Hybrid Exhibition Environments

Jessica Lai

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Forms in Context | e mini 2

Project Brief-

Design a temporary exhibition featuring an artist/designer’s work that is presented in the Carnegie Museum of Art. While displaying pieces of the artist’s work, this project also asks to use digital technology to enhance the visitor’s experience in ways that can augment content, increase learning and/or make the museum experience more interactive. With only the first floor of CMU’s Miller ICA to work with, the goal is to both increase awareness of the client’s exhibitions to the general public as well as attract more CMU students, faculty and staff to the museum.

Questions to Explore-

  • how do materials, lighting, scale, pathways, color, impact our perception of space?
  • How does environmental form influence our perception of a place?
  • What are commonly agreed upon environmental forms and conventions?
  • What types of interactions enhance learning?
  • How is digital technology currently being leveraged in museum environments?

Visiting the Miller Gallery-

Stepping into the gallery, we started to feel the scale of the area by using our bodies as measurements. Each tile holds a pair of shoes, the ceiling is about 2 Susans high, and this wall is 3 Chelsea wing spans wide. The black walls and lack of lighting made the space feel very smaller as well, but there seems to be more space horizontally than vertically.

The receptionist’s desk, exhibition info and pamphlet are placed right at the entrance, where visitors are given the artist’s background information and source of inspirations. I also noticed the hand sanitizer, signages, and glass sheets that provided safety for both visitors and employees during covid times.

In the current exhibition, the first floor provides a glimpse of the artist’s work but also serves as a merchandise shop for visitors who are interested in the music or products. It is an open space that allows visitors to walk around the products while being surrounded by work. With mainly video based animations to show, the exhibit used projectors and TVs to showcase his work at different scales and angles. I also thought the use of space were interesting, where the corner walls were carved to create a tv stand and the exhibit information hanged from the ceiling.

I also noticed that the electric outlets are all hidden very close to the floor, and the ceiling has both permanent and removable lights on rails to move through space. Due to covid, there are also stickers that indicate direction for visitors to maintain a 6 ft distance from each other.

Second Floor-

Even though we do not use this space for our project, I thought the other two floors would still provide inspiration of how exhibits are displayed in this gallery and how they relate to each other.

more covid safety precautions (left), placing TVs in corners and sculptures around them
wide and open space for watching (left), more TVS, and signage/security
TV on ceiling that connects with the context of the sculpture (left), interesting material choice for the ground, and headphones that sometimes have wires

The most notable design choice on this floor would be the placements of TVs and how they form relation to the other objects within the space. By covering the corners between walls, I think the placement elevates immersion by hiding the ques of reality. The Atmospheric lighting also adds to the mysterious and funky atmosphere in the space, which also spotlights the connection between works.

Third Floor-

This is where the technological interaction takes place, where visitors are allowed to use VR glasses to insert themselves into a word that the artists created at all angles along with audio. The chairs can rotate 360, allowing the user to slowly view all perspectives as they spin. The VR headset also has a sensor that activates the digital experience once it senses a head. This digital interaction enhances the viewer’s experience by creating a completely immersive world up-close and personal.

Visiting Carnegie Museum of Art-

While looking for an artist to showcase for this project, I visited CMOA to understand how different works are displayed and what interactions the museum has designed for the visitors to enhance its story and meaning.

Exhibit Title Displays-

Each Exhibition had a unique way of displaying the title and summery. Usually stretched across a wall, these displays are large in size to catch a visitors attention looking from far away or a different floor. However, the body text is always placed at eye level to ensure maximum readability. Some even provide a map of where each piece is displayed within the exhibit.

Here, Catherine is the average 6ft man for reference

Information-

At a smaller scale, information of each individual piece can be found in pamphlets, walls, pockets, and resting areas. Wall cards give credit the artist and briefly summarizes its content but also is designed to blend in with the museum and not catch much attention unless sought out by visitors. On the other hand, Pamphlets are placed more intentionally with unique stands and even LED lights.

placement of info cards are slightly below eye level

Signage-

At turning corners, small reminders and signages can be found on walls to remind visitors of the rules of each exhibit. I find that a smart way to catch one’s attention as people tend to be more attentive when turning corners.

Seating-

Each seating area serves its own purpose, some are to experience the product, some are to watch screens(big, small, light, or dark), stare at paintings from a different perspective, read other information, rest for accessibility, and to interact. The placement and design of the seats also have to make sense in its space, where it should become part of the museum and not an additional plug in to maximize its usage.

