The overall look of Botany Hall 2.0: Power to the Plants

Immersive Spatial Experience

Diana Minji Chun
Power To The Plants
3 min readDec 16, 2019

--

From the first visit to the museum, we noticed that the museum was not using the beautiful architecture in the most immersive ways- the space and exhibition were not supporting each other to reinforce the content and visitor experience. In response, we set off to create a design that would utilize the full potential of the space.

Stage 1: Projection

Our group wanted to tackle the passive experience of current museum. Most of the exhibition was done through visuals, text and through glass barriers. After a discussion, we decided to explore the projection of the existing architecture. This would allow for fully immersive experiences.

Stage 2: Architectural Intervention

With botany hall as our main design focus, we began measuring the existing architecture of the hall and draft the floorplan. We thought about changing the level of the floor to distinguish the existing botany hall exhibition and the new deep time walk experience we were designing. We thought about circular tracks that would control the circulation of the room. The outside of the track would be the existing plant diorama, the track would be the deep time walk and the center would the reflection and collection interaction. This all made sense conceptually, however, we weren’t considering social interaction. Through faculty feedback, we asked, ‘how would people go through the track to reach the center without disrupting the person who is already doing the deep time walk? How would the pacing be controlled? would we create the bottleneck?’ We had to revisit the spatial immersive design through architectural intervention.

Stage 3: Laying out Spatial Diagrams

While the conceptual design of space was developing, some of the team members worked on the content of the deep time walk. Upon discussing ideas and research, we gravitated towards how easy and simple the deep times were laid out through separate segments of periods. It was an effective way to convey the content: we landed on our form, series of circles on the floor.

In progress sketch of deep time content layout with circle format

Stage 4: Anthropocene

Figuring out the grand finale of the experience was a tricky part of our design. We valued the narrative of Anthropocene and hoped to related this back to the collection journey and plants. At the same time, we did not want this to be overtly one-sided, political or overpowering the rest of the experience. From one of the discussions, we landed on the idea of shifting the projection from the ground (plants) to the wall (human eye level) for the Anthropocene. The visitor would see the impact of humans in more immersive, private and closed off area- safe for contemplation and reflection. We thought the more participatory experience would be appropriate as a metaphor for human impact and roles on the plants.

Interacting with the half-circle dial, visitors can see how their collection has changed through climate change.
What Anthropocene circle would look like

--

--

Diana Minji Chun
Power To The Plants

Microsoft Product Designer, MDes Carnegie Mellon, Co-Design Advocate