渥美

atmo

Shaping your atmosphere

Project Overview

Atmo is a sensory design tool that lets users shape their environment through sound and light. Inspired by Brian Eno and James Turrell, it reframes atmosphere as something we create, not just experience, offering calm in a world that often overwhelms the senses.

Through the Atmo Sphere app, users can compose and control ambiences with an intuitive editor that mirrors elements of digital audio workstations (DAWs). Light and sound can be layered, modulated, and shared with the community, giving anyone the ability to craft a personal or collective mood.

Problem

 Our environments are loud, fragmented, and overstimulated. As humans, we search for quiet, but silence isn’t always soothing;  it’s empty. Noise raises cortisol. Light disrupts circadian rhythm. 90% of our time is spent indoors, yet most spaces ignore  the sensory, subconcious needs of the body.

Solution

Atmo is interior design for the senses. A single sphere with infinite emotions. Part meditation tool, part mood-maker, part invisible instrument. Atmo allows you to set the ambience with light and sound,  creating an interchange between you and your space. Because calm isn’t found. It’s made and shared.

My Role

  • Strategy & design thinking
  • Research & insights
  • Storyboarding & narrative development
  • UI design & deliverables

Outcomes

The Atmo Sphere

A seamless blend of ambient light and procedural sound.

The Atmo App

Studio for creating, controlling and sharing atmospheres.

Community integration

Ability to share and discover user generated ambiances.

Design/ campaign deliverables

Campaign assets made by design partner.

Research and Discovery

Our environments profoundly shape our emotions and health, especially through sensory channels like light and sound. I focused on three key research areas to guide the early concept for Atmo:

Human-Centric Lighting (HCL):

Studied how natural light patterns regulate circadian rhythms, alertness, and relaxation. Designed lighting behaviour to mimic these shifts; cooler tones during the day to support focus, warmer tones at night to aid rest.

Sound & Frequency Response:

Studied how natural light patterns regulate circadian rhythms, alertness, and relaxation. Designed lighting behaviour to mimic these shifts; cooler tones during the day to support focus, warmer tones at night to aid rest.

Synthetic, Playful Interaction:

Explored the mental health benefits of multi-sensory engagement and non-goal-oriented play. Interaction with the sphere (tapping, holding, swinging) was designed to encourage sensory grounding and emotional well-being.

Key Insight:

Calm is not passive. It is created through active, intuitive interaction with our environment.

Concept Development

Concept Board

Initial Concept board to help frame project.

UI Mood board

Inspiration for how UI could look, feel, interact.

Visual Mood board (Design)

Visual exploration by designer Fred Foulkes.

UX Design Process

User flow of the editor

Early UI

Initial Lofi/midfi wireframes of Editor.

Visual Design

We wanted a way to show a “preview” of the atmospheres. We Initially had vectorised landscapes but switched to circles as the visualised representation of a sphere.
For obvious reasons.

Advertising assets

Early in the project, I created personas to explore different use cases for Atmo. While I focused on UX, my design partner rendered this advertisement, which captures the essence of the Atmo Sphere effectively. Together with the Sphere visualizers, it helped frame the product's emotional value and directly informed the refinement of the new UI.

Refinement

Aligning old UI to new visual language.

Reflection

We began with the ambition to create a full product, but as the scope became clearer, the focus shifted to designing the ecosystem around it. If I were to develop this project further, the next step would be to build a functional version of Atmo, alongside physical packaging and real world interactions.

The UI was guided more by visual clarity than functional depth, given the briefs focus on storytelling over UX. The goal was to communicate the product’s intent at a glance through clean, expressive design. Many features remain conceptual, but I see future potential in developing them into a fully realised interface.

Let’s make the internet a little more fun!

Get in touch via email or fill out the form.
robertatsumi.design@gmail.com
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