Walls-

Another thing I noticed was the usage of wall space in each exhibit: Some are patterns that provide a backdrop for a certain art piece, some provide a visualization map to introduce information, some hold panels that explain a certain concept, some some reflect work on another surface.

Multi-scale POV-

I was also inspired by how this piece was shown because it can be shown at 4 different scales. From afar, it is a person looking into a treasure box, then it is a brief case full of collectibles, then it is park of sculptures, and lastly it is a walk through of an exhibit.

1,2
3,4

Sharing Ideas-

The physical interactions at CMOA are more writing based, where the visitor can share their story and insights about a specific topic on a piece of paper and post it on a wall or in a book. These collection of notes create a sense of community that calls for unity and care among its audience, which I found very powerful. Though simple enough to just need paper, pencils, and a table, I find this interaction much more powerful than the digital ones.

Screen Interactions-

Although some screens were not accessible due to covid, I found a couple kiosks that provided further interaction with the viewer. These interfaces allowed the visitor to learn more about the artist and some of their other work. They not only provide more context for those who are interested but also furthers the narrative in their work because people are able to understand why they create these pieces and what they stand for.

Other-

(left): A display table that shows the story that uniquely correlates with each side of a vase.

(right): An animation of a chair that changes shape based on the movement/action. This is important because it gives context to how the lines and planes change based on the action.

Lighting and Layout-

Lastly, I would like to mention the use of lighting and layout within the museum. In the first picture, we see taped translucent graphics on doors that helps create a portal and transition between exhibitions. The large white wall divides the room but also builds suspense and evokes curiosity to attract visitors who are interested in knowing what is behind it. Long and connected archways gives the visitor a glimpse of what the museum has to offer but also helps them understand where they are in space.

Most exhibitions choose overhead lighting to spot light pieces and create an opening space. But I also notice the use of natural lighting coming from the large windows that shines bright but gentle light in the room. Knowing that the first floor of miller gallery only has very minimal natural lighting, I found inspiration from the frosted ceiling window, where it looks like natural lighting can be imitated through placement and reflection.

Conclusions-

I decided to choose So-Il’s work on Breathe–Mini living, which is an architectural prototype for environmental urban living from Milan that intends to house 3 people in a translucent tower. This structure aims for minimal footprint by filtering and neutralizing air, collecting rain water, and rematerializing on different sights and in slightly different formations.

picture of me, Susan, Chelsea, and Catherine being pregnant with work

Breathe–Mini Living by So-Il

Resources-

Mood board-

The feeling I wanted to convey in this mood board is communicated through the use of textures, lighting, action(or lack there of), and color. Inspired by the PVC net covering the whole structure, I wanted the exhibition to have a breathable and refreshing atmosphere. Just like the warm light that shines through the bright green leaves on a sunny day, the attitude/tone of this exhibition’s message should be hopeful that humans can make a change when we learn to be more aware of the energy we consume and the resources we occupy. This means the material used should be sustainable, such as wood, and cotton. As the visitors see the dichotomy between concrete jungles and living nature, I intend the visitors to find comfort and inspiration through these highs and lows of their exploration. With a neutral color palette and sophisticated textures, this living space exhibition should be welcoming to a large audience that desires a peaceful and insightful experience.

Story Board-

Elevation Plan-

Reflection1-

With the introduction to voice assistant devices and other smart devices, our living spaces have also become a hybrid environment. A specific example of this would be the google home system, which can be connected to the lighting, AC, security cameras, sound systems, TVs, and other electronic devices. These smart home devices can be very helpful with simple day-to-day chores and gives the occupant more control over their living space. Being able to monitor the living space from afar and controlling the atmosphere through lighting and sound in real time creates new possibilities for the user experience, which entirely physical living spaces cannot provide. However, the invasive nature of these products also raises the issue of privacy and automation. The personal space asks for relaxation, in which the occupant feels secure and embraces everyday rituals. Some actions such as watering plants, feeding pets, and brewing coffee is enriching because of its humanist intentions. The desire to care for another living creature or being cannot be entirely replaced by devices, and the human experience, in the end, still takes place in the physical world.

Interaction Ideas-

  • visitors use monitors that track their breathing, which manipulates the atmosphere through sound and light
  • building your own city and seeing how this structure will fit in between the overwhelming concrete buildings

Parti-diagram-

By categorizing the 3 story structure into 3 rooms, I started with a rough diagram of the space distribution and visitor flow. Thinking about how the narrative evolves as the visitor walks through each door, I wanted to take the visitor through the experience of living in there from day to night, and see how the pvc mesh reacts to lighting. This would not only including change of brightness, but also touch, sound, and maybe scent.

