[Not For Decoration]

[Not For Decoration]

[Not For Decoration]

Designer

Denzel Baptiste

Medium

Interactive Audiovisual Installation

Dimensions

Site-Responsive

Year

2026

[About]

(01)

[About]

(01)

[About]

(01)

[Not For Decoration] is an interactive installation in which viewers shape the music through visual artworks directly linked to the composition.

An evolving environment where rhythm, harmony, and dissonance appear as sound and geometry. Visitors activate and reshape the composition through embodied presence.

[Premise]

(02)

[Premise]

(02)

[Premise]

(02)

Nothing is ornamental: every object is an interface, every visual is feedback.

Form follows function. Each change is legible—sound, signal, and action align into one coherent event.

[System]

(03)

[System]

(03)

[System]

(03)

Sound, visual signal, and human agency form one causal system.

A distributed set of musical components — drums, bass, lead, arp, drone — unfold through interaction.

Each action produces immediate auditory and visual consequence.

Nothing is ornamental. Every change has a cause.

[Sound]

(04)

[Sound]

(04)

[Sound]

(04)

A tempo-locked stem architecture designed for non-repeatable outcomes.

Five musical roles interlock in tempo—drums, bass, lead, arp, drone—built as a living score rather than a fixed track. Guardrails (quantized timing, curated note pools, bounded modulation) keep the music intentional while allowing density, timbre, and space to shift continuously with the room.

[Visual]

(05)

[Visual]

(05)

[Visual]

(05)

The oscilloscope becomes the visual language of the work—measurement, not metaphor.

The audio signal is drawn in real time as waveform behavior. Harmony reads as stability; dissonance appears as interference and phase tension. Amplitude, frequency, and phase translate into motion, density, and shape, allowing the eye to follow the same tension-and-release the ear is already feeling.

Petal Field by Take A Daytrip

Petal Field by Take A Daytrip

(2026)

[Interaction]

(06)

[Interaction]

(06)

[Interaction]

(06)

Cause and effect is immediate: touch becomes sound, sound becomes geometry.

Perimeter stations act as instruments: proximity, touch, and pressure modulate distinct musical roles with local sound and local signal feedback. All outputs feed the central SUM—an audible and visible readout of the collective state. As more bodies enter, complexity increases; as the room empties, the system contracts toward stillness.

[Perception]

(08)

[Perception]

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[Perception]

(08)

Tension and release become playable — harmony and dissonance become physical.

When sound and image resolve together, emotional payoff intensifies; when they misalign, tension becomes visible and physical. Immediate cause-and-effect strengthens agency, while shared rhythm increases cohesion—shifting the experience with density from solitary meditation to collective euphoria.

Panterra

Panterra

(2024)

[Previous Interactive Work]

(09)

[Previous Interactive Work]

(09)

[Previous Interactive Work]

(09)

Grand Theft Auto V by Rockstar Games: Interactive composition where control is the environment itself


In interactive game scoring, music is designed as a system: stems split, trigger, layer, and recombine in response to state rather than playing linearly. For GTA Online: Import/Export, the score adapts in real time to player action and context. Not For Decoration translates that compositional logic into physical space—movement replaces gameplay, and the audience becomes the controller.

Music Composed for Rockstar Games by

Music Composed for Rockstar Games by

Take A Daytrip

[Emotional Architecture]

(10)

[Emotional Architecture]

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[Emotional Architecture]

(10)

Music built around anticipation, impact, and release at scale.


These works operate through harmonic tension, dynamic contrast, and rhythmic escalation. This installation internalizes that same architecture within an interactive system.

Music Composed by

Music Composed by

Take A Daytrip