PODCAST

Exploring culture and ideas through conversation

Matters of Experience

“Matters of Experience” with Abigail Honor and Brenda Cowan

Hosted by Abigail Honor, Lorem Ipsum’s Partner and Creative Director, and Brenda Cowan, professor and former Chairperson of Graduate Exhibition & Experience Design at SUNY Fashion Institute of Technology, “Matters of Experience” delves into the creativity, innovation, and psychology behind designed experiences and encounters. Each week, Abigail and Brenda explore the who, how, and why of exhibitions, branded experiences, events, and the extraordinary creations that designers and creatives are offering to an ever-curious audience.
From Underground Raves to Museum Reinvention: Seb Chan’s Radical Journey

From Underground Raves to Museum Reinvention: Seb Chan’s Radical Journey

10/01/26
Listen on Apple Podcasts and Spotify
What can museums learn from underground raves, video games, and experimental music? In this episode of Matters of Experience, ACMI Director and CEO Seb Chan shares his remarkable journey from Sydney’s early electronic-music scene to leading one of the world’s most innovative museums of screen culture. Seb explores how immersive experiences can spark curiosity without excluding audiences, why visitors often know more than institutions about the media they love, and how museums can provide the context that makes those connections meaningful. Enjoy a lively conversation about creativity, participation, and designing experiences that welcome everyone into the unfamiliar.
Seb Chan is the Director & CEO of ACMI, guiding ACMI as a museum focused on screen culture and the intersection of media, technology, worldbuilding and storytelling. Prior to his appointment to this role, Seb was ACMI’s and the museum field’s first Chief Experience Officer (2015-22), and was a key part of the team behind ACMI’s expansion into a multi-award winning, multiplatform museum. Prior to his time with ACMI, Seb led the digital transformation of the Cooper Hewitt Smithsonian Design Museum in New York from its award-winning interactive Pen with Local Projects, to the acquisition of important software-based works for the Smithsonian’s collection (2011–15). Beginning his museum career in Sydney he led the Powerhouse Museum’s pioneering work in open access, mass collaboration and digital experience during the 2000s in Sydney. His work has won awards internationally in the museum, media and design spheres. Before becoming known in the museum world, Seb had a successful life in electronic and experimental music as a performer, publisher and producer. Seb serves on the international advisory board of Art Science Museum (Singapore) and is a Board member of the non-profit Tessitura Network (US). He was the 2021-2025 National President of the Australian Museums and Galleries Association (AMaGA), served on the boards of the National Communication Museum, Diversity Arts Australia, ICE Parramatta, and Music NSW; and has also been an advisor to the National Museum of Australia, National Heritage Board of Singapore, Mellon Foundation’s Artstor, and was a member of the Australian Government’s Gov2.0 Taskforce. Seb is Adjunct Professor, School of Media and Communication, in the College of Design and Social Context at RMIT. He has been Partner Investigator on Australian Research Council Linkage projects that have contributed to new museum practices in communicating climate change, digital preservation, interactive design, and audience research, and has extended his contribution to these themes through papers, book chapters and presentations to over 100 museum, media and design conferences and symposia across the globe. He is an alumnus of the Getty Leadership Institute, Salzburg Global Seminar, UNSW, and was awarded the UNSW Alumni Award for Art & Culture in 2024.

[00:00:00] Abigail Honor: Welcome to Matters of Experience, a podcast that explores the creativity, innovation, and psychology driving designed experiences. If you’re new, welcome to the show. And to our regular listeners, thanks for supporting our conversation. And my name is Abby Honor.

[00:00:20] Brenda Cowan: Hello, this is Brenda Cowan.

[00:00:22] Abigail Honor: Today, we welcome all the way from the other side of the world in Australia, Seb Chan.

[00:00:28] Seb is the director and CEO of ACMI, which stands for the Australian Centre for the Moving Image, which is a museum focused on screen culture and the intersection of media, technology, and storytelling. Seb was a key part of the team behind ACMI expansion into an award-winning multi-platform museum that I’m really excited to hear about today.

[00:00:50] And prior to ACMI, Seb led the digital transformation of the Cooper Hewitt Smithsonian Design Museum here in New York, from its infamous interactive pen to the acquisition of important software-based works for the Smithsonian’s collection. His work has won awards internationally in the museum media and design spheres.

[00:01:10] And before working in museums, Seb had a successful life in electronic and experimental music as a performer, publisher, and producer.

[00:01:18] Seb Chan: It’s been an interesting life, you know. It’s been a lot of fun, and I guess, um, I was just on a recording about my music career earlier in the day, and we were digging through all sorts of things that were done in the ’90s and early 2000s.

[00:01:32] It’s been an excellent life, and had worked with amazing people and, um, been part of amazing teams, you know?

[00:01:39] Brenda Cowan: If you could talk, you know, from your work with electronic music and working in museums and in your current leadership role at ACMI, um, what’s your origin story? How would you cover that for us?

[00:01:53] Seb Chan: Yeah, I’d say that, you know, what I learned from discovering electronic music in the very early ’90s, and particularly organizing raves and DJing and being part of that whole emergent scene in Sydney, um, you know, 1992, ‘93, ‘94, um, and beyond, what we were doing, we were going out to parties to hear music that you couldn’t hear anywhere else.

[00:02:19] And so there was no sense that you were going to find things that you would have heard before. And then when I started putting on parties, it was about creating spaces to create that environment where people for, you know, 10 hours could immerse themselves in a world that, that was very foreign to them and do that in a, I would say, relatively safe manner and create an environment that enhanced listening, dancing, of course, and discovery, you know.

[00:02:48] And I think for me, that’s really what museum’s about. Really, really good museum design brings people together with things they are not at all familiar with and expands their minds and expands their, uh, curiosity. And, you know, running the museum now, you know, we’re a moving image, uh, museum. We’re a museum of film, TV, video games, screen culture.

[00:03:10] And what ACMI does is, I think, kind of unique ’cause we get a lot of visitors. We get a million kind of visitors a year. We’re not a small museum. We’re state-owned, um, museum. And, you know, I, I often talk, uh, to my staff around this notion of what we’re there to do as a publicly owned institution is to bring the most experimental things and help them make sense to the broadest possible audience.

[00:03:39] And so those two axes, if you wanna look at it like that, it’s about threading the needle along those, and it’s about being representative of the broader community and being a place that grows a sense of curiosity, and it grows a sense of curiosity with other people. And I think that’s what’s changed in the, you know, 30 years or so I’ve been doing a bunch of things from music and events to museums.

[00:04:05] Abigail Honor: I’d love to talk more about pushing the boundaries and being experimental ’cause some people aren’t there yet. So how do you make sure that you’re not just catering to a few, um, people and that you’ve got the whole group, uh, and also that you’re not talking down, I know, which is incredibly important.

[00:04:21] Mm-hmm. But you know what I mean, that you’re not at a level that the majority haven’t been able to get to.

[00:04:25] Seb Chan: Yeah, look, that’s something we’ve done a lot of work on, you know, I think for us. Um, so we did a-- So when, um, before I became the director and CEO, I was part of the team doing the expansion and redevelopment, so we reopened the museum in 2021.

[00:04:40] Um, so we were closed in 2019 before COVID and reopened in 2021. And that expansion, working with Second Story and, um, BKK, the architects in Melbourne, um, Second Story, the then US, uh, design firm, um, experience design firm. Yeah, we had a really big, uh, tripartite, I guess, co-design process there, and we thought a lot about that.

[00:05:03] You know, we were trying to make a museum of media, a museum of screen culture, um, make sense to people, knowing that, um- Screen culture is probably the most accessible and the most pervasive of media for, of, of art forms. Um, and often, you know, when we talk about this today in curatorial meetings and in design meetings, we often talk about the audience knows more about the materials we show than we do, but they know different things about it.

[00:05:35] Um, what the museum can bring is a context and a historical arc and a framing, and to bring things together in a different series of, uh, ways. We did a great exhibition called Game Worlds last year, um, uh, which was about the design of the worlds of video games and this, you know. In Game Worlds, of course, video game players know a lot about the games they really love.

[00:06:01] They really do. Um, and so some of the exhibition was also about the worlds that players make and the worlds that fans make, but then also looking at how, um, game designers design worlds to be interactive with players. We build exhibitions in Melbourne that then go out on tour for about five to seven, uh, years worldwide.

[00:06:24] That’s part of our model. Um, so our exhibitions go to every continent, which is really exciting. And of course, as they travel, they have to change. Oh. They have to localize. But when, you know, Game Worlds kicked off in Melbourne, um, it’ll be, um, going to New Zealand next and then off to Asia, which is really exciting.

[00:06:41] Brenda Cowan: I want to bring us back a little bit to 2015. I think that we would be remiss not to talk about the interactive pen that you worked on with Local Projects at Cooper Hewitt. You worked on creating a pen where people could grasp, flex, articulate with a technological device, but where they could engage their bodies and their minds with content and making in one of our most fundamental ways, giving people a tremendous amount of agency.

[00:07:15] The fact that technology was just inherent and inextricable from truly some of the most fundamental elements of human experience. I have to ask you, can you just share with our listeners a little bit about the interactive pen and, you know-

[00:07:33] Seb Chan: Sure …

[00:07:33] Brenda Cowan: as a creator?

[00:07:35] Seb Chan: Yeah, look, um, there’s a big story that was written, um, so Aaron Cope and myself wrote a long piece for Museums and the Web, which is on kind of line, which is the back, back story of the pen.

[00:07:48] It has all the re- drawings and other things. It was edited down and republished in Curator Journal around that period in 2015. The pen was, in some ways, of its time and ahead of its time-

[00:08:00] Brenda Cowan: Mm-hmm …

[00:08:00] Seb Chan: in, in a way, in that, um, it was of its time in that the early 2010s, it was the time when every Kickstarter project that I was backing and other people were backing were physical computing things.

[00:08:14] You know, everyone was excited about making atoms, not just bits, right? And of course, um, as we learned through that experience, you know, Aaron Cope and myself and another firm that we worked with on that project, um, making atoms is really, really hard. Making a physical dev- device- Mm-hmm … is the land of Kickstarter, um, pain.

[00:08:40] Um, it’s, it’s very challenging for museums. Like, making stuff- Mm-hmm … is very difficult. Uh, maintaining stuff is hard.

[00:08:48] Brenda Cowan: Yeah.

[00:08:48] Seb Chan: Um, and of course, software has to run the stuff, too. So, you know, I, I have a video of the circuit boards being made and tested by hand in, uh, Taipei, then a photo of the curators and all of the Cooper Hewitt staff at the end of, well, early 2015, maybe 2014, putting the batteries in the pens ’cause of course, they took AAA batteries and, you know, they don’t last forever.

[00:09:14] And, and there, there was this moment in, um, you know… For a long time we didn’t think it was gonna work and, you know, Local Projects was working on the, the interactive tables and Aaron and myself and the team were working with others on making the pen itself come to life and the physicality of it. And, um- You know, I think what was interesting about that was you realize like how every little interaction with a physical device has impact in the physical world.

[00:09:44] Um, so the batteries for the pen, um, we had to really work with the company manufacturing the, uh, physical shell of the pen and the electronics for it in Spain to shave off the battery usage, so making it use as little power as possible because we didn’t want the Cooper Hewitt staff having to change the batteries more than once a month.

[00:10:08] Brenda Cowan: Sure. Right.

[00:10:09] Seb Chan: So the threshold was can we have a battery life on consumer grade AA batteries or AAA batteries, not sure what they were now, it was one of the two, for 30 days? And that’s really, really hard, right? ’Cause you don’t know how many times the user’s gonna tap them and do all that- Mm-hmm … stuff that turns the battery on and off.

