00 / Prologue

AC|D 4
The Cube

You will know
when you feel it again.

Master's thesis · Interior Design · Ephemeral Design
Ana Costa · 2026

Enter the research

01 / The Question

What remains
after an experience
disappears?

AC|D 4 investigates the invisible trace left by a temporary spatial experience.

Most installations are judged while they stand. This one is judged by what happens afterwards — by what a visitor carries out through the exit and still holds days later.

The research examines four conditions. Memory: how an experience settles into a person. Perception: how little a space needs to offer before the mind completes it. Participation: what changes when a visitor stops observing and becomes part of the material. Ephemerality: what a place can mean once it accepts that it will end.

02 / The Thesis

The space is temporary.
The memory is not.

The Cube is not conceived as an object to be admired from outside. It is completed by the visitor. The physical installation is temporary; the project is judged by what persists after the encounter.

Engram — neuroscience

In neuroscience, an engram is the physical trace left in the brain by an experience, making memory possible.

Engram — interpretative model

The project does not attempt to design a memory directly. It designs the conditions from which memory may emerge. The scientific concept is used as a conceptual framework, not as a claim of proof.

03 / The Object

A four-metre monolith.
One fenda.
Up to two visitors at a time.

Exterior dimensions
4000 × 4000 × 4000 mm
Clear interior
3000 × 3000 × 3000 mm
Wall thickness
500 mm
Finished floor level
+350 mm above grade
Exterior
Matte-black monolithic volume
Interior
Continuous LED field across four walls and the ceiling. The floor is dark and is not LED.
Physical openings
1000 × 2000 mm, concealed, recessed into the dark base. Two opposed openings on the North–South axis: North entrance; South exit and emergency egress. Dark light-trap at the entrance.

04 / The Fenda

The cut is the first invitation.

One thin vertical luminous line. Uninterrupted. Full height.
Visually continuous — the architectural translation of the “|” in AC|D.

It is not segmented. It is not a portal. It does not open.

The fenda signals the threshold.
The physical entrance remains concealed.

Detail of the single luminous vertical fenda in the matte-black surface.
Plate 01 The fenda. Entrance signal · light source · brand gesture · threshold · visual memory.

05 / Five Days Sealed

5.

The Cube remains sealed for five days.
On the final night, it is revealed.

  • Sealed
  • Revelation
  • Immersion
  • Memory

06 / The Experience

The visitor completes the work.

01

Arrival

The Cube appears as an interruption in the city.

02

Waiting

The visitor remains outside long enough for expectation to become attention.

03

Crossing

The fenda signals the threshold. The physical entrance remains concealed.

North opening, 1000 × 2000 mm, recessed in the dark base.

04

Stillness

Inside, the visitor becomes part of the work.

Saturated red light · low-frequency sound · controlled darkness · stillness.

05

Exit

The Cube releases the visitor without explaining the experience.

South opening: exit and emergency egress.

06

Return

The experience reappears later as memory.

07 / Seven Minutes

7

Up to two visitors.
Seven minutes.

Maximum capacity is up to two people per cycle. The experience lasts seven minutes — long enough for expectation to dissolve, short enough that nothing is explained.

08 / The Red Field

Interior of the Cube: a continuous saturated red LED field across four walls and the ceiling, dark floor, two visitors in silhouette.
Plate 02 The founding visual condition: a single saturated-red field. No figures, no additional colours, no projected narratives.

The interior is not a room. It is a condition.

Four walls and the ceiling carry one continuous field of red light. The floor stays dark. Nothing is displayed; the room itself is the image, and the visitors are the only figures in it.

09 / The Evidence

Seven minutes, witnessed.

10 / The Visitor Cube

The consent is an object.
The object is the key.

Before entering, the visitor chooses between a recording-consent cube and a non-recording cube. The cubes are made from aluminium offcuts generated by the AC|D 4 material system; the chosen cube leaves with the visitor. When two visitors enter together, recording requires consent from both participants. If either participant declines, the entire seven-minute cycle proceeds without recording.

The recording-consent cube contains an on-metal NFC tag — selected specifically to function on an aluminium substrate — and a QR code that provide access to the visitor's private video of the passage. Tap with a compatible phone or scan the code. No account. No facial recognition. The video remains available for twenty-four hours, then disappears.

The non-recording cube remains a physical residue of the experience but does not provide access to a recorded video. Either cube is at once a consent instrument and a material memory device.

Small aluminium visitor cube made from offcuts, carrying a QR code and an on-metal NFC tag.
Plate 03 The recording-consent cube. Aluminium offcut · QR code · on-metal NFC tag.

11 / Technology

Technology should disappear.

Every system exists only to hold the experience steady. None of it performs. No AI system forms part of the approved project.

Light — LED field
Proposed system ROE BP2 v2 · 180 tiles · four walls and the ceiling, five faces, approx. 45 m² · the floor is not LED. Estimated electrical load approx. 17 kW mean / 34 kW peak.
Sound
A low-frequency composition, felt as much as heard, working with red light, silence and the seven-minute sequence. Final acoustic behaviour requires specialist modelling and testing.
Cameras
Four proposed — one in each upper corner, concealed behind the LED plane, angled approximately 35° downward. No central ceiling camera. Recording is optional and depends on explicit visitor consent.
Interaction
The visitors' presence is the primary interface. Guidance is embedded in the consent ritual rather than delivered through screens.

