Exhibition and Experience Design
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Get in Touch with Surprise: Introducing the Unexpected Tactile Experiences in Immersive Environments
Selen Imamoglu
- 2020
- Exhibition and Experience Design
- Text
- Thesis
Thesis + Exhibition Project Document Introduction: This document is composed of two sections. The first section explains the thesis theory, how surprising tactile experiences can be an effective tool for engagement with the environment, products, and narrative through intensified emotions following surprise. Unexpected tactility in immersive environments can formulate impactful and memorable experiences for visitors since they trigger exploration and generate emotional responses. The second section presents Intersection, an exhibition project proposal for Moleskine, demonstrating how the thesis can be applied and formulated in a real-life project. The project is located at Madrid-Barajas Adolfo Suárez Airport as a temporary multisensory exhibition. The experience introduces unexpected tactile encounters through a narrative formed around the subject, "diaries." The visitors witness a story while interacting with brand products and tactile experiences in the exhibition. Thesis + Exhibition Project Overview: Handwritten diaries, where intimate thoughts are tangibly crafted with paper and pen, have been a part of people's lives as a tactile experience for millennia. They tell stories, secrets, and dreams and reveal the unexpected in various forms. The exhibition Intersection for the brand Moleskine is based upon a fictional narrative of two travelers meeting at the airport and reflecting upon their experiences through diary passages. The exhibition at Madrid-Barajas Adolfo Suárez Airport allows travelers to experience these journeys through a dual narrative tied to unexpected tactility. While the visitors walk within an environment resemblant of diary pages, they engage with a variety of objects and elements of design that combine the story, activities, and Moleskine products, with surprise in tactility, and intensify the visitor experience through emotions and exploration. Thesis + Exhibition Project Summation: The applied exhibition project, Intersection, demonstrates how elements of surprise and tactility are useful to the profession and effective tools for impactful experiences. The surprises tied to the story and products at key moments attract attention and boost visitor interaction; together, they strengthen the narrative and heighten visitor emotions. Exhibition encounters need to be engaging, relatable, and clear to be meaningful. Overall, the unexpected tactility interwoven into an immersive narrative enables memorable experiences for visitors.
Traces: Story of a Nation
Cecilia Moscardó
- 2020
- Exhibition and Experience Design
- Text
- Thesis
This document consists of two parts. Part I is entitled "120 Beats per Minute: Music Pacing Exhibitions" and explores the thesis related to the use of music as a design tool to not only regulate the pace of visitors but also as an interpretive tool to add texture to the storyline. In Part II, I presented the integration of the thesis in a designed environment called "Traces: Story of a Nation," an exhibition that takes place in City Hall Park in Manhattan. This exhibition invites visitors to explore the history of American immigration through stories of immigrants and their descendants told through the display of personal objects that conform to a wider narrative. The use of music in the exhibition enhances the connection between the stories told and the visitor's personal experience looking for a greater emotional impact and a deeper engagement.In our over-stimulated society, creating meaningful connections in exhibitions has become a more challenging endeavor. What if we could solve this by using a ubiquitous language like music? This is what this thesis and exhibition investigated and promoted. Music has long been overlooked as an interpretive tool in the design of exhibitions, but it could certainly benefit the experience of the audience by slowing them down and fostering a deeper engagement with the content. I explored a more qualitative way to experience an exhibition on immigration that will spark appreciation and personal connections by influencing the pace of visitors and their emotional impact through the use of music.This thesis and exhibition project is grounded in the subject, audience, site, and client research. I analyzed how music affects the human perception of time, pace, and emotions, in the retail context and the film industry, and how the strategies used in these environments could be added in the museum context to engage the audience on a deeper level. Designers could use musical tempo as a design tool to enhance the visitor's experience by pacing them through the space and adding texture to the storyline of the exhibition. My exhibition project explores how the Tenement Museum could translate an online initiative to a public space to tell the stories of American immigration with accompanying music that would pace and engage visitors. The Tenement Museum is known for being an advocate for immigration and has a clear mission to value and embrace the role of immigrants in the country. Although the exhibitions in the museum are focused on the stories of immigrant families who lived in the tenements between 1870 and1970, I proposed an exhibition on immigration told through the personal stories of people from all over the country and their immigrant experience with the aim of providing a current survey of the topic and spreading the museum's mission outdoors. Considering music is a very intentional tool, it is important that it corresponds with the message the institution is trying to convey. This exhibition is a free and shared experience located in a public park, with accompanying music. I created a storyline based on the journey of the immigrant, from making the decision of moving to settle in a new country, through the use of personal objects that tell stories of individuals in each step of the way. All the stories I chose are archetypal stories that are relatable for everyone, even for those who don't have traces of immigration in their families. The experience is clearly divided into beginning, climax, and resolution, and the tempo of the accompanying music changes throughout these areas. The change in tempo purposely varies the pace of the visitors and the level of emotional engagement as desired. A slower pace in the beginning and the final areas for a reflective state from the visitor, and a faster pace in the climax for a more impactful reaction. During my thesis adjudication, industry professionals indicated the addition of music as a valuable asset and noted the need for a music expert to move forward with the application of this theory.
