Invisible Design is an envisioned exhibition designed for my final project where students had to design a theoretical exhibition and design all of its elements. It is a temporary exhibition designed for the Cooper Hewitt Smithsonian Design Museum in New York City with the intent of exploring design cognitive behaviors that influence how we perceive it.
Table of Contents:
Invisible Design is a temporary exhibit in the Barbara and Morton Mandel Design Gallery (the third floor) of the Cooper Hewitt Museum in New York that spans about 6,400 square feet.
The show aims to explore how our cognitive behaviors influence how we interact with the world and with its objects, calling attention to design in the world that can slip by unseen.
This exhibition is based on The Design of Everyday Things, written by Don Norman, a forerunner in user-centered design. Many of the terms and concepts in his book are used to frame this show.
Currently there are 103 objects, 30 of which are interactives and 73 of which are objects and models. Many of the items are pretty small like batteries, wires, bottle caps.
This section delineates the design features of the exhibition
For this color palette, I went with more muted colors. Since this exhibition is reading-heavy and requires understanding abstract concepts, I didn’t want any loud distracting colors.
I wanted each section of the exhibition to correspond to a particular color, so that the walls of each section's room would be painted with it. There needed to be enough contrast between each color so that users can recognize a change in the space when exiting one room and entering the next.
Section 1: Pantone 4170 C
Section 2: Pantone 14-4110 TPG
Section 3: Pantone 12-4306 TPG
Section 4: Pantone 7445
Section 5: Pantone 14-4504 TPG
The off-white and black are used for graphic treatments.
Cooper Hewitt is a mansion, with has dark(ish) wooden floors.
Each exhibitry structure is made out of a coated high-end plywood
that contrasts the darker wood as well as the colors of the wall.
Specific objects that require protection would be behind plexiglass.
Wooden flooring
Plywood treatment
The intro banners for each exhibition section are delineated by the stripe of that section's color. For example, the Basic Principles of Interactions section was delineated by a Pantone 7745-colored stripe, and the 2 Gulfs & 7 Stages of Actions are delineated by a Pantone 14-4504 TPG-colored stripe.
Since each section is delineated by the exhibitry and the room’s color, I wanted the main concept graphics to be pretty toned down so that there wasn’t too much distraction from the concepts nor the objects.
The font I chose was Motorway, and I designed an example didactic that would be about 3-4 inches wide. Here are the other specifics:
Header: Bold 32pt
Subtitle: : Italicized 18pt
Body: Regular 18pt
For the digital interactives, the technology I envisioned using were:
Short-throw projectors
TouchTables
BrightSign players
Headphones
Each section has its own custom furniture for housing and displaying objects.
Other furniture I wanted to include were benches. Since this exhibition takes up the entire 3rd floor of the mansion and takes a lot of abstract concepts, I wanted to provide a space for visitors to rest and absorb the material.
Benches
Short-throw projectors
TouchTable
Invisible Design is composed of 5 total sections:
Gulfs & 7 Stages of Actions
Basic Principles of Interactions
Knowledge in the Head
Gestalt Principles of Perception
Levels of Processing
It has two additional areas:
Intro Interactive - Norman Doors
Design Lab (optional)
The path to navigate through the space is linear. I wanted to balance the content so that the most content-heavy sections flank the middle section, which would offer reprieve to the visitors.
The biggest priority I had with this exhibition topic was ensuring that the different ideas didn’t blend together and that users had a clear understanding of where they were.
There are two dimensions in which I attempted to distinguish sections:
Room color
Display structure shapes - each section's objects are housed in structures of a certain shape depending on the section.
Lastly, a huge concern I wanted to prioritize was mental and physical exhaustion. I wanted to make sure that users were learning but weren’t overwhelmed by information. One attempt to do so was to ensure that there is seating in every gallery so that users
could take a break to mentally absorb the information and rest their feet.
This section delineates each section of the exhibition, its topic, and its contents.
Theis beginning seeks to bring attention the show’s topic of design to the audience via intentional bad design of "Norman Doors." "Norman Doors" are any doors that are confusing or frustrating to use due to mislabeling or misleading door handle shapes.