12 / Memory by Subtraction

The final material is memory.

Four concepts frame the research. They are used as an interpretative model and as research references — never as claims of measured effect.

Episodic memory

A memory connected to a personally lived event.

Engram

The physical trace that supports memory.

Afterimage

The visual impression that survives after the stimulus.

Remanence

The effect that persists after the original field has disappeared.

13 / Technical System

The anatomy of the object.

The Technical Dossier is issued for design and tender, not for construction. Technical specifications represent the current stage of design development and remain subject to specialist validation before construction.

Dimensions
Exterior 4000 × 4000 × 4000 mm · interior 3000 × 3000 × 3000 mm · wall 500 mm · floor +350 mm above grade
Structure
Prolyte H30V truss, aluminium 6082-T6, clear-span, bolted nodes
Cladding
Alucore honeycomb A2, cool-black, approx. 10 mm, concealed Z-clip rainscreen
Wall build-up
Skin ≈10 mm · ventilated air gap ≈71 mm · Prolyte H30V frame ≈239 mm · technical cavity ≈90 mm · ROE BP2 v2 LED ≈90 mm — total ≈500 mm
Technical base
Approx. 350 mm, containing services, cabling, cooling and fog equipment
Floor
Dark, non-LED
Entrance
Concealed 1000 × 2000 mm openings, North entry / South egress · dark light-trap
Lighting
ROE BP2 v2, 180 tiles, ≈45 m² ·
Power
≈17 kW mean / ≈34 kW peak (estimated)
Sound
Low-frequency composition
Cameras / sensors
Four corner cameras, ≈35° downward, behind LED plane
Ventilation / cooling
Base-integrated cooling and fog system
Accessibility
Assisted demountable-ramp proposal (+350 mm threshold)
Assembly / dismantling
Designed for disassembly
Capacity · duration
Up to 2 visitors per cycle · 7 minutes
Data privacy
Consent-based optional recording · private video 24 h then disappears

14 / Circularity

Ephemeral does not mean disposable.

The Cube is designed for disassembly: modular assembly, reversible connections, separation of structure and content, replaceable activation layers, reuse and repair rather than replacement. Its circular performance has not yet been empirically verified.

The visitor cubes are already part of this logic — made from aluminium offcuts generated by the material system itself.

At the end of the installation lifecycle, material from the Cube may be recast, numbered and preserved as a relic. The number of relics and their destination depend on the site, the activation and the commissioning model.

A numbered recast relic from the Cube's material.
Plate 04 The relic. Recast, numbered, preserved.

15 / Master's Thesis

The academic framework.

AC|D 4 is Ana Costa Martins' Final Major Project in the Master in Interior Design at the Cascais School of Arts and Design, academic year 2025/26. The project is currently unbuilt.

Institution
Cascais School of Arts and Design
Programme
Master in Interior Design
Module
Final Major Project · AY 2025/26
Author
Ana Costa Martins

Research question

How can an ephemeral spatial object install lasting memory by subtraction — through tension, mystery and light — instead of pursuing it through the accumulation of stimulus, and do so under a circular logic?

Methodology

Practice-based research; research through design. Knowledge is produced through the act of designing, with memory by subtraction as the coherence criterion for every decision. A future empirical evaluation is proposed — the Awe Experience Scale (AWE-S), delayed recall, and peak-end comparison. No empirical results are currently claimed.

Bibliographic references

Frayling · Böhme · Debord · Kahneman et al. · Keltner & Haidt · McDonough & Braungart · Pine & Gilmore · Rudd et al. · Yaden et al. · Young · Zumthor. Full citations follow the thesis reference list.

Future commercial application — speculative

16 / Future Activations

One cube.
A different world each time.

After the academic phase, AC|D 4 is intended to evolve into a modular platform for immersive temporary activations. The external object remains recognisable while light, sound, image, scent, content, interaction and relic may change with each activation concept. Every activation begins with one defining idea — none is interchangeable.

  • Fashion
  • Automotive
  • Fragrance
  • Technology
  • Culture
  • Music
  • Hospitality
  • Product launches

Concept scenario · fragrance

The red field gives way to a scent held in darkness. Changed layers: light, scent, sound. Retained: the monolith, the fenda, the seven minutes, the consent cube. Possible relic to be developed according to the activation concept. Reuse: activation layers replaced; structure untouched.

Speculative activation · music

One unreleased piece, heard once, by up to two people at a time. Changed layers: sound, light tempo. Retained: the object, the ritual, the 24-hour private video. Possible relic to be developed according to the activation concept. Reuse: same platform, new content.

17 / What Comes Next

The research continues.

Academic

  • Final thesis presentation
  • Documentation
  • Evaluation
  • Possible research continuation

Commercial

  • Technical development
  • Prototype
  • Partnerships
  • Site tests
  • Pilot activation

Cultural

  • Exhibitions
  • Festivals
  • Institutional collaborations

18 / Contact

What should the Cube make possible?

Ana Costa · Founder / Design Director
AC|D · Ana Costa | Design · Lisboa
puf@acidatelier.com

Start a conversation

The object disappears.

The memory remains.

You will know
when you feel it again.