[00:10:29] So silly things, what I call silly things, but of course engineers know are absolutely critical. Power, batteries, these sort of things are fundamental and, and a material challenge. So I think that, that experience for me was super interesting and informative, and it, it, it informs some of how we think about AI and computation in the museum now is that we’re trying to design systems that make as little- energy use as possible, and that means making really efficient computational processes.

[00:11:03] So I think what was interesting about the Cooper Hewitt was that we did something really novel-

[00:11:09] Brenda Cowan: Mm-hmm …

[00:11:09] Seb Chan: well-considered, and for the best, for the most part, well-designed. There’s, you know, very fair criticisms of that project. Um, but also the sense of we brought in that sort of sense of a user journey.

[00:11:23] And-

[00:11:24] Brenda Cowan: Mm-hmm …

[00:11:24] Seb Chan: figuring out how to make that pen work as part of the customer experience was completely new to museums at that time.

[00:11:32] Brenda Cowan: Yeah, it really was.

[00:11:34] Abigail Honor: Over, like, the past 20 years, you’ve really been leading change in museums through the use of emerging technology that help to connect people with content.

[00:11:43] So what’s different now about using technology in museums than when you began? Is it, like, the speed, the complexity, how people interact, engage with exhibits? Like, what’s been the big change from a technology perspective?

[00:11:56] Seb Chan: One of the things that’s interesting about mu- being a museum of screen culture is the history of screen culture has been around technology and technological change.

[00:12:06] It’s also been about labor unions and workers, so the Hollywood unions and all of this, and it’s also been this tension. So it’s been this tension between creators, technologies, rapid change, capitalism, distribution, and viewers, and viewers as creators as well.

[00:12:25] Brenda Cowan: Mm-hmm.

[00:12:26] Seb Chan: So, uh, you know, th- this, this is not something that the museum can, uh, separate from.

[00:12:31] Brenda Cowan: Right.

[00:12:32] Seb Chan: And it’s, uh, we are working through this, these notions of how do we do it in a way when we’re working with artists who are doing these amazing works, how do we make them make sense to people? And so we- we’re really focused on showing what people do. So what is the human agency in creating work? So talking about craft and process because that’s what demystifies them and draws the focus down to what did people do here?

[00:13:02] What were they trying to do?

[00:13:04] Abigail Honor: Yeah, trying to do.

[00:13:04] Seb Chan: What did technologies of production allow them-

[00:13:06] Brenda Cowan: Mm-hmm …

[00:13:06] Seb Chan: to do? What do visual effects allow storytellers-

[00:13:09] Abigail Honor: Yes, exactly …

[00:13:09] Seb Chan: to do when making films?

[00:13:11] Abigail Honor: Films, yep.

[00:13:12] Seb Chan: All of these sorts of things, but it’s really about what do people do?

[00:13:15] Abigail Honor: Yeah.

[00:13:15] Seb Chan: People make AI.

[00:13:16] Abigail Honor: Yeah.

[00:13:16] Seb Chan: People make choices about-

[00:13:17] Abigail Honor: Yeah

[00:13:18] Seb Chan: software design and programming and all of these sorts of things. So we use AI tools, uh, for our web search of our collection. You can go to the museum’s website. You can search its collection using a bunch of AI tools that allow you to find- Uh, parts of media in our collection you otherwise wouldn’t find.

[00:13:37] And we’ve been doing that for years with machine kind of learning, computer vision, and other things. You can even search for the sound of a dog barking in the background of a sequence of media, which no one is going to catalog.

[00:13:52] Abigail Honor: That’s so cool. I love that, yeah.

[00:13:55] Seb Chan: Right? Yeah. But if you wanted to create a supercut of all the barking dogs, you could do that with our collection search.

[00:14:01] So-

[00:14:02] Abigail Honor: That’s awesome …

[00:14:02] Seb Chan: obviously, we are doing a lot of work in this space.

[00:14:06] Abigail Honor: All your stories, Seb, you’re a person, you’re ev- an experimental musician. You are willing to experiment, and I don’t think in lots of leadership roles people are too scared for lots of different reasons to experiment. And it sounds like, obviously, when you were here in New York at the Smithsonian, at Cooper Hewitt, and now at, at ACMI, you are willing to push boundaries, but that’s risky.

[00:14:32] I mean, what you, when you talk about that pen, that coulda all blown up in your face. Uh, you are working to, and you had a hope and you had a dream, but you were willing to go out on a limb to make something which was quite wonderful. How do you talk to people who, if they’re always playing it safe because then they’re not gonna lose their job, let’s say, worst-case scenario, you know?

[00:14:52] So how do you talk to people who … ’Cause it sounds like for museums to evolve in the way that yours is, which is bringing people who haven’t been there before in, and bringing them joy and memorable moments, you almost by necessity have to push yourself and go places as a museum that are m- potentially uncomfortable.

[00:15:12] And maybe you live in the uncomfortable world, so for you, you’re comfortable in it. But, like, how, what advice would you give to other directors and even designers on how to design at these boundaries?

[00:15:23] Seb Chan: I guess it’s about having a philosophy of leadership that is about constant change, and about keeping people comfortable within that constant change, and understanding that the world is an anxious place at the moment.

[00:15:39] And, um, it’s about belief. You know, it’s not about hope, it’s about belief. It’s about having a belief that these things can be done, and they should be done, you know? And it’s about doing that rather than hoping they might work out, right? Like, you’ve gotta have a belief there somewhere. And I think, you know, the Pen Project and the long essay by Aaron Cope and I really gets into…

[00:16:00] Like, we wrote that as we were basically dying from the project. Um, you know, bo- both of us were got, you know, got really, um, we… Both our hair, our hairs turned gray, and we lost hair, and you know, it, it was a very stressful period of our lives. And New York is known for doing that to people, right? Like, you know.

[00:16:21] But you can make amazing things. So if you don’t have belief in it, like, why would you do this stuff, right? You do this stuff because you’re really committed to making a difference in the world, and, um, doing it well, right? And being okay with making mistakes in that. I guess one of the things for music too is doing the sort of music that I was playing and, you know, involved with.

[00:16:42] A lot of improvisation going on. Lots of things can become train wrecks really, really fast. Um, and it’s about how you respond to that. It’s never about trying to prevent risk. It’s about how you manage it, and it’s about what appetite you have for it. We often talk, uh, you know, we have a, in our board meetings, we have a risk appetite statement-

[00:17:05] Brenda Cowan: Mm

[00:17:06] Seb Chan: that, you know, where will we tolerate more risk and where will we take very little risk? Health and safety, very little risk, if not zero risk, right? Curation and experimental artworks and presenting them, very high risk, right? That’s the sort of… But it’s not like you can’t get rid of risk. Um, also coming from IT as well, you know, cybersecurity is about taking measures and then having a very good response knowing that you will be hacked.

[00:17:33] It’s not, “I won’t be hacked,” it’s what do you do when you are hacked? And like, you know, and raising kids and stuff too, it’s like it’s not stuff is gonna go wrong.

[00:17:41] Brenda Cowan: Yeah, yeah.

[00:17:41] Seb Chan: Like, it’s what do you, how do you react to that? Not, can you not have it happen? It’s just it will happen. And so I think good leadership’s about doing that, and I fear that at times, um, boards and, um, boards and leaders don’t cultivate that way of being in the world that pushes people to feel safe taking risks, but also calls it when this is a risk we’re not willing to take or, you know, that idea is actually- You know, speak to your colleagues who have 30 years of experience around this.

[00:18:16] This has been done before. That’s a great idea, but unless you can tell us why the context has changed, we probably won’t do that idea because you’ve gotta come up with something either new or that addresses the reasons that it’s changed for why it didn’t work in the past.

[00:18:33] Brenda Cowan: So much of what you’re talking about and so much of what I’m hearing I think goes back to the tremendous amount of work that you do at ACMI with testing, with touching base with your visitors, finding out where are they, what do they know, what does that flattened perspective actually mean?

[00:18:56] What does it actually look like, and how can you bring people to some deeper, richer understandings? And I would love it if you would just talk a little bit about how it is that you do research work with your audiences, and how that really helps you keep that human connection.

[00:19:16] Seb Chan: Yeah, sure. We have a really great research practice.

[00:19:20] We have proper research team, and we collect a lot of data- Mm … and we interview our visitors every day of the year pretty much. We do intercept surveys. We do, um, surveys of non-visitors. All the things that I guess places do for, like, one-off special exhibitions-

[00:19:39] Brenda Cowan: Mm-hmm …

[00:19:40] Seb Chan: or once every five years. We’ve tried to build that into an every day-

[00:19:45] Brenda Cowan: That’s great

[00:19:46] Seb Chan: thing.

[00:19:46] Abigail Honor: Yeah. Fantastic.

[00:19:47] Seb Chan: And it’s really hard. It’s about choices-

[00:19:50] Brenda Cowan: Mm-hmm …

[00:19:50] Seb Chan: because the choice to employ people to do that is choices we’re making to not employ people to do something else that’s really important. - And also being someone who, you know, for a longer time taught web analytics and these sorts of things to museum people, data is not the whole story.

[00:20:08] You can get as much data about-

[00:20:09] Brenda Cowan: Mm-hmm …

[00:20:09] Seb Chan: people and what they do as you can- Uh-huh … but it’s always historical data, and people won’t do the same thing in the future. So you can ask people what they like, and then they will say this, and then when you put it in front of them, they say, “Oh, I actually want this other thing now,” or-

[00:20:25] they’ll go and do another thing. So you know that. So the data is also sometimes gives you a false sense of reality or security.

[00:20:32] Brenda Cowan: Mm-hmm.

[00:20:32] Seb Chan: It’s a historical reality perhaps. I question that even at times. Um, anyway, um, that aside, I, I can go down a rabbit hole there later, but, um, you know, I think what’s interesting is, um, we’ve spent probably the last two years trying to build the organization to work with- That outcome-focused research practice and how to carry insights from one project or one exhibition into another exhibition.

[00:21:06] Because we have this music and video art exhibition on now. The next exhibition we have is about, uh, puppets on screen, and that will have Muppets, it will have Chucky, the slasher- … horror doll, murderous doll. It’ll have a Facehugger from Aliens that might animate and leap up on your face. Like, cool stuff.

[00:21:27] Like, how are those connected? How is the research from the music- Yeah … one gonna inform how-

[00:21:32] Brenda Cowan: Mm-hmm …

[00:21:33] Seb Chan: people might behave in that one?

[00:21:33] Brenda Cowan: Mm-hmm.

[00:21:33] Seb Chan: And then following that, this puppets exhibition, we’re of course making the making of, uh, Bluey exhibition, which will be our big internationally touring, very successful-

[00:21:44] Abigail Honor: Oh

[00:21:44] Seb Chan: amazing, um, exhibition about how that much kind of loved Australian, um, children’s TV amazing animation show has transformed across the world.

[00:21:56] Brenda Cowan: Mm-hmm.

[00:21:56] Seb Chan: So anyway, three very different things. We look back at some of our exhibitions. We’ve got research on our Futures exhibition. We’ve got research on Marshmallow Laser Feast.

[00:22:04] We’ve got research on our, you know, whole bunch of other things, right? So, so carrying the insights-

[00:22:10] Brenda Cowan: Mm-hmm …

[00:22:10] Seb Chan: across different exhibition types for largely different core audience types is something that, um, the teams are still working through. The experience teams, the design teams, the curators, the exhibition teams, our front of house team.

[00:22:27] I think, uh, there is a real tension between data inf- data-driven and informed by data. I always say informed-

[00:22:35] Brenda Cowan: Mm-hmm …

[00:22:36] Seb Chan: by data. Yes. I don’t wanna say data-

[00:22:37] Brenda Cowan: Mm-hmm …

[00:22:37] Seb Chan: data-driven. There’s a lot of nuance around that, and, um, we have a, let’s say, developing practice around that. I don’t wanna say… We’re no means perfect, uh, you know?

[00:22:47] Um, but we- we’re pretty damn good, you know? I think we do amazing exhibitions.

