ISHLVLSTUDIOS Digital Experience

ISHLVLSTUDIOS / Practice

Digital Experience

Interfaces, websites, exhibitions, and interactive digital experiences.Designed from concept through build.

Capabilities

Case study 01 / Interactive music player / 2026

Chevon: HAUNTED

CHEVON’s landing page for the instrumental “Haunted” turns listening into handling a physical object: visitors drag a CD carrying the original artwork into a floating glass ring, and the track starts.

The finished build has a 3D view and a 2D view, glass controls in both, and real playback of the supplied track. It is deployed as a password-protected private preview.

A listening experience that feels like interacting with a real audio object.

01 Overview

Listening as handling an object.

Artist
CHEVON (Brooklyn rapper and producer)
Deliverable
Interactive landing page
CHEVON
Creative direction, music, artwork, review, device testing
Role
Creative Direction, UX/UI Design & Vibe Coding
Development
Designer-directed, AI-assisted development
Timeline
October 15–17, 2026
Status
Deployed as a password-protected private preview

02 The brief

Built only from CHEVON’s own assets.

The goal was a listening experience that feels like interacting with a real audio object, built only from CHEVON’s own supplied assets: the “Haunted” track and the CHEVON subway artwork printed on the CD. The original brief asked for:

  • A pure black background
  • A futuristic, sculptural liquid-glass CD player, not a flat web widget
  • Transparent geometry, chrome internals, studio reflections and a restrained red glow taken from the artwork
  • A physical-looking CD with the artwork, spinning only while the track plays
  • Real playback with play/pause, seeking, volume, accurate duration and error handling, and no autoplay
  • Drag and touch interaction, a lighter mode for weaker phones, keyboard access and reduced-motion support
  • No invented track titles, links or claims

03 Process

From looking at a player to handling the CD.

Exploration. Led by CHEVON, exploration moved the idea from looking at a whole player to handling the CD and listening, through three directions: a circular glass enclosure around one CD; a tall six-position player on white; and a focused CD-insertion player, where visitors dragged or tapped the CD in, the glass closed and playback began.

Development. Development ran in thirteen rounds over three days, the last three after the first deployment. Each round was built, checked in a test browser and reviewed by CHEVON, often from phone screenshots.

Tools and process. Exploration used ChatGPT, producing working prototypes in React, Three.js and React Three Fiber. Development used Claude, across the thirteen rounds through to the finished build. The final site moved from React and React Three Fiber to plain Three.js in a single HTML file, with the Web Audio API for playback and live audio analysis.

CHEVON’s directionWhat changed
“This doesn’t resemble a liquid-glass player”A glass and chrome device around the disc, with studio lighting and drag-to-rotate
“Looks like a keychain; the buttons should be glass”One fused glass body; play, eject, seek and volume rebuilt as 3D glass parts
“A floating CD with glass controls, white background”The floating CD inside a glass seek ring, with a glass play jewel, eject orb and volume dial
Player higher, CD larger, more interactiveRing raised, CD enlarged; hover lean, tap-to-insert, flick to tumble, docking alignment
Same motion in 2D; CD off-centre in ringCSS 3D motion in 2D, CD flat and centred in the ring, full glass on modern phones
Prepare to deploy; password gate; early-access emailsEncrypted audio behind a password screen, with an early-access request form

04 The final experience

Pick up the CD, put it in the ring.

  1. Password screen. CHEVON wordmark, “Private preview” and a glass password field over a frosted view of the site, with an early-access request for visitors without the password.
  2. The page. White and editorial: the CHEVON wordmark, a 3D/2D switch, the title HAUNTED set large, elapsed and total time.
  3. The CD outside the ring. It floats and slowly turns, so the light travels across the artwork, and leans toward the cursor on hover.
  4. Putting it in. Drag it toward the ring: the ring swells, the CD lines up, snaps in, sits flat and centred, and plays. A tap also sends it in.
  5. While playing. The CD spins, a red line fills the ring as the track progresses, and faint rings spread on the floor with the bass of the real audio.
  6. Controls. In 3D, glass parts: a play jewel, the ring as the seek bar, a volume dial and an eject orb. In 2D, a frosted glass console.
  7. Taking it out. Pull the CD out or press eject: playback pauses and the CD returns. A flick makes it tumble and settle face-up.

Phones and tablets without 3D support open in 2D, and the visitor’s choice of view is remembered.