Capture: A Person, a Player, a Moment, a Memory
Shiya Tong
- 2020
- Exhibition and Experience Design
- Text
- Thesis
This document package contains two parts of study both associated with enhancing intergenerational communication via "intergenerational sympathy," which for the purpose of this study, I have defined as the common ground found between people born of different generations created through emotional bonding, reciprocal learning, and co-creation of the present moment. Part I discusses the thesis, that enhancing intergenerational sympathy between Generation Z and Baby Boomers via smartphone technology, which aims to discover the most effective communication method across both generations and how smartphones play a role in their lives. Part II proposes an exhibition for the client Generation United at the Chess Plaza in Washington Square Park to encourage people of all ages to share their beautiful milestones and invite them to experience "intergenerational sympathy" by using the subject of photography. Both parts of the study reveal the current communication gap between the two generations and examine effective ways of bridging the gap through thoughtful design.
#CONNECTED
Bhawika Mishra
- 2020
- Exhibition and Experience Design
- Text
- Thesis
Thesis + Exhibition Project Introduction: This document consists of two parts. The first part is the thesis that explores social media's influence on society and how it has become ingrained in our daily lives and affects our everyday decisions. This thesis will investigate new ways to initiate a social connection and provide a design framework intended to allow people to form meaningful connections in the physical world by understanding the fundamentals of their social media practices.The second part is the Exhibition Project, which applies the theory introduced in the first section. This section presents an exhibition entitled "#CONNECTED" that takes place in Bethesda Terrace in Central Park. The exhibition project takes visitors on a journey through the essential elements of social media practices, creating awareness of the visitors' unconscious behavior in the virtual world by translating this behavior into physical space.Thesis + Exhibition Project Overview: According to recent research, most people with a mobile internet connection have a presence on social media platforms. These platforms are an extension of our real world into a virtual space. Social media platforms have been continually evolving and changing the way we communicate by creating new tools for interpersonal connection. This thesis studies the demographic, Generation Z (aka Gen Z, iGen, or centennials) which refers to the generation born between 1996–2010, following millennials. Gen Z has been living in a hybrid world created by social media, and this has changed the way that social connections are formed. This thesis explores how social media technology has influenced this generation and studies desire to connect and harness this technology to become more conscious of our behavior in the virtual world, in order to form meaningful connections with one another in the physical world.The exhibition "#CONNECTED" focuses on a standard feature and tool shared across social media platforms: "hashtags." A hashtag is a label for content. It helps others who are interested in a specific topic quickly find content on that same topic. The exhibit presents the story of the hashtag and takes visitors through interactive and multisensory activities that create a sense of connection using the emotions of anticipation, nostalgia, and reflection to establish a link between activities in the virtual and physical world. A primary goal is to allow visitors to form connections consciously with their environment and others using the familiar social media device of hashtags in the exhibit. By experiencing this physical space based on online social media practices, visitors will have the opportunity to look closely and examine their actions on social media, in effect allowing for more meaningful social connections in the physical world.Thesis + Exhibition Project Summation: This thesis and exhibition project analyses the use of social media technology. In order to develop a design framework, I explored the ways in which the target audience, Generation Z, interacts with social media platforms like Instagram through the use of words and images. The framework is guided by how users engage in social media. This framework, further applied to exhibition design, can lead to the creation of spaces that allow people to become conscious of their actions online as well as offline. It also attempts to allow visitors to understand that these actions in this hybrid space have the potential to affect their lives and the way they fulfill their desire to connect in the physical world.The exhibition project "#CONNECTED" explores how the Client, Instagram could expand its reach through a physical space that expresses its mission, which is to foster connections, build communities, and provide equal opportunities. Using one of the most popular elements of social media, the hashtag, "#CONNECTED" is a physical experience that derived its visual language from Instagram's brand guidelines. The experience allows visitors to learn about the subject, hashtag. The exhibition experience uses the subject as a medium to implement the design framework outlined in this thesis and to allow people to reflect on the ways they use hashtag words, impacting both the physical and virtual space. Through this exhibition particular emotions were studied and utilized, for example, the emotion of nostalgia was explored and used as a design device by the use of retro phones and the simple play of light and shadow through hashtag word cutouts in the walkway ceiling of the exhibit space structure. My intention was to make the audience conscious of their online activities by translating the impact of hashtags through physical exhibits.Through the prototypes and the research, I found out that the way to bridge the divide between virtual and physical spaces is by utilizing four key familiar emotions of nostalgia, anticipation, curiosity, and empathy along with the use of familiar objects like retro phones. Overall, with this design project, I was able to tie all the design elements together to create a hybrid environment that tested my thesis. While reviewing the applied thesis work, industry professionals noted that the exhibit tackles a subject of profound importance to modern culture and was very well integrated with my thesis.
