Studio Matrx Monthly · Volume 1 · Issue 4 · September 2026
Amogh N P
 In loving memory of Amogh N P — Architect · Designer · Visionary 
Collaboration in Shared SpaceLesson 5.4
Spatial Computing for Design/Module 5 · Spatial Design & Interaction

Lesson 5.4 · Spatial Design & Interaction

Collaboration in Shared Space

When several people share one model - some together in a room, some dialled in from other cities - spatial computing can feel like genuinely standing in the design together; but it is also honestly awkward when only some are wearing headsets, and its clearest real value is for the remote and distributed teams that describe so much of Indian practice

12 min Interactive lessonFree · open lessonByAmogh N P· Architect & interior designer
The hook

Two people in a room and a third dialled in from another city, all standing in the same unbuilt building, pointing at the same beam - or one person in a headset while everyone else watches them wave at nothing. Shared space is both of these.

Some of the most genuinely striking moments in spatial computing are collaborative. An architect in one city, a client in another and an engineer in a third can each put on a headset and find themselves standing in the same unbuilt building at the same time - seeing one another as figures in the space, watching where each person looks and points, gathering around the same beam or the same kitchen island to discuss it as if they were really there together. For distributed teams and remote clients, meeting inside the model rather than staring at a shared screen of a model can feel like a real jump: the design becomes a shared place you are all in, not a picture you are all looking at.

And yet shared space is also where the honest awkwardness of the medium is most visible. The magic depends on everyone being equally 'in', and in practice they rarely are. One person has a headset and the others are watching them wave their arms at empty air; the remote colleague's avatar is a floating cartoon torso; someone's connection lags; the people physically in the room can see each other's faces while the immersed person cannot see anyone. Collaboration in shared space is therefore a genuine and growing strength of spatial computing and one of its most socially awkward, unevenly distributed capabilities at once - and, for Indian practice in particular, its remote-collaboration value is real enough to matter even while the awkwardness is real enough to plan around.

Several people in one model, seen as avatars. Presence = gaze + point + position + spatial voice. Awkward when only some are 'in'. Real value: remote + distributed + diaspora. Judge vs a plain screen share.

Standing in the same model together

The core idea of collaboration in shared space is simple and powerful: instead of each person looking at their own separate view of a design, several people occupy one shared model at the same time, each able to move around in it and see the others as presences within it. A shared spatial session synchronises the model and everyone's position across the network so that when you look toward where your colleague is standing, you see a figure there; when they point at a wall, you see them pointing at that wall; when they walk to the window, you watch them go. The design stops being a private picture on each person's screen and becomes a common place the group is in together.

This matters because so much of design collaboration is spatial and deictic - it runs on 'this', 'here', 'that one', 'over there', accompanied by pointing, gaze and gesture at shared things in a shared space. Around a physical model or on a real site this is effortless; over a flat screen share it collapses into 'no, the other window, the one on the left, no, your left', because there is no shared space to point into. A shared spatial session restores the thing that screen-sharing loses: a common three-dimensional space everyone inhabits, in which pointing, looking and moving mean the same thing to everyone and refer unambiguously to the same real place in the design. For a coordination review, where the whole task is people gathered around a model resolving spatial questions together, that restoration is genuinely valuable.

Participants can be co-located (in the same physical room, sharing the space both really and virtually), remote (each in a different place, meeting only in the virtual space), or a mix of the two. The remote and mixed cases are where shared space offers something no other tool does: people who are physically far apart standing together in the same unbuilt building. That is a real capability with no equivalent in a drawing, a render or a screen call - and it is the heart of why collaboration is one of spatial computing's more compelling uses. But it depends entirely on how well each person is represented to the others, which is the next question, and on everyone being genuinely 'in', which is the honest problem after that. Whatever the group agrees while standing in the model, the binding coordination and dimensions are still resolved against the verified BIM and drawings, not settled by where an avatar happened to point.

One model, several people in it SHARED MODEL Asha (site) Ravi (site) Meera (remote) Avatars show where each person is looking and pointing - presence. Two co-located, one remote.
Zoom
A shared spatial session: two co-located colleagues and one remote participant occupy the same model at once, each shown as an avatar whose head direction and hand position convey where they are looking and pointing - the presence cues that let a distributed group discuss the design as if gathered around a real one.
Presence

Avatars and presence: seeing where each other are

For a shared session to work, each person must be represented to the others, and the quality of that representation - how strongly you feel the others are really there with you - is called presence, or more precisely social or co-presence. At minimum, each participant is shown as an avatar: a figure, often just a head and hands or an upper body, positioned where they are in the shared space and moving as they move. Even a crude avatar carries a surprising amount of the information collaboration needs, because the two things that matter most for spatial discussion - where a person is looking and what they are pointing at - are exactly what an avatar's head direction and hand position convey. When you can see that your colleague is looking at the same beam you are talking about, the conversation flows the way it does around a real model.

