across the XR spectrum—from the real object to a fully digital world.
The real place and object are where every experience begins.
Move the slider to explore the difference.
Each technology has a right place; we identify it together in a diagnosis session.
A three-level jar challenge that reveals learning mechanics as you play.
The game is the lesson: rules and levels serve a clear learning goal.
From my work: “Samaa Al-Huruf”Points, challenges and badges motivate a non-game activity.
From my work: “The 96 Thousand Steps Challenge”The path adapts: it raises difficulty or explains another way when needed.
I use it in prototypes and the AI guideLearner choices shape the story and reveal different perspectives.
From my work: “UFUQ” and its five chaptersFrom hands-on to abstract: explore the idea before its symbol.
From my work: “Number Houses” for an autistic studentPractice the hard-to-reach: a safe lab or virtual field trip.
From my work: a virtual museum built in Unreal EngineA strong experience starts with what visitors should understand, then gives them room to take part and explore.
Set the message and the goal.
Design a journey across content, space and interaction.
Choose technology that supports understanding and recall.
Visitors experience the place’s story—not just read it.
Light up a museum façadeExhibitions that catch attention and stay in memory.
Nubuwwa: 5,000+ visitorsInteractive lessons that make ideas clearer.
Try learning through playSafe practice for hard-to-recreate situations.
Try extended realityTurn organisational messages into shared experiences.
96 Thousand StepsLive moments people talk about and share.
Live projection showSelected work and prototypes, clearly labelled.
A live celebration of movement and collective progress.
A live step board for event visitors—no sign-up or app, just a phone browser.
An interactive experience of the Prophet’s biography for young people.
Spatial and chronological stations with panoramic projection and surround sound.
History experienced through the senses.
A 4D story of national transformation, with timed nature sounds, water mist and oud scent.
Illustration of the conceptProjection meets live performance.
Projection backdrops meet a synchronised group performance, music and Arabic song.
Illustration of the conceptWalls and floor respond to the learner.
A multi-surface training simulation shaped by trainee input and trainer guidance—from one computer.
Illustration of the conceptVisitors control the room’s wall from their own devices.
Across five chapters, visitors choose on their devices and see the result on a shared screen.
Project sketches explain the ideas; gallery images offer visual references.
Have a message that deserves an experience like this?
Discuss your projectReference scenes for learning and discovery. Tap to enlarge.
Devices and effects are chosen for the idea and venue, and can be combined.
Walls, floors and objects become responsive projection surfaces.
Touchscreens, kiosks, tables and digital walls.
Detect movement or proximity to trigger a response.
VR, AR and MR on compatible headsets and devices.
Browser- or QR-based experiences on visitors’ devices.
Scent, spatial audio, air or mist, and synchronised lighting.
Equipment is selected for each project; systems can be added as needed.
Not every project needs hardware. We identify what it needs and choose the next step.
An early idea, a stalled project, or a technical decision to assess before delivery.
Turn the goal into an experience journey, interaction scenario and clear specifications.
Prototype the core interaction, then support your team through delivery.
Design interactive games that serve the message and audience, from concept to participation.
I lead the concept and art direction, collaborating with technology and production partners when needed.
We start with the goal, then shape it into an experience and clear specifications.
What should the audience understand?
Choose a journey and medium that fit the space, budget and goal.
Test with a prototype or clear specifications before scaling.
A research review of how interactive and immersive experiences support knowledge transfer.
A PRISMA 2020 systematic review of how interactive and immersive technologies support knowledge transfer.