Design of Exhibitions

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    Exhibition Design

    Lee H. Skolnick , Dan Marwit , Jo Ann Secor

    To cite this entry: Lee H. Skolnick , Dan Marwit , Jo Ann Secor . Exhibition Design. InEncyclopedia of Library and Information Sciences, Third Edition. Taylor and Francis: New York,

    Published online: 09 Dec 2009; 1797-1807.

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    Exhibition Design

    Lee H. SkolnickDan MarwitJo Ann SecorLee H. Skolnick Architecture  þ  Design Partnership, New York, New York, U.S.A.

    Abstract

    Exhibition design, sometimes called exhibit design, is the conceptualizing, planning, and creating of 

    exhibitions—built, spatial environments that communicate with audiences moving through them. As a

    field of practice, exhibition design has only recently begun gaining definition and standards. Meanwhile, it

    is flourishing worldwide, as exposition attendance soars, retail environments reinvent themselves, and

    cultural institutions increasingly appeal to tourism and promote themselves as centers of entertainment, as

    well as education. Bringing together a constellation of disciplines, exhibitions are designed by teams

    working through a phased process that translates a script into an immersive experience. Audiences

    engaging with the experiences interpret them through interactions with their elements, including their 

    architecture, colors, lighting, graphics, artifacts, and media. Design teams continually develop under-

    standings of their audiences as they plan and arrange exhibitions’ elements in context. As exhibition

    design expands in the beginning of the twenty-first century, it turns up new challenges, but as with all

    design fields, exhibition design views challenges as opportunities.

    INTRODUCTION

    Exhibition design, sometimes called exhibit design, is the

    conceptualizing, planning, and creating of exhibitions— 

    built, spatial environments that communicate with audiences

    moving through them. Broadly, any exhibition can be cate-

    gorized as either cultural or commercial, but more common-

    alities than differences are shared across this border. Really

    it is the permutation of many particularities, including con-tent, intention, size, setting, duration, expected audience,

    and experience type that determine what an exhibition can

    be and how it gets designed.

    In the world of museums, there are those that use

    artifacts, archival images, and text to document events

    for visitors with preexisting knowledge, and those that

    engage wide audiences in explorations of phenomena,

    ideas, and themes through interactivity and play. Among

    visitor centers, many attract year-round tourism to civic

    icons, while others showcase corporate accomplishments

    to employees and invited guests only. From trade shows

    to international expos, independent environments com-

    pete on the same floor for the attention of industry associ-ates or the general public, whose interests in a new

    product, brand, or philosophy can translate into invest-

    ment. Any of these exhibitions can be open for a matter 

    of days or decades, and designing them requires attending

    to their distinct natures appropriately.

    All exhibitions are designed by teams. To be sure, the

    exhibition designer’s contribution is the core of the work,

    as the final product is inevitably a physical environment

    that functions and directs people in intended ways. How-

    ever, in order to create a total design, subteams, who

    together determine the story that guides the design, give

    the design its shape and tone, plan and create vital ele-

    ments, and build and install the actual components.

    Because the field of exhibition design is quite young,

    few exhibition designers, or design team members for that

    matter, have come to their titles through a course of exhi-

    bition design study. Rather, most approached the fieldthrough one of several avenues: designers through archi-

    tecture, industrial design, commercial package design,

    and furniture design; and other team members through

    education, anthropology, and creative writing. Each of 

    these has some bearing in exhibition design, but also

    requires designers and team members to think beyond

    their fields and work cooperatively, as none address all

    of an exhibition’s needs.

    Like all processes, the exhibition design process fol-

    lows a sequence of phases, moving from concept design

    to schematic design, into design development, and finally

    fabrication documents and fabrication and installation.

    Each of these phases, often referred to differently bydifferent designers, can be further delineated into smaller 

    steps, and are typically completed in a reiterative fashion.

    Culminating in the production of documents that signify

    milestones and transitions, the phases keep team members

    working toward common goals in a shared time frame,

    and enable ongoing assessment of a project’s progress

    that is captured and presented. A truer exploration of 

    exhibition design would require quite a bit more space,

     Encyclopedia of Library and Information Sciences, Third Edition   DOI: 10.1081/E-ELIS3-120044031

    Copyright # 2010 by Taylor & Francis. All rights reserved.   1797

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    and a few exceptional books have been written for that

    purpose, including David Dernie’s   Exhibition Design,

    Larry Klein’s   Exhibits: Planning and Design, Kathleen

    McLean’s   Planning for People in Museum Exhibitions,

    and Jan Lorenc, Lee Skolnick, and Craig Berger’s   What 

     Is Exhibition Design? Also, because the field is one that is

    constantly reinventing itself, a richer understanding of 

    exhibition design can be had with some continual study.

    Periodicals, like   Exhibitor   and   Exhibitionist   would en-

    courage this, as would attendance at conferences, like the

    annual American Association of Museums conference.

    Finally, the best way to discover the burgeoning field of 

    exhibition design is to visit exhibitions. Each one is so

    different from the next that comparisons made between

    them would awaken any curious person to the craft

    invested in them.

