Professional practice

I design guided digital experiences that help people understand places, services and complex ideas through interaction, structure and context.

Many places, services and stories are difficult to understand through static information alone. I create structured digital experiences that give people the right context at the right moment, whether they are visiting a place, exploring a display, learning a topic or deciding what to do next.

What I do

Guided digital experiences

I bring together digital design, learning, storytelling and implementation to create experiences that work as a whole, especially where digital connects to a physical place, display or real-world context.

Guided digital experiences

Structured web and mobile experiences that help people move through information, choices, stories or places.

Learning through interaction

Experiences that make abstract or complex ideas easier to understand through simulation, media, play or guided exploration.

Digital layers for physical contexts

Mobile-first experiences that sit beside places, displays, events, signage, objects or presentations.

Systems and implementation

Content structures, prototypes and working digital systems that can actually be used.

Practice

The thread of the work

My work has grown out of a long interest in how people understand things through experience, not just explanation.

I started in games and interactive systems, then moved into site-specific AR, heritage interpretation, public-facing learning experiences, 360° media, large-scale interactive displays and mobile-first guided experiences.

Across these projects, the question has stayed consistent: how can digital experience help someone understand a place, service, story or complex idea more clearly, without adding unnecessary friction?

That is the thread connecting the work here. Some projects are delivered public experiences. Some are institutional or research-led. Some are current demonstrations of a more reusable delivery system. Together, they show a practice focused on interaction, structure and context.

Capability

What I bring together

My work sits across experience design, systems thinking and implementation: structuring complex ideas, designing clear interactions, understanding physical and learning contexts, and turning concepts into usable digital experiences.

Design the experience

  • UX and interaction design
  • Storytelling and interpretation
  • Physical-space thinking

Structure the system

  • Information architecture
  • Presentation structure
  • Systems thinking

Make it real

  • Rapid prototyping
  • Practical implementation
  • Prototype-to-delivery execution

Development

How the practice developed

Over time, my work has moved from speculative interaction and AR exhibition experiences into a broader practice of designing guided digital layers for physical places, learning and public-facing content.

01

AIWA

Speculative AI as a physical and conversational experience.

An early exploration of how people might understand emerging AI by encountering it as a designed object, interaction and exhibition experience.

Related:AIWA
See foundational research
02

Skullduggery at Old Government House

Research into AR, story and movement as a way to understand heritage spaces.

A research-led prototype exploring how site-specific AR and theatrical structure could help casual visitors understand the intangible heritage of a physical place.

Related:Skullduggery at Old Government House
See foundational research
03

Artisan / Simone Eisler

Delivered AR layers for exhibitions, artworks and public art.

These projects were an early step in taking the theory into public delivery, testing how digital layers could sit beside artworks, exhibitions and physical settings without replacing them.

Related:Artisan Dystopia / Utopia 2070Simone Eisler Future Nature
See place-based experience work
04

Old Government House AR Tours

A larger delivered AR tour experience.

A two-year design and development project that pushed the earlier AR learnings further, bringing together visitor flow, interpretation, 3D environment design, wayfinding, service/experience design and practical delivery inside a heritage site.

Related:Old Government House AR Tours
See place-based experience work
05

Walking on Country AR

Campus-wide AR within an institutional team.

A QUT VISER project where place-based AR thinking was applied within a larger institutional, cultural and collaborative context.

Related:Walking on Country AR
See place-based experience work
06

QUT learning and public display projects

Moving beyond AR into other forms of digital layering.

Projects like EarthTime, QUT 360 Learning and River City Stories showed digital layering in different forms: large-scale screens, web-driven public displays, 360 learning, archival interpretation and interactive public education.

Related:EarthTimeQUT 360 Learning ExperienceRiver City Stories
See place-based and institutional work
07

Current demonstrations

Testing a broader delivery approach.

After years of working with AR, exhibitions, learning tools and public-facing digital experiences, I started building demos to test a broader idea: digital layering does not belong to one technology. The work became less about starting with AR, AI or any specific platform, and more about asking what the person needs at a particular moment in the journey. The demos explored how digital layers could be delivered through mobile web, guided media, object explainers, visitor-centre flows, controlled AI, AR or other technologies depending on the situation. The focus was usability, low friction, fallbacks and practical delivery in real public-facing environments.

Related:Vase ExplainerEromanga Visitor Experience Prototype
See demonstrations
08

Produced current experiences

Delivering the approach in real contexts.

The Real Estate Client Experience and Limoncello Poster Experience showed the approach working at different scales: a fuller guided property presentation and a lightweight poster-led mobile layer.

Related:Real Estate Client ExperienceLimoncello Poster Experience
See delivered applications
09

Service walkthroughs

Using the experience format to explain the service itself.

The Real Estate Service Walkthrough and Displays Walkthrough show how guided digital experiences can also work as explainers, helping potential partners understand where a digital layer fits in a wider user journey before committing to a full project.

Related:Real Estate Service WalkthroughDisplays Walkthrough
See service explainers

The strongest digital layer is not always the most advanced technology. It is the layer that fits the moment, supports the person using it, and can be delivered reliably in the real environment.

Current Practice

Current Practice: Delivered Applications

These are live or public-facing examples of the current guided experience approach in use. They show how a physical touchpoint, listing, poster or link can become a structured mobile experience.

What this shows: The work has moved beyond concept into delivery. These examples show a practical approach for creating guided digital experiences that fit the situation, the touchpoint and the user journey.

Back to practice timeline

Current Practice

Current Practice: Service Explainers

These walkthroughs show how guided digital layers can be applied in different contexts, from property presentations to signage, displays and visitor-facing environments.

What this shows: The work has moved beyond concept into delivery. These examples show a practical approach for creating guided digital experiences that fit the situation, the touchpoint and the user journey.

Back to practice timeline

Current Practice

Current Practice: Demonstrations

These demos explore how guided digital experiences can adapt to different touchpoints, such as an object, visitor centre, service or place. They are not all client-delivered projects, but they show the flexibility of the current system.

What this shows: The work has moved beyond concept into delivery. These examples show a practical approach for creating guided digital experiences that fit the situation, the touchpoint and the user journey.

Back to practice timeline

Delivered Experience Work

Delivered Experience Work: Place-Based / Institutional

These projects come from earlier public, cultural, educational and institutional contexts. They show the background that led to the current practice: AR, learning, public interaction, interpretation and digital experiences connected to real places.

What this shows: The current work is built on years of delivered experience in physical-digital contexts, not a recent trend.

Back to practice timeline

Current focus

Guided experience systems across touchpoints.

My current focus is bringing together UX, learning, public-facing digital and interactive systems into practical guided experiences for places, services, displays and stories.