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Interface architecture & spatial experience

We build the interfaces that do not exist yet.

Real-time graphics, spatial interaction and interface systems for products that have to feel like nothing else on the market. The field behind this page is the engine, running live — not a video of one.

120 fps
Sustained on the reference build
<4 ms
Pointer-to-photon, measured
5
Simulations in the field
Live

Field engine

Transform-feedback particle integration, WebGL2

simulation
nodes
palette
frame rate
Move the pointer reading the page

Selected work

Five engagements where the interface was the product. Every figure below was measured on the shipped build, not projected in a deck.

Kinesis OS

Spatial interfaces · 2026

Kinesis OS

A spatial operating system and its gestural interface layer

4.2 ms
Pointer to photon
+340%
Tasks completed per session
94.8%
Returned the following week
02

Chronos Quant

Trading systems Chronos Capital 2025 — 2026

Chronos Quant
Read
03

Solaris Fold

Scientific visualisation Solaris Synthetics 2026

Solaris Fold
Read

The full index

The lab

The techniques the studio keeps sharp, running where you can push them. The field presets are the real simulation behind this page — pick one and the page changes, not a preview of it.

Five simulations, one engine

Positions and velocities are integrated on the GPU with transform feedback; the trail is a ping-ponged framebuffer, not a translucent rectangle painted over the last frame. Nothing here is drawn on the CPU.

Pick one and the page changes — this is the field behind the site, not a preview of it. It stops entirely under a reduced-motion preference and pauses when the tab is hidden.

What is running right now

simulation
palette
nodes
frame rate

Practice

Most interfaces fail in the same place: they are designed once and engineered afterwards. We do not separate the two, and everything below follows from that.

01

Proportion is arithmetic, not taste

Every measure on this page comes from one type scale and one spacing unit. It is not a stylistic preference — a layout built on invented numbers has no way to stay coherent as it grows, and the incoherence is what a visitor reads as cheap without being able to name it.

02

Latency is a material

The gap between a gesture and its response is the single strongest signal of quality an interface emits, and it is the first thing sacrificed when the visual layer runs on the main thread. So the heavy work runs on the GPU and the main thread stays free to answer the pointer.

03

Sound is optional, and means it

Interface audio is powerful and almost always imposed. Ours is synthesised rather than sampled, silent until asked for, remembered once chosen, and gone the moment the tab loses focus.

04

The fallback is the design

A reduced-motion visitor, a device with no WebGL2, a blocked script: each gets a settled, complete, deliberate page rather than a broken version of a better one. If the degraded state is an afterthought, the work is not finished.

Capabilities

What a engagement actually contains, by row. Ask about any line and it arrives in the inquiry below already filled in.

Capability What you receive Stack Enquire
01 Spatial interfaces & real-time graphics Environments that hold up under sustained use: custom shaders, physically-derived materials, and a frame budget defended rather than hoped for.
  • Custom GLSL and WGSL
  • Scene architecture and frame budget
  • WebXR and headset prototypes
  • A measured performance floor, in writing
WebGL2 WebGPU GLSL Compute
02 Interface architecture & design systems A closed type scale, one spacing unit, and components that stay coherent as the product grows past the people who designed it.
  • Token system and theme contract
  • Component library with real states
  • Motion and sound specification
  • Handover documentation an engineer can use
Design tokens Motion spec Web Audio Component QA
03 Interfaces for generative systems Streaming output, uncertain results and long latencies are interface problems before they are model problems. We treat them that way.
  • Streaming and partial-result surfaces
  • Provenance and confidence display
  • Human-in-the-loop review flows
  • Evaluation instrumentation
Streaming UI Vector search WebSockets Eval tooling
04 Brand systems & art direction Identity for companies whose product is technical and whose market is not. Generative marks, kinetic typography, and editorial that a small team can run.
  • Generative or fixed mark systems
  • Kinetic type and motion identity
  • Art direction and asset production
  • Brand API where it earns its keep
Variable fonts Generative vector Motion identity Editorial

Recognition

2026

Site of the Year, nominated

Kessler Interaction Prize · Creative technology

Kinesis OS
2026

Craft citation

The Fold Awards · Scientific visualisation

Solaris Fold
2025

Selected work

Nord Digital Annual · Experimental real-time

Chronos Quant
2025

Grand prix, digital craft

Meridian Craft Review · Typography and motion

Valkyrie Atelier
2026

Studio of the year, index entry

Halcyon Design Index · Practice

Aetheria
We had been told for two years that nobody works in a headset for more than twenty minutes. Aetheria did not argue with that; they went and found the reason, and then designed around it. Our internal team now uses the thing all day, which is the only proof that ever mattered.
Elena Rostova Chief Product Officer, Kinesis Labs Two-hour sessions, sustained
Our analysts used to reconstruct the shape of the book in their heads from eleven separate tables. Now it is on the screen and they can see a concentration forming. The engineering under it is very good, but that is not what changed how the desk works.
Marcus Vance Managing Director, Chronos Capital Eleven grids became one surface
They spent six weeks on how light crosses a fold. I thought it was indulgent until I saw the first render next to the physical swatch. Our customers are now ordering the piece they actually receive.
Camille Delacroix Creative Director, Maison Valkyrie Returns down by three quarters

Start a project

Tell us what the thing has to do and what would make it worth doing. A partner reads every brief that arrives here.

Studios Tokyo · San Francisco · Zurich · London
Typical reply Under 12 hours
01 — What is in scope
02 — Investment band
$100,000 – $250,000
Typical duration 10 – 16 weeks Flagship product surface and shader work
03 — Who is asking