    A last note: The background shared by the writers is

    mostly of cultural exhibition design in American settings.

    Much has been done to reach outside this limited scope, but

    the history of exhibition design in Europe, and the excit-

    ingly expanding field in both Europe and Asia are topicsthat easily warrant entire articles all their own. Exhibition

    design has unquestionably become a worldwide phenome-

    non, and its ubiquitous trends are reaching into other fields

    everywhere. While this entry is reliable in its overview

    of exhibition design, there is much more to explore, and

    readers are enthusiastically encouraged to do so.

    HISTORY

    The origins of exhibition design are at once self-evident

    and evasive. Humans naturally arrange objects for the

    communication of particular statements. We do it in our homes and other environments. Arguably, creating exhibi-

    tions is innate, and people have been doing it since the day

    they realized they could manipulate their surroundings.[1]

    European Roots

    Appearing in biblical passages and Roman history, trade

    fairs are as ancient as trade, itself, but trade fair exhibi-

    tions as they appear today have their roots in European

    history, as do exhibitions in museums.[2,3] The first of the

    known major fairs, which has continued since at least

    1165, was the   Leipziger Messe   in Leipzig, Germany.[4]

    Meanwhile, the origins of museums has been traced tothe European Age of Enlightenment, when proponents

    of the Age’s interest in making sense of the world,

    cultivated the first natural history collections in   wunder-

    kammern, or  cabinets of curiosity.[5] Essentially the prov-

    ince of royalty and the Church, several   wunderkammern

    grew into renowned institutions, the Modern Museums of 

    Copenhagen  and the Louvre among them.[6,7] While most

    wunderkammern, overflowing with collectibles and ex-

    otic rarities, were meant to impress onlookers with their 

    owner’s prestige, a number showed early signs of design,

    like thematically arranged floor plans and inclusion of 

    interpretive text.[8,9]

    Transition to Planned Experiences

    In 1786, Charles Willson Peale brought museums to the

    public, opening   Peale’s American Museum   in Philadel-phia, PA.[10] While Peale’s museum set a new precedent

    for curation, that of collecting and displaying culturally

    representative objects for the benefit of its visitors, its

    displays followed from the  wunderkammern, voluminous,

    and somewhat indiscriminate. This style would hold sway

    until the Museum of Modern Art  in New York shifted the

    paradigm in the 1940s with minimally displayed arrange-

    ments of “empathetic” pieces.[1]

    Meanwhile, in the commercial sphere, exhibition design

    took a leap forward in 1851 with  The Great Exhibition of 

    the Works of Industry of All Nations.[11] Planned by Prince

    Albert and Henry Cole of England, the  Great Exhibition

    was the first truly international exhibition. Bringing 13,000exhibitors and 6,000,000 visitors together under the roof of 

    Joseph Paxton’s  Crystal Palace, the  Great Exhibition   set

    the standard for future expositions, and led to the formation

    of formal oversight organizations, like the   Bureau Inter-

    national des Expositions. In the coming years, expos grew

    increasingly impressive, with permanent structures desi-

    gned by reputable engineers and architects, including the

     Eiffel Tower   by Gustave Eiffel for the 1889   Universal

     Exhibition, the current   Museum of Science and Industry

    for the 1893   World’s Columbian Exposition   in Chicago,

    and the  German Pavillion  by Ludwig Mies van der Rohe

    for the 1929   Barcelona International Exposition.[12–14]

    Also in the nineteenth century’s latter half, departmentstores began appearing worldwide. Their competition for 

    an emerging spending culture led them to install exhibi-

    tions of power and branding in their entrances and main

    floors.[15] Wanamakers  in Philadelphia built a  Grand Court 

    with a commanding bald eagle as its dome.

    Toward a Contemporary Vision

    In 1939, expositions moved into a new era. With the

     New York World’s Fair’s   theme   Tomorrow’s World ,

    expos began addressing humanity and cultural issues,

    rather than technology and inventions.[16] Amusementrides and stage set architecture set the scene for designers

    to begin creating entire environments at fairs, one more

    exciting than the last. Following this course, the 1964

    New York World’s Fair marked a seminal moment with

    140 full pavilions, four designed by the Walt Disney

    Corporation, and one by Charles and Ray Eames. Disney,

    equipped with a team of  Imagineers and a list of  Mickey’s

    Ten Commandments, had by this time opened Disneyland

    in California, 1955.[17] The Eames team, with their chairs

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    that both broke and set the mold, had already opened a

    number of exhibitions, including the   American Pavilion

    in Moscow, 1959, and   Mathematica   in 1961, which

    remained open at the Los Angeles Museum of Science

    and Industry until 1998, and has since been duplicated at

    several institutions.[18]

    Also at this time, many larger American institutions, like

    the National Museum of American History and the Field

    Museum of Natural History, created exhibition planning

    departments, shifting power away from curators. These

    departments created blockbuster exhibitions, like the Field’s

    Tut , that drew enormous crowds and set a new pace for 

    museum exhibition design. In this atmosphere, museums

    began rethinking the purpose of exhibitions and the struc-

    tures of the departments responsible for them. Michael

    Spock of the field museum advocated for including into

    design teams educators and content developers who could

    translate scholarship into stories for general audiences.

