Creative Technology
When Creative Technology Becomes a Shared Space: Google Arts & Culture at Frieze London 2026
14 September 2026 · 4 min read · By Meddy Abdi

A major creative technology project rarely succeeds because of the technology alone. It succeeds when the technology changes how people feel, move and relate to one another.
That is what makes the 2026 Frieze London Artist Award especially significant. For the first time, Google Arts & Culture is supporting the award, co-commissioned and co-produced by Frieze and Forma. The winning artist, Theo Triantafyllidis, will present Feral Metaverse (Spider) at Frieze London in The Regent's Park from 14–18 October 2026.
The work is neither a conventional sculpture with a digital layer nor a game placed inside an art fair. It is a large, climbable spider-like installation connected to a live multiplayer experience. Visitors become participants: climbing, balancing, negotiating space and discovering a shared digital world together.
Beyond technology as spectacle
Cultural audiences have seen enough screens added to spaces simply to make them feel contemporary. The stronger proposition is to use technology to create a form of participation that could not exist without it.
Feral Metaverse (Spider) appears to do this by joining physical action and digital consequence. Its structure asks people to be present with their bodies, while the multiplayer system turns those actions into part of a collective experience. The interface is not only a touchscreen or controller. It is the sculpture, the room and the behaviour of the people around it.
This distinction matters. Creative technology is most powerful when it becomes part of the artistic language rather than a demonstration running beside the artwork.
AI as a collaborator, not the headline
The 2026 award invited artists to experiment with advanced technologies, including AI, as collaborative tools. That framing is more useful than treating AI as a visual style or an automatic content machine.
The important question is not whether an experience contains AI. It is what the technology enables the artist and audience to do differently. Can a system respond in real time? Can it make room for uncertainty? Can it support an encounter between strangers instead of isolating each visitor behind a personal screen?
Google Arts & Culture has described the collaboration through technology in service of human connection, play and shared experience. Triantafyllidis' proposal gives that idea a tangible form. Its shared world is imagined around co-operation, vulnerability, awkwardness and care rather than competition alone.
From spectators to participants
The project also reflects a wider shift across contemporary culture. Audiences increasingly expect to enter, influence and sometimes co-author an experience. Yet participation has to be designed with the same care as any physical object or visual identity.
For an installation of this scale, the creative and technical decisions are inseparable:
- The sculpture must communicate how it can be approached and used.
- The multiplayer system must remain legible without flattening the work into instructions.
- Physical interaction, digital feedback and spatial sound or imagery must feel like one experience.
- The system must accommodate different bodies, confidence levels and ways of participating.
- The technology must be robust enough for a high-footfall public setting while preserving surprise.
This is where an integrated studio model becomes valuable. Artists, experience designers, creative technologists, engineers and producers need a common process from the first prototype onward. If the technical team arrives only after the concept is fixed, the result can feel attached. If the concept is constrained too early by production assumptions, the work loses its edge.
What brands and institutions can learn
Although Feral Metaverse (Spider) is an artwork, its principles extend beyond the art fair. Museums, cultural institutions and brands are all asking how to create experiences that earn attention in physical space while continuing to live through digital culture.
The answer is not to add more technology. It is to give people a meaningful role.
A strong participatory experience creates a simple invitation, a clear relationship between action and response, and enough openness for each encounter to feel different. It can generate documentation and conversation without being designed only as a backdrop for social media. Most importantly, it rewards the people who are physically present.
For commissioners, this changes the brief. Instead of asking for an "interactive installation" as a format, it is more productive to ask what visitors should discover together, what behaviour the work should make possible and why technology is necessary to that idea.
Building culture at the intersection
Frieze London's collaboration with Google Arts & Culture and Forma is a useful signal. The boundaries between artwork, game, sculpture, performance and social experiment are becoming more porous. The most compelling projects do not choose one discipline and decorate it with another; they build a coherent world from all of them.
At Diffused, this intersection is where we believe creative technology has the most cultural value. Our interest is in the systems behind memorable public experiences: how an idea becomes a prototype, how interaction becomes intuitive, and how physical and digital production can work as one.
Feral Metaverse (Spider) points toward a future in which advanced technology recedes into the experience and human behaviour becomes the material. At Frieze London 2026, the most revealing part may not be the spider itself, but what happens between the strangers invited to climb it together.
