Making the Museum is a newsletter and podcast about exhibitions for museum leaders and teams.

NEW! The MtM Glossary of Museum Exhibitions (BETA)

Written and hosted by Jonathan Alger | MtM is a project of C&G Partners | Design for Culture


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Exhibit Interactives Aren’t Websites

A museum touchscreen can borrow from websites. But it can’t act like one. There are piles of reasons for that. For example, websites assume a “continuing user.” Museum interactives can’t. …

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The Raisin Muffin Principle

What’s a raisin muffin mostly made of? Raisins? Despite the name, a raisin muffin is mostly not raisins. It’s mostly muffin. Star billing goes to the less common ingredient. So, the Raisin Muffin Principle is: …

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Motion Always Wins

If something moves, it becomes important — whether we planned it or not. Why? Because we are built that way. We evolved to detect saber-toothed tigers in the bushes by peripheral motion, flashing light, and sudden sounds. In exhibitions, that means …

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What’s IPOP?

Maybe you’ve heard someone in a museum exhibition meeting say something like, "Let's run this through IPOP." (Especially if that someone came from a Smithsonian museum or affiliate.) And maybe you wondered: what’s IPOP? …

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AI for Pre-Rendering

Today, the second moment when text-to-image AI can now help: mid-design pre-rendering. After the early concept phase, something important happens for any team using 3D software: the digital white model …

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AI as Early Visualizer

Last time, we looked at what AI text-to-image design tools can do well right now, and where they still fall short. With that in mind, we’ve found visual AI helpful at two stages in the design process. So far, just two. …

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Nits Mean Brightness

If you’ve ever looked at the data sheet for a monitor, projector, or LED wall for an exhibition … (not my best opening hook, but stay with me) … you might have seen a number followed by the word “nits.” This little word is important. …

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3D Software for Exhibitions

If you ask exhibition teams what 3D software they use, you’ll get many answers. Our software world is mixed. But after a while, you start to notice the same names coming up. Three in particular: …

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Controlled Grain

So how can you make a small image wall-sized without it looking low-res or inventing new pixels? Here’s an old-school trick: add controlled grain. You’re adding a mistake on purpose. But this actually makes it look better up close. …

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Understanding Wall Mural Image Resolution

It has to be 300 DPI!” You’ve probably heard that phrase. But this rule about DPI (dots per inch) comes from offset printing: brochures and other things people hold at arm’s length. But a wall is not a brochure, and resolution is not religion. It’s just math.

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Avoiding the Traps of Big Graphics on Small Screens

Last time: the sneaky traps of designing big graphics on small screens. This time: what to do about it. Do any one of these five, and the situation will improve significantly. Do them all, and you’ll fix it. Here’s #1: Print It Out. Actual Size. In Color. …

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Designing Big Graphics on Small Screens

We design giant wall-sized printed exhibition graphics … on little laptop screens. We pinch, zoom, pan, and reassure ourselves that everything will be fine once it’s printed at actual size. Will it? Eh, probably not. And this isn’t a beginner-only problem. …

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Parlor Tricks

Before the commercialization of electricity in the late 1800s, “parlor tricks” were a popular form of entertainment. They were tricks that you did, well, in a parlor. The more elaborate the trick, the more popular. And some are actually quite timeless. …

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Duration in Video Jukeboxes

Ahem. The attentive reader may have noticed that we have just discussed media durations and video jukeboxes. But not media durations in video jukeboxes. Well, attentive reader, this one’s for you. Let’s get right into it. …

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What’s a Video Jukebox?

One of the most common forms of interactive in exhibitions is frequently used, but rarely explained: the video jukebox. It’s two of the most evergreen categories of exhibition experience — video and interactivity — in one. …

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Media Duration in Exhibitions

How long should our exhibition media be? Getting media duration right improves throughput, satisfaction and impact. Getting it wrong wastes production budgets and disengages visitors. Here are the basics for four common types. …

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And When VR Doesn’t Work

Last time, we discussed “When VR Works.” This time, let’s look at the other side: when it doesn’t. Let me be blunt. Sometimes it works very well, but most often, headset VR is not a good fit for museums. Here’s why: …

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When VR Works

VR has moved from a novelty to a useful technique, but unevenly. Some museums report great success. Some find it expensive and operationally difficult. It’s not a debate. Like anything, VR works in some cases and not in others. …

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