Xuanyu Yang

MDes Interior Architecture

Walking Through Feeling

Emotion is the most direct bridge between human experience and architectural space, yet design often treats feelings as a byproduct of more important concerns. Walking Through Feeling challenges this assumption by asking whether a designer can intentionally use spatial qualities to move a person through a defined emotional sequence.

To test this, the project designs a spatial version of Lewis Carroll's Alice in Wonderland as an immersive theater experience. The narrative is told not through text, performance, or screen, but entirely through the physical qualities of a sequence of rooms: material, light, scale, sound, and smell. Each room corresponds to a moment in Alice's psychological journey, from disorientation and panic to calm and moral clarity. Visitors move through the space wearing headphones, listening to excerpts read plainly from the original book, while the architecture carries the emotion the words can only name.

The site is 461 West 14th Street in New York City, a former showroom located directly below the High Line. Two separate entry points at different elevations allow visitors to enter from above and exit at street level, mirroring Alice's fall into Wonderland and her return to reality.

Grounded in Christian Norberg-Schulz's concept of genius loci, the thesis argues that emotion in architecture is not accidental. It can be designed with the same intentionality as structure or program.

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A fist breaks through a proscenium stage, symbolizing how immersive theater dissolves the barrier between audience and performance. Instead of watching from a distance, the audience steps into the space and becomes part of the story.

Breaking the Fourth Wall
2026
Concept illustration, digital drawing

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This room translates the exhaustion of Alice's Caucus-Race. The floor is a conveyor belt hidden beneath scattered rock fragments, so every step forward produces no progress. A warm glow from the undulating ceiling above contrasts with the unstable ground, making the body feel futility before the mind understands why.

The Shore (Space 05/09)
2026
Interior rendering, digital

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A long table draped in deep red stretches into darkness, lit only by faint candlelight at the far end. Projected cups and dishes sit on the surface. When a visitor reaches for them, the images slide away. When the hand pulls back, they return. The space evokes social awkwardness, where every attempt to participate is quietly refused.

The Tea Party (Space 07/09)
2026
Interior rendering, digital

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