    Frank Oppenheimer of the Exploratorium in San Francisco

    challenged the nature of museum exhibitions altogether,

    populating them with interactive experiences from whichvisitors derived their own interpretations. A series of work-

    shops at the Field in 1982, sponsored by the W. K. Kellogg

    Foundation demonstrated the effectiveness of a team ap-

    proach to designing museum exhibitions, an approach that

    has been adopted and adapted by museums far and wide.[19]

    Today, at the onset of a new century, fairs, trade

    shows, and expos around the world draw attendance rates

    rivaling those of the Olympic Games.[20] Museums and

    visitor centers find themselves competing for expanding

    tourism and audiences looking for entertainment as much

    as education.[21] Design firms are increasingly contracted

    to plan both cultural and commercial exhibitions, and the

    resulting cross-pollination is benefiting both arenas.[22]

    Undoubtedly, exhibition design is flourishing, and work

    by firms in Japan, Korea, and other Asian nations is

    inspiring exciting movement worldwide.[22]

    ELEMENTS

    All exhibitions are compositions of space, architectural

    elements, materials, graphics, color, lighting, and acous-

    tics. Most also include objects, artifacts and images, and

    increasingly media components. The available variety of 

    materials and methods is remarkably vast, and expanding

    rapidly with technological advances. The possible uses of them in shaping immersive, transcendent experiences for 

    visitors are as many as the needs of each individual exhi-

    bition, and those needs are governed by the exhibition’s

    narrative and context.[23]

    Narrative

    The narrative, also variably known as the script, messag-

    ing, or storyline, is in plain terms what the exhibition is

    about. It is developed from a body of knowledge, a corpo-

    rate philosophy, a set of ideas, concepts or messages or a

    promotion of a brand, and subsequently completed with

    additional research as necessary. Structuring the informa-

    tion to be presented in the exhibition, the narrative also

    suggests how the information should be accessed and

    interpreted. Thus, it sets the foundation for decisions

    about how the environment will communicate with its

    visitors.[24]

    Context: Physical and Cultural

    An exhibition set inside a building not yet constructed,

    allows opportunities to work with an architect in tailoring

    important features to the exhibition’s needs. These can

    include circulation, ceiling heights, natural lighting, and

    access to mechanical, electrical, and plumbing systems.

    However, more often designers plan exhibitions for existing

    buildings, working either with or around the context’s

    features.[23] Meanwhile, the situation of an exhibition in a

    surrounding culture determines who might attend it, andhow it might be interpreted by attendees, as well as by press

    outlets, schools, various communities, and other groups.

    Depending on its reach, an exhibition’s cultural context

    can require wrestling with every detail of its narrative and

    design, especially in the handling of controversial topics.

    Space

    Space is the volumetric area that the exhibition organizes

    and thematically conditions. It is usually contained by

    structural walls, a floor and a ceiling within an interior,

    or imaginarily assigned within a larger interior, as with

    the space designated to a trade show booth. An exhibitioncan also be outside, but its space is still limited and its

    organization is still in the designer’s hands. To organize

    space, designers consider aesthetic and experiential prop-

    erties, including scale, proportion and balance, site line,

    and visitor flow, among others. All together, these proper-

    ties choreograph the positioning of exhibition elements in

    relationship to one another.[25]

    Architectural Elements

    Architectural elements are those that are constructed to

    define the exhibition’s space and display its feature ele-

    ments. Walls built to partition spaces, ramps pitched to steer visitor flow, platforms created to elevate experiences, and

    built forms inserted for interpretive effect are just a few

    examples. In interactive exhibitions, these elements also

    serve a second purpose of housing and protecting mechan-

    ics and audio/visual and computer equipment. Furniture

    built for comfort or as part of an experience, and cases that

    contain collection items or display products are also archi-

    tectural elements that have design qualities all their own,

    and whose appearance in the space further defines it.

    Exhibition Design 1799

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    Materials: Construction and Finishes

    Materials are used to build the exhibition’s architecture,

    enable the mounting and presentation of other elements,

    and evoke particular associations and sensations. Con-

    struction materials, often hidden from view, are usually

    generic, like wood, steel, drywall, and fiberboard. Finishes

    are materials that exhibition visitors see, or that support

    the other elements that visitors see, like affixed graphics

    and painted colors. Traditionally, these materials have

    been finished woods and different grades of glass, as in

    the display cases of object-based exhibitions.[26] Recently,

    technological advances have opened an expansive reper-

    toire of materials to designers, including ranges of new

    metals, plastics, and laminates, making it easier to evoke

    emotions and interpret information and themes through

    shape and texture. New materials also aid in placing

    graphics and colors in desired locations, as their proper-

    ties make them lightweight and receptive to paint and

    adhesives.[27]

    Graphics

    Graphics are two-dimensional designs applied to surfaces.

