Learning technologies · interactive & immersive experiences

I shape technology to serve people

I turn messages for museums, exhibitions, learning, training, organisations and media into interactive experiences—from idea to delivery.

Abdulkareem Almalki
Illustrative interactive simulation

Swipe your finger… and light up the façade

Content is mapped to the façade, turning light into a story. Move your pointer or finger.

0% lit
Extended reality · XR

From reality… to a whole world

Move the slider to follow one museum object across the XR spectrum—from the real object to a fully digital world.

XRExtended reality covers the whole spectrum
Its original colours Hear its story
REALITY

Reality as it is

The real place and object are where every experience begins.

In the museumA jar behind glass: visible, but not interactive.
In educationA picture and an explanation left to the learner’s imagination.

Move the slider to explore the difference.

I also work with:Projection mappingImmersive roomsInteractive floorsHolograms4D cinemaSpatial audioTangible interfaces3D scanningVirtual museumsAI guideSerious gamesSynchronised screens

Each technology has a right place; we identify it together in a diagnosis session.

Gamification & learning technologies

Play for a minute… and see how learning is designed

A three-level jar challenge that reveals learning mechanics as you play.

1 Discover2 Distinguish3 Master
0 points

Serious games

The game is the lesson: rules and levels serve a clear learning goal.

From my work: “Samaa Al-Huruf”

Gamification

Points, challenges and badges motivate a non-game activity.

From my work: “The 96 Thousand Steps Challenge”

AI-driven adaptive learning

The path adapts: it raises difficulty or explains another way when needed.

I use it in prototypes and the AI guide

Branching interactive storytelling

Learner choices shape the story and reveal different perspectives.

From my work: “UFUQ” and its five chapters

Learning with manipulatives

From hands-on to abstract: explore the idea before its symbol.

From my work: “Number Houses” for an autistic student

Virtual labs & field trips

Practice the hard-to-reach: a safe lab or virtual field trip.

From my work: a virtual museum built in Unreal Engine
What makes an experience meaningful?

Technology is not the starting point

A strong experience starts with what visitors should understand, then gives them room to take part and explore.

01 / Message

What should stay with them?

Set the message and the goal.

02 / Experience

How do people take part?

Design a journey across content, space and interaction.

03 / Impact

What do they take home?

Choose technology that supports understanding and recall.

Who I design for

05

Corporate communication

Turn organisational messages into shared experiences.

96 Thousand Steps
Selected work

From idea to place

Selected work and prototypes, clearly labelled.

06 selected examples
+14years supervising exhibitions and events
+450events produced from idea to operation
+450,000visitors at Eastern Province festivals
4M+SAR in budgets managed
Community challengeSaudi National Day

The 96 Thousand Steps Challenge

A live celebration of movement and collective progress.

More details

A live step board for event visitors—no sign-up or app, just a phone browser.

No sign-upLive progress boardPhone browser
Delivered for a clientInteractive exhibition · 2015

The “Nubuwwa” exhibition

An interactive experience of the Prophet’s biography for young people.

More details

Spatial and chronological stations with panoramic projection and surround sound.

My roleManaged the project from production through to opening.
ResultMore than 5,000 visitors, and an on-time opening with no delays.
Delivered for a clientImmersive cinema · Eastern Province festivals

“Between Past and Present”

History experienced through the senses.

More details

A 4D story of national transformation, with timed nature sounds, water mist and oud scent.

My roleLed the design and development of the show space, engineered the sensory effects, and integrated the holocube with motion sensors.
Illustration of a stage show where Najdi arches and patterns are projected onto the backdrop while a troupe performs in frontIllustration of the concept
Live performanceVideo mapping · live performance

Video mapping & stage performance

Projection meets live performance.

More details

Projection backdrops meet a synchronised group performance, music and Arabic song.

Illustration of a room with two walls and an interactive floor, where a trainer guides trainees with a pointerIllustration of the concept
Working prototypeImmersive training experience · 2026

Multi-surface room

Walls and floor respond to the learner.

More details

A multi-surface training simulation shaped by trainee input and trainer guidance—from one computer.

What does the prototype test?How a space becomes part of the lesson, not just a backdrop to it.
Illustration of a visitor choosing on their device as the scene changes on the room’s wallIllustration of the concept
Working prototype · bilingualThe UFUQ experience · 2026

UFUQ

Visitors control the room’s wall from their own devices.

More details

Across five chapters, visitors choose on their devices and see the result on a shared screen.

The technical ideaA choice on the visitor’s device, and a shared scene everyone sees.

Project sketches explain the ideas; gallery images offer visual references.

Have a message that deserves an experience like this?

Discuss your project
Devices & experience systems

What can the experiences run on?

Devices and effects are chosen for the idea and venue, and can be combined.

Projection on walls and floors

Walls, floors and objects become responsive projection surfaces.

Interactive screens and surfaces

Touchscreens, kiosks, tables and digital walls.

Motion and proximity sensors

Detect movement or proximity to trigger a response.

XR headsets and devices

VR, AR and MR on compatible headsets and devices.

Phones and tablets

Browser- or QR-based experiences on visitors’ devices.

Sensory effects and supporting systems

Scent, spatial audio, air or mist, and synchronised lighting.

Equipment is selected for each project; systems can be added as needed.

Ways to work together

Start where your project stands

Not every project needs hardware. We identify what it needs and choose the next step.

01

Idea diagnosis

An early idea, a stalled project, or a technical decision to assess before delivery.

Deliverable · diagnosis and recommended next steps
02

Experience design

Turn the goal into an experience journey, interaction scenario and clear specifications.

Deliverable · concept and initial technical specifications
03

Prototype & oversight

Prototype the core interaction, then support your team through delivery.

Deliverable · a testable prototype and a handover plan
04

Live stage games

Design interactive games that serve the message and audience, from concept to participation.

Deliverable · game concept, rules and participation flow

I lead the concept and art direction, collaborating with technology and production partners when needed.

How we work

A clear path, before production begins

We start with the goal, then shape it into an experience and clear specifications.

1

We understand the message and the audience

What should the audience understand?

2

We map the experience and choose the medium

Choose a journey and medium that fit the space, budget and goal.

3

We test before scaling

Test with a prototype or clear specifications before scaling.

31studies in a systematic review
Research behind the decisions

How does experience help transfer knowledge?

A research review of how interactive and immersive experiences support knowledge transfer.

More details

A PRISMA 2020 systematic review of how interactive and immersive technologies support knowledge transfer.

Learning technologiesPRISMA 2020Learning · museums · immersive experiences
Career and qualifications on LinkedIn
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