05 Technical approach

One page, no build step.

The site ships as one HTML file plus one encrypted audio file, so it runs on any static host. Glass uses real-time transmission materials; the CD is modelled to 120 mm disc proportions. In 2D, CSS 3D transforms give the flat CD the same tilt, turn, flick and spin. Live audio analysis drives volume on iPhone and moves the CD and floor ripples with the bass. A gesture that starts on a control only works that control. Pixel ratio is capped, and weaker devices switch to lighter glass automatically. Hidden standard controls give keyboard and screen-reader access, and reduced-motion settings are honoured.

06 Testing

Five devices, three live fixes.

CHEVON tested the deployed site on an iPhone 15, iPhone 17, iPhone 17 Pro Max, iPad Pro 11-inch (3rd generation) and Samsung Galaxy S26, and found it responsive on all. Three issues surfaced on the live site (the gate on reload, a freeze after unlocking on mobile, and the email request failing); each was fixed and redeployed.

Automated checks in a headless browser at desktop and phone sizes confirmed behaviour, not real-device rendering.

07 Limitations

Complete for a private preview.

  • No usability sessions, analytics or listener feedback have been collected, so the case study reports no outcome metrics.
  • Glass is an approximation: refraction is real-time, not physically accurate.
  • The disc uses a photo of the framed poster; a flat artwork file would sharpen the CD’s edge.

Case study 02 / Immersive digital exhibition / 2026

The Infinite Canvas of Rei

An immersive digital exhibition for a body of original digital art by ISH L-V-L, centered on Rei Takamura, a fictional muse whose identity moves between tradition, futurism, abstraction and street culture.

Visitors enter through a slide gesture, move through seven artworks in a horizontal spatial gallery, and inspect each piece up close with zoom and a magnifying lens.

Look closely. Move freely.

01 Overview

A collection to walk through, not a grid to scan.

Role
Creative Direction, UX/UI Design & Vibe Coding
Development
Designer-directed, AI-assisted development
Collection
Original digital illustration and mixed-media work, 2024 to 2025
Exhibition
Designed and built in 2026
Live at
[TO CONFIRM: ishlvl.com]

Challenge. Turn a collection of still artwork into an experience that feels spatial and exploratory, without a conventional portfolio grid, and make it work on phones, tablets and laptops.

Outcome. A working, deployed exhibition with a glass-and-black visual system, bilingual labeling, multiple ways to navigate, an artwork inspector, an About page and a gated Prints preview. It was refined through repeated rounds of device testing, mostly on mobile.

02 Creative direction

Every artwork can be looked at closely.

DecisionWhat I choseWhy
FormatAn immersive, interactive exhibition rather than a standard gallery pageI wanted visitors to feel inside the work, not browse thumbnails of it
MovementFree horizontal scrolling through the canvasesVisitors move at their own pace, with side scrollers and arrows always visible
Scroll directionUp-and-down scrolling ruled outA second scroll axis would compete with the side scrollers and arrows
InspectionMouse or finger acts as a magnifying glassClose looking is the point of an art exhibition, and it should feel physical rather than a modal pop-up

What this cost. The spatial format made the mobile build harder. Safari behavior, touch gestures, navigation hierarchy, responsive layout and viewport scaling all needed repeated adjustment. On touch devices some 3D effects were simplified for WebKit stability, while horizontal movement and the gallery structure were kept.

03 Experience design

Four moves.

  1. Landing film. The first thing a visitor sees, setting tone before any interface appears.
  2. Slide-to-enter and password dialog. Entry is a deliberate gesture followed by a temporary gate; access stays password-protected until the exhibition opens. It is presentation, not security.
  3. Spatial gallery. Seven pieces in a 3D-transformed carousel, moved by drag, swipe, mouse wheel, keyboard, arrows or a slider. Each input reaches the same place.
  4. Inspector. Opens a single piece with zoom from 100% to 400%, panning, and the magnifying lens that follows mouse or finger.

Supporting elements: an About page, a gated concept-stage Prints preview, a soundtrack inside the exhibition only, labels in two languages, and one translucent glass surface style so the interface stays quiet beside the art.

04 Development

Directed, reviewed, corrected.

I directed the build through prompts; the AI wrote the code, and I made the design decisions, reviewed the results and asked for corrections. I described the experience and its details, looked at the result on real devices, then wrote the next prompt around what was wrong. The 3D effect uses CSS 3D transforms, not WebGL.