    In some instances, they are painted directly onto finishes.

    More often, they are created with computer software,

    printed on substrates with adhesive backings, and applied

    to surfaces prior to their installation. Featuring text, dia-

    grams, and images, graphics are used to deliver informa-

    tion and suggest context. Composed of typefaces, color 

    palettes, patterns, and illustrations, graphics are also used

    to set an exhibition’s tone, and unify its interpretive and

    navigational systems. As computer and printing technol-

    ogy advances, graphics are increasingly designed to cover large exhibition surfaces, like entire walls, floors, and

    ceilings.[28,29]

    Color, Lighting, and Acoustics

    Color, lighting, and acoustics can be grouped together as

    environmentally interpretive tools. They are often the

    most effective tools in transporting visitors to believable

    places, or immersing them in convincing ideas. Colors

    conjure emotions and psychological associations, espe-

    cially in juxtaposition or cooperation with one another.

    Lighting both makes things visible and sets a range of moods. Acoustics control sound, dampening it in some

    places, and allowing it to escalate in others. Together,

    these elements make a richly interpretive exhibition expe-

    rience possible, and also strongly influence its feeling.[30]

    Objects, Artifacts, and Images

    Objects, artifacts, and images are often a client or institu-

    tion’s reason for creating an exhibition, in the first place.

    In many cases, the display of one or more of these ele-

    ments is intended to create a brand by which an institution

    or business becomes known to the public. They can be

    small enough to require a microscope, or large enough to

    fit groups of people inside; sensitive enough to warrant

    controlled conditions, or best experienced through touch

    and manipulation. Exhibition designers create environ-

    ments that both highlight these elements as attractions

    and storytelling elements, and protect them as necessary.

    Media

    Media in exhibitions commonly refers to on-screen me-

    dia, which includes film, video, and interactive virtual

    experiences. Increasingly, media is becoming a standard

    expectation. A handful of exhibitions have even been

    designed with media as their central themes, or with me-

    dia pieces serving as pinnacle experiences. In the last few

    years, media has become highly sophisticated, able to

    respond to users in surprising ways, and to perform ever 

    more complex functions. Fully immersive media experi-ences are now not only possible, but are even becoming

    commonplace. Balancing these powerful experiences with

    the rest of an exhibition has become an important chal-

    lenge for designers.

    PROCESS

    From start to finish, the creation of an exhibition can take

    several weeks to several years, depending on its size and

    the complications of its content, context, and physical

    requirements. Certainly, every designer has his or her 

    own approach to bringing an exhibition from nonexistentto open to the public, but all create through a process that

    advances through a series of work phases.[31] Referring to

    the phases, designers often use different terminology, but

    commonly they are known in sequence as concept, sche-

    matic, design development, fabrication documents, and

    fabrication and installation.

    From here, the process appears step-by-step and direct.

    However, the progression of an exhibition’s design is

    rarely so simple and linear. Rather, designers work in

    what is called a reiterative fashion, meaning that within

    each phase iterations of designs are completed, reviewed,

    and revised until satisfactory. On a macro level, whole

    phases can be reiterated until complete; on a micro level,single drawings or written descriptions can cycle in their 

    own reiterative processes. Further emphasizing the pro-

    cess’ reiterative direction, exhibition designers typically

    allow for returns to previous process phases either to

    complete unfinished steps, or to revise designs as new

    information and insights emerge. In mapping a process at

    a project’s outset, designers try to plan ahead for these

    motions, doing their best to keep to schedule and within

    budget.

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    Throughout the exhibition design process, a succession

    of document sets, or packages is produced. Each set sig-

    nifies a benchmark, simultaneously presenting the culmi-

    nation of the designer’s work up to that point, and

    establishing the new foundation from which the work will

    continue. Titled after the process phases they complete,

    the document sets are typically known as concept, sche-

    matic, design development, and fabrication documents. In

    the fabrication and installation phase, there are no bench-

    mark documents, as the culmination of this phase is the

    opening of the exhibition itself.

    Concept

    The concept phase marks the initiation of an exhibition

    design project. Its primary goal is the establishment of the

    exhibition’s foundations, and its principal work is charac-

    terized by research, brainstorming, and exploration. To

    determine what the exhibition will be about, initial re-

    search into its topic is conducted, structured into a hierar-

    chy or framework, and developed into a preliminaryscript. The script determines the exhibition’s perspective

    or approach to the topic, and with it in place, the exhibi-

    tion’s general look, feel, and function begin to bloom

    through a series of brainstorming sessions. From the ses-

    sions, designers make explorations, sketching architec-

    ture, and exhibit ideas that could appropriately translate

    the script into an experience.

    The concept document set can include:

      Concept outline, exhibition criteria, preliminary script.   Sketches or diagrams of the whole space and its com-

    ponents.   Analyses of projected attendance and circulation.   Initial rough budget projections.   Preliminary schedule.   Suggestions of graphic style, copy style, and object

    and artifact placements.   Suggestions for marketing and outreach.

