EMO House

Turning emotion into an interactive audiovisual system

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OVERVIEW

I designed and built EMO HOUSE, an interactive audiovisual system that translates free-form descriptions of how we feel into generative house music and visuals. Users can adjust the interpretation in real time and save the result as a personal state.

Time July 2026

Role Interaction Design · Prototyping · Visual Design

Tools Figma, Adobe, HTML/CSS/JavaScript, p5.js, Tone.js

PROBLEM

Emotions are difficult to fit into fixed mood labels.

Mood-based music experiences often rely on predefined categories or pre-made playlists. But the way people describe how they feel is often more nuanced, personal, and ambiguous. Instead of forcing users to choose from fixed labels, EMO HOUSE explores how emotional input can directly shape sound and visuals into a more personal experience.

Building Interaction Model

Translates emotional input into an adjustable audiovisual experience.

The system interprets each input through five emotional dimensions: energy, tension, stability, openness, and valence. These dimensions shape sound and visual parameters such as tempo, tone, rhythm, color, scale, motion, and density.

Users can then adjust the emotional dimensions to reshape the experience in real time, rather than accepting the initial interpretation as a fixed result.

EXPERIENCE

01 Express your emotion

Describe how you’re feeling in your own words. EMO HOUSE interprets your input and translates it into an initial sound and visual experience.

02 Reshape the interpretation

Use the sliders to adjust the initial interpretation and shape it closer to how you feel. Changes are reflected in the sound and visuals in real time.

04 Save your mix

Save your customized experience to build a personal playlist you can return to anytime.

REFLECTION

Designing emotion means creating space for people to shape it.

EMO HOUSE began as a system for translating emotional input into sound and visuals, but the process showed me that interpretation should stay open. By letting users adjust the emotional dimensions themselves, the experience became less about defining emotion and more about shaping its expression.