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03 / OTHERS — 3D · VR

Mandala

Critical Design

A solo hybrid 3D / VR / UX experiment that uses critical design to examine how algorithmic consumption and commercialization dilute sincerity in urban temple spaces — from kaleidoscopic overload through a growth-chamber lab to a primal wilderness of focus.

ROLE3D · VR · UX
PROJECTMANDALA
TIMELINE2025
PAGES6 BOARDS
01Case Study· 6 pages
Mandala — VR critical design case study — page 1Mandala — VR critical design case study — page 2Mandala — VR critical design case study — page 3Mandala — VR critical design case study — page 4Mandala — VR critical design case study — page 5Mandala — VR critical design case study — page 6