Self-Awareness Through Sensory Awareness
Chiyon Yang
- 2020
- Exhibition and Experience Design
- Text
- Thesis
[Thesis + Exhibition Project Document Introduction] This thesis is arranged into two sections: research and design work. The first section explores the concept that sensory awareness and sensory experiences can trigger self-awareness. The second section presents design documentation for the "Waste Aware" project, which was developed with the approach explored in the thesis. Waste Aware is a two-month-long semi-permanent exhibition in a public space in New York City, which allows for social distancing. The design project shows the personal and societal relationship to the garbage disposal system in NYC. The paper's research supports the idea of the design project to show how the theory could apply to design. [Thesis + Exhibition Project Overview] There is a lot of research into the subjects of self-awareness and mindfulness, and they have become important subjects to consider in exhibition and experience design. This thesis proposes that sensory experiences are essential factors in gaining and building self-awareness. It deals with the importance of self-awareness as it connects to sensory awareness; this concept is applied as a design framework, which includes research and studies done around the topics. Based on the theory about sensory experiences and self-awareness, the applied exhibition design project deals with waste issues as a subject. People get a lot of information regarding recycling and sustainability and the exhibition illustrates different perspectives on the subject, focusing on tactile and sound senses as a design application to foster the visitors' ability to be in the moment and look at their personal roles and responsibilities objectively. [Thesis + Exhibition Project Summation] This summary discusses how this thesis is applied in an exhibition design. The exhibition is about waste, which is an essential topic for New York City. Having the exhibition located in the streetscape in New York City gives a compelling connection to the city and conveys the issues directly to the visitors. Being in a residential neighborhood can also encourage people to engage in the exhibition and have communal experiences. Hearing from others' perspectives causes the visitors to look at their thoughts and memories more clearly. Through physical interactions (hearing, seeing, and touching), visitors can focus on their experience, which leads them to gain self-awareness. The exhibition suggests a partnership with DSNY (New York City Sanitation Department). DSNY has many resources such as refashionNYC (clothing recycling), food composting, and ecycleNYC (recycling for electronic devices) that will amplify the exhibition. In a critical review of the work on December 11th, 2020, industry professionals identified a need for greater immersiveness in the applied design work. With more immersive sensory interactions, the exhibition will give visitors deeper self-awareness by helping them concentrate on sensory awareness.
Homecoming - Experience a Life Journey Through a Travel Exhibition
Tzu Yu Theresa Hsu
- 2020
- Exhibition and Experience Design
- Text
- Thesis
This paper is comprised of two sections, the first being an exploration, followed by an applied design project. In part one, I explore the concept of how homestay travel can provide immersive experiences that inspire empathy and increase the audience's awareness to act in cases of humanitarian crises. I use the term empathy in its most basic form related to the psychology of human behavior. Case studies, interviews with experts, and prototype tests were utilized to determine how to foster empathy through the interpersonal relationship between the host and the guest. Concerning the physical exhibition, I employed a different approach by providing more cultural and background knowledge of homestay families to enhance people's personal connections. Designers can support and demonstrate empathetic behavior in the exhibitionenvironment through varying practices. These techniques could guide audiences to explore the homestay's stories with new perspectives and get a better understanding and emotional connection with the world's humanitarian crisis.Part two of my paper centers on the concept of homestay travel in a physical, mobile exhibition space. The experience serves to promote the homestay learning program from the Drishtee Immersion organization while encouraging target audiences to go live in the rural village and experience the local culture firsthand.The second client Airbnb is a global travel community in the United States that serves as the exhibition sponsor because to their experience-based learning programs and their brand's popularity with travelers. By connecting with the Drishtee Immersion's experiential program and Airbnb's popularity to establish some familiarity and intrigue with visitors. I plan to create a traveling exhibition space meant to replicate the immersive, homestay travel experience. In encouraging individuals who visit the exhibition to listen to the host families' stories, I hope to foster a sense of compassion amongst the viewers that will inspire them to act in a more empathetic, global mindset.
