Chapters – The Exhibition & Experience Design Handbook (2024)

Chapters – The Exhibition & Experience Design Handbook (1)BOOK OVERVIEW

Based on my research and expertise as an exhibition designer, educator, and critic, this is the first title to simultaneously

  • explain how to design exhibitions and attractions successfully;
  • contextualize contemporary exhibition design practice through its historical and theoretical underpinnings;
  • elevate understanding of one of the most rapidly evolving and trans-disciplinary creative disciplines;
  • illuminate exhibition design’s contributions to the expanding global market for civic, cultural, commercial and entertainment experiences; and
  • reframe the exhibition design process using a set of recurring tropes and the methods they employ, making this book distinct from other practice-based, museological or commercially-driven titles.

This full-color book with over 250 photographs and drawings uses real-world examples, museum and exhibition design studio profiles, historical and contemporary voices, and draw on my own creative practice and exhibition making experience, as well as invaluable contributions from my network of international museum, attraction, and design professionals.

I introduce a new methodology for understanding exhibition and experience design. One that elevates understanding of one of the most rapidly evolving and trans-disciplinary creative disciplines. Twelve easy-to-follow illustrated chapters introduce a set of reoccurring exhibition design conventions or “tropes” that are omnipresent in exhibition making and can be used to chart a new methodology for understanding exhibition design and its process.

BOOK CONTENTS

INTRODUCTION

Timeline and overview of exhibition design and the experience making process.

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CHAPTER 1: Streaker, Stroller, Studier

Key message: design facilitates the participation of everyone in the exhibition experience

The trope “streaker, stroller, studier” frames the designer’s responsibility during the exhibition development process to understand audiences, plan welcoming and engaging environments, and interpret content in an informative and accessible manner.

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CHAPTER 2: Once Upon a Timeline

Key message: design serves to structure, sequence and bring to life an exhibition story

The trope “once upon a timeline” illustrates how designers’ structure, sequence, and bring to life an exhibition story, and how chronology is used repeatedly to organize and design experiential narratives.

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CHAPTER 3: Exit Through the Gift Shop

Key message: design considers and tackles the comprehensive exhibition journey

The trope “exit through the gift shop” explores the comprehensive exhibition journey and the collaborative contribution the designer makes to market an entire experience and shape its visual message and identity.

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CHAPTER 4: Popup and Modular

Key message: design creates a permanent or temporary architectural form that reacts to the exhibition content

The trope “popup and modular” assembles examples by designers who sculpt the exhibition experience from a variety of modular and memorable interventions made from a range of materials that take a multitude of forms.

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CHAPTER 5: “Wow” Moment

Key message: design is responsible for the emotional and behavioral reactions of the exhibition audience

The trope “wow moment” shows how designers are responsible for people’s emotive reactions and their behavioral responses to a variety of experiential triggers such as scale, color, lighting, and placement.

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CHAPTER 6: Beyond the White Cube

Key message: design creates the cohesive flavor and atmosphere of the exhibition experience

The trope “beyond the white cube” visualizes how designers create cohesive flavors, atmospheres, and sensorial qualities for exhibition experiences, and react to the context and origins of the material to be presented.

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CHAPTER 7: Hanging Salon Style

Key message: design advocates for the visual variety and arrangement of the exhibition elements

The trope “hanging salon style” sets the stage for how designers add visual variety, arrange elements, and draw on complex compositional design theory to engage people in exhibitions and experiences.

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CHAPTER 8: Trapped in Glass Boxes

Key message: design responds proactively to the constraints inherent in creating a safe exhibition environment

The trope “trapped in glass boxes” is a metaphor for the variety of constraints designers work with to plan exhibitions and experiences, display objects, and create safe, people-centered environments.

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CHAPTER 9: Wraparound Worlds

Key message: design captivates an exhibition audience and facilitates an experience that is not everyday

The trope “wraparound worlds” reveals how designers create immersive experiences and are reinventing the tools to deliver on people’s innate desire for escapism and alternative realities.

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CHAPTER 10: Smoke and Mirrors

Key message: design inspires and transforms exhibition audiences

The trope “smoke and mirrors” demonstrates how designers deploy deception, illusion, and a little bit of magic to surprise and inspire people and transform experiential encounters.

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CHAPTER 11: Tombstones and Texts

Key message: design makes exhibition messages clear, communication direct, and visuals pop

The trope “tombstones and text” indicates the importance of clear but engaging communication, and how designers bring visual clarity, cohesion, accessibility, and consistency to exhibition graphics.

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CHAPTER 12: Hands-on, Minds-on

Key message: design encourages learning using engaging and interactive exhibit techniques

The trope “hands-on, minds-on” demonstrates that learning through doing requires a range of passive to interactive modalities that designers use to inform, engage, and educate a diverse and global community.

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AFTERWORD: Call to Action

Key message: a methodology for measuring the experiential impact of an exhibition

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BOOK DESIGN

Chapters – The Exhibition & Experience Design Handbook (2)Chapter visualizations summarize each of the tropes technical design methods. Called the Designer’s Toolbox they are created by a group of diverse designers working all over the world.

Chapters – The Exhibition & Experience Design Handbook (3)Each chapter is defined by a key message, word, and summary paragraph. Headings and sub-headings help to quickly introduce sections. Over 250 photographs and illustrations illuminate the book’s themes.