    Schematic

    During the schematic phase, the approved concept is

    used to create a preliminary design for the entire exhi-

    bition. The goal of the schematic phase is to identify

    the exhibition’s components and make them imaginable,while leaving room for their details to be developed and

    debated. Extending from the preceding phase, script

    writing, brainstorming, and exploration continue until

    the concept is fully fleshed out, and a design for the

    entire exhibition can be proposed and discussed. Making

    this possible, designers begin seriously assessing the

    physical context in which the exhibition will be installed,

    as well as the host’s resources for marketing, outreach,

    and staffing.

    The schematic document set can include:

      Finished preliminary script.   Revised project budget and schedule.   Floor plans.   Sketches of vignettes and component elevations.   Foam core spatial models and mock-ups, or photo-

    graphs of them.

    Design Development

    While the body of the exhibition has been made imagin-

    able by the schematic designs, its details still need to

    be elaborated. The goal of the design development phase

    is to specify the exhibition’s details. The thrust of the

    phase is in making definite choices about the tangible

    things that will compose the three-dimensional environ-

    ment, including materials, colors, graphics, text, equip-

    ment, lighting schemes, A/V scripts, and computer 

    software. The decision-based character of design develop-

    ment shifts the focus of the exhibition design processfrom imagining possibilities to making the chosen possi-

    bilities work.

    The design development document set can include:

      Plan, elevation, and sectional drawings of all exhibi-

    tion components.   Written descriptions of all exhibition components.   Preliminary   schedules, lists of materials, graphics,

    A/V equipment, and hardware and descriptions of 

    their uses.   Updated project budget and schedule.

    Fabrication Documents

    In the fabrication documents phase, the decisions made in

    the design development phase are incorporated into a set

    of technical drawings and specifications. The goal of the

    fabrication documents phase is twofold: first, to produce

    documents so highly detailed that they can serve as

    instructions for fabricating the exhibition; second, to iden-

    tify a fabricator. Every detail of the exhibition, down to

    its literal nuts and bolts, is specified, recorded in   sche-

    dules   and indicated in hard-line drawings. Once this is

    done, designers open a competitive bidding process, un-

    less a trusted fabricator is already known. Designers also

    open bidding for other contractors, including media pro-ducers, graphics producers, and copywriters, if they have

    not yet been chosen.

    The fabrication document set can include:

      Hard-line, dimensioned plan, elevation, section, and

    “exploded” drawings of every exhibition component

    with close-ups of important details and specifications

    of materials and hardware.   Finalized  schedules.

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      Plans for lighting, electricity, A/V connections, me-

    chanics, and plumbing.   Final project budget and schedule.

    Fabrication and Installation

    The final phase, fabrication and installation, takes the

    exhibition from drawing and study to actuality. The goal

    of this phase is a successful opening, and to get there

    takes meticulous decisions on behalf of clients. First, the

    fabrication drawings are delivered to the chosen fabrica-

    tor. The fabricator reviews them and returns them as  shop

    drawings   with suggestions of necessary, and sometimes

    creative revisions. The designer then reviews the revi-

    sions, and either approves them or makes further sugges-

    tions. This back and forth shuttling continues until the

    fabricator is confident he or she can build precisely what

    the designer wants. Ensuring the fabrication meets the

    design’s intents, the designer makes frequent visits to the

    fabricator’s shop during this phase, as well as to the stu-

    dios of other contractors. Present at the exhibition’s in-stallation, designers watch over details to the very end.

    No documents are delivered during the fabrication and

    installation phase. The culmination of the phase is the

    exhibition’s opening.

    UNDERSTANDING AUDIENCE

    Throughout the process, designers strive to understand

    their audience as best they can, and get ideas from them

    about how to better the exhibition’s design.[32] To reiterate

    the point: Any exhibition is a medium for communication.

    Its very purpose for being built rests on the fact that peoplewill visit it.[33] Who those people are—children, adults,

    scholars, the general public, etc.—determines the verbal,

    visual, and experiential language most appropriate for the

    dialog.[34–36] Cultivating an understanding of the audience

    not only encourages an exhibition’s success, it recognizes

    its responsibility. To this end, many designers conduct

    formal studies of their audiences at different phases of the

    process. Often, contracted evaluators are hired to perform

    these studies more systematically and objectively.[37]

    Initial Understanding: Front-End

    During the concept phase, or even prior to it, manydesigners conduct   front-end evaluations. Learning what

    an audience already knows and feels about an exhibition’s

    topic can help set the parameters of its script and influence

    its possible presentation and tone. Considering an audi-

    ence’s abilities and learning styles helps produce exhibits

    that are suitable for them. Certainly, fair generalizations

    about an exhibition’s intended audience can be made with

    demographics, learning theories, and past precedents,

    but many designers prefer to “meet” their audiences, or 

    representatives thereof, through formal studies, such as

    questionnaires, focus groups, and interviews.