Tools and process. The build was prompted step by step in Figma Make, which produced a React, TypeScript and Vite stack with Tailwind CSS and custom CSS. ChatGPT and Claude were used alongside it to plan, critique and document, and ElevenLabs was also used for the site. The site is deployed on Netlify.

  • I did not hand-write the application code; I directed it.
  • The entry gate runs in the browser, so it controls presentation, not security.

05 Testing and refinement

Informal and hands-on.

I checked the site on my own devices (iPhone 15, MacBook, iPad), fixed what broke, and one outside person tried it on an iPhone 15 Pro Max and reported no issues. This was not a formal usability study. Problems found and corrected included iOS zoom on the password field, swipes cancelled mid-gesture, a landscape layout shift, an oversized scrollbar, a mobile header overlapping content, and unstable 3D transforms on touch devices.

Not tested: formal usability sessions, assistive technology or an accessibility audit, Edge or Firefox, and performance measurement. Page zoom is currently blocked by the viewport setting.

Case study 03 / Editorial UX/UI + Interactive Exhibition / 2026

SPACE 002: Editorial UX, UI Design + Interactive Exhibition

SPACE 002 pairs an editorial feature with an interactive exhibition built around Jun Araki, a fictional artist created by ISHLVLSTUDIOS Generative Lab. Visitors enter either one from the same page.

The gallery began as 2D and grew into a 3D space. When the 3D version proved unreliable on phones, mobile returned to 2D, and the same eight testers confirmed the revised version worked.

Responsive design does not always mean preserving the same interface.

01 Overview

An editorial feature extended into an interactive digital exhibition.

SPACE 002 is a digital editorial and exhibition experience for SPACE, an independent publication by ISHLVLSTUDIOS. It is built around Jun Araki, a fictional artist created and creatively directed by ISHLVLSTUDIOS Generative Lab. His likeness, studio, interview voice and artwork were produced through generative image and film systems and directed as a single practice. The experience gives visitors two ways in: an interactive gallery and an accompanying feature.

Role
Creative Direction, UX/UI Design & Vibe Coding
Development
Designer-directed, AI-assisted development
Platform
SPACE / 001space.com
Year
2026

The challenge: build an exhibition that complements the editorial feature, with a spatial gallery on desktop and an interaction model on mobile that works reliably.

The outcome: a landing page with both entry points, a 3D gallery on desktop and iPad, and a 2D gallery on phones, shaped by testing.

Tools. The project was made with Claude, ChatGPT and Midjourney.

The project says this openly. The feature includes a section titled A Note on This Project: “Jun Araki does not exist. He is a fictional artist created and creatively directed by ISHLVLSTUDIOS Generative Lab for SPACE.”

02 Experience design

Two entry points. One editorial project.

ENTER EXHIBITION and READ THE FEATURE sit side by side on the landing page, so neither experience is placed behind the other. The main navigation also includes an EXHIBITIONS entry, built to hold future artist exhibitions and an archive of past ones.

03 Design evolution

One exhibition. Two interaction models.

SPACE 002 began as a 2D gallery. I later expanded it into a spatial 3D gallery to give desktop visitors more depth and movement.

On mobile, the 3D gallery behaved inconsistently. Interactions stopped responding, artwork failed to move, and the site occasionally crashed. After several rounds of adjustment, I kept the 3D gallery for desktop and iPad and returned phones to the original 2D gallery.

DeviceGallery
Desktop / laptop3D spatial gallery
iPad3D spatial gallery
Phones2D gallery

04 Testing and refinement

Testing changed the final design.

I tested throughout development and directed code adjustments as issues appeared. Eight external testers then evaluated the mobile experience on their own devices, including several iPhone models and one Android phone, with additional testing on an iPad. This was informal testing, not a formal study.

The same eight testers then evaluated the 2D mobile gallery and reported no issues.

05 Final experience

An interactive exhibition shaped by testing.

The finished experience pairs an editorial feature with a dedicated exhibition, reached from one landing page. Desktop and iPad get the 3D gallery. Phones get the 2D gallery.

The most ambitious treatment wasn’t the most effective one on every device. Returning phones to 2D was a decision based on what testing showed.