Live Action Role-Play for Police: A Tool for Emotional Intelligence Development and Community Connection
Laura Pressler
- 2020
- Exhibition and Experience Design
- Text
- Thesis
Thesis + Exhibition Project Document Introduction: This paper is comprised of two sections. The first section explores the thesis, using immersive role-play based on acting and gaming techniques as a tool for developing emotional intelligence. This includes the psychology behind role-play immersion and the mechanics of creating a safe environment for adults to experience moments of self-discovery. The second section examines the use of these methods in a proposed design project titled, "My Role: For Peace and Public Safety" at the Phoenix Convention Center. This design project revolves around creating an immersive learning experience to connect police officers and the local community. "My Role" allows these two communities to develop their emotional intelligence in a safe environment and become more understanding of one another.Thesis +Exhibition Project Overview: Emotional intelligence is a critical skill for all adults. It is comprised of motivation, self- awareness, self-regulation, social skills, and empathy. Though having a high level of emotional intelligence benefits almost anyone in any professional field, police work is an example of a high-stress job that can especially benefit from this type of self-learning. Some police training already incorporates this type of learning in their curriculum. The exhibition "My Role: For Peace and Public Safety" gives police officers a safe space to play and explore, important aspects of developing self-awareness. Using gamified challenges based on actual police training skills, visitors can explore their thoughts and feelings through the eyes of other characters. The character role they take on provides them with a different perspective in a safe, judgment-free environment. This type of environment will foster personal development with a focus on one's own emotions. To further create transparency and connection, the exhibition will be open to the local community. This way, off-duty officers and the local community can communicate and empathize with one another as they take the time to discover more about themselves.Thesis + Exhibition Project Summation: My past experiences in acting and theatre provided initial insight into the potential of role-play immersion as a tool for developing emotional intelligence. After further research into LARP, psychology, and emotional intelligence, I've concluded that there is, in fact, a great use for role-play techniques in creating immersive experiences that resonate with visitors. Beyond creating a meaningful experience, I discovered in my research that it has the opportunity to create connections between visitors as well. In the future, this could prove especially useful for audiences that may have very different perspectives. In my design project, allowing visitors to take on the roles of characters proved to be very successful in creating a psychological space for play and exploration. Basing the characters on the content of the exhibition further allowed visitors to immerse themselves in the world of emotional intelligence and, in effect, educate themselves. For this reason, the pre-experience check-in is crucial in establishing a foundation for visitors to understand how the experience will work. The post-experience is equally as important in creating a moment of connection and conclusion for the experience. Given the current tension between law enforcement officers and the community, it is a crucial time to implement such programs and experiences. Though this topic could have been taken as controversial, in review, exhibition and experience design industry professionals said it was a much-needed project. Using effective techniques to create an immersive role-play experience can be further explored to educate adults about their own emotional intelligence. By teaching valuable skills in self-discovery and self-awareness, it is my hope that this project could serve as a framework for promoting a positive change in law enforcement and the communities it serves.
Flipside: Using Controversy to Facilitate Critical Thinking in Exhibition Design
Mustafa Yigit Ecer
- 2020
- Exhibition and Experience Design
- Text
- Thesis
This document is composed of two sections. The first part is the Exhibition Thesis, which proposes that the use of dialectic models of design and juxtaposition in curation and content can provide context, perspective, and deeper reflection in the visitor, activating well-informed and critical social engagement in controversies that are currently reshaping the messaging of our society. Highlighting information that is disruptive to contemporary dialogues can lead to deeper reflection and better critical thinking. The second part of this document is the Exhibition Project, which applies the theory introduced in the first section to a designed exhibit. The exhibition project is located at the New York Public Library entrance. The project unravels controversial pieces from the library's history, focusing on the lion statues Patience and Fortitude at the entry.