[00:22:52] Brenda Cowan: Absolutely.

[00:22:52] Seb Chan: We, we are able to learn from each one and create some really quite remarkable experiences for visitors that were unexpected and very much loved.

[00:23:04] Abigail Honor: Yeah. This has been really a lot of food for thought. Especially happy about looking at data and doing it on a daily basis, ’cause as you mentioned, I feel a lot of institutions do it for a one-off, um, and a bit scared of it.

[00:23:19] But just using it however your institution needs to think about how to improve design, visitor experience, storytelling is key. So Seb, thank you-

[00:23:28] Brenda Cowan: Thank

[00:23:28] Abigail Honor: you so much … so much for joining us today.

[00:23:31] Seb Chan: Thanks so much. Um, yeah, it’s, it’s… I get to work with amazing people and, um, yeah, it’s awesome.

[00:23:36] Abigail Honor: Thank you, Seb, and thanks to everyone who tuned in today.

[00:23:38] If you like what you heard, subscribe for more episodes of Matters of Experience. Wherever you listen to podcasts, make sure to leave a rating and a review and share with a friend. We’ll see you next time. Thank you, everyone.

[00:23:52] Audio Engineer: Matters of Experience is produced by Lorem Ipsum Corp and recorded at Hangar Studios. Tune in next time for more fun discussions about experience design.

Seb Chan is the Director & CEO of ACMI, guiding ACMI as a museum focused on screen culture and the intersection of media, technology, worldbuilding and storytelling. Prior to his appointment to this role, Seb was ACMI’s and the museum field’s first Chief Experience Officer (2015-22), and was a key part of the team behind ACMI’s expansion into a multi-award winning, multiplatform museum. Prior to his time with ACMI, Seb led the digital transformation of the Cooper Hewitt Smithsonian Design Museum in New York from its award-winning interactive Pen with Local Projects, to the acquisition of important software-based works for the Smithsonian’s collection (2011–15). Beginning his museum career in Sydney he led the Powerhouse Museum’s pioneering work in open access, mass collaboration and digital experience during the 2000s in Sydney. His work has won awards internationally in the museum, media and design spheres. Before becoming known in the museum world, Seb had a successful life in electronic and experimental music as a performer, publisher and producer. Seb serves on the international advisory board of Art Science Museum (Singapore) and is a Board member of the non-profit Tessitura Network (US). He was the 2021-2025 National President of the Australian Museums and Galleries Association (AMaGA), served on the boards of the National Communication Museum, Diversity Arts Australia, ICE Parramatta, and Music NSW; and has also been an advisor to the National Museum of Australia, National Heritage Board of Singapore, Mellon Foundation’s Artstor, and was a member of the Australian Government’s Gov2.0 Taskforce. Seb is Adjunct Professor, School of Media and Communication, in the College of Design and Social Context at RMIT. He has been Partner Investigator on Australian Research Council Linkage projects that have contributed to new museum practices in communicating climate change, digital preservation, interactive design, and audience research, and has extended his contribution to these themes through papers, book chapters and presentations to over 100 museum, media and design conferences and symposia across the globe. He is an alumnus of the Getty Leadership Institute, Salzburg Global Seminar, UNSW, and was awarded the UNSW Alumni Award for Art & Culture in 2024.

[00:00:00] Abigail Honor: Welcome to Matters of Experience, a podcast that explores the creativity, innovation, and psychology driving designed experiences. If you’re new, welcome to the show. And to our regular listeners, thanks for supporting our conversation. And my name is Abby Honor.

[00:00:20] Brenda Cowan: Hello, this is Brenda Cowan.

[00:00:22] Abigail Honor: Today, we welcome all the way from the other side of the world in Australia, Seb Chan.

[00:00:28] Seb is the director and CEO of ACMI, which stands for the Australian Centre for the Moving Image, which is a museum focused on screen culture and the intersection of media, technology, and storytelling. Seb was a key part of the team behind ACMI expansion into an award-winning multi-platform museum that I’m really excited to hear about today.

[00:00:50] And prior to ACMI, Seb led the digital transformation of the Cooper Hewitt Smithsonian Design Museum here in New York, from its infamous interactive pen to the acquisition of important software-based works for the Smithsonian’s collection. His work has won awards internationally in the museum media and design spheres.

[00:01:10] And before working in museums, Seb had a successful life in electronic and experimental music as a performer, publisher, and producer.

[00:01:18] Seb Chan: It’s been an interesting life, you know. It’s been a lot of fun, and I guess, um, I was just on a recording about my music career earlier in the day, and we were digging through all sorts of things that were done in the ’90s and early 2000s.

[00:01:32] It’s been an excellent life, and had worked with amazing people and, um, been part of amazing teams, you know?

[00:01:39] Brenda Cowan: If you could talk, you know, from your work with electronic music and working in museums and in your current leadership role at ACMI, um, what’s your origin story? How would you cover that for us?

[00:01:53] Seb Chan: Yeah, I’d say that, you know, what I learned from discovering electronic music in the very early ’90s, and particularly organizing raves and DJing and being part of that whole emergent scene in Sydney, um, you know, 1992, ‘93, ‘94, um, and beyond, what we were doing, we were going out to parties to hear music that you couldn’t hear anywhere else.

[00:02:19] And so there was no sense that you were going to find things that you would have heard before. And then when I started putting on parties, it was about creating spaces to create that environment where people for, you know, 10 hours could immerse themselves in a world that, that was very foreign to them and do that in a, I would say, relatively safe manner and create an environment that enhanced listening, dancing, of course, and discovery, you know.

[00:02:48] And I think for me, that’s really what museum’s about. Really, really good museum design brings people together with things they are not at all familiar with and expands their minds and expands their, uh, curiosity. And, you know, running the museum now, you know, we’re a moving image, uh, museum. We’re a museum of film, TV, video games, screen culture.

[00:03:10] And what ACMI does is, I think, kind of unique ’cause we get a lot of visitors. We get a million kind of visitors a year. We’re not a small museum. We’re state-owned, um, museum. And, you know, I, I often talk, uh, to my staff around this notion of what we’re there to do as a publicly owned institution is to bring the most experimental things and help them make sense to the broadest possible audience.

[00:03:39] And so those two axes, if you wanna look at it like that, it’s about threading the needle along those, and it’s about being representative of the broader community and being a place that grows a sense of curiosity, and it grows a sense of curiosity with other people. And I think that’s what’s changed in the, you know, 30 years or so I’ve been doing a bunch of things from music and events to museums.

[00:04:05] Abigail Honor: I’d love to talk more about pushing the boundaries and being experimental ’cause some people aren’t there yet. So how do you make sure that you’re not just catering to a few, um, people and that you’ve got the whole group, uh, and also that you’re not talking down, I know, which is incredibly important.

[00:04:21] Mm-hmm. But you know what I mean, that you’re not at a level that the majority haven’t been able to get to.

[00:04:25] Seb Chan: Yeah, look, that’s something we’ve done a lot of work on, you know, I think for us. Um, so we did a-- So when, um, before I became the director and CEO, I was part of the team doing the expansion and redevelopment, so we reopened the museum in 2021.

[00:04:40] Um, so we were closed in 2019 before COVID and reopened in 2021. And that expansion, working with Second Story and, um, BKK, the architects in Melbourne, um, Second Story, the then US, uh, design firm, um, experience design firm. Yeah, we had a really big, uh, tripartite, I guess, co-design process there, and we thought a lot about that.

[00:05:03] You know, we were trying to make a museum of media, a museum of screen culture, um, make sense to people, knowing that, um- Screen culture is probably the most accessible and the most pervasive of media for, of, of art forms. Um, and often, you know, when we talk about this today in curatorial meetings and in design meetings, we often talk about the audience knows more about the materials we show than we do, but they know different things about it.

[00:05:35] Um, what the museum can bring is a context and a historical arc and a framing, and to bring things together in a different series of, uh, ways. We did a great exhibition called Game Worlds last year, um, uh, which was about the design of the worlds of video games and this, you know. In Game Worlds, of course, video game players know a lot about the games they really love.

[00:06:01] They really do. Um, and so some of the exhibition was also about the worlds that players make and the worlds that fans make, but then also looking at how, um, game designers design worlds to be interactive with players. We build exhibitions in Melbourne that then go out on tour for about five to seven, uh, years worldwide.

[00:06:24] That’s part of our model. Um, so our exhibitions go to every continent, which is really exciting. And of course, as they travel, they have to change. Oh. They have to localize. But when, you know, Game Worlds kicked off in Melbourne, um, it’ll be, um, going to New Zealand next and then off to Asia, which is really exciting.

[00:06:41] Brenda Cowan: I want to bring us back a little bit to 2015. I think that we would be remiss not to talk about the interactive pen that you worked on with Local Projects at Cooper Hewitt. You worked on creating a pen where people could grasp, flex, articulate with a technological device, but where they could engage their bodies and their minds with content and making in one of our most fundamental ways, giving people a tremendous amount of agency.

[00:07:15] The fact that technology was just inherent and inextricable from truly some of the most fundamental elements of human experience. I have to ask you, can you just share with our listeners a little bit about the interactive pen and, you know-

[00:07:33] Seb Chan: Sure …

[00:07:33] Brenda Cowan: as a creator?

[00:07:35] Seb Chan: Yeah, look, um, there’s a big story that was written, um, so Aaron Cope and myself wrote a long piece for Museums and the Web, which is on kind of line, which is the back, back story of the pen.

[00:07:48] It has all the re- drawings and other things. It was edited down and republished in Curator Journal around that period in 2015. The pen was, in some ways, of its time and ahead of its time-

[00:08:00] Brenda Cowan: Mm-hmm …

[00:08:00] Seb Chan: in, in a way, in that, um, it was of its time in that the early 2010s, it was the time when every Kickstarter project that I was backing and other people were backing were physical computing things.

[00:08:14] You know, everyone was excited about making atoms, not just bits, right? And of course, um, as we learned through that experience, you know, Aaron Cope and myself and another firm that we worked with on that project, um, making atoms is really, really hard. Making a physical dev- device- Mm-hmm … is the land of Kickstarter, um, pain.

[00:08:40] Um, it’s, it’s very challenging for museums. Like, making stuff- Mm-hmm … is very difficult. Uh, maintaining stuff is hard.

[00:08:48] Brenda Cowan: Yeah.

[00:08:48] Seb Chan: Um, and of course, software has to run the stuff, too. So, you know, I, I have a video of the circuit boards being made and tested by hand in, uh, Taipei, then a photo of the curators and all of the Cooper Hewitt staff at the end of, well, early 2015, maybe 2014, putting the batteries in the pens ’cause of course, they took AAA batteries and, you know, they don’t last forever.

[00:09:14] And, and there, there was this moment in, um, you know… For a long time we didn’t think it was gonna work and, you know, Local Projects was working on the, the interactive tables and Aaron and myself and the team were working with others on making the pen itself come to life and the physicality of it. And, um- You know, I think what was interesting about that was you realize like how every little interaction with a physical device has impact in the physical world.

[00:09:44] Um, so the batteries for the pen, um, we had to really work with the company manufacturing the, uh, physical shell of the pen and the electronics for it in Spain to shave off the battery usage, so making it use as little power as possible because we didn’t want the Cooper Hewitt staff having to change the batteries more than once a month.

[00:10:08] Brenda Cowan: Sure. Right.

[00:10:09] Seb Chan: So the threshold was can we have a battery life on consumer grade AA batteries or AAA batteries, not sure what they were now, it was one of the two, for 30 days? And that’s really, really hard, right? ’Cause you don’t know how many times the user’s gonna tap them and do all that- Mm-hmm … stuff that turns the battery on and off.

[00:10:29] So silly things, what I call silly things, but of course engineers know are absolutely critical. Power, batteries, these sort of things are fundamental and, and a material challenge. So I think that, that experience for me was super interesting and informative, and it, it, it informs some of how we think about AI and computation in the museum now is that we’re trying to design systems that make as little- energy use as possible, and that means making really efficient computational processes.