Explore SPACE: 001space.com ↗

Case study 04 / Immersive digital exhibition, redesign / 2026

The Infinite Canvas of Rei: Redesign

In October 2026 I rebuilt The Infinite Canvas of Rei at ishlvl.com from a flat carousel into a walkable 3D world: a looping corridor of torii gates through Neo-Kyoto, where the seven artworks spray into view, can be inspected up close, and can be dissolved into particles.

The rebuild also added a private-viewing gate, a 3D showroom for the digital frame and archival prints, and a rewritten About section.

Look closely. Move freely. Let Rei change.

01 Overview

From a flat carousel to a walkable 3D world.

Role
Creative direction, experience design, UX/UI and content. Development directed through prompts with Claude
Tools
Claude, three.js (WebGL), HTML, CSS and JavaScript, Netlify, Netlify Forms
Collection
Seven original digital illustrations by ISH L-V-L, made in Procreate, 2024–2025
Redesign
October 21–25, 2026
Live at
ishlvl.com ↗

Challenge. Version one presented the work in a CSS 3D carousel. It worked, but it didn’t feel interactive, immersive or three-dimensional, and it didn’t tell Rei’s story. The goal was to make the exhibition itself feel like Neo-Kyoto while keeping what already worked.

Outcome. A deployed WebGL exhibition with gated entry, a looping 3D gallery, an inspector with a magnifying lens and a dissolve view, a Collect showroom with the looping film on a 3D digital frame, email capture for access requests and sales sign-ups, and a new About section. It was refined through hands-on testing on iPhone 15, iPhone 17 Pro Max, iPad Pro (3rd generation) and Meta Quest 3.

02 The problem

Version one showed the art well but didn’t feel like a place.

Version one, built in Figma Make, had a landing film, a slide-to-enter gate, a seven-piece carousel with depth from CSS 3D transforms, an inspector with a magnifying lens, an About page and a gated Prints page. Its depth was an effect on flat cards, not a space you could move through, and on touch devices some of the 3D had to be simplified for stability.

My brief for version two:

  • Make it interactive, immersive and truly 3D, in a futuristic direction that fits the story of Rei and Neo-Kyoto.
  • Keep what already works: the type, the glass interface, bilingual labels, slide-to-enter, the magnifying lens and the ISH signature.
  • Start from the live exhibition at ishlvl.com and the collection itself, not a generic gallery template.

This also answered an open question from the original concept brief: why should this be 3D instead of a conventional page? Because Rei is never one fixed image, a space where each piece is approached, entered and broken apart lets the visitor experience that idea, not just read it.

03 Creative direction

A walk through Neo-Kyoto at night.

The concept is a corridor of vermilion torii gates, drawn in light like the gate tunnels of Fushimi Inari, that never ends, because Rei is never finished.

Story elementDesign decision
Rei lives in Neo-Kyoto, where tradition meets futurismTorii gates drawn as glowing vermilion lines; a night skyline with lit windows on the horizon; katakana from the titles falls down the sides
Graffiti was ISH’s first mediumEach canvas sprays into view as you approach, with a hot vermilion edge on the paint
Glitch aesthetics run through the collectionHovering a canvas slices and offsets it; fast movement bends the canvases and splits their colour
Rei is never a fixed characterDissolve breaks a portrait into thousands of points pushed into depth by brightness, which you can orbit
An infinite canvasThe corridor loops: after Rei Takamura, the walk returns to Nexus. A white gate marks the seam, and the rail ends in ∞
Bilingual identityEvery title in English and Japanese, in the HUD and on caption plates beneath each canvas

What I kept from version one: the Archivo, DM Mono, Manrope and Noto Sans JP type; the black-and-glass interface; slide-to-enter; the magnifying lens; the ISH signature; and the bilingual labels.

One deliberate risk: the warp entrance. Sliding to enter launches the camera through the gates with streaked, colour-split motion, so entering feels like crossing into another world rather than opening a page. Users with reduced motion turned on skip it.

04 Experience design

Entrance, gate, corridor, and three places to branch.

The visit runs entrance → gate → corridor, with three places to branch from the corridor: inspect a piece, visit Collect, or read About. The ISH signature returns you to the entrance from anywhere.