You Can See Me, Can I See You?: Catharsis through One-on-One Immersive Interactions
Keith Comley
- 2020
- Exhibition and Experience Design
- Text
- Thesis
This thesis consists of two parts. The first part, titled You Can See Me, explores human catharsis and how an experience designer can create a more meaningful one-on-one interaction with a performer or storyteller. This is done by applying a carefully considered character journey to the content in question and then implementing John Herons' complementary conditions of human development to the experience. The second part of this document, titled Can I See You? demonstrates an exhibition that uses the framework outlined in part one to show how an experience can create a greater opportunity for a meaningful cathartic experience within the visitor.
Identity: Artist as Subject
Avery Zucker
- 2020
- Exhibition and Experience Design
- Text
- Thesis
This thesis document is comprised of two sections. The first section explores my theory. I look back to the revolutionary dancer and choreographer, Merce Cunningham, and how he began to break down elitism in dance. I attribute his success in the democratization of dance to two main philosophies: formalism and decentralization. I then put forth that Cunningham's framework can be applied to the modern art museum experience and prove its validity through various case studies, prototypes and interviews.The second section is the applied project. I implement the strategies explored in the thesis argument and prove their capabilities with a designed environment. The project encompasses everything from ideation and concept development, through to curation, and two-dimensional and three-dimensional graphic design, and culminates in the design development project stage where exhibit elements are detailed and drawn out.In my thesis argument, I explore how Cunningham broke down the historical elitism in dance (democratizing it) by using two methods: formalism and decentralization. He implemented decentralization by taking the dance performance outside of the traditional proscenium stage and bringing it into different spaces, ranging from theaters in the round to museum galleries. Cunningham democratized dance while still respecting its formalist or ideal qualities. He turned away from the choreography of traditional storytelling and instead used movement to convey emotion and showcase the raw beauty of a moving body. There was no longer a story to follow. Here, Cunningham explored the balance between the real and the ideal. The real looks at this idea of democratization and decentralization, while the ideal posits that the formalist notions of simplicity and beauty are also valid.Cunningham's framework of democratization and decentralization can be applied to the modern art museum experience in an effort to help increase diversity in audiences and artists, and promote accessibility and a sense of belonging. I suggest ways in which the museum world can benefit from democratization and decentralization. The modern art museum world can strive to become more accepting and welcoming (the real), and can do so without sacrificing their prestige, their aesthetic language, and their repository of treasures, scholarship, and knowledge (the ideal)—all things that make museums special. Essentially, the ideal and real can hold equal weight. The image of the modern art museum can become one of inclusivity rather than exclusivity, and diversity rather than uniformity.For my applied project, I have designed a collaboration between The Museum of Modern Art in New York City and Apple Inc. It is a satellite MoMA exhibit that travels between select SUNY Community Colleges in New York State. The exhibit focuses on the subject of identity politics. The satellite exhibit decentralizes the MoMA experience by bringing part of their collection directly into the paths of community college students, staff, and faculty. The subject of identity democratizes the experience, because having a sense of one's own personal identity, whatever it may be, is something we all have in common. This democratization is furthered by different designed access points, as well as by the range of contemporary artists I have chosen. The architecture, a nod to MoMA as a "white cube," alludes to the ideal, while the content represents the real. The audience, the community college population as well as non-museumgoers, drive each design decision and are the heart of this project.This thesis and exhibition project is grounded in historical, audience, site, and client research. I looked back to Merce Cunningham, a renowned dancer and choreographer, and was inspired by the way he reinvented and reimagined the dance world. My thesis explores how and why Cunningham's philosophy can be applied theoretically as a framework for the modern art museum, and my exhibition project proves more tangibly that it could work. The modern art museum could use the strategies that Merce Cunningham implemented in the dance world and apply them to the museum world to welcome in new audiences and be accessible to all. Modern art museums can expand both the depth of their reach and the range of their holdings to connect with diverse audiences as well as reflect those same audiences in their collections.My exhibition project explores what it would look like for MoMA to decentralize (expand beyond the physical museum into target communities) and democratize (create an inclusive environment). With the help of Apple and its commitment to community outreach, especially in educational environments, my project allows MoMA to decentralize its collection. MoMA can extend its reach to new audiences by placing a satellite exhibit into the everyday paths of the students of the SUNY community college campuses. The democratization of my exhibit project is multifold. First, I chose five artists that come from very diverse backgrounds, reflecting that of the target audiences. Next, the subject of the exhibit, "identity," is something that everyone can relate to on some level because we all have a sense of what our own identity is. I curated pieces from these artists that specifically explored identity through self portraiture to humanize the artists so audiences can better relate to them on a personal level, rather than just through their art. I categorized the art into five categories, all aspects of personal identity (pop culture, drugs, sexuality, humor, and nature). These five categories are relevant and relatable to the target audience and provide an access point. Instead of walking up to a painting with no baseline of understanding, the audience can now approach a work of art with some knowledge of the artist's intention. A new viewer can have confidence in their initial interaction with the art, and feel emboldened to explore in more depth. The concept of democratization is also implemented into my project with the different QR codes. Here, the visitor has a chance to engage further with both the material and other participants, and can browse through related content of personal interest. When reviewing my work, industry professionals noted not only the value of this concept as politically relevant in 2020, but also how my project thoroughly integrated my theory.
