Army National Guard Disasterville
An immersive natural-disaster experience that brought emergency scenarios into American high school gyms; technology, space, and story worked together to make preparedness tangible.
What The System Had To Solve
- Translate large-scale natural-disaster scenarios into an experience appropriate for a school environment.
- Coordinate software, physical space, media, and live operations as one coherent visitor journey.
- Balance spectacle with clarity so the technology served the message instead of overpowering it.
How I Approached It
- Designed around the complete audience journey; entry, orientation, interaction, and reflection mattered as much as any single effect.
- Treated the gym as an adaptable runtime environment with real operational constraints.
- Used immersive media to make abstract risk easier to understand without turning preparedness into entertainment alone.
What Changed
- The campaign brought natural-disaster scenarios directly into United States high school gyms.
- The work demonstrated how interactive technology can support public communication and experiential learning.
- A public campaign record is available through Little Black Book.
Outcome language is drawn from Nick's project record. Where a number is not independently published, the wording identifies it as a portfolio-reported result.
What The Project Taught Me
Let the physical environment carry part of the interface so the experience felt immediate without becoming confusing.
Immersion is most useful when it gives consequence a shape people can understand.
Useful for public education, experiential campaigns, simulation, museums, and location-based technology.
What This Work Demonstrates
- Immersive media
- Interactive systems
- Spatial experience
- Live installation