Real places.
Unexpected experiences.
Explore how AR Miami brings human stories, public spaces, and immersive venues to life.
Unchained Mothering
Unchained Mothering is a nonprofit project advocating for mothers and the unseen impact they have on society. The central idea was that mothers often hold families, communities, and daily life together through acts that are constant, essential, and rarely recognized: care, preparation, emotional support, household labor, transportation, attention, patience, and presence.
Augmented reality became the natural metaphor for that idea. We placed a digital gallery inside Peacock Park: a gallery that was physically present in the landscape but invisible until opened through a phone. The AR layer became a window into the hidden reality of motherhood, revealing stories and emotional labor that are always there but often unseen.
Experience Beats: Unchained Mothering
The experience was designed as a sequence of emotional reveals. Each beat helped the viewer move from public space into reflection, from abstract symbol into human story, and from invisible labor into visible presence.
Hidden Gallery in the Park
The exhibit existed inside a real public park, but it could only be seen through augmented reality. That invisible layer became part of the meaning of the work.
Voice as Guide
A serene female narration carried viewers through the experience, creating a reflective pace and inviting them to listen closely.
Logo Geometry in Motion
The Unchained Mothering logo became an abstract visual avatar: a dance of geometry and light that represented the voice and spirit of the project.
From Light to Presence
The animated geometry transformed into light, and that light became the transition into the hologram-style appearance of a mother.
The Mother Appears
The light resolved into a mother sharing her experience. The project moved from symbol into testimony, asking the viewer to slow down and feel the human story.
Spatial Storytelling
Each AR moment followed the path of the park. Translucent interactive spheres, readable prompts, text panels, and visual media were arranged so the experience felt present but not overwhelming.
Third Room
Adapted as part of the AR Asheville platform, Third Room demonstrates how an indoor venue can become an interactive, playable environment. Instead of scanning a code to view a single isolated object, visitors enter a connected spatial experience where physical rooms reveal interactive art, narrative discovery, and themed activations.
Built with modular prefabs and structured content, the system allows spaces to be themed and updated for exhibitions, seasonal programming, and cultural events. The physical space remains unchanged, while the digital layer transforms the visitor journey into an engaging exploration.
Four Visitor Beats
The experience unfolds across the venue through a sequence of physical and spatial discoveries.
Awaken the space
Image-recognition markers trigger the AR environment for each room. Visitors step across the physical threshold and unlock the digital layer of the venue.
Meet the guide
A hologram hostess introduces each space and sets the narrative tone. Outside the venue, she welcomes visitors; inside, she guides them deeper into the environment.
Explore and interact
Visitors tap floating elements to pause them, then walk closer in physical space to inspect them. Proximity triggers interactive reveals, turning the phone into a handheld lens.
Discover the quest
Interactive characters carry elemental clues: Earth, Fire, Water, and Air. Locating each element across the venue connects multiple rooms into a single coherent journey.
The Fairy Quest: A Themed World Inside the Venue
The Fairy Quest serves as a deployed activation for Third Room, demonstrating how character design, quest logic, and spatial interactions transform an evening venue. The system establishes interaction patterns that can be re-themed for future venue programs.
Portal Guide
The hologram hostess of the experience. Outside the venue, she welcomes visitors; inside, she introduces each room and guides guests through the space.
Four Signal
The quest logic uniting the experience. Visitors seek out Earth, Fire, Water, and Air across different rooms to balance the hidden signal.
Reward Keepers
Interactive fairies holding hidden symbols and elements. Visitors tap, walk closer in physical space, and reveal what each special character carries.
Queen Fairy Reveal
The culminating moment of the quest. When all four elements are assembled, visitors return to the main room to awaken the Queen Fairy.
Future Venue Programming
The Third Room architecture is designed as a reusable spatial canvas. Beyond the Fairy Quest, the same underlying marker system and prefab library can power geometry quests, artist holograms, sponsor activations, secret digital galleries, and seasonal cultural installations.
What could your place become?
Whether it is a public park, a cultural venue, or an entire commercial district, AR Miami turns physical spaces into living stories.
Start a conversation →