Experience design that makes complex, immersive worlds feel intuitive and human.

We design what people feel before they think.

· Available internationally

What We Do

We work across digital, spatial and interactive design, often all three in the same room. Good work disappears: you don’t notice the interface, only what it opens up.

Museums, hospitals and luxury houses bring us in when the stakes are high: an experience has to be effortless for the public, for experts and lasting long after opening day.

Selected Collaborations

  • Gilcrease Museum

    Museum

    Visitor experience design for the new Gilcrease Museum in Tulsa, home to the world’s largest collection of art of the American West. Opening 2027.
  • Culture Care

    Healthcare

    A system that makes walking after surgery something patients want to do, through music, story and culture. Hardware, experience and product design, user research. Tested with patients; in pilot production.
  • Audemars Piguet

    LuxuryResearch

    Market research and data visualisation interfaces for the innovation team: a landscape study of the video game industry and two research databases mapping timekeeping and cultural representations of time across history.
  • My Magic Room

    DiverSsiTy · Swiss healthtech

    HealthcareXR

    A mixed-reality therapeutic game for neurodiverse teenagers on Meta Quest. Game design, direction, 3D and animation. Visit
  • Factory 42

    for National Geographic

    XR

    HOME, a spatial storytelling concept for Apple Vision Pro. Lead UX design. Unreleased.
  • Dreamscape

    XREducation

    A multiplayer VR classroom built around learning together, in the same virtual room. UX design and systems advice.
  • LazyBrain

    Digital product

    A community platform built around serendipity and discovery. UX design and product direction. In development. Visit

Full case studies available upon request.

Approach

We start with perception:
what people notice, how they move, where their attention goes. Technology comes after.

Every decision is researched. You’ll only notice that it works. What we’re after is presence.

Research

The hardest design problem of the next decade won’t be building AI. It will be the human layer around it: whether people understand it and whether they trust it.

  • Immersive storytelling for education, care and cultural memory
  • Human-centred AI: how people think, trust and decide alongside intelligent systems
  • Embodied interaction in physical space
  • Intuitive interfaces for complex systems and data

Founder

Allison Crank founded Crank Studio in 2022 and leads every project personally.

Projects she has worked on have premiered at Venice, Cannes, Tribeca and Annecy and earned a Venice Immersive Achievement Prize and an Emmy nomination. Her research is published in SIGGRAPH and Leonardo.

Contact