Spatially Aware Creative Agentic Interfaces
One person now runs ten or twenty AI agents at once. A chat window was never built for that.
We gave every agent a place: a desk in a Minecraft world, with its screen on the wall and a lamp that shows whether it is working. Then we lived in it for five days, live on stream.
Four everyday chores of managing agents turned into things people already do well: finding became walking, resuming became coming back, monitoring became glancing down a hallway, and orchestrating became walking a pipeline of rooms. A lot also broke, and we show that too.
Honest caveat: this is one builder plus one second user, with no comparison group. These are design findings and testable ideas, not proven effects.
Keep scrolling: the picture changes as you read.
For a single assistant, a chat box works. You ask, it answers, you read.
Agentic work means many agents that keep running for hours. Each gets a tab. Every tab looks the same.
You lose track of three simple things: which agent is which, which is working, and which is waiting for you.
Each agent gets its own room, with a desk, a screen on the wall and a lamp. Rooms sit side by side along a hallway, like stages of your work.
You don’t search a list. You remember the requirements room is the third door, and you walk there.
Close the game, switch off for the night. The agents run on your PC, not in the game, so their work carries on. When you come back, every screen is where it was.
Lamps tell you the state of the whole team from the doorway. No tab-checking: the red one needs you.
Each room is one stage of a job: ideas, references, requirements, editing, publishing. Work moves room to room; you approve at the end.
Nobody places these blocks by hand. You ask, and an agent builds the next room. New structure for your work costs one sentence.
So it’s like I’m spatially aware of my workspace. … It’s not a chat window, it’s an interface.
People are very good at remembering where things are. You remember which room your keys are in long after you forget a file name. Interface research has used this for decades.
Malone interviewed office workers about their desks and found that piles are not just storage: a very important function of desk organization is to remind the user of things to do
4. Data Mountain showed this works on a screen too, with statistically reliable advantages
over a browser’s favourites list2. After an interruption, people use spatial memory to get back to the general area where they were interrupted
7. And juggling many tasks at once is hard6.
Rooms named the problem window thrashing
: spending effort just to keep the right windows visible1. The Task Gallery ran ordinary Windows apps inside a 3D gallery, and its users found it enjoyable to use
3. Calm technology added the hallway view: a “Dangling String” that twitched with network traffic and could be read without being obtrusive
5.
Minecraft is already home to many AI agents. Voyager explores and learns skills on its own8. Mindcraft found that talking to each other is the main bottleneck for agent teams10. Generative Agents put twenty-five simulated people in a game town users can watch9.
Omo Space is a mod for Minecraft Java 26.2. You build an agent workspace from ordinary-looking game blocks1112.

Every workspace is a tmux session (a terminal that keeps running in the background) on your own PC. A small bridge, listening only on your machine, draws those sessions onto in-game screens and sends your keystrokes back11.

A separate project adds a Minecraft player named OMO to the same world. You speak out loud, a voice model hands the job to an agent “brain”, and the brain moves the body through 22 tools13. Two robots, a Microduck and an RP1 humanoid, are physics-simulated in the world and come when called by voice.
A ladder of embodiment. This paper focuses on the first rungs, where the evidence is strongest.
From 25 to 29 October 2026 the builder used Omo Space as his main workspace while streaming live. He ran a real content pipeline from inside the game: ideas, references, recording requirements, editing, publishing and analytics, each in its own room14.
The recordings had already been transcribed by an in-house clipping pipeline (Whisper, small model). Each chunk was read in full by a separate language-model reader, which pulled out claims, quotes, live demos, failures and guest reactions. Claims were then grouped by hand and counted across the eight chunks. A script confirmed that every extracted quote appears in the transcript within three minutes of its timestamp.
A second user, new to Hermes and on Windows, set up his own world from the repository and joined the stream by voice. His account is self-reported.
Seven themes came up in at least seven of the eight chunks. Four of them describe what space does for agent work. We call them moves.
Quotes are as transcribed; the speech recogniser sometimes garbles names.
The most repeated claim: people can’t remember tabs, but they can remember rooms.
“Nobody remembers which of the 12 terminal tabs are doing what but you can remember space and rooms … It’s the oldest memory trick out there.”

