I Graduated in 2026 with a project called: Out of Frame
Out of Frame translates the abstract mechanisms of the attention economy into an interactive experience in which framing is not explained, but felt. The goal of the project is to make users aware of their own role within the attention economy: not as passive recipients of information, but as active participants who assign meaning, form judgments, and take sides based on what they are shown.
Users are confronted with situations and opponents whose meaning is entirely shaped by descriptions, tone, and context. There is no objective truth available, only perspectives that are convincing enough to be followed.
By allowing choices to emerge from limited and emotionally charged information, mechanisms such as framing, loss of context, and confirmation bias are made tangible.
As a designer, I do not position myself as someone who imposes judgment, but as someone who exposes underlying structures. Out of Frame deliberately avoids explicit interpretation, giving users the space to recognize and question their own assumptions. In this context, conflict does not function as spectacle, but as consequence: a logical endpoint of a system in which attention, acceleration, and framing are central.
Out of Frame exists at the intersection of interactive design, game design, and social commentary. It is intended as an experiential work that invites reflection, not only on the content of the experience itself, but on the broader media dynamics we navigate daily.