Immersive Presenter
Project Type
Personal project
Role
End-to-end design and development.
Which Tools
React, Vite, MediaPipe, Cursor
Description
On presence, perception, and the quiet psychology of being seen.
There's a moment that happens in almost every video call, every Zoom presentation, every tutorial recording. You're watching someone present. Their slides fill the screen. Their face is tucked into a small rectangle in the corner. And something feels slightly off. Not broken. Just disconnected. Like you're watching two separate events happening at the same time, and nobody thought to introduce them.
I've spent years studying how humans interact with technology, and that feeling is what this project is my attempt to address.
The Psychology of Co-Presence
One of the most robust findings in social psychology is that physical co-presence changes how we process information. When we perceive someone as genuinely with us in a space, sharing the same visual field, we engage differently. We pay more attention. We trust more readily. We feel like we're being spoken to rather than spoken at.
This is what researchers in human-computer interaction call social presence. It's why FaceTime feels warmer than a phone call. The channel carries not just content, but aliveness.
When a presenter shares their screen, they effectively disappear. Their face shrinks to a thumbnail. Our brains, which are exquisitely tuned to read faces and interpret gesture, are suddenly asked to do almost none of that. The connection thins.
I wanted to explore what it would look like to design around this. Not to critique what exists, but to ask: what if the presenter and the content shared the same space?
The Iron Man Problem
There's an obvious fantasy of standing up, reaching out, and moving digital objects through space with your hands, like Tony Stark rearranging holograms. It looks extraordinary. But as a UX researcher, I have to be honest about what it actually costs.
Gestural mid-air interfaces impose a high motor load. The effort of moving your arm through space repeatedly and precisely is significantly greater than moving a finger across a trackpad. There's also the gorilla arm effect, a well-documented fatigue phenomenon that makes sustained mid-air interaction uncomfortable within minutes.
So the question I kept returning to: where does gesture actually make sense?
The answer I landed on is this: gesture makes sense when it's expressive, not operational. When a presenter moves their hand to resize a panel or bring a slide forward, that movement isn't just a command, it's communication. It signals intent to an audience. The gesture isn't replacing the mouse. It's performing the interaction for the people watching.
That realization was the design hinge this entire project turned on.
What I Built
The premise is simple: put the presenter back inside their own content.
Not as a floating head. Not as a silhouette blended into a slide. As a real person, with their real background, sharing a visual space with the materials they're explaining. Content sits beside them as a solid, opaque panel, like a physical screen placed next to them in the room. The viewer's brain can process them together the way it naturally would.
Mouse control is always available because it's precise and familiar. Gesture control is a toggle you turn on when the expressiveness of the movement adds something for an audience. The idea was to give people the right instrument for what they're trying to do in that moment, not to force a single interaction style.
At its core, this is an attempt to apply one principle: the interface should disappear when you need it to. The moment you're managing software instead of communicating with people, something has gone wrong.
The Problem I Was Really Trying to Solve
When you're recording a tutorial, you narrate things that don't yet exist on screen. You describe a gesture you'll add in post. You reference an image you'll cut in later. You talk to a void and trust that editing will make sense of it.
This is cognitively expensive, and it shows. The timing feels slightly off. The gestures feel rehearsed. The energy that comes from actually seeing the thing you're explaining is absent, because you weren't seeing it when you recorded it.
What I wanted was to collapse that gap. To let someone stand in front of a camera, see themselves and their content together in real time, and respond to what they're seeing the way a real teacher responds to a real room. That responsiveness is what makes explanation feel alive.
The technology to do this already exists. What I was after was a design intention around it: something small and focused that prioritized human presence over feature count.
That's what this is my attempt at.