  1. Entrance. The title, a vertical Japanese title with a vermilion seal, and the corridor drifting behind it with the mouse or finger. Slide to enter.
  2. Private-viewing gate. “Exhibition not yet open.” Visitors enter the access password, or request one by email. A wrong password shakes the panel; the right one unlocks the lock icon and glitches the panel away into the warp. The gate asks every time someone enters.
  3. Corridor. Every way of moving reaches the same place, so visitors use what feels natural.
  4. Inspector. The camera flies square to the piece. The magnifying lens follows the cursor or finger, zoom runs from 100% to 400%, and drag pans. Dissolve turns the portrait into a field of points in depth that you can orbit.
InputWhat it does
Drag or swipe, sideways or up and downMoves to the next or previous canvas, with momentum
Mouse wheel or trackpadGlides between canvases, snapping to the nearest
Arrow keys, A and DSteps one canvas
Rail of seven ticks, ← and → buttonsJumps to a piece, or steps
Click or tap a canvas, or Step inOpens the inspector

Sound. Off until the visitor turns it on. The exhibition soundtrack plays when present; small tones mark steps, inspecting and entering.

05 Collect

A lit 3D showroom for the two editions.

Version one’s password-locked Prints page became Collect, a lit 3D showroom for the two editions going on sale: a digital frame with the film looping inside it, and a signed archival print.

Why it changed. I’ll be selling digital frames that loop the Infinite Canvas film, as well as prints. A flat product page couldn’t show a moving object, so each edition became a 3D model on a dark floor, under its own spotlight, with the corridor’s grid and particles.

  • Digital frame. A clear acrylic block with four steel posts and a white screen, modelled on a photo of the real frame. The film plays on the screen; the photo itself is never shown.
  • Archival print. A signed print on a black stand, made from a still of the film, with the ISH signature in pencil grey.
  • Detail dots. Red pulsing dots on each piece open short notes: looping film, clear acrylic and steel posts on the frame; archival inks, signature and limited edition on the print.
  • Tap to enlarge. Tapping a piece flies the camera square to it, so the whole object fills the screen with its detail dots still visible. Tap again or Close to fly back.
  • Notify me. Edition sizes and pricing aren’t announced yet, so visitors can leave an email to hear when sales open. Each sign-up records which piece they were viewing.

Source film. The original was a 15-second, 11.6 MB HEVC (.mov) file, which Chrome and Firefox often can’t play. I had it converted to a 0.8 MB H.264 MP4, square at 720 pixels, with the sound removed, since the frame loops silently.

06 Development

Designed and directed through AI prompting.

I directed the build through conversation with Claude: I set the direction, judged each version on my own devices and asked for changes, and Claude wrote the code. “Designed and directed through AI prompting” is accurate; “developed” is not.

AreaDetail
3D enginethree.js (r128) on WebGL, replacing version one’s CSS 3D transforms
Custom shadersSpray-paint reveal, hover glitch and ripple, colour split, the magnifying lens, the dissolve point cloud, the skyline, falling katakana, the floor grid, and a final pass for grain, scanlines and warp streaks
PageOne standalone HTML file with no build step; three.js bundled locally so the site depends on no outside server
AssetsOriginal artwork resized to 2,400 px wide, because some phones can’t load 5,400 px images; the film converted to H.264
GateThe password is stored as a SHA-256 hash, not as plain text, and checked in the browser
FormsPassword requests and sales sign-ups go to Netlify Forms, with a hidden honeypot field against spam
DeploymentManual drag-and-drop deploy of one folder to Netlify, served at ishlvl.com
PreviewEach version was also published as a private Claude artifact for review before deploying

How the direction worked. I described the experience and reacted to what I saw on real devices; each round of feedback became the next change. Most rounds were about mobile.

  • I did not hand-write the code; I directed it.
  • The gate runs in the browser, so it controls presentation, not security.
  • Prices and edition sizes are not set, so Collect takes sign-ups and does not sell yet.

07 Testing and refinement

Hands-on and informal, on four devices.

Testing was hands-on and informal: I used the live site on four devices, reported what felt wrong, and each report became a fix. It was not a formal usability study.

DeviceBrowserForm factor
iPhone 15SafariPhone, touch
iPhone 17 Pro MaxSafariLarge phone, touch
iPad Pro (3rd generation)SafariTablet, touch
Meta Quest 3Meta Quest BrowserHeadset, flat browser window, controllers or hand tracking

On Meta Quest 3 the exhibition runs as a page in a floating browser window. It has no WebXR mode yet, so it is not a walk-in VR experience. Alongside my device testing, Claude rendered the build in a headless Chromium browser at desktop and iPhone sizes to check layout, tapping, the forms and the password gate. That is emulation, not a real device, and it can’t play the H.264 film.