Presence is built from these cues: gaze direction (where the head and, if tracked, the eyes are pointed), pointing and gesture (hand position and movement), position and movement through the space, voice coming from the right direction (spatial audio), and sometimes facial expression. The more of these are conveyed faithfully and without lag, the more strongly people feel genuinely together, and the more natural the collaboration. The less faithful they are - a frozen cartoon avatar, no gaze, laggy movement, voice with no direction - the more the sense of being together frays into the familiar feeling of a slightly broken video call, just in 3D. Good collaborative design invests in exactly these presence cues, because they are what turn a synchronised model into a shared meeting.

But presence has honest limits worth naming rather than glossing. Avatars are usually cartoonish or partial, which can feel odd, impersonal or even faintly unsettling; they rarely convey the full richness of facial expression and body language that real co-presence carries, so subtle social signals are lost. Eye contact, the felt sense of someone's mood, the small human cues that make a difficult conversation work - these are thin or absent. So while presence in a good shared session is genuinely better than a screen call for *spatial* discussion (pointing at the design), it is often worse than a screen call, and far worse than being in a room, for *social* and *emotional* communication (reading the people). A designer choosing shared space should do so for its spatial strength and stay aware of its social thinness, especially for delicate client conversations where reading the room matters as much as reading the model.

One model, several people in it SHARED MODEL Asha (site) Ravi (site) Meera (remote) Avatars show where each person is looking and pointing - presence. Two co-located, one remote.
Zoom
A shared spatial session: two co-located colleagues and one remote participant occupy the same model at once, each shown as an avatar whose head direction and hand position convey where they are looking and pointing - the presence cues that let a distributed group discuss the design as if gathered around a real one.

Avatar = head + hands, positioned in the shared space. Presence cues: gaze, pointing, position, spatial voice. Great for 'point at the design', thin for reading faces and mood.

The honest awkwardness: when only some are 'in'

The uncomfortable truth about collaboration in shared space is that its magic assumes everyone is equally immersed, and they very often are not - producing an asymmetry that is one of the most socially awkward situations in all of spatial computing. The classic scene: one person wears the headset, fully inside the model, gesturing and exclaiming, while everyone else in the room stands around watching them wave their arms at empty air, seeing at best a flat, wobbling mirror of the immersed person's view on a screen. The immersed person is having a rich experience the others cannot share; the others are half-excluded spectators. This is not a rare edge case - with limited headsets, it is the *normal* situation, and it quietly undermines the collaborative promise.

Several kinds of asymmetry compound the problem. There is the headset-versus-screen split just described. There is the immersed-versus-real-world split: the person in the headset cannot see the real room or the real faces of the people beside them, so they may talk over others, miss reactions, or feel oddly isolated even while surrounded by colleagues. There is the co-located-versus-remote split: people together in a room share glances and side comments the remote avatar cannot, so the remote participant can end up peripheral. And there is plain technical asymmetry: different headsets, lag, someone whose avatar keeps freezing. Each of these chips at the feeling of a genuine shared meeting, and pretending they do not exist is exactly the hype this course warns against.

The honest response is to design around the asymmetry rather than deny it. Give the non-immersed people a good shared view, not a nauseating helmet-cam - a stable, well-framed screen of the scene, ideally with its own controllable camera. Where it matters, get everyone in (enough headsets for the whole group) or deliberately take turns so no one is a permanent spectator. Brief the immersed person to narrate and stay aware of the people they cannot see. Make sure the remote participant is well represented and actively brought into the conversation. And be willing to conclude, task by task, that a plain screen share where everyone is equal is simply the better collaborative tool for this particular meeting - because sometimes it is. Shared space earns its place when the spatial, in-the-model quality outweighs the awkwardness of getting everyone in; when it does not, the honest choice is the humbler tool, with the binding coordination resolved, as ever, against the verified model and drawings.

