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
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 …
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? …
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 …
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. …
AI in Exhibition Design: What’s Improving and What Still Needs Work
Welcome to Part 1 of “AI as a Visual Design Tool for Exhibitions” Week. MtM usually focuses on timeless topics, but this week is about what’s happening right now. So this article might only be reliable for about 45 seconds. Here’s the current situation: …
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. …
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: …
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. …
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.
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. …
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. …
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. …
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. …
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. …
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. …
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: …
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. …
Glowing Rectangles
Before they come to our experiences, there is one thing our visitors see a lot of. Glowing rectangles. They’re everywhere. The sheer number is huge, and growing. In less than one day, it would be totally normal for you to experience the following: …
Interactive Leftovers
In ancient times, shortly after life emerged from the sea, movies came on DVDs. “Special collector’s editions” had a second disk with “extra” content. We often treat our interactive media experiences like that second DVD. …
The Immortal Trend of Touch Tables
Many tech trends in the museum world disappear as fast as they came. (Come baaaaack, spin browser!) But there is one I swore was going to die an early death years ago … and it never did. How did touch tables never die? …