Hire Charles

Interactive Objects

The machine at the center of the room. Built to explain itself, answer the second someone touches it, and take a beating all day long.

Tell us about the room

  1. 01

    Concept and character

    What it does, what it says, and how it feels to use. The writing matters as much as the wiring.

  2. 02

    Hardware and code

    Electronics, sensors, sound, light, and the code that runs it, built and tested in our shop.

  3. 03

    The cabinet

    Fabricated in house, or with a shop we've worked with for years when it's bigger than the bench.

  4. 04

    The operator's side

    Staff controls, simple resets, spares, and a machine a good operator can play like an instrument.

  5. 05

    Delivery and setup

    Shipped, installed and tested on site, with us there when it goes in.

Things people line up for

A carnival grip tester with a hidden camera that catches your face the moment the lights stop. A big red button that takes over a room's sound system. A humanoid that looks back at you. The best interactive objects need no instructions: you see it, you know what to do, and you want to do it again.

The technology is hidden on purpose. People should wonder how it works, not see how it works.

  • Concept to delivery

    We design and build the whole object.

  • Build to your design

    Your concept. Our electronics, code and fabrication.

How long does one take?
It depends on the object. A simple one can be weeks, a complex one a few months. We'll tell you in the first conversation, and we'll say so if your date is too tight.
Can it travel?
Yes. Most of what we build is made to ship, set up fast and survive a tour.
Can it collect data?
If you want it to. A machine can count plays, take photos, print results or capture opt-ins, always in a way the person playing understands.

Tell us about the room