The use of sensory elements in this experience really immersed me in John Hull's world, providing a unique glimpse into the challenges and reliance on sound that blind individuals face daily. The use of narration, sounds, and visuals created a cohesive narrative that effectively communicated what it means to be blind. What struck me as particularly impactful was the intentional correlation between sounds and visuals. The selective unveiling of the environment through auditory cues, such as footsteps, conversations, and tree leaves rustling shows how important sound is for those with visual impairments. This VR experience also incorprated many interaction points for users to understand the importance of sound. First, there was the interaction to hold the controller to create wind. When the “wind” interacted with the objects in the environment such as a wind chime, tree leaves, and swing, I could see what those objects were based on the sound it made.

Also, the experience delved into John Hull's desire for indoor rain, where the sound of raindrops hitting various surfaces played a pivotal role. I was able to hear sounds of raining dropping on different surfaces (such as a cup, plate) and when looking at it, would reveal what it was. Once everything was revealed by the raindrops, I was able to shape out the surrounding environment, almost similar to Hull’s experience navigating the world as someone who uses rain to visualize and imagine.

The documentary also showed a dark side to being blind. In the Panic chapter, Hull describes a panic attack he had and says how he felt "entirely alone" and "enclosed".  In the VR experience, this moment was vividly portrayed as I found myself confined in a dark space. The atmosphere became eerie and almost suffocating, mirroring the emotions Hull described during his panic attack. It was a powerful way to make me feel the intensity of those challenging moments, creating a sense of empathy and understanding for what people like John Hull go through in their daily lives.

Additionally, the choice to not use clear, realistic images throughout the experience aligns with the overarching theme of blindness. It simulated the blurred perception and lack of detailed visual information that characterizes the reality of living without sight. It felt like the place I was in came from someone's imagination. This is just like how blind people might imagine their surroundings without seeing it clearly.