The honest awkwardness: only some are "in" INSIDE (headset on) Sees the space at true scale. Cannot see the real room or faces. OUTSIDE (watching a screen) Sees a flat, wobbling mirror view. Waits, half-excluded, until a turn. Fix: a good screen mirror, take turns, or get everyone in - genuine value for remote and distributed teams.
Zoom
The honest awkwardness of asymmetry: the person in the headset experiences the space at true scale but cannot see the real room or faces, while everyone else watches a flat, wobbling mirror view and waits - which is why non-immersed people need a good stable shared view, or the group takes turns, or everyone gets in.

The real value: remote and distributed teams

Set against that honesty, there is a use where collaboration in shared space delivers something genuinely hard to get any other way, and it is the one most relevant to Indian practice: bringing physically distant people into the same design at the same time. Modern design is distributed - the architect, the client, the structural engineer, the services consultant, the fabricator and the site can easily be in different cities or countries - and the classic ways of collaborating across that distance are thin: emailed drawings that everyone reads differently, screen shares that collapse into 'the other window', flat video calls that show faces but not the space. A shared spatial session lets those distant people stand together in the model and resolve spatial questions by pointing at the actual thing, which is a real gain in a distributed workflow.

For India specifically this fits the grain of how much practice already works. Design and construction teams are frequently spread across cities; a great deal of the country's building serves clients and a diaspora who are physically elsewhere - a family in the Gulf or North America building or renovating a home back in India, an NRI investor who will not see the site for months. For these, a remote shared walkthrough - the client standing in their future home from another continent, pointing at a room with the architect beside them in the model - is not a gimmick but a solution to a genuine distance problem, and it can be reached with affordable consumer headsets rather than exotic hardware. Even one-to-one, a remote client review in shared space can do what a screen call cannot: let the client *be in* the space rather than look at a picture of it, which is exactly the client-communication value this course keeps returning to, now extended across distance.

The mature position holds both truths at once. Collaboration in shared space is genuinely one of spatial computing's strongest and growing uses - restoring shared, pointable space to distributed teams, and extending the stand-in-your-home value to remote and diaspora clients - and it is honestly awkward, unevenly available, socially thinner than a room, and often beaten by a plain screen share when getting everyone equally 'in' is not worth it. The skill is the one the whole course teaches: judge, meeting by meeting, whether the in-the-model, point-at-the-design quality earns the friction of a shared session, lean in where it does - especially for remote and distributed collaboration - and reach for the humbler equal tool where it does not, always keeping the binding coordination and dimensions with the verified BIM, drawings, engineers and surveyors rather than with wherever an avatar last pointed.

The honest awkwardness: only some are "in" INSIDE (headset on) Sees the space at true scale. Cannot see the real room or faces. OUTSIDE (watching a screen) Sees a flat, wobbling mirror view. Waits, half-excluded, until a turn. Fix: a good screen mirror, take turns, or get everyone in - genuine value for remote and distributed teams.
Zoom
The honest awkwardness of asymmetry: the person in the headset experiences the space at true scale but cannot see the real room or faces, while everyone else watches a flat, wobbling mirror view and waits - which is why non-immersed people need a good stable shared view, or the group takes turns, or everyone gets in.

Real value: distant people (teams, remote + diaspora clients) standing together in the model, pointing at the actual thing - reachable on affordable headsets. But judge it against a plain equal screen share, meeting by meeting.

Do-this / verify-this: share space for spatial tasks, design around asymmetry, keep truth in the model

Shared model

What a shared session is

Several people occupy one synchronised model at once, seen as avatars, so pointing, gaze and movement refer to the same real place. It restores the shared, pointable 3D space a flat screen share loses - strongest for spatial, deictic tasks.

Presence cues

Feeling others are there

Presence is built from gaze, pointing, position and spatial audio; even a crude avatar carries where someone looks and points. It is strong for discussing the design, thin for reading faces, mood and social cues.

Design around asymmetry

When only some are 'in'

Give non-immersed people a good stable shared view, get everyone in or take turns, include the remote participant, and mind that the immersed person cannot see the real room. Sometimes a plain equal screen share is simply the better tool.

Remote and distributed value

Where it earns its place

Its clearest real value is bringing physically distant people into the same model - fitting distributed teams and diaspora clients, reachable on affordable headsets. Binding coordination and dimensions still resolve against the verified BIM, drawings and specialists.

Hands-on workshop

Workshop — plan a shared review and design around its asymmetry

Collaboration in shared space lives or dies on presence and on how you handle the people who are not equally 'in'. In this workshop you will plan one distributed design review as a shared spatial session, decide who is immersed and how, and design around the asymmetry - on paper, no headsets required.