[00:11:03] So I think what was interesting about the Cooper Hewitt was that we did something really novel-

[00:11:09] Brenda Cowan: Mm-hmm …

[00:11:09] Seb Chan: well-considered, and for the best, for the most part, well-designed. There’s, you know, very fair criticisms of that project. Um, but also the sense of we brought in that sort of sense of a user journey.

[00:11:23] And-

[00:11:24] Brenda Cowan: Mm-hmm …

[00:11:24] Seb Chan: figuring out how to make that pen work as part of the customer experience was completely new to museums at that time.

[00:11:32] Brenda Cowan: Yeah, it really was.

[00:11:34] Abigail Honor: Over, like, the past 20 years, you’ve really been leading change in museums through the use of emerging technology that help to connect people with content.

[00:11:43] So what’s different now about using technology in museums than when you began? Is it, like, the speed, the complexity, how people interact, engage with exhibits? Like, what’s been the big change from a technology perspective?

[00:11:56] Seb Chan: One of the things that’s interesting about mu- being a museum of screen culture is the history of screen culture has been around technology and technological change.

[00:12:06] It’s also been about labor unions and workers, so the Hollywood unions and all of this, and it’s also been this tension. So it’s been this tension between creators, technologies, rapid change, capitalism, distribution, and viewers, and viewers as creators as well.

[00:12:25] Brenda Cowan: Mm-hmm.

[00:12:26] Seb Chan: So, uh, you know, th- this, this is not something that the museum can, uh, separate from.

[00:12:31] Brenda Cowan: Right.

[00:12:32] Seb Chan: And it’s, uh, we are working through this, these notions of how do we do it in a way when we’re working with artists who are doing these amazing works, how do we make them make sense to people? And so we- we’re really focused on showing what people do. So what is the human agency in creating work? So talking about craft and process because that’s what demystifies them and draws the focus down to what did people do here?

[00:13:02] What were they trying to do?

[00:13:04] Abigail Honor: Yeah, trying to do.

[00:13:04] Seb Chan: What did technologies of production allow them-

[00:13:06] Brenda Cowan: Mm-hmm …

[00:13:06] Seb Chan: to do? What do visual effects allow storytellers-

[00:13:09] Abigail Honor: Yes, exactly …

[00:13:09] Seb Chan: to do when making films?

[00:13:11] Abigail Honor: Films, yep.

[00:13:12] Seb Chan: All of these sorts of things, but it’s really about what do people do?

[00:13:15] Abigail Honor: Yeah.

[00:13:15] Seb Chan: People make AI.

[00:13:16] Abigail Honor: Yeah.

[00:13:16] Seb Chan: People make choices about-

[00:13:17] Abigail Honor: Yeah

[00:13:18] Seb Chan: software design and programming and all of these sorts of things. So we use AI tools, uh, for our web search of our collection. You can go to the museum’s website. You can search its collection using a bunch of AI tools that allow you to find- Uh, parts of media in our collection you otherwise wouldn’t find.

[00:13:37] And we’ve been doing that for years with machine kind of learning, computer vision, and other things. You can even search for the sound of a dog barking in the background of a sequence of media, which no one is going to catalog.

[00:13:52] Abigail Honor: That’s so cool. I love that, yeah.

[00:13:55] Seb Chan: Right? Yeah. But if you wanted to create a supercut of all the barking dogs, you could do that with our collection search.

[00:14:01] So-

[00:14:02] Abigail Honor: That’s awesome …

[00:14:02] Seb Chan: obviously, we are doing a lot of work in this space.

[00:14:06] Abigail Honor: All your stories, Seb, you’re a person, you’re ev- an experimental musician. You are willing to experiment, and I don’t think in lots of leadership roles people are too scared for lots of different reasons to experiment. And it sounds like, obviously, when you were here in New York at the Smithsonian, at Cooper Hewitt, and now at, at ACMI, you are willing to push boundaries, but that’s risky.

[00:14:32] I mean, what you, when you talk about that pen, that coulda all blown up in your face. Uh, you are working to, and you had a hope and you had a dream, but you were willing to go out on a limb to make something which was quite wonderful. How do you talk to people who, if they’re always playing it safe because then they’re not gonna lose their job, let’s say, worst-case scenario, you know?

[00:14:52] So how do you talk to people who … ’Cause it sounds like for museums to evolve in the way that yours is, which is bringing people who haven’t been there before in, and bringing them joy and memorable moments, you almost by necessity have to push yourself and go places as a museum that are m- potentially uncomfortable.

[00:15:12] And maybe you live in the uncomfortable world, so for you, you’re comfortable in it. But, like, how, what advice would you give to other directors and even designers on how to design at these boundaries?

[00:15:23] Seb Chan: I guess it’s about having a philosophy of leadership that is about constant change, and about keeping people comfortable within that constant change, and understanding that the world is an anxious place at the moment.

[00:15:39] And, um, it’s about belief. You know, it’s not about hope, it’s about belief. It’s about having a belief that these things can be done, and they should be done, you know? And it’s about doing that rather than hoping they might work out, right? Like, you’ve gotta have a belief there somewhere. And I think, you know, the Pen Project and the long essay by Aaron Cope and I really gets into…

[00:16:00] Like, we wrote that as we were basically dying from the project. Um, you know, bo- both of us were got, you know, got really, um, we… Both our hair, our hairs turned gray, and we lost hair, and you know, it, it was a very stressful period of our lives. And New York is known for doing that to people, right? Like, you know.

[00:16:21] But you can make amazing things. So if you don’t have belief in it, like, why would you do this stuff, right? You do this stuff because you’re really committed to making a difference in the world, and, um, doing it well, right? And being okay with making mistakes in that. I guess one of the things for music too is doing the sort of music that I was playing and, you know, involved with.

[00:16:42] A lot of improvisation going on. Lots of things can become train wrecks really, really fast. Um, and it’s about how you respond to that. It’s never about trying to prevent risk. It’s about how you manage it, and it’s about what appetite you have for it. We often talk, uh, you know, we have a, in our board meetings, we have a risk appetite statement-

[00:17:05] Brenda Cowan: Mm

[00:17:06] Seb Chan: that, you know, where will we tolerate more risk and where will we take very little risk? Health and safety, very little risk, if not zero risk, right? Curation and experimental artworks and presenting them, very high risk, right? That’s the sort of… But it’s not like you can’t get rid of risk. Um, also coming from IT as well, you know, cybersecurity is about taking measures and then having a very good response knowing that you will be hacked.

[00:17:33] It’s not, “I won’t be hacked,” it’s what do you do when you are hacked? And like, you know, and raising kids and stuff too, it’s like it’s not stuff is gonna go wrong.

[00:17:41] Brenda Cowan: Yeah, yeah.

[00:17:41] Seb Chan: Like, it’s what do you, how do you react to that? Not, can you not have it happen? It’s just it will happen. And so I think good leadership’s about doing that, and I fear that at times, um, boards and, um, boards and leaders don’t cultivate that way of being in the world that pushes people to feel safe taking risks, but also calls it when this is a risk we’re not willing to take or, you know, that idea is actually- You know, speak to your colleagues who have 30 years of experience around this.

[00:18:16] This has been done before. That’s a great idea, but unless you can tell us why the context has changed, we probably won’t do that idea because you’ve gotta come up with something either new or that addresses the reasons that it’s changed for why it didn’t work in the past.

[00:18:33] Brenda Cowan: So much of what you’re talking about and so much of what I’m hearing I think goes back to the tremendous amount of work that you do at ACMI with testing, with touching base with your visitors, finding out where are they, what do they know, what does that flattened perspective actually mean?

[00:18:56] What does it actually look like, and how can you bring people to some deeper, richer understandings? And I would love it if you would just talk a little bit about how it is that you do research work with your audiences, and how that really helps you keep that human connection.

[00:19:16] Seb Chan: Yeah, sure. We have a really great research practice.

[00:19:20] We have proper research team, and we collect a lot of data- Mm … and we interview our visitors every day of the year pretty much. We do intercept surveys. We do, um, surveys of non-visitors. All the things that I guess places do for, like, one-off special exhibitions-

[00:19:39] Brenda Cowan: Mm-hmm …

[00:19:40] Seb Chan: or once every five years. We’ve tried to build that into an every day-

[00:19:45] Brenda Cowan: That’s great

[00:19:46] Seb Chan: thing.

[00:19:46] Abigail Honor: Yeah. Fantastic.

[00:19:47] Seb Chan: And it’s really hard. It’s about choices-

[00:19:50] Brenda Cowan: Mm-hmm …

[00:19:50] Seb Chan: because the choice to employ people to do that is choices we’re making to not employ people to do something else that’s really important. - And also being someone who, you know, for a longer time taught web analytics and these sorts of things to museum people, data is not the whole story.

[00:20:08] You can get as much data about-

[00:20:09] Brenda Cowan: Mm-hmm …

[00:20:09] Seb Chan: people and what they do as you can- Uh-huh … but it’s always historical data, and people won’t do the same thing in the future. So you can ask people what they like, and then they will say this, and then when you put it in front of them, they say, “Oh, I actually want this other thing now,” or-

[00:20:25] they’ll go and do another thing. So you know that. So the data is also sometimes gives you a false sense of reality or security.

[00:20:32] Brenda Cowan: Mm-hmm.

[00:20:32] Seb Chan: It’s a historical reality perhaps. I question that even at times. Um, anyway, um, that aside, I, I can go down a rabbit hole there later, but, um, you know, I think what’s interesting is, um, we’ve spent probably the last two years trying to build the organization to work with- That outcome-focused research practice and how to carry insights from one project or one exhibition into another exhibition.

[00:21:06] Because we have this music and video art exhibition on now. The next exhibition we have is about, uh, puppets on screen, and that will have Muppets, it will have Chucky, the slasher- … horror doll, murderous doll. It’ll have a Facehugger from Aliens that might animate and leap up on your face. Like, cool stuff.

[00:21:27] Like, how are those connected? How is the research from the music- Yeah … one gonna inform how-

[00:21:32] Brenda Cowan: Mm-hmm …

[00:21:33] Seb Chan: people might behave in that one?

[00:21:33] Brenda Cowan: Mm-hmm.

[00:21:33] Seb Chan: And then following that, this puppets exhibition, we’re of course making the making of, uh, Bluey exhibition, which will be our big internationally touring, very successful-

[00:21:44] Abigail Honor: Oh

[00:21:44] Seb Chan: amazing, um, exhibition about how that much kind of loved Australian, um, children’s TV amazing animation show has transformed across the world.

[00:21:56] Brenda Cowan: Mm-hmm.

[00:21:56] Seb Chan: So anyway, three very different things. We look back at some of our exhibitions. We’ve got research on our Futures exhibition. We’ve got research on Marshmallow Laser Feast.

[00:22:04] We’ve got research on our, you know, whole bunch of other things, right? So, so carrying the insights-

[00:22:10] Brenda Cowan: Mm-hmm …

[00:22:10] Seb Chan: across different exhibition types for largely different core audience types is something that, um, the teams are still working through. The experience teams, the design teams, the curators, the exhibition teams, our front of house team.

[00:22:27] I think, uh, there is a real tension between data inf- data-driven and informed by data. I always say informed-

[00:22:35] Brenda Cowan: Mm-hmm …

[00:22:36] Seb Chan: by data. Yes. I don’t wanna say data-

[00:22:37] Brenda Cowan: Mm-hmm …

[00:22:37] Seb Chan: data-driven. There’s a lot of nuance around that, and, um, we have a, let’s say, developing practice around that. I don’t wanna say… We’re no means perfect, uh, you know?

[00:22:47] Um, but we- we’re pretty damn good, you know? I think we do amazing exhibitions.

