The concept of embodiment has been central to the design of extended reality (XR) technologies and is one of the keys to immersive learning. However, there is still a need for further conceptual frameworks to aid developers, practitioners, and educators in comprehending the various facets of embodiment and their impact on learning. This gap becomes apparent when examining the revised taxonomy that includes layers for interactive learning experiences in digital technologies. In this context, this chapter aims to address this deficiency by presenting a design case focused on a digital art application leveraging XR technology. By integrating sensorimotor information based on kinetic movements, the application aims to enrich the tactile painting experience within liberal arts education. Developed for Hololens2, the XR art application incorporates interactive elements such as avatars, narratives, multi-sensory features, and tools for creating artifacts. Throughout the chapter, the authors offer insights into the considerations taken during the interface and interaction design phases, particularly emphasizing the promotion of immersive engagement.