The Power of Storytelling
Lior David Gensler
- 2020
- Exhibition and Experience Design
- Text
- Thesis
Thesis + Exhibition Project Document Introduction: This document contains two parts. The first explores the thesis of using narrativized design to deeply connect audiences of virtual exhibitions to the content. The second part of this document applies that thesis to a proposed satellite exhibition for the 9/11 Memorial and Museum honoring the 20th anniversary of the attacks which seeks to tell the story of 9/11 to the generation born afterwards. The proposed site is at Stuyvesant High School in New York City, located blocks from where the Towers once stood. Through the thesis and the applied project, this paper suggests that physical exhibitions need to be designed in tandem with a virtual counterpart in order to maximize their impact on a wider audience. The 9/11 Memorial and Museum was conceived not only as a space to share the story of that tragic day, but as a communal space to grieve and process what transpired. Through my applied exhibition, I strive to bring that same communal element to people participating virtually. A virtual design must have narrativized design elements which will result in the participant gaining a deeper connection and understanding of the content that will result in an experience as satisfying as an in-person visit to the museum. Thesis + Exhibition Project Overview: Narrativized design is a method that seeks to present or interpret something such as an experience or theory in the form of story1. Museums have traditionally served as a space to exhibit artifacts in a manner that generates a story to disseminate knowledge to the viewer. More recently, narrativized design has been successfully applied in physical exhibitions as a vehicle to more deeply engage viewers and connect them to the story presented. As the demand for virtual experiences has grown, museums have endeavored to translate their physical exhibitions to an online format to both reach a wider audience and, most recently, to maintain a connection with an audience hamstrung by a pandemic. It has proven challenging to create a virtual experience that mimics the depth of personal connection that occurs during a visit to a museum. Museums need to design their physical exhibits in tandem with their virtual counterparts, applying engaging and interactive design elements to both the physical and virtual experience. Through extensive research, I have identified and developed a number of effective design elements to achieve this goal. Specifically, the use of sensorial elements to engage people in a visceral way, both in the museum and at home, as well as the development of a guiding persona that makes each participant's experience unique and individualized. In honor of the 20th anniversary of the attacks on 9/11, the exhibition "My 9/11 Story", seeks to impart the story of 9/11 to the generation born since the tragedy. Recognizing the challenge of dealing with a subject as fraught with trauma and loss, the exhibit will include components that attempt to engage with a younger audience both emotionally and technologically. The exhibit will include sensorial elements as well as technological innovations that will engage the viewer completely. Likewise, the design of the virtual counterpart creates a seamless transition whereby a solitary virtual viewer will feel connected to the larger audience. This model of narrativized virtual design can be used as a model for future exhibitions that similarly seek to present content in meaningful ways to a wide ranging audience. Thesis + Exhibition Project Summation: Human beings are natural storytellers. We use narrative to impart complex information to each other. The goal of this applied exhibition project is to use narrativized design to impart a comprehensive understanding of the September 11, 2001 terrorist attacks to the first generation born post-event: Generation Z. Gen Z is technologically oriented. They have never known a time without the internet, the smartphone or social media. In order to satisfy and excite this audience, exhibitions need to incorporate digital elements that promote engagement. Moreover, physical exhibitions need to have meaningful online counterparts in order to adequately reach this audience. As a result of the COVID-19 pandemic, museums have had to close their doors and transition to a virtual platform making the need for online exhibitions even more imperative. In order to provide a digital experience that both satisfies and amplifies the physical exhibition, they need to be designed in tandem from the outset. Over several months time, I have developed and designed this exhibition which is rooted in extensive research. From the defining details of effective storytelling, to discovering the value of improvisational theatre in storytelling and meaning making, to participating in virtual museum programming via Zoom, I have taken in all aspects of what it takes to truly reach a wide audience, both in person and remotely, through a rich narrative. All this has led me to create with informed design decisions in my applied exhibition project, which will ultimately be used as a model for future exhibitions that similarly seek to present content in meaningful ways to a wide ranging audience.