[00:22:52] Brenda Cowan: Absolutely.

[00:22:52] Seb Chan: We, we are able to learn from each one and create some really quite remarkable experiences for visitors that were unexpected and very much loved.

[00:23:04] Abigail Honor: Yeah. This has been really a lot of food for thought. Especially happy about looking at data and doing it on a daily basis, ’cause as you mentioned, I feel a lot of institutions do it for a one-off, um, and a bit scared of it.

[00:23:19] But just using it however your institution needs to think about how to improve design, visitor experience, storytelling is key. So Seb, thank you-

[00:23:28] Brenda Cowan: Thank

[00:23:28] Abigail Honor: you so much … so much for joining us today.

[00:23:31] Seb Chan: Thanks so much. Um, yeah, it’s, it’s… I get to work with amazing people and, um, yeah, it’s awesome.

[00:23:36] Abigail Honor: Thank you, Seb, and thanks to everyone who tuned in today.

[00:23:38] If you like what you heard, subscribe for more episodes of Matters of Experience. Wherever you listen to podcasts, make sure to leave a rating and a review and share with a friend. We’ll see you next time. Thank you, everyone.

[00:23:52] Audio Engineer: Matters of Experience is produced by Lorem Ipsum Corp and recorded at Hangar Studios. Tune in next time for more fun discussions about experience design.

From Underground Raves to Museum Reinvention: Seb Chan’s Radical Journey

From Underground Raves to Museum Reinvention: Seb Chan’s Radical Journey

10/01/26
How Charles Philipp Is Making Museums Smaller, Smarter, and More Accessible

How Charles Philipp Is Making Museums Smaller, Smarter, and More Accessible

08/26/26
Listen on Apple Podcasts and Spotify
Charles Philipp believes museums can be small, surprising, and everywhere. As the founder of MICRO (www.micro.ooo), he creates immersive, research-driven exhibitions that fit into everyday settings, reaching audiences in hospitals, libraries, and other public spaces that traditional cultural institutions may overlook. In this conversation Charles traces the path from his early work in animation and fabrication to building a new kind of museum infrastructure. He discusses how MICRO designs for short attention spans without sacrificing depth, how optical illusions and tactile details can spark curiosity, and why exhibitions should speak with communities rather than at them. The episode explores the impact of MICRO's public-hospital installations during COVID, the value of rapid physical prototyping, and a new project that turns a retro refrigerator into a museum about food, biology, culture, and the microbiome.
Charles is a museum renegade, building new systems in one of the world’s slowest-moving industries. Over the years, he has built the world’s first distributed museum (www.micro.ooo), advised philanthropies, and mentored social-impact startups. He is also a regular guest lecturer at universities around the world. His work has been featured by TED, The New York Times, The Washington Post, and The New Yorker, and has received innovation awards from organizations including SXSW, the Tribeca Film Institute, and Falling Walls.

[00:00:00] Abby Honor: Welcome to Matters of Experience, a podcast produced by Lorem Ipsum, an experience design company headquartered in New York City. Our podcast explores the creativity, innovation, and psychology driving designed experiences and encounters. If you’re new, a hearty welcome, and to our regulars, thanks for tuning in and supporting our conversation.

[00:00:25] My name is Abigail Honor.

[00:00:27] Brenda Cowan: Hello, everyone. This is Brenda Cowan.

[00:00:30] Abby Honor: So today on Matters of Experience, we’re joined by Charles Philipp, founder of Micro, an organization that creates tiny museums and places them directly into everyday life. Think hospitals, bus stations, laundromats, and other places where people might not expect to encounter wonder.

[00:00:48] Charles works at the intersection of systems design, social impact, science communication, and public imagination. His museum series include the Smallest Mollusk Museum, the Perpetual Motion Museum, and the Museum of Care. Charles’ work is inventive, generous, and quietly radical, a reminder that museums do not always need grand buildings to have a big impact.

[00:01:13] Charles, welcome to our show.

[00:01:15] Charles Philipp: I’m blushing.

[00:01:19] Abby Honor: And rightly so.

[00:01:20] Brenda Cowan: It is such a pleasure to have you here. Charles, I’m gonna kickstart us with a little bit of a dive into Micro. For our listeners, Micro has a mission to build science education for a culturally decentralized future and create museums that can go everywhere.

[00:01:38] Its vision is to bring museums to where people already are. Charles, give us an illustration of what a Micro museum looks like and, and where we might come across one.

[00:01:50] Charles Philipp: The Micro museums are about the size of a vending machine. They’re six foot tall, two feet on a side, and they’re this sort of modern cabinet of curiosities.

[00:02:02] You know, say you’re walking into a doctor’s appointment and in the lobby you see this glowing column and approach it. There’s often a hero exhibit, so hologram or an optical illusion or something in the base that is at about child height. And then as you work your way up the museum, there’s small shoebox-sized exhibits that have, you know, little whirligigs and whosits and whatsits galore.

[00:02:31] And, uh, this, the educational content gets a little bit more sophisticated as you work your way up the museum. And then they, you know, can be installed in everyday places where people already are. And, uh, yeah, that’s the Micro Museum.

[00:02:45] Abby Honor: I’m really curious to hear sort of where this all began. So what led you to sort of flipping the script and on museums and, and serving people in this way?

[00:02:56] Charles Philipp: Yeah, so my background is in media. I have worked in, uh, largely animation for a lot of my adult career. I started off at Cartoon Network and Aardman in the UK, uh, who makes Wallace and Gromit. I was a puppet builder and assistant animator. When I came to the US, uh, and moved to New York, as many creative people do, I started working in commercials, um, just ’cause that’s where the industry was largely at.

[00:03:28] And then, uh, one day I was sitting in a clinic, uh, waiting for a blood test, and I was sort of looking around and the thought occurred that this is where museums should be. This is, you know, uh, instead of people playing Candy Crush or watching HDTV, you have a captive audience, um, who, you know, could really benefit from having access to these tiny world-class, you know, exhibits that can teach people about the world around them.

[00:04:02] Abby Honor: So you hadn’t had any… You weren’t working in a museum, you hadn’t designed exhibits, like museums weren’t what you were doing.

[00:04:08] Charles Philipp: I had designed casual exhibits. I have attended Burning Man and, um, other festivals like that, um, for, you know, most of the last decade, and I’ve built weird, strange exhibits out there that, uh, sort of captivate people and, um, use awe and surprise.

[00:04:29] But, uh, nothing that was this formalized or, um, systematic.

[00:04:35] Brenda Cowan: I know that for the various projects that you work on, you work with a variety of experts, um, and in different kinds of ways. Is there like a, is there a core team that comprises Micro for every project, or are the projects very different? How do you create the teams?

[00:04:54] Charles Philipp: It’s a great question. We have gone through a lot of iterations, um, with this. The first museums that we put out in New York were in the public hospital system and the public libraries, um, and those were very well received. So we started to build out the infrastructure that we needed to run distribution and fulfillment of, uh, tiny museums.

[00:05:20] We have, uh, we were-- had a, a workshop in Bushwick where we would, uh, manufacture, uh, replicas of the museums and, and work with, uh, larger institutions to help them design tiny museums. And then we would put the museums out into often semi or unsupervised public spaces. So that required us to have a fleet team that would maintain the museums, that would fix any bo-broken exhibitry, would clean the museums, would place the museums, would activate the museums.

[00:05:55] We hired, uh, a lot of local school kids for each of our installations to, um, run after-school programs where they would, uh, give tours of the museums. We called them micro-docents.

[00:06:09] Brenda Cowan: Nice.

[00:06:11] Charles Philipp: And we would, uh, we would do a lot of programming, and, you know, that was a-- that was an attempt to sort of increase the impact of the museums and have local students that were often bilingual who could help to bring in more visitors, uh, from the environments.

[00:06:33] Um, so during that stage, we had quite a lot of, uh, staff, and we would have, you know, researchers and fact-checkers, designers, experience designers, uh, fabrication people, and we would design and build the museums all in-house. And that through COVID, by, uh, putting these museums into public hospitals, for example, meant that we were the only museum that didn’t really close, um, during the pandemic.

[00:07:06] And during that time, we became the most visited museum in the US, which was a slightly sad accolade- Mm-hmm … but, um, one that, uh, I think was, uh, sort of a testament to the model and would get a lot of messages from people who were, you know, waiting for their first COVID vaccine and would discover these museums in the hospital and write us messages saying how appreciative they were that they had this cool, awe-inspiring experience as they were, you know, scared and maybe a little dehumanized by the hospital system.

[00:07:40] And then after COVID, I moved away from New York and moved to New Mexico, where I now live, and we sort of created a, a new model that had a little less weight to it. Uh, so we now work with people depending on each project. We have designers and, um, researchers and, and people that we bring in depending on what is currently on our plate.

[00:08:08] Abby Honor: That makes sense. Mm-hmm. ’Cause you touch on the issue of you, when you have a great idea and you feel like it’s a great creative solution, it, it turns into a business, right? That’s what the owners tend to start to do, and then you’re hiring everybody else to do all the fun stuff, and you’re managing people-

[00:08:22] Brenda Cowan: Yep

[00:08:22] Abby Honor: and revenue and profit and loss. Yeah. And then you’re like, “What did, what happened to me?” I know. “I don’t like this.” Where did it all go wrong? “It’s pressure.” Yeah. “I hate this.”

[00:08:29] Charles Philipp: So- Like, I built the first micro museum inside of a rusty shipping container in Bushwick.

[00:08:34] Brenda Cowan: Nice.

[00:08:35] Charles Philipp: And, you know, it was, it was the Smallest Mollusk Museum and, you know, it was amazing.

[00:08:41] I was just sort of could go in and, and hack on these exhibits and figure out how the, um, platform could work and find, uh, ways of fitting these tiny exhibit into these shoebox-sized rooms. And then as, uh, things developed, I, uh, was in many ways running a fulfillment, uh, business and figuring out how to get museums insured, how to get them installed, and how to keep them, uh, maintained.

[00:09:11] And that is a very different reward system. Um, you know, uh, I- it is very rewarding to know that the museums are off in the world and having… are all grown up and having their own impact, but I very much missed the hands-on, um, aspect of the design process. And I also had less time to sort of, uh, sit in the field and watch people enjoy the museums and give tours and things like that.

[00:09:41] So-

[00:09:42] Brenda Cowan: That’s so important.

[00:09:42] Abby Honor: What do you think isn’t working well, or what did you think wasn’t working well or isn’t still for, uh, traditional museums, you know? How does your approach make opportunities that more traditional institutions can’t, you know?

[00:09:54] Charles Philipp: I love museums. Uh, I grew up with museums. You know, I, I grew up in, in London, England, where we have some incredible museums.

[00:10:03] Uh, and it was, you know, my mother studied art history. Um, you know, we would go to museums all the time, and, and they are, to me, a place of often beauty and learning and curiosity. But I’m not the person that museums need to reach the most. So I think especially now when the issues that we’re facing as a culture are so big and we really need to figure out ways to broaden the tent, uh, and include as many people as possible.

[00:10:41] I think that democratization of museums is, should be every museum’s,

[00:10:47] Abby Honor: um- Yeah, completely …

[00:10:48] Charles Philipp: primary focus.

[00:10:49] Abby Honor: When you’re designing one of your, um, mini museums at Micro, how are you deciding exactly what to show, even in the mollusc or choose any, any which one of them and describe to us, ’cause there must be so much sifting into what’s the essence of the story or the content we want to tell.

[00:11:06] I think a lot of- Mm-hmm … museums, large institutions could learn from, from your process. So could you tell us a little bit about that?

[00:11:11] Charles Philipp: Yeah, absolutely. So I had to come from outside of the museum industry in order to sort of use some of the approaches that I’ve brought to this, um, because if I had, you know, studied and, you know, like been enmeshed in the institution, uh, I would’ve been institutionalized.