    Informed Understanding: Formative

    Arguably, the most useful evaluation,   formative evalua-

    tion, can be conducted in the schematic design phase,

    when it becomes possible to gauge audience reactions

    accurately before moving into the latter decision-making

    phases.[38] By providing them with drawings, designers

    can ask evaluation participants direct questions about a

    fairly imaginable exhibition. By presenting them with

    foam-core mock-ups, designers can observe participants’

    interactions with their designs, often adjusting the mock-

    ups to test various possibilities. Follow-up interviews and

    questionnaires provide insights into what audiences are

    deriving from their experiences. Results and recommen-

    dations from these tests are used to finalize schematic

    plans and prepare for making determined design decisions

    in the next phase.

    Specific Understanding: Prototyping

    During the design development phase, concerns about

    the operations of particular exhibit components arise. Be-

    cause the level of detail is so specific in this phase, it

    becomes possible to build full-scale  prototypes   of these

    components. If the budget allows, designers can try varia-

    tions of actual materials and mechanics until the compo-

    nent works exactly as intended. Including audiences in

    prototype testing can be extremely informative, as very

    reliable observations can be made from their engagements

    with and reactions to the exhibition.

    Final Understanding: Summative

    No better reaction to an exhibition can be gauged than

    that of an actual audience in the actual space. Often,

    designers add a postopening phase to the exhibition de-

    sign process during which modifications can be made

    to exhibit components that for all their planning do not

    result as intended. Formal studies of audiences during this

    phase, known as summative evaluations, time and observe

    interactions and behaviors, and gather audience responses

    through interviews. The findings of these studies can

    often point to simple solutions to apparent issues, or les-

    sons for the next project.

    DESIGNERS AND DESIGN TEAMS

    Because by their nature, exhibitions are cross-disciplinary

    experiences, they are designed by teams. Depending on

    the size of the exhibition, teams can be comprised of 

    individuals, or entire departments. In many cases, coordi-

    nation of the players’ contributions, and assurance of their 

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    mutual understanding of a shared process are as crucial

    for a project’s success as any individual’s talent.

    The assembling of a team can be the task of a lead

    team member, or a manager who serves a more supervi-

    sory role. In most design firms and museum exhibition

    departments, team members are chosen from full-time

    staff. Meanwhile, it is not uncommon for firms and

    departments to complete teams by hiring freelance work-

    ers. In some cases, teams are formed solely for the project

    at hand. In still other cases, teams can include a core team

    surrounded by peripheral ones, made up of hired experts,

    volunteer advisors, interested community members, and

    so on. In any instance, when assembling a team, the goal

    is to select compatible team members, whose talents and

    interests match the needs of the exhibition, some of which

    will unfold as the project develops.[39,40]

    Making decisions together, and communicating in gen-

    eral, are critical tasks for exhibition design teams, espe-

    cially those working on large projects that take years to

    complete. Many models exist for structuring teams and

    enabling their collective efforts.

    [41]

    They range on a spec-trum from linear hierarchies, with one chief decision maker,

    to egalitarian committees that strive for consensus.

    Similar to teams working in other fields of design and

    communications media, exhibition design teams generally

    divide their responsibilities into at least two sides (not a

    technical term, but one commonly used), one to handle the

    development of the story,  content , and the other to handle

    its telling,   design. Often, teams also include a third side,

     project management , to coordinate the actions of the whole

    team and supervise the production of the entire project.

    Within their sides, individual team members work to-

    ward common goals, but it is through the collaboration

    between sides that an exhibition is fully designed. Bothcontent and design bring their work to the table, and

    management ensures that the story and its telling remain

    within the project’s feasibility. Thus, some permeability

    between sides is usually important for best practice. A

    team whose members respect each other’s roles, but can

    think in each other’s terms is the most likely to succeed

    with greatest ease.

    Content Team

    Responsible for the story itself, team members on the con-

    tent side can include curators, educators, exhibit develo-

    pers, interpretive planners, content developers, contentcoordinators, researchers, and writers. Collectively, their 

    role is to cultivate the ideas, topics, and information to be

    conveyed in the exhibition, and articulate them in a manner 

    that visitors will be able to grasp. The process of doing so

    typically follows a reiterative course of accumulating, edit-

    ing and arranging knowledge that relies on research, orga-

    nization, analysis, association, and story-writing skills.

    In the design of exhibitions that are rich in objects and

    artifacts, content team members also maintain knowledge

    of available collections and external sources. Sometimes,

    entire stories are constructed around the showing of a

    single item. Other times, it is through categorizing items

    and selecting the most totemic ones that a story emerges.

    Knowing what is obtainable, and understanding how the

    inclusion and omission of particular objects and artifacts

    will affect a story is the job of content team members.

    Once a compelling story has been developed, the col-

    lective role of content team members becomes that of 

    ensuring that the design expresses it, and that the expres-

    sion is appropriate to the intended visitors. Often, this

    calls for responses to evaluation findings, and additional

    research and development to inform the details of the

    story as its translation manifests.