Problems found and fixed. Most fixes were on phones, and all came from what I saw on the live site.

ProblemFix
The print didn’t enlarge the way the frame didFramed the print’s close-up like the frame’s; taps on or just around the print now count
The close-up filled the whole screen and hid the frame’s edges and detail dotsClose-up now fits the whole object with its dots visible; notes near the right edge open to the left
Detail dots sat where people naturally tap, so a tap opened a note instead of enlargingMoved the centre dots on the frame and print to their edges
The frame was too small on a phone to see the film moveAdded tap-to-enlarge
Diagonal stripes flickered over the film on the frame’s screenMerged the film and its white screen into one surface; full device sharpness and no grain in Collect
On phones the 3D frame sat behind the title and descriptionFitted each piece between the top controls and the text; tightened the text on phones
The gate was skipped after the first unlock in a tabThe gate now asks for the password every time
Fixes didn’t appear on the live siteAn older file had replaced the new one in the deploy folder; each deploy is now checked against the live site

Not tested: formal usability sessions or task measurements; assistive-technology testing or an accessibility audit; performance measurement or frame-rate data; Android, Edge or Firefox; delivery of form submissions on the live site, which is not yet confirmed.

08 Content: the About section

The project’s whole history, in about 650 words.

I rewrote About to tell the project’s whole history, from the first illustrations to the tote, the sticker campaign, the exhibition and the editions. An edit pass cut it from about 1,150 words to about 650 without losing a fact. I wrote the draft, Claude reviewed it, and I approved each change before anything was built.

  • Facts checked: pronouns (she), the tote’s debut at B&H Creators Presents: Content Chic on February 11, 2025, a private NYFW event sponsored by Canon; the sticker cities (New York, Toronto, Tokyo) and year (2025); and the name ISH L-V-L with Lashan Mitchell.
  • Repetition cut: the idea that the work moves between forms appeared about six times, and “open to interpretation” three.
  • Out-of-date copy fixed: the exhibition paragraph described version one; it now describes the corridor, the lens and Dissolve.
  • Terms matched to the site: “signed archival prints in limited editions,” as in Collect.

On the page. A timeline strip runs 2024 → Feb 2025 NYFW → 2025 stickers → 2026 exhibition → Next, across on desktop and down on phones. The closing line, “The canvas was never intended to end at the edge of the image,” sits in large display type.

09 Outcome and next steps

A walkable exhibition that tells Rei’s story through space.

The redesign is live at ishlvl.com: a walkable 3D exhibition that tells Rei’s story through space, with gated entry, a showroom for the coming editions, and a full project history.

  • A creative concept taken from a story to a working 3D experience, with each design choice tied to the narrative.
  • An existing product rebuilt without losing what worked: type, glass interface, bilingual labels, slide-to-enter and the lens.
  • Mobile refinement driven by real devices, with each problem and fix recorded.
  • AI used as a build partner under clear creative direction, and described honestly.

Next steps I would take: a WebXR mode so the corridor can be walked inside the Meta Quest 3; stop the camera from passing through a canvas when swiping on narrow phones; confirm form submissions and set up email notifications in Netlify; add the exhibition soundtrack to the deploy; a small moderated usability test with set tasks on the four devices; an accessibility review, including keyboard-only use and reduced motion; then announce edition sizes and prices and open sales in Collect.

Visit the exhibition: ishlvl.com ↗

Case study 05 / Interactive exhibition rebuild / 2026

SPACE 002: Jun Araki Exhibition Rebuild

The Jun Araki exhibition on 001space.com was rebuilt from a glitching CSS-3D corridor into a walkable WebGL gallery, and it now runs cleanly on every device tested.

Only the exhibition changed. The SPACE 002 hero, the Enter Gallery button, the hanging order and every other page of the site are untouched.

Fix the class of bug, not the instance.

01 Overview

Diagnosed, rebuilt, tested and deployed on October 21, 2026.

The update was diagnosed, rebuilt, tested and deployed on October 21, 2026, then signed off on an iPhone 15, an iPhone 17 Pro Max, an iPad Pro (3rd generation) and a Meta Quest 3. Jun Araki is a fictional artist created and creatively directed by ISHLVLSTUDIOS Generative Lab.