The Broken Pattern
Samantha Kugler
- 2020
- Exhibition and Experience Design
- Text
- Thesis
THESIS AND EXHIBITION PROJECT DOCUMENT INTRODUCTION: This qualifying paper is comprised of two sections. First, a thesis, grounded in a body of primary and secondary source scholarship. The second is an empirical application of the thesis in the form of a designed experiential environment. In Part 1, I explore the psychological challenges faced by those with sleep disorders, and how health-related stigmas feed into a cycle of shame and self-isolation. This information is used to support my theory that helps people struggling with their sleep disorders become more in-tune with their bodies in order to manage their symptoms and negative side effects. In Part 2, I present a detailed documentation of the design approach to the thesis, an exhibition titled "The Broken Pattern." The exhibition consists of five tiny houses that travel together to college campuses around the country. The Broken Pattern is an exhibition experience that walks visitors through the complexities of sleep disorders, the misconceptions that often lead to shame, and the toll that it takes on individuals over time. This exhibition is guided by a sense of understanding and empathy for people with sleep disorders and the loved ones who support them. THESIS AND EXHIBITION PROJECT OVERVIEW: Sleep disorders and their various side effects are often overlooked by the general public and medical field. Without having an understanding of what sleep disorders are, it's easy to stigmatize and misunderstand the people who have them. For people that have sleep disorders, not properly understanding the intricacies of their own disorder can wreak havoc on their lives. My thesis creates on opportunity for these individuals to not only learn more about sleep disorders, but have a unique and entertaining – yet serious – experience that encourages discovery and growth. This exhibition, "The Broken Pattern," will classify sleep disorders into six main categories to inform people about what they are and the kinds of symptoms that are experienced. After providing information about sleep disorders, the exhibition will take a deeper look into the consequences that sleep disorders have on relationships and one's own mental health. Following the examination of the impacts to both interpersonal and intrapersonal relationships, the exhibition will focus on how this awareness can be utilized to mitigate those negative repercussions going forward. Casper, being a company that cares about sleep health and improving lives through quality rest, will bring information about sleep disorders and sleep hygiene to students when they may need it most. Visitors will be more cognizant of sleep disorders and be able to apply the knowledge they have gained to their own lives, improving their relationships with themselves and others. THESIS AND EXHIBITION PROJECT SUMMATION: This thesis is grounded in scientific, audience, site, and client research. I looked at the six primary categories of sleep disorders and the ways that each kind affect the body and mind. I then examined the groups of people who often suffer from these disorders to identify an age group that can most benefit from this knowledge. College students experience a huge transition that often leaves them susceptible to poor quality sleep and sleep disorders, which can spark lifelong patterns of disrupted sleep. By sharing this exhibition with young adults and students during this critical time period, they can use the knowledge gained to avoid some of the negative consequences of undiagnosed sleep disorders and related habits.My thesis explores how comfortable spaces can ease anxiety and increase confidence and social connection for those suffering from sleep disorders. Prior to my formal research, I interviewed several individuals with different sleep disorders to better understand the variety of experiences people have and identify similarities in their struggles. With this knowledge from firsthand accounts, I researched scholarly articles on the emotional and physical repercussions of having a sleep disorder, and the negative effects on social connections. Then, I examined and identified elements of physical comfort that can be applied to create a sense of support which, in turn, allows for new and more positive emotions in individuals. My exhibition project explores how a physical environment can be leveraged to establish a sense of comfort for visitors. Using five tiny homes that travel to college campuses across the country, my exhibition seeks to bring comfort to those who suffer from sleep disorders so that they can find new emotional space for confidence and social connection. This is achieved by the use of playful and consistent graphics inspired by the client, Casper, and leaving visitors with a message of hope and support. Through my research, interviews, and design development, The Broken Pattern exhibition is intended to spread knowledge and comfort those suffering from sleep disorders and enable personal growth. The exhibition aims to open a dialogue about sleep that has been overlooked thus far. In order to start the dialogue, the final design solutions that make The Broken Pattern transportable and accessible for many are key to the experience. When reviewing my project, industry professionals agreed that the exhibition has the potential to bring comfort to many, and the traveling aspect is particularly useful during the COVID-19 pandemic. They noted how helpful this exhibition would be for people not only suffering with sleep disorders, but also those who experience poor quality sleep as a consequence of another illness or poor habits. I agree with those judges and feel that a great strength of this exhibition is the use of tiny houses. I believe that some elements of the exhibition could be altered or added to in order to incorporate the thesis more completely. One way to achieve this goal is to add more objects to interact with and touch, and possibly even lay down on. Adding this would bring more comfort into the exhibition and further tie in tactility. Additionally, I would like to tie the city and home graphics in more seamlessly throughout the interiors and exteriors of the tiny houses. A bit more unity between the wall treatments and way finding devices could clear up confusion about the graphic differences. Overall, I feel that my project is unique and identifies a market that is fairly new and unexplored. The power of The Broken Pattern lies in the meaningful content and the transportation method that brings the exhibition to different colleges around the country.