    Design Team

    Determining how to tell the story, the design side of 

    the team can comprise a variety of designers from various

    disciplines, including graphics, media, lighting, and

    acoustics, all of whose work is coordinated by a leadexhibit designer, typically also supervising the efforts of 

     junior exhibit designers. Oftentimes, draftspeople, model

    makers, illustrators, and other talents are added to the

    design side to aid its diverse disciplines. All together,

    design team members give the exhibition dimensionality

    that people can enter, navigate, use, and share.

    Beginning with rough sketches, designers’ transition to

    drawings, and finally hard-line drawings as they reitera-

    tively conceptualize, plan, and detail the visual and expe-

    riential communication of the content. Inevitably, the act

    of drawing reveals problems in the exhibition’s function-

    ality and challenges to its proper expressions. Solving

    these problems is part of designing exhibits, and doing sooften requires invention. Most designers welcome such

    detours, viewing their pursuit as opportunities to make

    their designs unique and successful.

    As the exhibition develops, the various designers’

    work affects each other. Graphics influence the exhibi-

    tion’s look, light reflects on graphic surfaces in unex-

    pected ways, audio from media transforms acoustic

    spaces. Meanwhile, each of the design contributions car-

    ries material concerns. Lighting grids need to be sus-

    pended and electrically wired, graphics need substrates

    that adhere to surfaces, and acoustics call for very specific

    finishes. Each of these is researched, sized, and specified

    by the design side, and the responsibility for all of itfitting together, both conceptually and tangibly, resides

    with design team members.

    Project Management Side

    Responsible for the exhibition’s opening on time and

    within budget, the management side of the team usually

    includes one project manager. Typically the liaison

    between the team and the project’s client, the project

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    manager drafts a scope and a schedule and budget for 

    its completion, and communicates progress, delays, and

    changes between parties. Because the project manager 

    remains aware of time, money, and the client’s concerns,

    design teams frequently look to him or her to remind them

    of parameters on their creativity. While this can be a

    politically sensitive position, it is a critical one. Not only

    does it help the team accomplish the job properly, but

    it also protects team members from investing beyond the

    project’s bounds, keeping them from overworking and

    making sure they’ll be available when needed for the next

    project.

    Because bringing an exhibition to its fruition involves

    the weaving together of so many efforts over time, coor-

    dination is the project manager’s principal and constant

    task.[42] With the many team members working indepen-

    dently on their ends of the project, the project manager 

    resides at the center, keeping everyone apprised of each

    other’s progress, and helping maintain the team’s camara-

    derie and morale. At times, this can require great tact, as

    any one team member’s progress can easily influencechanges, or even pose difficulties in that of another.

    CONCLUSION: CONTEMPORARY TRENDS ANDCHALLENGES

    The current state of exhibition design is an effervescent

    one. Still relatively young, and certainly younger than the

    museums and expos it services, its movement toward

    becoming a formalized field has accelerated in recent

    years, but its standards of practice have yet to be codified.

    Only a handful of design schools teach it as a subject, and

    only in rare instances is it offered as a full course or major.[43–45] Professionals of various types are filling its

    positions, and their writings about their own experiences

    are some of the first. Meanwhile, exhibition design is

    growing by leaps and bounds, and gaining momentum

    around the world, as cultural institutions, corporations,

    businesses, public awareness campaigns, city govern-

    ments, and more call upon the unique mode of communi-

    cation that only exhibitions can offer.

    The Next Big Way to Present the Next Big Thing

    Over the last few decades, attendance rates at interna-tional expos have skyrocketed into the tens of millions.

    Meanwhile, casinos like  New York, New York , and retail

    chains like  Apple,  Niketown, and  IKEA  have realized the

    power of reshaping their stores into total, experiential

    environments.[46] In both arenas, the goal of communica-

    tion is to present the next big thing, be it a product, brand,

    lifestyle, or philosophy. Competition in the commercial

    sphere has become intense and fast-paced, and designers

    are constantly looking for the next big way to present the

    next big thing. As a result, in many ways, commercial

    exhibition design has become a proving ground for many

    new technologies, materials, and strategies.[47]

    More and more frequently, these new technologies,

    materials, and strategies are also being incorporated into

    cultural exhibition design. One possible reason is that

    most exhibition design firms work in both arenas, often

    supplementing their abilities in the cultural sphere with

    earnings from the commercial sphere. Another is the re-

    cently emergent phenomenon of in-house teams collabor-

    ating with contracted designers, who give shape to

    expertly researched content in institutions whose staff 

    knows the audience quite well.

    New Perspectives of Interpretation

    In years past, knowing an audience was less valued by

    cultural institutions who viewed themselves as having a

    more authoritative role. The shift toward gauging visitor 

    expectations and interests, often through focus groups,

    surveys, and other tools familiar to the commercial sector,is a recent one that is swiftly setting a new paradigm.

    Responding to visitors, cultural institutions have learned

    how to maintain and expand their public reach. Enabling

    this response, designers increasingly plan exhibitions that

    are more able to communicate with particular audiences.

