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Futuregames · speculative BCI · 2026

Aether 2.0

Designing shared imagination

A future product concept made tangible through research, a multiplayer browser prototype and a launch film that slowly turns against its own promise.

Watch the final film
Format
Speculative UX case
Time
10 days · August 2026
Team
4 people
Final film
8:32

The reveal

Who owns the dream?

Aether begins as a seductive product launch. The case then examines what happens when imagination becomes data, advertising becomes memory and one person can gain more control over a shared inner world.

The proposed experience

From a private thought to a place for two

The product was designed as a deliberate sequence rather than effortless telepathy. Elias chooses to enter a shared space, invites Maya and selects what kind of experience the system may construct.

  1. 01

    Sleep

    Enter Aether intentionally instead of broadcasting mental activity by default.

  2. 02

    Invite Maya

    A known person must be selected and accept before anything is shared.

  3. 03

    Select a scenario

    Choose a bounded context such as a beach rather than opening the whole mind.

  4. 04

    Co-create

    AI turns selected signals into a shared, visibly reconstructed environment.

A gaze-led mode selection designed for a future interface without a handheld screen.
Maya and Elias meeting in a shared beach dreamscape
Maya and Elias meet inside the reconstructed beach scenario.

Making the idea testable

Prototype the interaction, not the impossible hardware

I built a first-person browser simulation to communicate the social mechanic in seconds. Players enter a neutral room and select thought suggestions that materialise as procedural objects. Compatible choices merge into a violet shared event.

  • Ten procedural thought archetypes
  • Shared outcomes created by compatible choices
  • Up to five people in an ephemeral room
  • Reactive Elias demonstrates the concept in solo mode
  • BroadcastChannel fallback and optional Supabase Realtime
Browser prototype showing procedural thoughts in the shared neutral canvas
The coded neutral canvas: cyan and amber mark individuals; violet belongs only to what they create together.

A future built from three different levels of evidence

We separated what research has demonstrated from infrastructure still in development and the parts that remain design fiction. That boundary kept an intentionally extreme concept intellectually honest.

Demonstrated

Low-bandwidth brain-to-brain signals

Researchers have transmitted simple intentional information between people using EEG and non-invasive stimulation. This is not free-form telepathy or dream transfer.

Emerging

BCI inside immersive environments

Clinical BCI work and VR research suggest that neural input can be trained and interpreted inside more natural spatial contexts.

Design fiction

A stable shared dreamscape

High-bandwidth experience sharing, reliable memory reconstruction and safe neural feedback would require multiple major breakthroughs. Aether uses that uncertainty as design material.

The narrative device

Sell the future. Then investigate the cost.

Our presentation borrowed the confidence of a technology keynote before freezing, glitching and returning years later through an investigative interview. The contrast made both the appeal and the danger easier to understand.

Fictional Aether neural headband displayed in a bright product laboratory

The promise

A new place to think together

A warm product launch presents Aether as intimate communication: shared travel, creativity and presence without physical distance.

The investigation
Barbara Sinclair seated under a single light during the fictional investigation
01

Neural profiling

Repeated symbols can be interpreted as emotion, preference or vulnerability, even when the inference is wrong.

A monetary counter representing the fictional dream economy
02

The dream economy

When a world forms around thought, advertising no longer interrupts the experience. It can become the experience.

A dystopian sleep facility filled with connected sleeping people
03

Unequal control

A shared world is only shared if every participant can remove, reject and immediately leave what is created.

Individual contribution

I connected the concept, prototype and final story

My contribution was not one isolated scene. I proposed the BCI direction, helped turn Shared Dreamscape into the chosen concept, built the browser prototype and became the person who assembled most of the final presentation film.

Concept initiator · interaction prototyper · lead video editor · collaborative production facilitator

  1. Direction

    Proposed BCI as the group's future-technology field.

  2. Concept

    Researched Shared Dreamscape and produced the first Maya, Elias and interface studies.

  3. Prototype

    Built the browser simulation, added multiplayer and prepared it for Vercel.

  4. Final film

    Operated the live Resolve timeline, assembled the story and polished transitions, music and sound.

Building the film together, live

Instead of assigning four disconnected sections, we reviewed storyboards, footage and voiceover together while I screen-shared DaVinci Resolve and translated decisions directly into the timeline.

The process created a more coherent film and stronger shared ownership. It was also slower at times because one person controlled the timeline while the others reviewed.

The outcome

A product launch with an argument inside it

The final 8:32 film was created for a roughly ten-minute presentation format. It moves from spectacle to scrutiny and ends by asking what rules a shared inner world would need before it deserved trust.

How the material was made

Human-led

Research framing, concept selection, interaction model, browser prototype, narrative structure, editing, transitions and sound direction.

Team-shared

Story decisions, voiceover direction, critique, clip selection and the final review of the presentation.

AI-assisted

Selected characters, environments, video shots, synthetic voices and sound effects, all directed and edited into the team's authored narrative.

Aether principles

The experience only works while the users remain in control

Shared imagination could become an unusually intimate form of communication. The design therefore ends with four non-negotiable principles rather than another feature list.

Consent
The user chooses what is sensed and shared.
Control
The user can change or remove anything.
Privacy
Thoughts are not automatically stored or sold.
Exit
Leaving is always immediate.
If you could enter someone else's imagination, would you?
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Elmer Almer Ershagen© 2026