Synchronous Communication in Virtual Exhibitions
Xuewei Jiang
- 2020
- Exhibition and Experience Design
- Text
- Thesis
This thesis includes two parts. Part I focuses on the ongoing shifts inside the exhibit industry during the Global COVID-19 pandemic and explores the thesis which involves synchronous communication and interaction to enhance visitor's social experience on virtual platforms. These transformations influence and lead to a tendency of cooperating with augmented reality(AR) technology to facilitate new forms of participation in museum exhibitions.The second half of the document explores "REFLECT - Masks in Mirror," an exhibition that takes place in the Metropolitan Museum of Art and the National Museum of Anthropology. The exhibition invites museum visitors to engage with other visitors through a series of AR interfaces, programming, and exhibition activities. With a specific focus on exploring the protection, creative expression, and social dynamics of masks, visitors are challenged to explore the backstory while showcasing the innovation of digital participatory engagement.
If you see see something, say something: Revolutionary art, then and now
Alison Zullo
- 2009
- Exhibition and Experience Design
- Text
- Thesis
M.A. Fashion Institute of Technology, State University of New York 2009.
Sol Lewitt, irrational art and rational mind: A game-like experiential exhibition paying tribute to conceptual artist Sol LeWitt
Xin Zheng
- 2013
- Exhibition and Experience Design
- Text
- Thesis
M.A. Fashion Institute of Technology, State University of New York 2013.
Shakespeare on love: Building suspense in exhibition design & Shakespeare on love
Ningning Zhang
- 2013
- Exhibition and Experience Design
- Text
- Thesis
M.A. Fashion Institute of Technology, State University of New York 2013.
Co-creation & personalization in marketing environments
Amanda Zanski
- 2010
- Exhibition and Experience Design
- Text
- Thesis
M.A. Fashion Institute of Technology, State University of New York 2010.
Cecil Beaton: Deconstruction--reconstruction
Tugce Zaloglu
- 2012
- Exhibition and Experience Design
- Text
- Thesis
M.A. Fashion Institute of Technology, State University of New York 2012.
Past, present, future: The rebirth of Bryant Park
Da Hea You
- 2013
- Exhibition and Experience Design
- Text
- Thesis
M.A. Fashion Institute of Technology, State University of New York 2013.
If you would read someone else's diary ...
Dominika Wozniak
- 2011
- Exhibition and Experience Design
- Text
- Thesis
M.A. Fashion Institute of Technology, State University of New York 2011.
Body language: New York City Ballet: Pop up event
Jongwook Won
- 2012
- Exhibition and Experience Design
- Text
- Thesis
M.A. Fashion Institute of Technology, State University of New York 2012.
The woman behind the shoe
Judy Watek
- 2012
- Exhibition and Experience Design
- Text
- Thesis
M.A. Fashion Institute of Technology, State University of New York 2012.
Umka's journey: Thesis: Pattern language in exhibition design
Natallia Tsynkevich
- 2010
- Exhibition and Experience Design
- Text
- Thesis
M.A. Fashion Institute of Technology, State University of New York 2010.
3 masters: Yamamoto, Miyake, Kawakubo
I-Fang Teng
- 2011
- Exhibition and Experience Design
- Text
- Thesis
M.A. Fashion Institute of Technology, State University of New York 2011.
Local solutions & transitional cues: Shifts in user focus
Trevor Steels
- 2014
- Exhibition and Experience Design
- Text
- Thesis
M.A. Fashion Institute of Technology, State University of New York 2014.