Explore

FanRows has grown through making, testing and repeatedly changing what did not feel right.

What began as an experiment with movement and sound gradually became a broader exploration of embodied interaction: how a responsive environment can react to a moving body without reducing movement to a set of commands, how sound can become part of a continuous feedback loop, and what happens when such an interaction is experienced rather than simply operated.

The pages collected here approach FanRows from different perspectives.

Concept

The ideas behind FanRows and the questions that emerged while building it: movement, sound, embodiment, resonance and the space between deliberate control and open exploration.

Explore the concept

System

What FanRows provides as a creative system: whole-body movement signals, sound and visual material, mappings, scenes, temporal behaviour, local-first project handling, Studio authoring and interaction analysis.

Explore the system

Architecture

How the system is implemented in the browser — from motion tracking and derived movement signals to the audio engine, data flow and the technical structures behind Studio and Runtime.

Explore the architecture

Research

The experimental side of FanRows: observations, hypotheses, user tests and questions that cannot be answered through implementation alone.

Explore the research

Case Study

The development of FanRows over time: technical decisions, revisions, failed approaches, discoveries and the long-term collaboration with AI that accompanied much of the project.

Read the case study

These perspectives overlap, but they serve different purposes: the Concept describes the underlying ideas, the System shows what can be worked with, the Architecture explains how it is built, and Research considers what can be investigated through it.

They all grew from the same process: building something, entering it through movement, noticing what happens, and returning to the system with a slightly different understanding.