An Immersive Virtual 3D Gallery exploring how AI is reshaping disaster response

An Immersive Virtual 3D Gallery exploring how AI is reshaping disaster response

An Immersive Virtual 3D Gallery exploring how AI is reshaping disaster response

Investigating how AI and emerging technologies are transforming disaster response and humanitarian relief

Investigating how AI and emerging technologies are transforming disaster response and humanitarian relief

Tools

Blender

Timeline

9 Weeks (Oct - Dec 2024)

Team

Solo

My Role

UX Designer / 3D Experience Designer

Organisation

University Project

"AI cannot prevent disasters — but it can change how we respond to them''

"AI cannot prevent disasters — but it can change how we respond to them''

This insight became foundational for the gallery's narrative, shaping the spatial journey.

This insight became foundational for the gallery's narrative, shaping the spatial journey.

My Design Process

My Design Process

~5-7 min skim or deeper read
PRIMARY RESEARCH: IMMERSIVE GALLERIES

Learning from physical exhibitions to inform virtual spaces

Learning from physical exhibitions to inform virtual spaces

Secondly, I researched how immersive environments communicate ideas. To understand how emotion and narrative are created spatially, I visited several immersive exhibitions. Two had the strongest influence on my design approach:

Secondly, I researched how immersive environments communicate ideas. To understand how emotion and narrative are created spatially, I visited several immersive exhibitions. Two had the strongest influence on my design approach:

Section 1 - Experiencing disaster

The first section focuses on emotional engagement, using immersive visuals, soundscapes, and spatial storytelling. Visitors are immersed in the human impact of natural disasters.


Rooms included:

  • Entrance: Atmospheric lighting and sound to set the tone

  • Hurricane Room: 360° storm projections

  • Flooding Simulation: Rising water visuals

  • Wildfire Room: Smoke effects and projections

  • Earthquake Room: Data-driven visuals showing destruction and displacement

  • Forced Displacement: A 3D visualisation highlighting that 1 in 69 people are forcibly displaced globally

The first section focuses on emotional engagement, using immersive visuals, soundscapes, and spatial storytelling. Visitors are immersed in the human impact of natural disasters.

Rooms included:

  • Entrance: Atmospheric lighting and sound to set the tone

  • Hurricane Room: 360° storm projections

  • Flooding Simulation: Rising water visuals

  • Wildfire Room: Smoke effects and projections

  • Earthquake Room: Data-driven visuals showing destruction and displacement

  • Forced Displacement: A 3D visualisation highlighting that 1 in 69 people are forcibly displaced globally

Section 2 - AI-powered solutioons

The second section shifts tone, focusing on how AI is already transforming disaster response. The user is taken away from chaos into clarity through technology.


Rooms included:

Key moments included:

  • Early Warning Systems: A rotating 3D satellite model demonstrating prediction and prevention

  • Data Analysis: Visualising AI-driven monitoring and social media analysis

  • Search & Rescue: A moving drone model illustrating AI-optimised rescue routes


The journey ends with a reflective moment, encouraging visitors to reconsider AI’s role in humanitarian contexts.

The second section shifts tone, focusing on how AI is already transforming disaster response. The user is taken away from chaos into clarity through technology.

Rooms included:

Key moments included:

  • Early Warning Systems: A rotating 3D satellite model demonstrating prediction and prevention

  • Data Analysis: Visualising AI-driven monitoring and social media analysis

  • Search & Rescue: A moving drone model illustrating AI-optimised rescue routes

The journey ends with a reflective moment, encouraging visitors to reconsider AI’s role in humanitarian contexts.

DEVELOPMENT

Adapting tools and workflows under tight constraints

The development process involved sketching spatial layouts, brainstorming visual metaphors, and iterating on 3D environments.


Initially, I began building the experience in Unreal Engine, but due to hardware limitations, I pivoted to Blender, a tool I had never used before. With only three weeks available, I prioritised storytelling and data visualisation over technical perfection.

I organised and categorised all data into 6 groups:

  1. What didn't help users improve their mental wellbeing.

  2. Methods that did work.

  3. Avoidance Patterns

  4. Present stigma: Men aren't allowed to show emotions.

  5. Impacts of stress and pressure.

  6. Communication struggles.

FINAL OUTCOME

The final outcome is a fully realised virtual 3D gallery presented through a video walkthrough. The experience communicates complex systems through space, motion, and narrative rather than text-heavy explanation.

REFLECTION & LEARNINGS

What this project taught me

What this project taught me

This project strengthened my understanding of spatial storytelling and immersive UX design. Key learnings included:


  • Immersive experiences can be powerful tools for education and awareness

  • Combining physical metaphors with digital data increases emotional engagement

  • Technical limitations are part of the design process, not a failure of it


Learning Blender under time pressure reinforced the importance of adaptability and prioritisation.

This project strengthened my understanding of spatial storytelling and immersive UX design. Key learnings included:


  • Immersive experiences can be powerful tools for education and awareness

  • Combining physical metaphors with digital data increases emotional engagement

  • Technical limitations are part of the design process, not a failure of it


Learning Blender under time pressure reinforced the importance of adaptability and prioritisation.

NEXT STEPS

How this project could evolve

How this project could evolve

If continued, I would:


  • Refine special effects to increase immersion

  • Conduct user testing to validate emotional and educational impact

  • Develop a companion website to extend the experience beyond the gallery

  • Further iterate on 3D models, lighting, and textures for realism

If continued, I would:


  • Refine special effects to increase immersion

  • Conduct user testing to validate emotional and educational impact

  • Develop a companion website to extend the experience beyond the gallery

  • Further iterate on 3D models, lighting, and textures for realism

Let's connect, to build something great together!

Copyright

© 2025 Elisa Gruosso

All rights reserved

Become Friendly

Let's connect, to build something great together!

Copyright

© 2025 Elisa Gruosso

All rights reserved

Become Friendly

Tools

Figma, Miro

Timeline

14 Weeks (2023)

Team

Solo

My Role

End to End UX /UI Process

Organisation

University Project