This is Data Mountain’s finding2 applied to agents. At peak the builder ran 21 to 25 sessions at once and still described them as manageable.
Because the sessions live outside the game, the world is a place you come back to.
“Boom the agents are still working right here.”
On 29 October, after the PC had been off overnight, the world was exactly where we left off
, and agents had edited 22 clips while he slept. In his words: I’m not dreading any pain or context loss
14. This matches how people use spatial memory to get back into a task7.
“Every light that you see in there is an agent still working.”

This is calm technology for agents5. The second user said, without being asked, that watching agents in the world was more fun than watching an AI type in a terminal.
The builder’s content business was laid out as a row of rooms: one stage, one agent profile per room.
“We just go to that room and just start building. And when we’re done, then we just leave that room.”

By 29 October he proposed giving every item on his to-do list its own room, calling it a repeatable pattern
. The human’s job shrank to reviewing and approving. In the second user’s words: once you press approve inside the game, it just gets posted
14.
Rooms were built by agents from a short request: I didn’t build any of this
14. When a room costs one prompt, adding structure to your work becomes cheap, and so does throwing it away.
The second user, new to Hermes, built an AI office and a basketball-arena world in about a day and barely had to troubleshoot: It just gave Claude the GitHub
. He called the web-page version claustrophobic
14.
Spatial interfaces with persistent webpages is easy to use and talk to and control … with this, you can build whatever pipeline that you want.
Every failure below points to a design change.14
Repeated game crashes, memory exhaustion and two whole-PC freezes. A live “quit and come back” demo crashed. The agent sessions survived; the 3D client often did not.
An agent asked him something and nothing told him.
How does it know where I’m talking to?
with several voice agents in range.
The shift-right-click that opens a computer’s setup took two weeks
to discover.
Breaking a block by mistake disconnects that agent. Agents built an unwanted second cave. He sometimes got lost in his own world.
A challenge to post 20 reels in 100 minutes posted zero; later, maybe we’re posting too much
.
The second user would not use it at his day job because an agent could delete a database. One viewer: Don’t like AI watching
.
He called endless tweaking of the interface a hard addiction
; a guest warned him not to get caught in the loop or refining your tools
.
Partly culture: it is already multiplayer, already buildable and familiar to a generation of players. Partly technology: the world itself can be written by agents, which earlier 3D desktops like the Task Gallery could not do3. The cost is a game client that is heavier and less reliable than a terminal.
Each move becomes a hypothesis, tested against an ordinary tab setup (tmux or IDE tabs) with 12 and 24 agents.
People locate a named agent faster in rooms than in tabs, and the gap grows with the number of agents.
After a 24-hour break, the time to the first useful action is shorter in the world.
Lamps and walls beat tab badges for noticing an agent stuck on a question. We expect this to fail when you are in another room, which a backup channel should fix.
Most rooms built from one prompt are usable without edits. This can be measured from existing agent session logs.
Some data already exists: bridge logs of sleep, resume and INTERRUPTED events, per-profile agent session stores, and the stream recordings themselves (walking paths, time spent in each room).
Agentic work now means many conversations that keep running when you look away. Giving each one a place, in a world the agents can build for you, turned four chores into four things people already do well.
In five days of real use it held up for its builder and travelled to one other person, and it broke in ways that point to the next design steps. Whether it beats tabs for everyone is the next question. We have laid out how to answer it.
Illustrations were generated for Omo Research (requested model gpt-image-2.5). They are drawings, not screenshots.
The animated walk-through is a diagram of the idea, not a recording.
Omo Research · working paper, draft · 30 October 2026