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Field note 02 / 03

8 July 2026
4 min read

HCIMaking

Designing interaction for bodies, not cursors

What changes when balance, distance, and hesitation become the input—not clicks and taps?

People balancing together in the Unity at Sea installation

Screen interfaces teach us to think in targets, clicks, and tidy states. Installations are less obedient. People arrive from different directions, move at different speeds, and invent uses you never specified.

Unity at Sea made balance a shared input. The useful prototypes were the ones that let us observe bodies in space early, before visual polish could disguise an awkward interaction.

Prototype with the whole interaction

The result was not a larger interface. It was a different relationship between action, feedback, and the people standing nearby.

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