Paper and a pencil. If you and a friend can try any social or collaborative XR app, do the exercise afterwards and pay attention to presence, avatar limits and how it feels when only one of you is immersed.

Given & goal
Goal: a realistic plan for one shared spatial review
Inputs: a real or imagined distributed project (people in different places) + this lesson's presence and asymmetry ideas
Time: ~40 minutes
  1. 1Map the participants: list everyone and where they are (co-located, remote), and note who most needs to be 'in' the model versus who could watch a good screen view.
  2. 2Decide immersion: choose who wears a headset, who joins by screen, and whether you get everyone in or take turns - and justify the choice against the value of the meeting.
  3. 3Design presence: specify the presence cues you want conveyed (gaze, pointing, position, spatial audio) and how the remote participant is represented and actively included.
  4. 4Design around asymmetry: for every non-immersed person, specify their good stable shared view; note how the immersed person stays aware of the real room and real faces; flag where avatars' social thinness could hurt a delicate moment.
  5. 5Make the call: decide honestly whether a shared session genuinely beats a plain equal screen share for this meeting, say why, and note what binding coordination still gets resolved against the verified drawings afterwards.

You’ll walk away with
A one-page shared-review plan: the participant map, who is immersed and how, the presence cues, the asymmetry mitigations (good shared views, turns, remote inclusion), an honest go/no-go against a plain screen share, and the coordination that stays with the verified drawings. Reasoning only; no headsets needed.

The worked example

Three altitudes on the same idea

Read the band that fits you — or all three.

For the architectDesigning, reviewing and communicating buildings in immersive 3D - where it earns its place

Use shared spatial sessions where the task is genuinely spatial - a coordination review or a distributed design discussion resolved by everyone pointing at the same beam - and be honest that a plain screen share is often better when getting everyone equally 'in' is not worth it. The real strength is restoring shared, pointable, three-dimensional space to teams that are physically apart: architect, client, engineer and consultant standing in the same model across cities. Invest in presence (gaze, pointing, position, spatial audio) so the session feels like a meeting, not a broken call, and design around the asymmetry - give non-immersed people a good stable shared view, get everyone in or take turns, and actively include the remote participant. Watch that the immersed person cannot see the real room. It is strongest for remote and distributed coordination and for diaspora clients. Whatever the group agrees in the model, the binding coordination and dimensions are resolved against the verified BIM, drawings, engineers and surveyors.

For the interior designerLetting clients stand inside a space at true scale before it is built

The standout use for you is the remote client review: letting a client who is in another city - or another country - stand inside their future room with you beside them in the model, pointing at the same wall. For India's many diaspora and out-of-town clients, that solves a real distance problem a screen call cannot, and it extends the stand-in-your-space value across continents, reachable with affordable consumer headsets. Invest in presence so it feels like being together, and be honest about the limits: avatars are cartoonish and thin on facial expression and mood, so for a delicate conversation where reading the client matters, a video call or a real meeting may communicate the person better even as the shared session communicates the space better. If only you have a headset, give the client a good stable view and take turns rather than leaving anyone a spectator. And keep the binding finishes and dimensions with the real samples and verified drawings, not with where an avatar pointed.

For the studentHow the computer leaves the screen - and where XR genuinely helps design and where it does not

Understand shared space as both a genuine strength and an honest awkwardness at once. The idea: several people occupy one synchronised model together, each seen as an avatar, so pointing, gaze and movement refer to the same real place in the design - restoring the shared, pointable space that a flat screen share loses. Presence (how strongly you feel others are really there) is built from gaze, pointing, position and spatial audio; a crude avatar still carries where someone looks and points, which is most of what spatial discussion needs, but it is thin on facial expression and mood. The awkwardness is asymmetry: when only some are 'in', the rest watch someone wave at empty air, the immersed person cannot see real faces, and remote participants can end up peripheral - so a plain equal screen share is sometimes simply better. The clearest real value is remote and distributed collaboration, which fits Indian practice and diaspora clients especially. Judge it meeting by meeting, and keep binding coordination with the verified model and specialists.

Misconception check

Collaborative VR means distributed teams can all just meet inside the model instead of using video calls and screen shares - it is basically the future of design meetings, so remote design collaboration is largely a solved problem now.