    To do so, many design teams have added educators to

    their talent and educational theory to their tool kits.[48]

    Not limited to cultural exhibitions, commercial designers

    have also begun to consider experiential learning, con-

    structivism, multiple intelligence theory, theories of in-

    trinsic motivation, and others as helpful guides in

    creating communicative environments.[49–52]

    Universal Access

    Along the same lines, a recent phenomenon is the require-

    ment of planning for people with disabilities. While

    designers have always taken this into consideration, as one

    goal has always been to reach as many people as possible,

    allowing for universal access has in many places become

    enforceable by law. In the United States, title III, section

    36.101 of the Americans with Disabilities Act (ADA) of 

    1990 “prohibits discrimination on the basis of disability. . .

    and requires places of public accommodation and commer-

    cial facilities to be designed. . .

    in compliance with theaccessibility standards established” by the ADA.[53,54] As

    stated in explicit terms, exhibition designers, like the

    designers of any nonresidential facility, are now legally

    obligated to plan environments that do not exclude physi-

    cally impaired people. The ramifications of this are enor-

    mous, as are the opportunities. On one hand a suite of new

    constraints are imposed; on the other hand, implementing

    standards like the ADA’s positions designers to revolution-

    ize communities by creating wholly inclusive environments.

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    New Narratives

    The trend in museums to respond to visitors’ interests has

    engendered the rise in popularity of issue-based exhibi-

    tions, made possible by a popular push away from object-

    based exhibitions and towards concept-based ones. As

    race, death, health, fear, and other conceptual explora-

    tions become crowd-draws for museums, exhibitions are

    changing shape to suit a very different genre of narrative.

    Designers increasingly plan environments that embody

    questions and journeys, rather than simply representations

    of topical times and places.[55]

    New Technology

    One undeniable force that has transformed exhibition

    design in just the last few years is digital technology and

    the hurrying pace of its advances. Computers are now small

    enough and powerful enough to easily be hidden from view,

    while providing incredibly rich experiences. Video and

    screen-based interactivity can deliver massive amountsof self-discovered information without consuming much

    space. The temptation to fill an exhibition with digital

    experiences is a pressing one for many designers, and often

    something close to that is requested by a client.

    Meanwhile, computers’ shrinking dimensions and

    escalating abilities are placing more of them in more

    people’s homes and pockets, equipping people with rich

    experiences that require no environmental contexts. The

    need to create digital experiences that are unique, or more

    sophisticated than what is available to consumers, has

    become demanding for exhibition designers. Likewise,

    the challenge of designing real environments equally or 

    more exciting than virtual ones has become an actual

    pressure.[56]

    One emerging solution is the design of digital experi-

    ences that are integrated into exhibition environments.[57]

    As technologies like motion tracking and multitouch flat

    screens become more accessible, this solution has grown

    more viable. Another emerging solution is the invention

    of new technologies and varieties of interfaces. Speaking

    to both solutions, a new industry is burgeoning.[58–60]

    Digital designers contracting with exhibition designers

    are gaining popularity, often winning bids for jobs as

    collaborative teams.

    New Technology Backstage

    The influence of technology’s innovations is also revolu-

    tionizing exhibition design behind the scenes. Software

    applications, like   Photoshop,   Illustrator ,   AutoCAD,   3D

    Studio Max,   Sketch Up,   Revit , and   Vectorworks, have

    nearly rendered obsolete traditional design tools, like

    compasses, shape palettes, drafting tables, and pencils.

    At the same time, the Internet has become an

    indispensable resource for content developers and

    researchers, as well as a location for idea-exchange

    forums hosted by design communities, like the Associa-

    tion of Science-Technology Center’s  Exhibit Files   Web

    site and blog.[61] E-mail and FTP’s have expedited com-

    munications between teams and clients, and also made it

    possible to easily collaborate across oceans. The effect of 

    this sweeping change of tools is not only immeasurable,

    but also hardly complete.

    Accounting for Sustainability

    All exhibitions are made of materials whose processing

    and transportation extracts natural resources and emits

    greenhouse gasses.[23,62] Lighting, video projections, and

    other electrically powered elements drain large amounts

    of energy and produce pollution when sources of power 

    are fossil-fuel-burning power plants. Publicly supported

    regulations and institutions like the World Green Building

    Council are setting standards for designers to follow, and

    making those standards achievable by helping grow aneconomy for them. As these concerns swell in the public

    conscience, designers have an opportunity to serve as

    vanguards by creating sustainable exhibitions visited by

    millions of people.

    Looking Forward

    In any field of design, the root of the practice is in present-

    ing information and emotion in new and more effective

    fashions. Responsively, designers view the challenges of 

    the day as abundances of promising opportunities. As

    today’s exhibition designers plan environments that en-gage people in experiences in compelling new ways, they

    raise the field from its youth to its fruition. As they stay

    aware of trends and plan one step ahead of them, they raise

    the bar.

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