Interactive 3D world · exhibition
Era, Ora beyond the book
A book on the future of work, turned into a five-room world you walk through — with an AI, Lia, as its threshold.
Experience under construction — get in touch to walk the first rooms.
- Client
- Dinova (dinova.one)
- Year
- 2026
- Location
- Italy
- Role
- Concept, narrative & experience design, art direction
From book to prototype, from prototype to experience. The project translates a conceptual book into a public format people can enter: a narrative intelligence, a prototype logic, and an exhibition arc that makes the question of work tangible.
Design challenge
Too abstract to adapt directly
The source material is rich but highly conceptual. A direct translation risked becoming a summary or a fragmented experience.
Solution
Build a narrative system
Lia becomes the anchor: a poetic, reflective intelligence. Around her, a prototype system and an exhibition journey hold the story together.
Outcome
Lia 1.0, engines, an experiential arc
A coherent foundation now exists: Lia 1.0 as concept, IdenLab and Systems Atlas as engines, and a designed path for public interaction.
What becomes of work when machines perform most tasks better than us?
Context
The question, not the content
The project does not adapt the book as content. It takes its central question and reframes it as a live design problem for culture, organisations and decision-making.
The issue is not only replacement. It is how people — and organisations — recognise forms of contribution that remain meaningful in a transformed landscape. Here AI is not a topic to describe but the medium through which the question can be tested: Lia is a reflective intelligence designed to imagine work through identity, relation and meaning, not efficiency alone.
Live prototype
Lia 1.0 — the simulation
An early, self-contained version of Lia running in your browser: tell your story, and Lia authors three possible roles you could hold, with fictional organisations aligned to them. Nothing leaves your device.
The experience
A narrative architecture in five rooms
- 01
Fear as common ground
The entry point aligns the audience around a shared condition: work instability, disappearing roles, the cognitive fallout of constant adaptation. Not alarmism — recognition.
- 02
Beyond performance
The path shifts from efficiency metrics to human capacities that resist automation: creativity, care, relation, intuition, imagination and meaning-making.
- 03
Lia 1.0 as threshold
An opt-in, playful interaction where narrative traits are translated into an iconic role proposition. Not an assessment — a symbolic prototype for roles that emerge from people.
- 04
Agora and co-evolution
Individual outputs expand into a collective map: constellations, possible organisations, new work futures.
- 05
Good news from AI
The last room reframes AI as an opening: if machines absorb more executable tasks, how do we redesign institutions around what remains deeply human?
Format
From installation to interactive 3D
The project was first imagined as a physical installation, then moved into a 3D interactive format to make it distributable: easier to test, share, iterate and deploy across contexts without losing its spatial logic. Documentary, fiction film and a theatre format — Six Characters in Search of an Author meets Six Thinking Hats — branch from the same material.
Open channel
Let’s make something playable.
Art direction, world building, narrative and interactive prototypes. Remote from Italy, or on site.
epoli.uk@gmail.com