







With the use of video games as social spaces being observed for several years and the increased focus put on virtual social spaces due to the scarceness of physical social spaces in the last months, the concept of “spatial interfaces” is once again at the center of discussions. I want to add an alternative perspective to this, looking at the properties of physical spaces as metaphors, rather than models, for interfaces and exploring seven of them in more detail.
Screen As Room: An Architectural Perspective on User Interfaces — Christoph Locher · Interaction Designer
With the use of video games as social spaces being observed for several years and the increased focus put on virtual social spaces due to the scarceness of physical social spaces in the last months, the concept of “spatial interfaces” is once again at the center of discussions. I want to add an alternative perspective to this, looking at the properties of physical spaces as metaphors, rather than models, for interfaces and exploring seven of them in more detail.
Architecture and the Internet: Designing places in cyberspace
Cyberspace, as the information space is called, has become accessible in the past decade through the World Wide Web. And although it can only be experienced through the mediation of computers, it is quickly becoming an alternative stage for everyday economic, cultural, and other human activities. As such, there is a potential and a need to design it according to place–like principles. Making places for human inhabitation is, of course, what architects, landscape architects, and town planners have been doing in physical space for thousands of years. It is curious, therefore, that Cyberspace designers have not capitalized on the theories, experiences, and practices that have been guiding physical place–making. While most 3D environments closely mimic physical spaces, they are, by and large, devoid of the essential characteristics that differentiate a ‘place’ from mere ‘space.’ And only rarely are they sensitive to, and take advantage of, the peculiarities of Cyberspace. We believe that this state of affairs is temporary, characteristic of early adoption stages of new technologies. As the Web matures, and as it assumes more fully its role as a destination rather than as means of communication, there will be a growing need to design it according to place–making principles. By looking at physical architecture as a case study and metaphor for organizing space into meaningful places, this paper explores the possibility of organizing Cyberspace into spatial settings that not only afford social interaction, but, like physical places, also embody and express cultural values. At the same time, because Cyberspace lacks materiality, is free from physical constraints, and because it can only be ‘inhabited’ by proxy, these ‘places’ may not necessarily resemble their physical counterparts.
Make It So: Interaction Design Lessons from Science Fiction
Many designers enjoy the interfaces seen in science fiction films and television shows. Freed from the rigorous constraints of designing for real users, sci-fi production designers develop blue-sky interfaces that are inspiring, humorous, and even instructive. By carefully studying these “outsider” user interfaces, designers can derive lessons that make their real-world designs more cutting edge and successful

Spatial Communication in Level Design

We need more video games that are social platforms first, games second | TechCrunch
During these long, mundane physically-distant days, stretching on into an uncertain future like an ever-lengthening beigeish corridor, it's impossible not

History of The Graphical User Interface (GUI): A Wonderful Curse
Structural Analogies of User Interfaces with Belidor
The Politics of Design: A (Not So) Global Design Manual for Visual Communication
A (Not So) Global Design Manual for Visual Communication

Muse: Designing a studio for ideas
Physical workspaces inspire a fast, fluid digital tool for creative thinking.
ambientROOM
Resonite
A novel digital universe with infinite possibilities. Whether you resonate with people around the world in a casual conversation, playing games and socializing. Or you riff off each other when creating anything from art to programming complex games, you'll find your place here.
Spaces — Your Personal AI OS
A desktop where AI agents are first-class citizens. Local-first. AI-native.

Thrilled to be sharing my latest work at #CogSci2026! Many of the spaces we move through, from kitchens to airports, were designed with specific uses in mind. How do people create such environments, and how do users figure out what they were designed for? 📃 osf.io/preprints/psyarxiv/hd6px_v1
we have an idea for communities in the app that we're calling "spaces" — places where people can gather around shared interests or social groups. here's a peek at some early prototypes. these are explorations, not polished or final. looking for feedback, esp from community builders 👀
alex benzer
the bsky team is working on various ideas for creating smaller social spaces in the app. which use case is most interesting to you? 1. posting into "topics" that organize public posts 2. posting into "communities" or "groups" that can be public or private 3. posting directly to your followers only
Gradients of intimacy and creating shelter: An interview with Erin Kissane

When the Internet Was a Place - Front Porch Republic
Law and Borders - the Rise of Law in Cyberspace
AI and the future of digital public squares

Ambient Co-presence

Spatial Communication in Level Design