[00:11:33] And, and really the solution is thinking outside of the box. It’s, uh, reimagining who museums are for. And if you’re starting from a brick-and-mortar institution that’s expensive to get to, uh, that is this large marbled hall, um, you know, that is, you know, requires you getting on a, a, a train, walking, you know, and then getting in there and checking your coat and paying often quite a bit of money, and then, you know, walking through hall upon hall.

[00:12:09] And, you know, there is a, a psychological phenomenon called museum fatigue- Mm-hmm … uh, which is that particular type of exhaustion that you get inside of museums. If you’re starting from trying to incrementally improve upon that system, your ability to achieve the impact that you want to achieve, uh, is already so substantially limited.

[00:12:33] Really what you need to do is think completely outside of the box and think about if you’re designing the museum for the general public, then go to the general public. You know, meet people where they are. Don’t meet people where you wish they were. And if you are designing for all age groups, uh, then you have to design content that appeals to different learning types and, uh, different backgrounds.

[00:13:04] Brenda Cowan: Mm-hmm.

[00:13:05] Charles Philipp: Um, you know, so one of the experiments that we did in New York, uh, with the micro museums is that we made a new museum mile, uh, which was about three miles away from the existing, uh, museum mile, which has, uh, some of the highest real estate values in the country and is running along Central Park.

[00:13:25] And we created a new museum mile in the South Bronx, uh, where we connected the public hospital system through Lincoln Medical and the family courts buildings and the library system together with, uh, different tiny museums that people could walk between. And we did it in a community that has the second highest high school dropout rates in the country.

[00:13:51] I think that the hardest thing for a lot of practitioners in this space is having trust, a huge amount of trust in the general public.

[00:14:04] Brenda Cowan: Mm-hmm.

[00:14:05] Charles Philipp: And I think that that’s something that a lot of traditional curators may be, uh, an area for improvement. You know, a lot of museum exhibits talk down to people, and if you do that even for a second in a tiny museum in, uh, the family courts buildings, you’ve lost everyone.

[00:14:24] So you have to really meet people with an extreme amount of empathy, and you also have to meet them with a lot of trust. You’re putting unsupervised, you know, museum that you’ve spent hundreds of hours building and outfitting into a public space. And the results of the experiment that we ran were so encouraging.

[00:14:50] You know, we had almost no vandalism of the museums, and I attest that to the fact that we treated people with a lot of respect. And I think people, when they feel like they’re being, uh, treated with respect, reciprocate. We had people bringing school field trips to the lobby of the public hospital because, you know, this was the only science museum in the Bronx.

[00:15:18] When you actually do that extra effort of really walking in somebody else’s, um, shoes and figuring out, you know, how to talk with them rather than at them by using non-technical language, by, uh, using play and humor, you actually reach the people who can be the most empowered and where you can have the highest relative impact.

[00:15:48] Brenda Cowan: I’d love to go through an example. of a really complex project that you’re designing right now. And you are currently working on a micro museum for the National Food Museum. So it’s gonna be housed in a retro refrigerator, and it’s gonna engage visitors with content about food and nutritional science and some history and culture, and you’ve got a lot of power facts that you’re working on, things that will make people look differently at what they eat.

[00:16:18] I’m really curious how you manage the balance. How do you design a museum that delivers a powerful message and positive emotional responses on a topic that can have a lot of trip hazards, right? That can be really rife with challenges.

[00:16:36] Charles Philipp: We are converting an old refrigerator into a tiny museum that will be in libraries and hospitals and, uh, some hopefully surprising places.

[00:16:47] Um, we really had a unique opportunity to get out of the echo chamber and meet people in a, a very, uh, human-based, trusting, empathetic way. Um, so the content of the museum is all about how the food in the refrigerator makes you, you. It builds your body. It affects your emotions. And giving people that level of understanding that, uh, you are made of thousands of meals, that sort of changes the paradigm somewhat, uh, from the stick to the carrot.

[00:17:30] It makes people excited to feed their microbiome in cool ways. What I spend the most time doing is really figuring out what the universal truth is to a topic, and figuring out how to communicate that in ways that get people excited and get people curious and fill people with awe and give people agency so that they can make the decisions over what they eat or what they do.

[00:18:02] And, you know, I think that that’s a high trust, uh, way of engaging with people and one that I’m a big proponent of for more, uh, traditional museums.

[00:18:13] Abby Honor: I want to get to the design element.

[00:18:14] Brenda Cowan: Yeah.

[00:18:15] Abby Honor: ’Cause you’ve actually learnt a lot about how the general public like to learn. Let’s call it that. So how do they like to learn?

[00:18:21] Is it touching things, pushing things, flipping things, reading things, watching things? All of the above? Like, what have you learnt from the way we like to learn?

[00:18:29] Charles Philipp: We use a practice called passive interaction, which is where we have scavenger hunts, we have optical illusions. We have things that you have to look around and move your body to engage with, but not something which is a button or lever.

[00:18:47] We really have… You know, that’s the Venn diagram of how people like to learn and what we are able to offer, um, to, uh, their learning, and that’s just one example. We often work with smaller budgets. We work with a smaller footprint. We work with a short attention span. We work with this moment of time, uh, while people are going about their daily routines.

[00:19:11] So we have this small but mighty opportunity, and the first thing that you have to do is draw people in. And, you know, I had a, a short stint, uh, working in advertising in New York, and a lot of those skill sets that are used to sell you sugar water, um, can also be used to sell you knowledge. Um, you know, this is a, a knowledge vending machine of sorts.

[00:19:41] That’s free to the public, obviously. And that’s often the hardest thing is, you know, people are exposed to so much nowadays, and the attention economy is funneled so strongly towards the supercomputer in your pocket that getting people to come out of themselves and, uh, take the risk of approaching the unknown is hard.

[00:20:08] And you can use a lot of tricks, um, to get people in. And then, uh, once they’re there, you need to reward their curiosity. You need to figure out if somebody is there for 30 seconds or 30 minutes, what is their experience going to be like, and what do they take away from the exhibit, and how does it make their life better, you know, their daily life?

[00:20:33] Abby Honor: And to be honest, that’s what every museum should also be answering.

[00:20:37] Brenda Cowan: Yes.

[00:20:37] Abby Honor: That is the universal question that I think they should answer. And then how are you prototyping then, Charles? Because is it in a case of you decide what you’re gonna do in the design phase, um, content-wise, and then you prototype, see what works, and flip out what doesn’t all, or is it more iterative, so you try some things, bring people in to poke and prod, or is that not, like, it’s too expensive to do that?

[00:20:59] Like, tell us a bit about the process of design.

[00:21:02] Charles Philipp: The beauty of this form factor that it is cheaper-

[00:21:06] Abby Honor: Mm-hmm …

[00:21:06] Charles Philipp: to produce, to test. We will often build a foam core version of the museum, um, with, you know, the information Post-It’d across it. Before we design any museum, we come up with visitor profiles that we’re going to evaluate the content against, um, say a family, two kids, uh, a seven-year-old, a 14-year-old, and a, a parent or caregiver. And we will evaluate that content theoretically against those user profiles, and then when it is time to actually, uh, physicalize the, the museum, we will often prototype it with users that, you know, match the profiles, and we will figure out where there was a hang-up or where they lingered for the longest.

[00:21:58] Brenda Cowan: We have just one last thing to share your way, which is a question about what is currently something that you’re passionate about.

[00:22:07] Charles Philipp: I am full of passions. Currently, one of my passions, uh, that exists a little bit outside of, uh, the museum world, um, is building science. I, I live off-grid, uh, and am building our house between building tiny museums, and that has been a real passion over the last couple of years.

[00:22:36] I have, um, always been a collector. I have a habit of e- every year, uh, especially when I was in New York, I would look into the, the cracks on, on pavements and between cobblestones and pick up little lost objects. You know, a earring or, you know, um, some keychain or, you know, these little charms. And every year I create a custom typeset drawer where I laser-cut a typeset drawer and organize all the collections based off of it.

[00:23:04] So in the new sitting room area that I’m building, there will be a row of these typeset drawers organized as sort of a collection of the things that have fascinated me and, and drawn my curiosity over the last couple decades.

[00:23:18] Abby Honor: Well, I’m gonna wrap it up, so I’m gonna say, Charles, this has been so much fun, like absolutely fantastic.

[00:23:23] Thanks for joining us on the show today.

[00:23:25] Charles Philipp: Absolutely, yeah. Thank you so much for having me. Um, it’s been a pleasure.

[00:23:29] Brenda Cowan: Oh, it totally has been a pleasure. We really appreciate you joining us.

[00:23:33] Abby Honor: Yeah, and look out for micro museums wherever you are. And thanks to everyone who tuned in today. If you like what you heard, subscribe for more episodes wherever you listen to podcasts.

[00:23:42] Please make sure to leave a rating and a review and share with a friend. See you next time. Thank you, everyone.

[00:23:48] Charles Philipp: Thank you.

[00:23:54] Audio Engineer: Matters of Experience is produced by Lorem Ipsum Corp and recorded at Hangar Studios. Tune in next time for more fun discussions about experience design.

Charles is a museum renegade, building new systems in one of the world’s slowest-moving industries. Over the years, he has built the world’s first distributed museum (www.micro.ooo), advised philanthropies, and mentored social-impact startups. He is also a regular guest lecturer at universities around the world. His work has been featured by TED, The New York Times, The Washington Post, and The New Yorker, and has received innovation awards from organizations including SXSW, the Tribeca Film Institute, and Falling Walls.

[00:00:00] Abby Honor: Welcome to Matters of Experience, a podcast produced by Lorem Ipsum, an experience design company headquartered in New York City. Our podcast explores the creativity, innovation, and psychology driving designed experiences and encounters. If you’re new, a hearty welcome, and to our regulars, thanks for tuning in and supporting our conversation.

[00:00:25] My name is Abigail Honor.

[00:00:27] Brenda Cowan: Hello, everyone. This is Brenda Cowan.

[00:00:30] Abby Honor: So today on Matters of Experience, we’re joined by Charles Philipp, founder of Micro, an organization that creates tiny museums and places them directly into everyday life. Think hospitals, bus stations, laundromats, and other places where people might not expect to encounter wonder.

[00:00:48] Charles works at the intersection of systems design, social impact, science communication, and public imagination. His museum series include the Smallest Mollusk Museum, the Perpetual Motion Museum, and the Museum of Care. Charles’ work is inventive, generous, and quietly radical, a reminder that museums do not always need grand buildings to have a big impact.

[00:01:13] Charles, welcome to our show.

[00:01:15] Charles Philipp: I’m blushing.

[00:01:19] Abby Honor: And rightly so.

[00:01:20] Brenda Cowan: It is such a pleasure to have you here. Charles, I’m gonna kickstart us with a little bit of a dive into Micro. For our listeners, Micro has a mission to build science education for a culturally decentralized future and create museums that can go everywhere.

[00:01:38] Its vision is to bring museums to where people already are. Charles, give us an illustration of what a Micro museum looks like and, and where we might come across one.

[00:01:50] Charles Philipp: The Micro museums are about the size of a vending machine. They’re six foot tall, two feet on a side, and they’re this sort of modern cabinet of curiosities.

[00:02:02] You know, say you’re walking into a doctor’s appointment and in the lobby you see this glowing column and approach it. There’s often a hero exhibit, so hologram or an optical illusion or something in the base that is at about child height. And then as you work your way up the museum, there’s small shoebox-sized exhibits that have, you know, little whirligigs and whosits and whatsits galore.

[00:02:31] And, uh, this, the educational content gets a little bit more sophisticated as you work your way up the museum. And then they, you know, can be installed in everyday places where people already are. And, uh, yeah, that’s the Micro Museum.

[00:02:45] Abby Honor: I’m really curious to hear sort of where this all began. So what led you to sort of flipping the script and on museums and, and serving people in this way?

