
Mike Golembewski
Interactive designer and researcher running MWG Design & Research, specializing in immersive media, XR, and cultural-aesthetic inquiry
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OCT 5
Jun 10, 2026
Designing XR for Long-Term Distribution and Impact
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Mike GolembewskiGUEST
one thing about it is knowing what your end context is going to be is super important for a bunch of reasons.

Mike GolembewskiGUEST
Like a lot of the work now has been talking about moving into location-based experiences, these sort of things, the idea of touring shows.

Mike GolembewskiGUEST
Right from the start of your experience, knowing that end result gives you a lot of information that's important to your end audience review.

Mike GolembewskiGUEST
Like if you're doing something for that has an educational arm to it and you're thinking after the festival premiere, you might want it to go out touring to high schools, say to cultural centers.

Mike GolembewskiGUEST
You want to be looking at the least expensive hardware that will do the job for you because these institutions don't tend to have a lot of a lot of money.

Mike GolembewskiGUEST
If you're looking at bigger cultural institutions, museums, you might consider hardware that would be prohibitively expensive for any kind of mass release.
10 MINS LATER
24:42
So you mentioned about different options, right? For example, this event, LB, and are there other means of distribution? Like what are other, are there other alternatives of ways for this team to kind of like share the work that is not just like a curated environment at a physical locations? What are their options?
