Course Description

Using space and time while speaking to a specific target viewer in a range of cultural flavors, design for a museum exhibition by designing a layout that encapsulates an artist or movement. The design will not only function as a doorway to the subject itself but interact with the audience in a variety of ways. Through graphics that become larger than life and utilizing sounds and movement that will allow the 2 dimensional form become 3 dimensional and engulf the space the audience is inhabiting. Just as how we control the reader’s eye across the spread or poster in print, we can control the movement of a person as they work their way through the physical space. The tools in creating a well developed UX will be broken down to the bare framing structure first. Then draping the finish design over that frame work.


This course will focus on large scale designs that allow the designer to interact with the visitor on multiple levels. Three different projects will be explored, each carrying a certain unique problem that must be solved. The projects will scale throughout the semester and the complexities just as the set of rules established to solve the problem. Each project will have different facets to the overall finished piece and by the last project, the scope will become a series of pieces that are occupying the space as a single unit. From the type treatment to the imagery utilized and the possible exploration of audio and video that is incorporated into the display, each project will progress and you will push yourself further throughout the course.

Current Semester Projects

Below are the projects you will be working on this semester. Each project will have an accompanying handout with specific outcome goals and a detailed schedule. As we finalize the project and you submit the design files, each project will be displayed so everyone will have the opportunity to look at what each student had developed. Previous student projects will also be available after the third class. This will allow enough time to help progress your own solutions without having other similar projects influence those decisions.

Project One : Cafe Signage

Design the signage behind the counter for the cafe on ghh ground floor. You will also develop a banner stand that will invite visitors to the front counter while controlling foot traffic with both signage and barriers. The banner stand will include an interactive screen. All three elements will be a uniform look and feel.

Project Two : Museum Exhibition

For this project, you will be asked to develop the three dimensional space for an artist and his/her work that will be displayed in out ghh atrium. From the work itself and how it is displayed as well as how the space is divided up will all be under your control. Understanding the environment is crucial and the space chosen for you is an area all of you are well familiar with.

Project Three : Food Truck

For this project, you are being tasked with developing a brand for a food truck as well as the space and environment that will drive and direct people to it’s location. Through different marketing designs that range in both print and digital, the entire scope of the project is to keep your brand intact. Once the truck designs have been completed, you will then carry those graphical elements into the other designs. You will be asked to provide the layouts for each component as well as placing your finished designs into the environment itself.


Each assignment and the final project will have specified due dates during the course of the semester. The outline for each assignment will follow a tight and rigorous schedule with multiple milestones set during the course of each stage and should be followed closely. As each facet of a project relies on one another, falling behind will cause major delays in the implementation of your rationale and solutions. Throughout the course, you will rely on external criticism and feedback as the nature of each piece intends to evoke specific reactions from an array of people. Each of the assignments are geared to building on the finished installation.

Understanding the importance of UX and the symbiotic relationship it has with the UI will be explored and built on. Simply having a well developed display that gets across the information will work on only one level. How can a well developed experience be paired with a rich visual design that attracts and provides the much needed information that is both enjoyable and memorable. How something is delivered is often more important than the content itself. Allow yourself to follow multiple avenues of delivery.

Each assignment will be developed on screen and accompanied with miniature prototype representations. You will also develop screen renderings to showcase the utilization of space and relationship to the environment itself. Programs that you are already familiar with will be utilized during this course. The end result will show each design piece separately, each piece put into the overall design and a final small scale prototype. This class is about problem solving. Not only the design but also dealing with the space that your design works within.

Assignments will be handed in at the end of class with specified due dates. We will begin working on the next piece of the overall project the following class. This will allow ample time during that final class to put the finishing touches on your designs. Craftsmanship will be just as important and you will need to take this into account when allocating time and resources. Brand new blades at your disposal, long and sturdy straight edges and of course a large cutting mat will be tools necessary almost every single day.


Please come to each class prepared to show your progress with the current assignment. Be sure to have continued your work outside of class time and arrive with a substantial amount of progress to show.