[00:02:56] Charles Philipp: Yeah, so my background is in media. I have worked in, uh, largely animation for a lot of my adult career. I started off at Cartoon Network and Aardman in the UK, uh, who makes Wallace and Gromit. I was a puppet builder and assistant animator. When I came to the US, uh, and moved to New York, as many creative people do, I started working in commercials, um, just ’cause that’s where the industry was largely at.

[00:03:28] And then, uh, one day I was sitting in a clinic, uh, waiting for a blood test, and I was sort of looking around and the thought occurred that this is where museums should be. This is, you know, uh, instead of people playing Candy Crush or watching HDTV, you have a captive audience, um, who, you know, could really benefit from having access to these tiny world-class, you know, exhibits that can teach people about the world around them.

[00:04:02] Abby Honor: So you hadn’t had any… You weren’t working in a museum, you hadn’t designed exhibits, like museums weren’t what you were doing.

[00:04:08] Charles Philipp: I had designed casual exhibits. I have attended Burning Man and, um, other festivals like that, um, for, you know, most of the last decade, and I’ve built weird, strange exhibits out there that, uh, sort of captivate people and, um, use awe and surprise.

[00:04:29] But, uh, nothing that was this formalized or, um, systematic.

[00:04:35] Brenda Cowan: I know that for the various projects that you work on, you work with a variety of experts, um, and in different kinds of ways. Is there like a, is there a core team that comprises Micro for every project, or are the projects very different? How do you create the teams?

[00:04:54] Charles Philipp: It’s a great question. We have gone through a lot of iterations, um, with this. The first museums that we put out in New York were in the public hospital system and the public libraries, um, and those were very well received. So we started to build out the infrastructure that we needed to run distribution and fulfillment of, uh, tiny museums.

[00:05:20] We have, uh, we were-- had a, a workshop in Bushwick where we would, uh, manufacture, uh, replicas of the museums and, and work with, uh, larger institutions to help them design tiny museums. And then we would put the museums out into often semi or unsupervised public spaces. So that required us to have a fleet team that would maintain the museums, that would fix any bo-broken exhibitry, would clean the museums, would place the museums, would activate the museums.

[00:05:55] We hired, uh, a lot of local school kids for each of our installations to, um, run after-school programs where they would, uh, give tours of the museums. We called them micro-docents.

[00:06:09] Brenda Cowan: Nice.

[00:06:11] Charles Philipp: And we would, uh, we would do a lot of programming, and, you know, that was a-- that was an attempt to sort of increase the impact of the museums and have local students that were often bilingual who could help to bring in more visitors, uh, from the environments.

[00:06:33] Um, so during that stage, we had quite a lot of, uh, staff, and we would have, you know, researchers and fact-checkers, designers, experience designers, uh, fabrication people, and we would design and build the museums all in-house. And that through COVID, by, uh, putting these museums into public hospitals, for example, meant that we were the only museum that didn’t really close, um, during the pandemic.

[00:07:06] And during that time, we became the most visited museum in the US, which was a slightly sad accolade- Mm-hmm … but, um, one that, uh, I think was, uh, sort of a testament to the model and would get a lot of messages from people who were, you know, waiting for their first COVID vaccine and would discover these museums in the hospital and write us messages saying how appreciative they were that they had this cool, awe-inspiring experience as they were, you know, scared and maybe a little dehumanized by the hospital system.

[00:07:40] And then after COVID, I moved away from New York and moved to New Mexico, where I now live, and we sort of created a, a new model that had a little less weight to it. Uh, so we now work with people depending on each project. We have designers and, um, researchers and, and people that we bring in depending on what is currently on our plate.

[00:08:08] Abby Honor: That makes sense. Mm-hmm. ’Cause you touch on the issue of you, when you have a great idea and you feel like it’s a great creative solution, it, it turns into a business, right? That’s what the owners tend to start to do, and then you’re hiring everybody else to do all the fun stuff, and you’re managing people-

[00:08:22] Brenda Cowan: Yep

[00:08:22] Abby Honor: and revenue and profit and loss. Yeah. And then you’re like, “What did, what happened to me?” I know. “I don’t like this.” Where did it all go wrong? “It’s pressure.” Yeah. “I hate this.”

[00:08:29] Charles Philipp: So- Like, I built the first micro museum inside of a rusty shipping container in Bushwick.

[00:08:34] Brenda Cowan: Nice.

[00:08:35] Charles Philipp: And, you know, it was, it was the Smallest Mollusk Museum and, you know, it was amazing.

[00:08:41] I was just sort of could go in and, and hack on these exhibits and figure out how the, um, platform could work and find, uh, ways of fitting these tiny exhibit into these shoebox-sized rooms. And then as, uh, things developed, I, uh, was in many ways running a fulfillment, uh, business and figuring out how to get museums insured, how to get them installed, and how to keep them, uh, maintained.

[00:09:11] And that is a very different reward system. Um, you know, uh, I- it is very rewarding to know that the museums are off in the world and having… are all grown up and having their own impact, but I very much missed the hands-on, um, aspect of the design process. And I also had less time to sort of, uh, sit in the field and watch people enjoy the museums and give tours and things like that.

[00:09:41] So-

[00:09:42] Brenda Cowan: That’s so important.

[00:09:42] Abby Honor: What do you think isn’t working well, or what did you think wasn’t working well or isn’t still for, uh, traditional museums, you know? How does your approach make opportunities that more traditional institutions can’t, you know?

[00:09:54] Charles Philipp: I love museums. Uh, I grew up with museums. You know, I, I grew up in, in London, England, where we have some incredible museums.

[00:10:03] Uh, and it was, you know, my mother studied art history. Um, you know, we would go to museums all the time, and, and they are, to me, a place of often beauty and learning and curiosity. But I’m not the person that museums need to reach the most. So I think especially now when the issues that we’re facing as a culture are so big and we really need to figure out ways to broaden the tent, uh, and include as many people as possible.

[00:10:41] I think that democratization of museums is, should be every museum’s,

[00:10:47] Abby Honor: um- Yeah, completely …

[00:10:48] Charles Philipp: primary focus.

[00:10:49] Abby Honor: When you’re designing one of your, um, mini museums at Micro, how are you deciding exactly what to show, even in the mollusc or choose any, any which one of them and describe to us, ’cause there must be so much sifting into what’s the essence of the story or the content we want to tell.

[00:11:06] I think a lot of- Mm-hmm … museums, large institutions could learn from, from your process. So could you tell us a little bit about that?

[00:11:11] Charles Philipp: Yeah, absolutely. So I had to come from outside of the museum industry in order to sort of use some of the approaches that I’ve brought to this, um, because if I had, you know, studied and, you know, like been enmeshed in the institution, uh, I would’ve been institutionalized.

[00:11:33] And, and really the solution is thinking outside of the box. It’s, uh, reimagining who museums are for. And if you’re starting from a brick-and-mortar institution that’s expensive to get to, uh, that is this large marbled hall, um, you know, that is, you know, requires you getting on a, a, a train, walking, you know, and then getting in there and checking your coat and paying often quite a bit of money, and then, you know, walking through hall upon hall.

[00:12:09] And, you know, there is a, a psychological phenomenon called museum fatigue- Mm-hmm … uh, which is that particular type of exhaustion that you get inside of museums. If you’re starting from trying to incrementally improve upon that system, your ability to achieve the impact that you want to achieve, uh, is already so substantially limited.

[00:12:33] Really what you need to do is think completely outside of the box and think about if you’re designing the museum for the general public, then go to the general public. You know, meet people where they are. Don’t meet people where you wish they were. And if you are designing for all age groups, uh, then you have to design content that appeals to different learning types and, uh, different backgrounds.

[00:13:04] Brenda Cowan: Mm-hmm.

[00:13:05] Charles Philipp: Um, you know, so one of the experiments that we did in New York, uh, with the micro museums is that we made a new museum mile, uh, which was about three miles away from the existing, uh, museum mile, which has, uh, some of the highest real estate values in the country and is running along Central Park.

[00:13:25] And we created a new museum mile in the South Bronx, uh, where we connected the public hospital system through Lincoln Medical and the family courts buildings and the library system together with, uh, different tiny museums that people could walk between. And we did it in a community that has the second highest high school dropout rates in the country.

[00:13:51] I think that the hardest thing for a lot of practitioners in this space is having trust, a huge amount of trust in the general public.

[00:14:04] Brenda Cowan: Mm-hmm.

[00:14:05] Charles Philipp: And I think that that’s something that a lot of traditional curators may be, uh, an area for improvement. You know, a lot of museum exhibits talk down to people, and if you do that even for a second in a tiny museum in, uh, the family courts buildings, you’ve lost everyone.

[00:14:24] So you have to really meet people with an extreme amount of empathy, and you also have to meet them with a lot of trust. You’re putting unsupervised, you know, museum that you’ve spent hundreds of hours building and outfitting into a public space. And the results of the experiment that we ran were so encouraging.

[00:14:50] You know, we had almost no vandalism of the museums, and I attest that to the fact that we treated people with a lot of respect. And I think people, when they feel like they’re being, uh, treated with respect, reciprocate. We had people bringing school field trips to the lobby of the public hospital because, you know, this was the only science museum in the Bronx.

[00:15:18] When you actually do that extra effort of really walking in somebody else’s, um, shoes and figuring out, you know, how to talk with them rather than at them by using non-technical language, by, uh, using play and humor, you actually reach the people who can be the most empowered and where you can have the highest relative impact.

[00:15:48] Brenda Cowan: I’d love to go through an example. of a really complex project that you’re designing right now. And you are currently working on a micro museum for the National Food Museum. So it’s gonna be housed in a retro refrigerator, and it’s gonna engage visitors with content about food and nutritional science and some history and culture, and you’ve got a lot of power facts that you’re working on, things that will make people look differently at what they eat.

[00:16:18] I’m really curious how you manage the balance. How do you design a museum that delivers a powerful message and positive emotional responses on a topic that can have a lot of trip hazards, right? That can be really rife with challenges.

[00:16:36] Charles Philipp: We are converting an old refrigerator into a tiny museum that will be in libraries and hospitals and, uh, some hopefully surprising places.

[00:16:47] Um, we really had a unique opportunity to get out of the echo chamber and meet people in a, a very, uh, human-based, trusting, empathetic way. Um, so the content of the museum is all about how the food in the refrigerator makes you, you. It builds your body. It affects your emotions. And giving people that level of understanding that, uh, you are made of thousands of meals, that sort of changes the paradigm somewhat, uh, from the stick to the carrot.

[00:17:30] It makes people excited to feed their microbiome in cool ways. What I spend the most time doing is really figuring out what the universal truth is to a topic, and figuring out how to communicate that in ways that get people excited and get people curious and fill people with awe and give people agency so that they can make the decisions over what they eat or what they do.

[00:18:02] And, you know, I think that that’s a high trust, uh, way of engaging with people and one that I’m a big proponent of for more, uh, traditional museums.

[00:18:13] Abby Honor: I want to get to the design element.

[00:18:14] Brenda Cowan: Yeah.

[00:18:15] Abby Honor: ’Cause you’ve actually learnt a lot about how the general public like to learn. Let’s call it that. So how do they like to learn?

[00:18:21] Is it touching things, pushing things, flipping things, reading things, watching things? All of the above? Like, what have you learnt from the way we like to learn?

[00:18:29] Charles Philipp: We use a practice called passive interaction, which is where we have scavenger hunts, we have optical illusions. We have things that you have to look around and move your body to engage with, but not something which is a button or lever.

[00:18:47] We really have… You know, that’s the Venn diagram of how people like to learn and what we are able to offer, um, to, uh, their learning, and that’s just one example. We often work with smaller budgets. We work with a smaller footprint. We work with a short attention span. We work with this moment of time, uh, while people are going about their daily routines.