BeforeAfter
RenderingCSS 3D transforms, 4 planes of 11,600 pxWebGL (three.js r169), real geometry and lighting
ReliabilityBlack wedges and flicker in every browserClean on desktop, phone, tablet and headset
MobileA separate flat 2D viewerThe full 3D gallery, with touch controls
InteractionPrev / Next along a fixed trackGuided tour, free walking, inspect and zoom, index

02 The problem

Broken in Chrome, Safari and Firefox alike.

The 3D view of the exhibition broke in Chrome, Safari and Firefox alike, so it was not a single-browser bug. The approved gallery walked visitors down a corridor past 11 works in 7 bays, with the hero and Enter Gallery screen in front of it. What visitors saw:

  • Black wedges and cut-off walls. At the first work, the corridor’s edges were visible and the screen’s sides were black.
  • Flicker. From the second work on, the floor and walls broke into shapes that changed from frame to frame.
  • An open end. The far end of the corridor showed a black void.
  • Broken-image icons. Works further down the corridor showed broken-image icons until they loaded.

03 Diagnosis

Where the code put the camera, and where the browser put the eye.

The root cause was a mismatch between where the code placed the camera and where the browser placed the viewer’s eye. The stage used a CSS perspective of 2600px, which puts the eye 2,600px in front of the point the code treated as the camera.

CauseEffect on screen
The corridor began at the code’s camera position, about 1,950px in front of the real eyeAt the first work, visitors saw the outside edges of the box
From the second stop on, the floor, ceiling and walls (each 11,600px long) ran through the eyeEvery browser clips planes like that differently, which caused the wedges and flicker
The walls were 1300px tall in a 1160px roomThey poked 70px through the floor and ceiling, so the browser could not sort the overlap cleanly
The end wall was styled in CSS but never built in JavaScriptThe far end of the corridor opened onto black
Images loaded one stop ahead, with empty image tags in betweenBroken-image icons showed in the distance

The patch that failed. The first fix split each surface into short segments and hid any segment behind the viewer. It looked clean in a headless test browser, but on a real GPU in Chrome it drew black blocks across the walls. That version was live briefly on October 21 and was worse than the original.

04 The decision

Rebuild in WebGL rather than patch CSS 3D again.

Rather than patch CSS 3D a second time, the exhibition was rebuilt in WebGL, with the scope limited to the exhibition itself. CSS 3D leaves depth sorting, clipping and layer rasterization to each browser’s compositor, and those differ across engines and GPUs. A second patch would still have depended on behaviour no one controls.

WebGL draws real geometry through a camera with a near clipping plane and a depth buffer. A surface passing behind the viewer is handled correctly by design, so this whole class of bug goes away rather than being worked around. The rebuild also gave the chance to make the show more immersive, interactive and fully 3D on phones, which the old version could not do.

05 The new exhibition

A single poured-concrete hall.

The show now hangs in a single poured-concrete hall, 10m wide, 5.6m high and 59m long, that echoes the gallery in the SPACE 002 hero photograph. Visitors enter at one end and see the whole show at once before walking in.

  • Architecture. Ando-style formwork concrete, with panel joints and tie holes, plus pilasters dividing the bays and one long skylight slot in the ceiling.
  • Floor. Polished concrete that reflects the works on desktop.
  • Light. One spotlight per bay, with soft falloff, and dust drifting in the beams.
  • Hang. The approved V1 order and groupings: solos, pairs and a triad, alternating between the left and right walls. Fragments II closes the show alone on the end wall, at 2.6m.
  • Labels. Each work has a wall label (number, title, “Jun Araki, 2026”), and the show title is lettered on the wall at the entrance.
  • The works. The paintings are drawn unlit, so they keep their true colour under the spotlights.

06 Interaction design

A guided tour, and an open space to explore.

The gallery works as a guided tour for people who just want to look, and as an open space for people who want to explore. Both modes share one camera, so switching between them never jumps.

