No. Special Issue 1 (2026): The Mechanics of Gaming
Articles

From Designing Form to Designing Behaviour: Interactive Space, Scripting and Digital Figure in XR Environments

Anastasia Cottini
DiDA Dipartimento di Architettura - Università degli Studi di Firenze
Francesco Laiali
3D Artist

Published 2026-09-29

Keywords

  • Architectural Drawing,
  • Interactive Environments,
  • Scripting,
  • Character Art,
  • Extended Reality

How to Cite

Cottini, A., & Laiali, F. (2026). From Designing Form to Designing Behaviour: Interactive Space, Scripting and Digital Figure in XR Environments. TRIBELON Journal of Drawing and Representation of Architecture, Landscape and Environment, (Special Issue 1), 104–111. https://doi.org/10.36253/tribelon-4064

Abstract

In interactive digital environments, the design of space includes both the definition of form and the design of the dynamics that regulate the interaction between users, objects and environments. Within this context, drawing may be reinterpreted as an extended practice capable of organising geometric configurations, behaviours, relationships and transformations over time. This contribution investigates such a transformation by bringing into dialogue three design domains: the conception of space as an interactive system, the use of scripting as an operational language, and the design of the digital figure in immersive worlds.
Through a critical reading of the fundamental structures of programming logic – variables, conditions, loops and events – the study proposes interpreting code as a form of procedural drawing capable of translating spatial intentions into executable processes. At the same time, the analysis of character art highlights how the virtual character operates as a design device through which users perceive and traverse digital space. The virtual body thus assumes the role of mediator between environment and action, contributing to the construction of spatial experience.
The article therefore proposes a reinterpretation of drawing within contemporary design practices, showing how, in the contexts of Extended Reality, the design of space necessarily entails defining the rules that govern its behaviour as well as the digital subjects that inhabit and activate it.

References

  1. T. Bancroft, Creating Characters with Personality, Watson-Guptill, New York 2006.
  2. S. Bertocci, M. Bini, Manuale di rilievo architettonico e urbano, CittàStudi, Milano 2012.
  3. G. Calleja, In-Game. From Immersion to Incorporation, MIT Press, Cambridge (MA) 2011.
  4. M. Carpo, The Second Digital Turn. Design Beyond Intelligence, MIT Press, Cambridge (MA) 2017.
  5. F. Cioli, E. Cosentino, Digitalisation of tangible and intangible theatrical heritage. Virtual Reconstruction of Theatrical Scene Design, in Proceedings of the 21st International Conference on Culture and Computer Science: from Humanism to Digital Humanities (KUI ‘24), Association for Computing Machinery, New York 2025.
  6. A. Cottini, A. Lumini, S. Brizzi, The Stibbert Museum in Florence. Experimental approaches to 3D reality-based digital reconstruction for Virtual Museum and Digital Heritage, in Proceedings of the 22nd International Conference on Culture and Computer Science: Remixing Analog and Digital (KUI ‘25), Association for Computing Machinery, New York 2025.
  7. M. Docci, R. Migliari, Scienza della rappresentazione, Carocci, Roma 1992.
  8. T. Fullerton, Game Design Workshop. A Playcentric Approach to Creating Innovative Games, CRC Press, Boca Raton 2019.
  9. F. Galasso, Revealing the invisible: digital simulacra and virtual use of lost archaeological heritage, in F. Picchio (a cura di), Digital and Documentation. From Virtual space to Information database, Pavia University Press, Pavia 2023, pp. 65–78.
  10. J.P. Gee, What Video Games Have to Teach Us About Learning and Literacy, Palgrave Macmillan, New York 2003.
  11. J.J. Gibson, The Ecological Approach to Visual Perception, Houghton Mifflin, Boston 1979.
  12. L. Manovich, The Language of New Media, MIT Press, Cambridge (MA) 2001.
  13. L. Manovich, Software Takes Command, Bloomsbury, New York 2013.
  14. M. Merleau-Ponty, Phénoménologie de la perception, Gallimard, Paris 1945.
  15. J. Murray, Hamlet on the Holodeck. The Future of Narrative in Cyberspace, MIT Press, Cambridge (MA) 1997.
  16. M. Nitsche, Video Game Spaces. Image, Play, and Structure in 3D Worlds, MIT Press, Cambridge (MA) 2008.
  17. C. Norberg-Schulz, Existence, Space and Architecture, Praeger, New York 1971.
  18. R. Oxman, Theory and design in the first digital age, in Design Studies, 27, 2006, 3.
  19. J. Pallasmaa, The Eyes of the Skin. Architecture and the Senses, Wiley, Chichester 2005.
  20. S. Parrinello, A. Dell’Amico, F. Galasso, G. Porcheddu, Virtual Spaces for Knowledge Preservation: Digitization of a Vanished Archaeological Excavation, in A. Giordano, M. Russo, R. Spallone (a cura di), Advances in Representation. Digital Innovations in Architecture, Engineering and Construction, Springer, Cham 2024.
  21. S.E. Rasmussen, Experiencing Architecture, MIT Press, Cambridge (MA) 1959.
  22. T.L. Taylor, Living Digitally: Embodiment in Virtual Worlds, in R. Schroeder (a cura di), The Social Life of Avatars, Springer, London 2002.
  23. B. Tillman, Creative Character Design, Focal Press, Oxford 2011.
  24. B. Tschumi, Architettura e disgiunzione, Pendragon, Bologna 2005.
  25. N. Wardrip-Fruin, Expressive Processing. Digital Fictions, Computer Games, and Software Studies, MIT Press, Cambridge (MA) 2009.