Physical Model-

Creating a physical model helped me contextualize the space in relation to the person. At this stage, I realized that it was impractical to contain the whole structure in the first floor of Miller gallery. Instead of fixating on a replica of the breathe structure, I should work with the space provided and really think about the main takeaways of this exhibition. Sticky notes were helpful in terms of storyboarding in space. I was able prototype by labeling rooms and walls of what will be presented.

Developing Storyboard-

Talking with professors and TAs, I changed my storyline quiet often even though the goal was the same. Thinking about how the physical furniture and decorations in the space relate to the interaction was an issue unique to my exhibition that needed more thought. I thought about how integrated the interactions should be and what aspects relates to the mains message of the client.

Prototype Arduino-

car for fun-

Interaction-

Reflection2-

I think that architecture covers a macro scale that links across more domains while designers focus on the single task at hand. Based on observation, i find architectural work is more abstract, where people consider the strategy, structure and purpose of the design, while environmental design is more concrete, which faces the implementation and practice. However, they both take aspects such as accessibility, sustainability, form language, and scale.

I think each study’s area of focus can be shown through the softwares they use. Architecture students learn CAD tools such as rhino and often have to work with engineers to ground their designs in reality. These softwares include calculations of math and physics, but SketchUp focuses on simplifying the information to create the visual design of the space.

Title Page & End Notes-

Creating the title page required research on typeface and readability that matched the branding of the client. I also used the elevations to visualize scale in comparison to the visitor.

Final Interaction Diagram-

Collage interaction

  • Integrates naturally into the casual experience of living in the space
  • Creates a sense of collectivism and family
  • Takes curiosity and interest as input to create a lasting image that visitors can take home
  • Being caught off guard adds to comfort instead of surveillance
  • Can be playful when posing for the camera
  • Is not limited by number of guests

Stargazing interaction

  • Related to the design of the original structure (rooftop)
  • Symbolizes hope when looking into the future of sustainable living
  • Creates a relaxing atmosphere for visitors to rest and breathe
  • Can be imaginative or nostalgic
  • Involves visuals and sound
  • Concludes the purpose of exhibition
  • Feeling lingers even after leaving

Physical Model-

Maya Model-

I was able to recreate the furniture and decorations by downloading free assets on turbosquid and importing them into maya. The flooring was painted in substance painter 3D and the images were rendered in Arnold. I had to visit forums quite a lot to learn more about lighting and material attributes, which made this project quite a learning experience to put skills into practice.

Final Plan & Evaluations-

Final Presentation-

Self-Reflection-

The change from communications making to environments thinking was expected but also odd. Part of me was still thinking about type and readability, while the assignment pushed for more concepts. These different types of design problem broadened my understanding of the various aspects that designers have to consider and the complex details that need to be considered.

Reflecting on my work and progression through this project while also being pressured to choose a track in 3 days, I found myself analyzing what types of design I found more impactful personally and what do I make that impacts others. Since little, I considered museums and exhibitions the most influential medium that really impacts my perspective and thinking through all five senses and beyond. Even for the upcoming Digital Imaging project “Unfolding Narratives”, I start ideating through the meaning behind each interaction between person and paper. For example, “piecing” is when all assets are ready and one is willing to complete the full picture, “pulling” is when one is taking control over an asset as an acceptance, etc… With this interest and thought process being one of the main reasons that motivated me, this project really provided the chance for me to imagine real life scenarios, in which I could partake. I am also currently taking another class in ideate that focuses on alternate ways of sensing and speculative design, where I would learn about many installations through history and what makes them impactful.

Storytelling through space has always been an interest of mine, and I would like to dive deeper into these mediums further in the future. However, with the 6 course workload this semester and the sudden sickness that occurred 2 times in a row, I found myself struggling to meet the deadlines provided. I have accepted that I can’t control all things in life and I would simply have to make it work somehow and power through. Ironically, these distractions are exactly what helped me stay engaged, and that is because I could take the time alone in bed to think more and also use the 3d modeling skills in my animation class for the visualizations. I was grateful for pushing myself to learn Maya and the professional pipeline/workflow to create sophisticate visualizations, and that kept me going to actually finish something that I am happy with. Overall, this was a valuable learning experience because of the challenges I chose to take on in terms of software skill learning and concept choice.

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