GamiWays

The Où est Ava ? experience

Post-film experience — open hypotheses and user journey.

After the film, the participant chooses Max or Emma when their profile is ready, then enters a conversation that can last up to 15 minutes. A character change can be requested or suggested, but is always confirmed. Où est Ava ? tests what makes this exchange credible, unsettling, useful and controlled: not only what is said, but how it is said and embodied.

Où est Ava ? does not turn the film into a video game or a choice-based path. Conversation leaves the audience genuine freedom, while the story keeps its blind spots, trust thresholds and right to remain silent. Vocal and visual performance direction is therefore a product hypothesis: each important line must carry an intention consistent with the text, memory and face on screen.

The journey

Session length will be set by tests.

A moment-by-moment reading

Select a journey moment: the detail panel shows what is offered and what still needs testing.

4 moments to compose

Enter the story

Find your bearings before speaking

The participant settles in, states what they already know and receives the context they need — without making the film a prerequisite.

In this moment

  1. 01

    Arrival and setup

    Headset or earphones, microphone and conversation interface.

  2. 02

    Welcome and consent

    A brief explanation of the format and consent for test-relevant recording.

  3. 03

    Optional recap

    A short video module restores the story world if the participant has not seen the film.

The journey is an experience frame: its duration, thresholds and transitions must be confirmed through testing, not assumed complete.

Four characters

Max and Emma are the furthest along.

Cinematic portrait of Max in Où est Ava ?

Max

Existing voice, context and memory.

Still to finish: precision, coherence, performance direction, video embodiment.

Cinematic portrait of Emma in Où est Ava ?

Emma

Content prepared and synced. Voice present.

Still to finish: voice, coherence, embodiment, fluid handoff.

Cinematic portrait of Ava in Où est Ava ?

Ava

Production target, not finished as of 28 September 2026.

Target: voice and video, with audio fallback.

Cinematic portrait of Léo in Où est Ava ?

Léo

Production target, not finished as of 28 September 2026.

Target: voice and video, with audio fallback.

The public setup

The public version uses two parallel stations.

Public setup to test in context

The setup is described here without a concept image: its final form needs site-based validation against welcoming, acoustics, setup and circulation constraints.

Post-film hypotheses

Open questions structuring our experiments — click each hypothesis to see what it implies and what must be tested.

One selection, one test frame

Open hypotheses map

The left column poses the questions; the linked panel on the right shows the selected hypothesis, its implications and the tests to prepare.

6 questions to test

Choose a hypothesis

H1

Selected hypothesis

Presence

Does the audience accept continuing to dialogue with a character after the film?

What this implies

If the audience refuses this extension, the post-film form makes no sense — the booth must create a natural gesture right after the credits.

Tests to prepare

Understanding of the device
Desire to extend the experience
Engagement level

Dimensions of the Où est Ava ? experience

Film, booth, character, orchestration and learning — the building blocks of the post-film experience.

Click an element to see its role and connections in the experience.

Universe

Device

Session

Session

AI character

Max then other protagonists — answers by voice, can turn questions back, stays within storyworld limits.

In the system

  • →Dialogues with audience
  • →Steered by Game Master

Orchestration

Learning

Tap an item to show its detail below.

The film provides the universe. The booth creates the immersive situation. The user enters with a free role. The character responds within the frame set by the Game Master, narrative memory and storyworld sources.