The Reality Theatre: Virtual Reality Shopping Experience 

 

 

The Reality Theatre: A Virtual Reality Shopping Experience 

 

A VR shopping experience in the Reality Theatre in the form of an interactive play: a narrative that gives life to this future mall.

I use VR as a tool to transport you to the virtual mall. This play focuses on the new logic of shopping and the role of the designer and consumer. You assume the role of Ms. Smith, who is shopping for a chair in the Reality Theatre, from the moment she enters, to her interactions with the designer, who in this case is an Irish giraffe, to when she leaves. I leave it up to the viewer to immerse themselves in the virtual stage and performance.

A VR shopping experience in the Reality Theatre in the form of an interactive play: a narrative that gives life to this future mall.

I use VR as a tool to transport you to the virtual mall. This play focuses on the new logic of shopping and the role of the designer and consumer. You assume the role of Ms. Smith, who is shopping for a chair in the Reality Theatre, from the moment she enters, to her interactions with the designer, who in this case is an Irish giraffe, to when she leaves. I leave it up to the viewer to immerse themselves in the virtual stage and performance.

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The Reality Theatre transforms the transaction process into performances, items are entirely virtual until they are purchased. In this way, it redefines the logic of shopping. Here, consumers of the Ludic Century want to see themselves in their purchases and want to have a say in their objects; so they in turn become designers. Designers no longer create consumables they think people want, but are facilitators and directors, providing consumers with an interactive AI for the dialogue in an object’s creation. Designers sell their knowledge, expertise and taste, using the virtual platform as a stage for anyone to create a personalised reality.

The Reality Theatre transforms the transaction process into performances, items are entirely virtual until they are purchased. In this way, it redefines the logic of shopping. Here, consumers of the Ludic Century want to see themselves in their purchases and want to have a say in their objects; so they in turn become designers.

Designers no longer create consumables they think people want, but are facilitators and directors, providing consumers with an interactive AI for the dialogue in an object’s creation. Designers sell their knowledge, expertise and taste, using the virtual platform as a stage for anyone to create a personalised reality.

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PRESS IMAGES

PRESS IMAGES

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For images in web safe colours, please download from here.

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