Chapters – The Exhibition & Experience Design Handbook (4)36 case studies—3 per chapter—deconstruct the methods and principles inherent in each trope. They break down into design challenge, solution, and impact and illustrate how the tropes have remained constant over a span of 100 years.

Chapters – The Exhibition & Experience Design Handbook (5)Tips & Tricks offers practical advice about implementing the ideas in each chapter. Notes cite sources and interviews and serve as an additional bibliography.

Chapters – The Exhibition & Experience Design Handbook (2024)

FAQs

What are the 5 stages of exhibit development? ›

The exhibit progresses through five stages: design consultancy, concept development, design execution, project management, and delivery. These stages are carefully orchestrated to guarantee the exhibit's success in both function and aesthetic appeal.

What is exhibition and experience design? ›

Experience and Exhibition Design MA

Students explore every type of designed experience, including museums, pop-ups, and interactive digital spaces, and develop skills in concept development, environmental design, graphics, lighting, and model making.

What are the three principles of exhibition design? ›

In this article, Jacksonville State University researchers Steve Bitgood and Don Patterson describe principles of visitor behavior related to three aspects of exhibit design: (1) the characteristics of the exhibit object or animal, (2) the characteristics of exhibit architecture, and (3) the characteristics of the ...

How do I get started in exhibition design? ›

Typically, a bachelor's degree in design, architecture, or a related field is the foundation, taking about 4 years. Post-graduation, gaining hands-on experience through internships or entry-level positions in design or museum settings is crucial.

What are the phases of exhibition design? ›

How to Design a Successful Exhibit
  • Planning. The first stage in the process of museum exhibition design is planning out what the exhibit should look like. ...
  • Conceptualization. To conceptualize something means to form an idea of what it will look like. ...
  • Design Development. ...
  • Production. ...
  • Fabrication. ...
  • Installation.
Sep 16, 2022

What are the first five things you will consider while planning for the exhibition? ›

When planning a trade show exhibition be sure to:
  • Create measurable goal outcomes from the event.
  • Find out what competitors will be present.
  • Create a visual concept for your exhibition stand.
  • Make sure your branding is unique.
  • Decide which products you want to exhibit.
  • Make sure exhibit staff are familiar with every product.
Apr 15, 2020

What is the difference between a curator and an exhibition designer? ›

Curator – an art specialist responsible for a museum's collection and exhibitions. Exhibition designer – designs exhibition spaces, paints walls, arranges artwork, usually under the supervision of the curator.

What are the two major types of exhibition? ›

Types of exhibitions

A commercial exhibition or trade fair is often referred to as an art fair that shows the work of artists or art dealers where participants generally have to pay a fee. A vanity gallery is an exhibition space of works in a gallery that charges the artist for use of the space.

How do you design an exhibition? ›

10 Simple Yet Effective Things to Consider While Designing your Exhibition Stand
  1. Set clear goals and objectives. ...
  2. Know your audience. ...
  3. Use high-quality visuals. ...
  4. Use lighting effectively. ...
  5. Choose the right layout. ...
  6. Utilize vertical space. ...
  7. Make use of technology. ...
  8. Create a strong brand presence.

What are the 4 basic design rules? ›

Maintaining your creativity when designing content can be a challenge. Luckily, there are four major design principles that can help guide your ideas. These principles are contrast, repetition, alignment, and proximity. Understanding the role each can play in the design process can help keep your ideas fresh.

What are the three key aspects of exhibition design? ›

They believed that successful exhibitions should be built in answer to three key aspects of design: The characteristics of the exhibit object. The characteristics of the exhibit architecture. The characteristics of the visitors.

How do you plan an exhibition layout? ›

7 tips to help you plan your exhibition stand design
  1. Purpose guides design. ...
  2. Keep your target group in mind. ...
  3. Consider an open booth design. ...
  4. Avoid clutter. ...
  5. Set the mood with lighting. ...
  6. Make your presentations dynamic. ...
  7. Be a cordial host.

How much does it cost to make an exhibition? ›

The main cost of your exhibition stand alone is likely to be around £2,450-£3,000, and this is quite a significant investment, even at a smaller venue.

What is the role of an exhibit designer? ›

An exhibit designer translates a curatorial or commercial storytelling project into spatial and visual forms. They employ design methodologies related to exhibition spaces, providing their own authorial interpretation to the communicative and narrative needs of the exhibition project.

What are the steps of exhibition? ›

How You Can Make an Exhibition Successful in 7 Easy Steps
  1. Set Your Goals.
  2. Pick a Desirable Venue or Space.
  3. Research Your Competitors.
  4. Get the Word Out.
  5. Create Helpful Promotional Material.
  6. Design a Great Display.
  7. Utilise Innovative Technology.

What are the four common types of exhibits? ›

When attending a trade show event, there are many decisions that need to be made. One of the first things to determine is which Impressive Exhibit Types you will be setting up at the trade show. There are four main trade show exhibit types: linear exhibits, island exhibits, peninsula exhibits and end-cap exhibits.

What are the stages of documentation in museum? ›

Museum documentation is mainly done on the basis of records, such as acquisition documents, provenance documents, conservation reports, cataloguing records, images from different sides of the objects, research papers, etc.

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