Visitors will get a chance to experience these doors firsthand when choosing a door to walk-through in order to proceed with the exhibition.
The topic of this section examines an interpretation of how we approach tasks (the two gulfs of execution and evaluation) and a breakdown of human actions that
The Gulf of Execution is the difference between a user's intentions and how well a system supports those intentions. The Gulf of Evaluation is the difficulty of assessing a state of a system and how well said feedback is conveyed. These two gulfs represent the components of an action (execution and evaluation) that ultimately can be broken down further into seven stages, the 7 Stages of Actions. These actions (goal, plan, specify, perform, perceive, interpret, compare) altogether bridge both the Gulfs of Execution and Evaluation, and most of them are performed subconsciously.
This section is supposed to ease visitors into the exhibition by giving them an initial framework of how they could’ve approached arriving from the previous Norman-door interactive. Example thought processes explained would be "what are the actions of opening a door" and "how does our understanding of a door affect how we approach door handles."
The furniture in this section are mostly rectangular shapes that would line the perimeter of the space.
This section explains the main vocabulary that was established in The Design of EveryDay Things.
Affordances =
Signifiers =
Conceptual Models =
Mapping =
Feedbacks =
Constraints =
Here visitors can not only see examples but also can experience these concepts through interactives, one per each concept. This room features triangular wedge for its shape.
This section talks about the idea of knowledge in the head, or how we navigate the world despite facing new objects all the time. Memory plays a huge role how we understand the world.
Since the content has fewer examples because it’s cerebral, I wanted to have the latter half of the space be used for rest and recuperation. There is a digital interactive nearby, but it’s an optional series of memory minigames.
The furniture featured are trapezoidal stands.
The Gestalt Principles of Perception are a series of theories developed by German psychologists in the 1930s on how people perceive the world which plays a major role in individuals interact with objects.
These laws include:
Law of Proximity
Law of Similarity
Law of Symmetry
Law of Closure
Law of Continuity
Law of Common Fate
Law of Figure/Ground
The exhibition furniture used are hexagonal shelves stands.
This room involves a lot more examples, especially from the graphic design realm. Therefore, I tried a cabinet of curiosities approach so that the examples weren’t just populating the wall.
There are 6 principles so I wanted to make sure that there was still mental breathing space between each hexagonal shelf. At the end of this room, visitors have the opportunity to see these principles applied to web design via examples from the interactive touch tables.
"Three Levels of Processing" is a model of an emotional system where each tier influences our experiences differently.
Visceral = the initial instinctual response, the initial attraction/repulsion triggered by a sensory experience. It is the most primitive type of mental processing that determines if a situation is a threat or opportunity (good) and it's tied to the motor response system.
Behavior = the second level of unconscious response that centers around human behavior, how we analyze a situation, override our instincts, and perform an action. It is also the level where our known behavior that can be biased due to our preferences in how we execute an action.
Reflective = the home of reflection, conscious thought, and cognition that occurs slowly (unlike the previous two levels). It usually occurs after events happen with an evaluation of the actions and results, and the causes the highest levels of emotion during this reflective analysis of a past event.
However since the the latter two levels , I wanted to put it in the end rather than near the first section (7 stages of action) since I thought it would be more effective at the end.
The actual exhibition ends with a “Product Tinder” interactive that both brings together all the concepts of the exhibition together, while still emphasizing on the personal preferences of the particular player. In this interactive, users can swipe choose which products they personally prefer and follow-up questions will call attention certain design principles introduced in previous sections.
The exhibition furniture is comprised of circular donuts and semi-circular shapes.
The last optional stop of this exhibition is the Design Lab where users can put into practice what they’ve learned.
There are 3 interactives in this section, each of which would harness the Cooper Hewitt’s pen technology to save their creations.
On the interactive touch tables:
Design your own logo
Design a boarding pass
On the nearby tables:
Design a household product (like a toothbrush for kids)
Similar to teamLab’s technology, users would be able to scan their physical drawing and see it projected onto the big screen nearby.