ModeDesktopTouch (phone, tablet, headset)
Guided tourPREV / NEXT, or the left and right arrow keysPREV / NEXT
Look aroundDragDrag
WalkW A S D, up and down arrows, scroll wheel, or click the floorTap the floor
Inspect a workClick it, or INSPECT / EnterTap it, or INSPECT
Zoom (to 400%)Scroll wheel or + / −Pinch, or + / −
Jump anywhereINDEX: a grid of all 11 worksINDEX
LeaveEsc or EXIT, back to the heroEXIT

Details that make it feel steady. Turns follow the path: moving between walls, the camera looks down the hall mid-move instead of spinning on the spot. Camera paths curve toward the centre line, so they never brush a wall. While walking freely, the title and counter update to whichever work you face. Walking to a tapped point stops at least 2.2m from either wall. On entry a short hint explains the controls, then fades after 9 seconds or the first interaction.

07 Engineering notes

Three new static files, no new build step.

The exhibition is three new static files plus a vendored copy of three.js, served by the existing Eleventy site on Netlify with no new build step. The concrete, floor, labels and title wall are drawn in code at load time, so the architecture adds no image downloads.

PartWhat it isSize
exhibition.jsThe scene, camera, controls and HUD logic, as one ES module39 KB
exhibition.cssThe approved hero styles, copied verbatim, plus the new HUD13 KB
three.module.min.js + Reflector.jsthree.js r169, self-hosted and loaded through an import map, so there is no CDN dependency694 KB
ArtworkThe existing 11 images: 1024px on desktop, the 900px mobile versions on phones and tabletsunchanged

Two performance tiers. Touch devices and screens under 700px on their short side get a lighter build.

SettingDesktopTouch / small screen
Floor reflectionReal-time mirror under a polished skinOff (solid polished floor)
Pixel ratio cap2×1.5×
Surface textures1024px512px
Dust particles360140
  • Loading. The first three works load before the walk-in starts, behind a progress bar. The rest stream in, in hanging order.
  • Frame-paced motion. Camera moves advance by frame, capped at 50ms per frame, so a slow frame (shaders compiling, a tab waking) pauses a move instead of making it jump.
  • Fallbacks. Browsers without WebGL get a plain scrolling list of the works, and reduced-motion settings make camera moves instant.
  • Rollback. The old gallery.js and gallery.css are still in the project, unused, and the previous template and layout are backed up. Rolling back is a two-file swap.

08 Testing and devices

Automated checks at six sizes, then four real devices.

The rebuild passed automated checks at six viewport sizes before launch, then a hands-on sign-off on four real devices after deploy. No console errors appeared in any automated run.

StageDevice or viewportInputResult
Real deviceMeta Quest 3Headset browserWorks
Real deviceiPhone 17 Pro MaxTouchWorks
Real deviceiPhone 15TouchWorks
Real deviceiPad Pro (3rd generation)TouchWorks
Automated1920 × 1080 desktopMouse, keyboardPass
Automated1440 × 733 laptopMouse, keyboardPass
Automated1024 × 768 tablet, landscapeMousePass
Automated820 × 1180 tablet, portraitMousePass
Automated390 × 844 phone, portraitTouchPass
Automated844 × 390 phone, landscapeTouchPass

The automated runs covered the walk-in, a tour of all 11 works, inspect and zoom, the index, walking with the keys, looking around and walking to a clicked floor point. Each was checked by screenshot, and three issues found that way were fixed before launch: a black ceiling, light fixtures that looked like floating specks, and the phone label overlapping the zoom bar. On the Quest 3, the gallery runs as a page in the headset’s browser rather than an immersive WebXR session.

09 Outcome and lessons

From broken in every browser to working on every device tried.

The exhibition went from broken in every browser to working on every device it was tried on, including a VR headset. Visitors can now walk the show, rather than only being moved down a track, and phone visitors get the same 3D gallery as desktop.

  1. Test a render fix on real hardware before deploying. The failed patch passed in a software-rendered test browser and broke on a real GPU. The headless browser is good for layout and flow checks, but not for proving compositor behaviour.
  2. Fix the class of bug, not the instance. Moving from CSS 3D to WebGL removed the dependence on each browser’s compositor, instead of tuning around it.
  3. Know where the camera really is. The original bug came down to one number, the CSS perspective, putting the eye 2,600px from where the code assumed.
  4. Lock what is approved, and isolate what is new. The hero stayed byte-for-byte, and the new gallery lives in new files, which kept the risk small and makes rollback easy.

A natural next step is an immersive WebXR mode, so Quest 3 visitors can walk the hall in the headset itself.

Explore SPACE: 001space.com ↗