Thomas Boland

Thomas Boland

Creative technologist turning complex ideas into interactive experiences — online, in physical space, or both. More about me

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Selected projects

Touch for Luck

Collective digital meditation

React
three.js
R3F
AWS
Colyseus

Touch for Luck is an interactive multiplayer game commissioned by M+, Hong Kong’s new museum of visual culture, where mobile users control fish avatars by touching their screens. These avatars are displayed live onto the museum’s 7,000m² media facade, creating a shared experience that explored our screen-based habits through playful interaction.

As lead developer at Moniker, I was responsible for most of the technical implementation. Grischa Erbe created the avatar animations, while Jae Perris focused on back-end development and performance optimization. I designed the overall architecture and connected all parts of the project — from real-time user input and UI development to the live view on the façade, along with tools for testing and development. To ensure smooth performance at scale, I also implemented a custom autoscaling system that dynamically spun up additional servers as player numbers increased.

NEMO Kennislink

Dutch online science communication platform

Vue
Nuxt
Craft CMS
GraphQL

For Lava's redesign of the NEMO Kennislink platform, I collaborated with Floris Douma to rebuild the website from the ground up. As full stack developer, I contributed across the entire project spectrum—from developing a custom cache API for GraphQL queries to crafting interactive front-end components.

To Be Continued

Experiencing time in a digital age

Telegram
OpenAI
Directus

To Be Continued is a theatrical installation for which I developed an AI-powered Telegram chatbot that served as the audience’s first encounter with the project: a digital character that held ongoing conversations with visitors in the days leading up to the performance, reflecting on their perception of time. To support this interaction, I also built a custom CMS that allowed the creative team to manage and iterate on the bot’s evolving script and dialogue. The project was developed during my time at Moniker, in collaboration with Nineties Productions, video artist Noralie, and musician/​producer Philipp Thimm.

Repeat After Me

Homage to the human voice

Arduino
React
Node.js

Repeat After Me is an interactive installation developed by Moniker that explores the tension between personal human and synthetic speech. Installed in a repurposed telephone booth at Haus der Kulturen der Welt in Berlin, it invites visitors to repeat words, phrases, and sounds into a modified telephone. These recordings are layered with those of previous visitors, generating an evolving sound collage that reflects on how our voices are increasingly abstracted in digital culture.

For this project I modified a physical telephone to detect handset pickups using custom hardware based on Arduino. This signal is passed via WebSockets to a Chrome browser running the application that is orchestrating the installation. Audio is recorded in Chrome and processed using a Node.js server with FFmpeg and SoX, mixing each visitor’s contribution into a growing archive. The installation also integrates dynamic Philips Hue lighting, which signals the booth’s current state to visitors. To extend the experience beyond the physical space, a Twitter bot published clips from the archive.

Feeld For Play

Digital foreplay experience

React
three.js
WebRTC
Node.js

Feeld commissioned this browser-based multiplayer experience that explores the sensual possibilities of digital intimacy at a time when physical contact has become increasingly virtual. Instead of voice or video chat, the interface encourages connection through playful movement and tactile interactions that are designed to feel gentle, curious, and safe.

As lead developer at Moniker, I was responsible for the majority of the application’s development using React, Three.js, and Node.js. I designed the overall architecture, implemented the UI based on designs by Jolana Sýkorová, and integrated the soft-body physics system developed by Grischa Erbe.

To enable real-time interaction between players, I used WebRTC for direct peer-to-peer communication of both video and control data. Each participant’s camera feed is obfuscated and transformed in the browser using shaders, preserving a sense of presence while ensuring privacy. A central server handles matchmaking and connection setup but offloads all media traffic to peers, allowing for low-latency, scalable performance.

About me

I’m a creative technologist based in The Hague who builds interactive experiences — from complex web platforms to interactive installations that go beyond the screen. While many of my projects live in the browser, I often work with microcontrollers, 3D printing, or custom hardware to turn ambitious ideas into tangible, interactive realities.

My multidisciplinary approach grew out of studying Interaction Design (now Design Art Technology) at ArtEZ and evolved through years at ex­per­i­men­tal studios LUSTlab and Moniker, where I helped create projects that blurred the boundaries between code, design, and play.

Now working independently, I help artists, designers, and cultural or­ga­ni­za­tions bring challenging ideas to life. I’m there to help make the technical side easier, offer ideas, and support the creative process along the way.

Whether it lives on a screen, in a space, or somewhere in between, I’m here to make it work.