Shared spatial sessions are genuinely valuable for distributed design work, but 'the solved future of meetings' overstates it and skips the honest awkwardness that makes the judgement real. The genuine strength is specific: for spatial, deictic tasks - people gathered around a model resolving 'this beam', 'that wall', 'over here' - a shared session restores the common three-dimensional space that a flat screen share loses, letting physically distant people point at the same real thing, which is a real gain no drawing or video call offers. But the promise assumes everyone is equally immersed, and in practice they usually are not, which produces asymmetry - the most socially awkward situation in spatial computing. When only one person has a headset, everyone else watches them wave at empty air while seeing a wobbling mirror view; the immersed person cannot see the real room or real faces; remote participants share none of the glances and side comments the co-located people do; and technical differences (lag, mismatched headsets, freezing avatars) chip further at the feeling of a genuine meeting. On top of that, avatars are cartoonish and thin on facial expression and mood, so shared space is often better than a screen call for reading the *design* but worse for reading the *people* - a real problem for delicate conversations. So it is neither the finished future nor a gimmick: it is a powerful tool for specific spatial, remote and distributed collaboration - strongest exactly where teams and clients are physically far apart, which fits Indian practice and diaspora clients well - that must still be judged meeting by meeting against a plain, equal screen share, and that never replaces resolving binding coordination and dimensions against the verified model, drawings and specialists.
Try it

Do it yourself

No headset needed — reason it through.

  1. 1Explain what a shared spatial session is and why it helps spatial, deictic ('this', 'here', 'that one') design discussion more than a flat screen share.
  2. 2Define presence and list four cues it is built from; explain why even a crude avatar carries most of what spatial discussion needs.
  3. 3Describe the asymmetry problem when only some participants are 'in', and give three ways to design around it.
  4. 4Why is shared space often better for reading the design but worse for reading the people, and when does that matter?
  5. 5Explain why remote and distributed collaboration is the clearest real value of shared space, with an example relevant to Indian or diaspora clients.
Take this with you

The one line to carry out

Collaboration in shared space lets several people occupy one synchronised model together as avatars, restoring the shared, pointable 3D space a flat screen share loses - genuinely powerful for spatial, deictic discussion and, above all, for the remote and distributed teams and diaspora clients that describe so much of Indian practice - yet honestly awkward and asymmetric when only some are 'in' and socially thinner than a room, so judge it meeting by meeting against a plain equal screen share and keep binding coordination with the verified model and specialists.
Take it further
References & further reading

Peer-reviewed journals & authoritative standards

  1. 01CollaborationWikipedia — Collaboration, 2026.
  2. 02TelepresenceWikipedia — Telepresence, 2026.
  3. 03Presence (telepresence)Wikipedia — Presence (telepresence), 2026.
  4. 04Remote workWikipedia — Remote work, 2026.
  5. 05MetaverseWikipedia — Metaverse, 2026.
Related lessons
Recap
Collaboration in shared space means several people occupy one synchronised model at the same time, each seen as an avatar positioned where they are, so that pointing, gaze and movement refer unambiguously to the same real place in the design. This restores what a flat screen share loses - a common three-dimensional space everyone can point into - which is exactly what spatial, deictic design discussion ('this beam', 'over here') needs, and which is genuinely valuable for coordination reviews and for bringing physically distant people together in the model. It works through presence: the felt sense that others are really there, built from gaze direction, pointing and gesture, position and movement, and spatial audio. Even a crude avatar carries where a person is looking and pointing, which is most of what spatial collaboration needs, though avatars are thin on facial expression and mood, so shared space is better than a screen call for reading the design but worse for reading the people. The honest weakness is asymmetry: the magic assumes everyone is equally immersed, but usually they are not - one person in a headset while others watch them wave at empty air, the immersed person unable to see real faces, remote participants left peripheral, and technical mismatches - which is one of the most socially awkward situations in spatial computing and often means a plain equal screen share is simply better. The clearest real value is remote and distributed collaboration, which fits the grain of Indian practice and its many diaspora and out-of-town clients, reachable with affordable headsets. The mature stance holds both truths: a genuinely strong and growing use, and an awkward, uneven one - so judge it meeting by meeting, lean in for remote and distributed work, and keep binding coordination and dimensions with the verified model, drawings, engineers and surveyors.
Carry forward →

That closes Module 5 on designing spatial experiences and interaction. Next, in Module 6, we follow spatial computing across the whole design process - from concept and form-finding through coordination and client engagement to treating the model itself as the medium of design.

A

The author

Amogh N P

Architect, interior designer, and creative polymath. Studio Matrx began in his notebooks — his vision of design made honest, useful, and open to everyone. Its Academy is written and taught in his memory, and free, forever.

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