The purple virtual performance stage of The Big Bang Stigma The audience livestream interface

2024 / XR / Interaction · Collaborative project

The Big Bang Stigma

An interactive exploration of labels, bodies, and the gaze

This project examines illness stigma in recruitment, social media, and mass communication. Research into stigmatisation, entertainment, and romanticisation becomes a continuous XR narrative experience.

Identity generation, recruitment screening, live interaction, and data generation connect participant choices, bodily actions, and system feedback, making abstract social bias tangible and participatory.

My contribution
Interaction and visual design within a collaborative project
Project stage
Research, XR experience design, and installation prototypes
01 / BACKGROUND & RESEARCH

From medical terminology to popular entertainment

The project begins with internet slang, short videos, and entertainment. Terms such as OCD, depression, and social anxiety are detached from their clinical context and used as jokes or labels. Increased visibility can coincide with a simplified understanding of illness.

Research then examines misunderstanding, exclusion, shame, and employment discrimination. Comparing patient and public perspectives reveals how language can affect participation, identity, and daily life.

Research literature excerpt

Misunderstanding

Social exclusion

Illness-related shame

Entertainment consumption

Romantic imagery

Examining perceptions through public responses

“When anxiety is treated as an everyday mood, I feel my illness is being trivialised, and worry that sharing my experience will be seen as oversensitivity.”Trivialisation / hesitation
“Frequent jokes about illness make people overlook its seriousness. Even without ill intent, they can make it harder for patients to be understood.”Reduced awareness / misunderstanding
“Seeing depression used as a joke or label is uncomfortable. The reality is more complex, and it makes me less willing to talk about my experience.”Labelling / shame
“I used to treat social anxiety and OCD as internet slang, rarely thinking about actual patients. Later I realised this could reinforce stereotypes.”Unconscious humour / stereotypes
Q1

How do you view illness names used as jokes or popular labels?

Q2

Do these expressions affect understanding of illness and patients?

Q3

What specific effects do these expressions have on people with lived experience?

Illness stigma can hide in everyday language, jokes, and judgements.

02 / CONCEPT FRAMEWORK

When labels replace the person

Stigma starts with distorted perceptions and grows through language, behaviour, and media. Four mechanisms—perception, expression, action, and circulation—are translated into three experiential stages.

The purple body illustration from the original portfolio
STIGMATISATION

Defined / excluded

ENTERTAINMENT

Watched / consumed

ROMANTICISATION

Beautified / reconstructed

  1. 01Perception

    Missing information and simplified traits allow labels to replace the person.

  2. 02Expression

    Language turns illness names into jokes, insults, or identity labels.

  3. 03Action

    Avoidance, exclusion, and mockery turn bias into behaviour.

  4. 04Circulation

    Media amplification and repeated memes entrench simplified assumptions.

Scenario focus: employment

Research identifies the effects of illness labels on identity judgements, information filtering, and opportunity. Employment connects identity entry, screening, public scrutiny, and visual reconstruction into one continuous experience.

How can a participant experience the influence of illness labels on identity and opportunity?

IDENTITY SHIFT

The observer becomes an experiential role.

DECLINING CONTROL

Control over identity and outcomes progressively decreases.

VISIBLE CONSEQUENCES

Behaviour affects later feedback; implicit judgements become visible.

03 / EXPERIENCE FRAMEWORK

From illness labels to identity reconstruction

The XR journey begins with a fictional patient identity, then moves through recruitment screening, livestream performance, and data reconstruction. Changing feedback and control reveal how labels affect identity and social circumstances.

01 Identity assessment

Questionnaire and facial inputs create a fictional illness identity and profile, shifting the participant into an experiential role.

02 Stigmatisation: screening

A VR recruitment test embeds illness labels in screening rules, carrying each choice into the employment outcome.

03 Entertainment: livestream

The participant performs for audience instructions and ratings. Recorded bodily actions turn identity into content.

04 Romanticisation: reconstruction

Accumulated identity, behaviour, and bodily data become an artistic portrait and aesthetic symbols.

The complete installation and spatial relationships
PARTICIPANT ACTIONS

Enter information → seek employment → perform → view the result

SYSTEM FEEDBACK

Generate identity → screen labels → give live feedback → reconstruct data

CONNECTED DATA

Identity and behaviour from one stage become inputs to the next.

04 / IDENTITY & SCREENING

Identity assessment & profiling

A questionnaire and facial capture combine personal information, responses, and facial data into a fictional identity and profile. This profile becomes the starting point for screening and feedback, positioning the participant as a “patient job seeker”.

  1. 01Information entry
  2. 02Facial capture
  3. 03Feature analysis
  4. 04Profile modelling
Questionnaire
Identity generation and profile display

Stigmatisation: employment screening

In the VR interview, participants identify and select words. Neutral or accurate terms are harder to obtain, while stigmatising words accumulate in the profile and influence the employment outcome. A seemingly objective process turns bias into restricted opportunity.

SCHIZOFREAKUNSTABLEDISORDEREDWEIRDNORMALINSANE
  1. User actions

    Aim → identify → select

  2. System rules

    Weight → time limit → accumulation

  3. Immediate feedback

    Hit → record → prompt

  4. Final outcome

    Restriction → obstruction → rejection

Employment outcome selection UI
05 / LIVE ENTERTAINMENT

Entertainment: from job seeker to performer

On the virtual stage, movement tasks connect the performer to audience instructions and ratings. Kinect and pressure sensors record movement and force; feedback and accumulated data feed identity upgrades and the final visual output.

Main stage / live performance space
Interaction demonstration area
Audience viewing space

The exaggerated stage places the performer at the centre of surrounding viewers. Character traits, bodily differences, and visual symbols heighten the relationship of watching and judgement, reflecting illness turned into public entertainment.

Interaction flow

01 / Select an icon

Audience members select icons to issue movement instructions or ratings.

02 / Movement demonstration

The system demonstrates an action for the performer to imitate.

03 / Complete the action

Movement recognition produces feedback and accumulates the result.

04 / Level up

Repeated tasks raise the livestream level and unlock later stages.

05 / Identity upgrade

The “patient streamer” becomes an “art streamer”, moving from scrutiny to repackaging.

06 / Final stage

Accumulated identity and behaviour data are carried into the artistic output.

Kinect motion capture
Bodily data and real-time feedback
06 / IDENTITY RECONSTRUCTION

Romanticisation: the person becomes an aesthetic symbol

The installation receives accumulated identity, labels, movements, and bodily feedback, translating them into visual parameters. Progressively restricted sensory input deepens immersion while data shapes the emerging digital identity.

How data enters the final portrait

INPUT

Identity / illness labels / movement / bodily feedback

TRANSLATION

Data mapping / parameter extraction / weighting / visual generation

OUTPUT

Contours / features / form changes / identity reconstruction

01 Contour generation

Facial inputs establish the basic digital contour and structure.

02 Feature reconstruction

As sensory inputs are progressively restricted, the system reconstructs features and identity.

03 Artistic translation

Illness labels, movement data, and visual parameters produce the artistic portrait.

When illness is beautified, is its lived reality being obscured?

Installation & making

Identity art presentation
Public aesthetic gaze