You will be developing small scale prototypes and on screen renderings of your work multiple times throughout the project. Just as in other design classes and projects, the first solution seldom yields the strongest result. Taking your design off screen and looking at your solutions in a proper environmental context is important. Your rationale and executions will evolve over time and you must document these changes and tweaks. Prints and photos of your work should be printed and placed in your sketch book. Also keep track of feedback. Not only from classmates and myself but other people who will provide invaluable insight into your design solutions. Each project has a different target so finding many different angles of interpretation will be helpful in the development of your overall design piece.

On crit days, do not expect to come and print out of your work before the crit begins. Class crits will begin immediately so all students have ample time to show their work and receive the critical feedback from fellow classmates. Then if time allows, the remainder of class will be spent reflecting and absorbing the criticism. You will decide which feedback will be useful and which will be set aside. Then take that information and find a way it can help move your project forward. These crits are vital to learning how one can articulate their reasons for the design choices and re-evaluate those rules. Please do not miss classes when a crit is scheduled.

Projects are due on their date without any exceptions. If you miss a due date, your project will be docked a full letter grade for every class day that passes. No exceptions. You will find that these projects will require work done outside of class time. Please balance your work and do not fall behind. You may resubmit any project for grading except for a project handed in late. You will have until the last week of classes to resubmit any project.

It is recommended a total of four to seven hours a week be spent working on projects outside the class. You will gauge rather quickly how much time will be required outside of class to complete them and progress your ideas and concepts. As in many aspects of life, there is not an exact formula for creating a piece or learning a subject matter. Do not fall behind as the final project and the assignments ramp up and become more intense as the semester moves forward.


You will be evaluated in the following areas:
the design and aesthetic appeal of the layouts
the uniqueness of the solution for the project
craftsmanship and finished appeal of the project
research of the project

This project will require a lot of research and dedication to understanding why a person likes what he/she likes. The subjective nature is important for developing a display and figuring out what triggers a person to interact. The installation will explore the subculture of the museum and the patrons that this particular installation will attract.

Gained Knowledge

The end of the semester you will have an understanding of what goes into producing a display. You will have been exposed to different scales of displays from smaller posters to larger wall separators to finally piecing together the museum exhibition that fills a space. You will be challenged to understand how 2 dimensional graphics work in a 3 dimensional environment. You will understand how to think off screen and put in place rules and guidelines that will be followed three dimensionally.

Learning that a typeface chosen at a specific size must work in the environment you are designing for and separating it from the screen you have been accustomed to seeing. You will be able to take typographical elements and implement them into the physical environment where their uses will transcend both functional and aesthetic applications.


You are allowed to miss a maximum of three classes after which your final grade will be affected. The fourth missed class will drop your final grade a half a letter. Every class after will drop your final average a full letter grade.

Please see me immediately if an issue arises. Do not let things get out of control and find that you have missed six classes and over your head. I am here to help in whatever way I am able to.

Other important details:


You will be required to have a sketch book designated solely for this class. Whether you prefer to sketch out your ideas or jot down notes for each project, that is entirely up to you. In this class, simply getting to the end result is not good enough. The process of conceptualizing is as important as the final piece. The first ideas are seldom the best in design and it’s best to have a track record you may view during this process.

Books & Magazines

Identity and the Museum Visitor Experience by Falk
ISBN-10: 1598741632

Exhibit Labels: An Interpretive Approach by Serrell
ISBN-10: 144224903X

Creating Exhibitions by McKenna-Cress and Kamien
ISBN-10: 1118306341

Communication Arts Magazine - 6 issues per year

Exhibition Design by Hughes
ISBN-10: 1856696405

What Makes a Great Exhibition? by Marincola
ISBN-10: 0970834616

HOW Magazine - 4 issues per year

Print - 4 issues per year

Seven Days in the Art World by Thornton
ISBN-10: 039333712X

Packaging Designer's Book of Patterns by Wybenga
ISBN-10: 111813415X