[00:19:11] So we have this small but mighty opportunity, and the first thing that you have to do is draw people in. And, you know, I had a, a short stint, uh, working in advertising in New York, and a lot of those skill sets that are used to sell you sugar water, um, can also be used to sell you knowledge. Um, you know, this is a, a knowledge vending machine of sorts.

[00:19:41] That’s free to the public, obviously. And that’s often the hardest thing is, you know, people are exposed to so much nowadays, and the attention economy is funneled so strongly towards the supercomputer in your pocket that getting people to come out of themselves and, uh, take the risk of approaching the unknown is hard.

[00:20:08] And you can use a lot of tricks, um, to get people in. And then, uh, once they’re there, you need to reward their curiosity. You need to figure out if somebody is there for 30 seconds or 30 minutes, what is their experience going to be like, and what do they take away from the exhibit, and how does it make their life better, you know, their daily life?

[00:20:33] Abby Honor: And to be honest, that’s what every museum should also be answering.

[00:20:37] Brenda Cowan: Yes.

[00:20:37] Abby Honor: That is the universal question that I think they should answer. And then how are you prototyping then, Charles? Because is it in a case of you decide what you’re gonna do in the design phase, um, content-wise, and then you prototype, see what works, and flip out what doesn’t all, or is it more iterative, so you try some things, bring people in to poke and prod, or is that not, like, it’s too expensive to do that?

[00:20:59] Like, tell us a bit about the process of design.

[00:21:02] Charles Philipp: The beauty of this form factor that it is cheaper-

[00:21:06] Abby Honor: Mm-hmm …

[00:21:06] Charles Philipp: to produce, to test. We will often build a foam core version of the museum, um, with, you know, the information Post-It’d across it. Before we design any museum, we come up with visitor profiles that we’re going to evaluate the content against, um, say a family, two kids, uh, a seven-year-old, a 14-year-old, and a, a parent or caregiver. And we will evaluate that content theoretically against those user profiles, and then when it is time to actually, uh, physicalize the, the museum, we will often prototype it with users that, you know, match the profiles, and we will figure out where there was a hang-up or where they lingered for the longest.

[00:21:58] Brenda Cowan: We have just one last thing to share your way, which is a question about what is currently something that you’re passionate about.

[00:22:07] Charles Philipp: I am full of passions. Currently, one of my passions, uh, that exists a little bit outside of, uh, the museum world, um, is building science. I, I live off-grid, uh, and am building our house between building tiny museums, and that has been a real passion over the last couple of years.

[00:22:36] I have, um, always been a collector. I have a habit of e- every year, uh, especially when I was in New York, I would look into the, the cracks on, on pavements and between cobblestones and pick up little lost objects. You know, a earring or, you know, um, some keychain or, you know, these little charms. And every year I create a custom typeset drawer where I laser-cut a typeset drawer and organize all the collections based off of it.

[00:23:04] So in the new sitting room area that I’m building, there will be a row of these typeset drawers organized as sort of a collection of the things that have fascinated me and, and drawn my curiosity over the last couple decades.

[00:23:18] Abby Honor: Well, I’m gonna wrap it up, so I’m gonna say, Charles, this has been so much fun, like absolutely fantastic.

[00:23:23] Thanks for joining us on the show today.

[00:23:25] Charles Philipp: Absolutely, yeah. Thank you so much for having me. Um, it’s been a pleasure.

[00:23:29] Brenda Cowan: Oh, it totally has been a pleasure. We really appreciate you joining us.

[00:23:33] Abby Honor: Yeah, and look out for micro museums wherever you are. And thanks to everyone who tuned in today. If you like what you heard, subscribe for more episodes wherever you listen to podcasts.

[00:23:42] Please make sure to leave a rating and a review and share with a friend. See you next time. Thank you, everyone.

[00:23:48] Charles Philipp: Thank you.

[00:23:54] Audio Engineer: Matters of Experience is produced by Lorem Ipsum Corp and recorded at Hangar Studios. Tune in next time for more fun discussions about experience design.

How Charles Philipp Is Making Museums Smaller, Smarter, and More Accessible

How Charles Philipp Is Making Museums Smaller, Smarter, and More Accessible

08/26/26
The Future of Museums: AI, Stories, and Connection

The Future of Museums: AI, Stories, and Connection

07/21/26
Listen on Apple Podcasts and Spotify
In this episode, we speak with Dr. Josh Perelman about the power of museums to shape memory, identity, and emotional connection. Through the story of The First Salute exhibition, the conversation explores how objects, narratives, and technology can bring overlooked histories to life. Dr. Perelman reflects on the responsibility of museums to create space for empathy, complexity, and multiple perspectives, while also discussing how AI and digital tools may change the way audiences experience the past. This episode offers an insightful look at how cultural institutions can move beyond simply presenting history and instead invite visitors into deeper conversations about who we are, where we come from, and how stories continue to shape our shared future.
Dr. Josh Perelman is Principal of Studio Perelman, a boutique consultancy specializing in interpretive planning and exhibition development, and Senior Advisor for Content and Strategic Projects at the Weitzman National Museum of American Jewish History. He spent more than two decades as the Weitzman’s Chief Curator and Director of Exhibitions, leading the creation of the museum’s award-winning core exhibition for its landmark building on Philadelphia’s Independence Mall and subsequently overseeing its curatorial, education, programming, and collections departments. His most recent project, The First Salute: An Untold Story of the American Revolution, opened in 2025 to wide critical acclaim. A historian and curator whose work explores the intersections of history and identity across borders and generations, Josh is passionate about creating experiences that inspire people to examine their connections, participate in dialogue and debate, and share their lives and dreams in surprising and unexpected ways. He holds dual doctorates in Jewish Studies and American History from NYU.

[00:00:00] Abigail Honor: Welcome to Matters of Experience, the podcast where we dive into the ideas, innovations, and imagination shaping the world of designed experiences. From museums to multimedia, from architecture to AI, we explore how creativity transforms space into story. If you’re joining us for the first time, we’re so glad you’re here, and to our regular listeners, thank you so much for coming back and being part of our conversation.

If you enjoy what you hear, please take a moment to rate the show and share it with a friend. It helps curious minds find us. So my name is Abby.

[00:00:36] Brenda Cowan: Hello, everybody. This is Brenda Cowan, and I am excited, uh, for the conversation ahead.

[00:00:42] Abigail Honor: Yeah, yeah. Today we’re joined by Dr. Josh Perelman, principal of Studio Perelman, a consultancy focused on interpretive planning and exhibition development.

Josh previously spent more than two decades at the Weitzman in Philadelphia, where he served as chief curator and director of exhibitions, leading the creation of the museum’s award-winning core exhibition and overseeing its curatorial education, programming, and collections department, which is a huge job.

[00:01:12] Brenda Cowan: That’s massive.

[00:01:13] Abigail Honor: Mm-hmm.

Most recently, in his role as senior advisor for content and strategic projects, Josh led the development of The First Salute: An Untold Story of the American Revolution, which opened earlier this year to wide critical acclaim. Josh, you work very closely with the Lorem Ipsum team, and I’m really looking forward to diving into that process and sharing some of the challenges we faced.

But first, we’d like to start from a bird’s-eye perspective, and the role of museums in society today is something that we often discuss on the show, Brenda.

[00:01:47] Brenda Cowan: Mm-hmm.

[00:01:47] Abigail Honor: As there are more and more sort of places vying for people’s attention, um, so with this in mind, what role do you think museums and cultural institutions play, and do they foster conversation across generations and communities?

[00:02:04] Josh Perelman: Well, first of all, thank you both for having me. It’s a pleasure to be here, and it’s a pleasure to be, uh, in this conversation, um, with Abby, who I work so closely with on The First Salute. You know, it’s a fascinating question because 10 years ago I would have had one answer, five years ago I might have had a different answer, and today I certainly feel that there is real tension in the relationship between museums as educational institutions, museums as experiential institutions, and the larger social complexities and political complexities we’re experiencing in society.

Truth or the idea of objectivity has always been, you know, a contested terrain. But in the environment we are living in right now, museums have to navigate a very, very, very difficult situation in which they both want to maintain their commitment to accuracy to storytelling that reveals new ideas about our past and present and challenges people to think about their lives, their histories, and maybe inspire them in their futures.

But it is very difficult to engage in those practices when we have such deep skepticism in our society about authority, about information, and about truth.

[00:03:29] Brenda Cowan: Are you finding that the conversations across generations are different now than they were, let’s say, going back ten years or, or even more?

[00:03:38] Josh Perelman: One hundred percent.

On one hand, the good news for museums is, you know, statistics continue to show that museums are places that people trust. On the other hand, I would say in the last two to three years, I have never experienced more difficult generational conversations, not only about kind of the larger story of our nation, the Weitzman is a museum focused on American history, and also because the Weitzman is a museum focused on American Jewish history.

Part of the challenge of our time is that there are generational conversations happening that are both new, complex and difficult, especially when you’re in a culturally specific museum.

[00:04:25] Brenda Cowan: Hmm. Mm-hmm. Let’s take a, a specific piece of this. Much of your work explores questions of identity, for example. Can you give us an idea of how do you approach talking about identity in an exhibition, and can you give us, like, an example?

[00:04:44] Josh Perelman: First of all, I always think the word is identities-

[00:04:47] Brenda Cowan: Mm-hmm …

[00:04:48] Josh Perelman: and not identity.

[00:04:49] Brenda Cowan: Mm-hmm.

[00:04:49] Josh Perelman: And, you know, that may be for some academic museum pra- practitioners, like, that is maybe an obvious move. But in terms of, like, larger society, people think of identity as a kind of individual, stable packet thing that people carry around.

And I think one of the kind of beauties of working in a culturally specific museum is that you have the opportunity to show that at least within the context of the community you represent, but certainly this is transferable to many, many other different communities, that there is no single one identity.

Identity is contingent on place, on time, and because Jews in America, and we show this in the First Salute, some of them come from the Iberian Peninsula and bring one set of traditions with them. Those are Sephardic Jews. Some Jews come from Eastern and Central Europe and bring with them their own traditions, languages, practices, and those are Ashkenazi Jews.

But in the United States, what has also taken place, because we were in some ways a backwater until, you know, the mid-nineteenth century, there was no religious authority here. And so part of the story of Jewish life in America has always been this evolving, or I would say evolving ideas of what it means to be Jewish.

So therefore, not only historically do you have multiethnic, multicultural, multilingual, multi-traditional Jews living in this country, but today Jews are more highly diverse than they have ever been in American history.

[00:06:35] Abigail Honor: At the Weitzman, for example, you have Jewish American history. It’s very specific, but it’s, you know, really important for all audiences to see these connections between, you know, could be that historical narrative, could be a completely different historical narrative, maybe diff- based on different ethnicity, religion, country, whatever it is.

Like when we tell these historical stories that aren’t about, let’s say, specifically that visitor, why is it important? Why is the human connection for people so important? Why is history and telling these stories in museums important for visitors and, you know, just people in general?

[00:07:14] Josh Perelman: Okay, that is a three-hour, uh, question.

But I think there are two kind of layers that come to my mind in, in thinking about how I might respond. The first layer is fundamentally why do we tell these stories? And ideally, we were telling these stories both to educate people about the past so we can relate the past to the present and inspire action in the future.

And in doing so, at least coming to this from a Jewish and Jewish American perspective, ideally, in telling the stories of a particular group of people, whether it’s Jews or African Americans or Asian Americans or Swedish Americans, whoever it may be, you start to bridge the gap of foreignness from not knowing someone to knowing someone.

From lack of empas- empathy, at least to sympathy, from disdain to curiosity. And I think the second piece of that, and this is where people like Abby and her team come in, is that we can’t facilitate those intellectual moves in people if we haven’t facilitated emotional conditions for people to, you know, exist and experience throughout the exhibition.

And, and actually, I begin with, “Here’s what I want people to feel, and how do we evoke those feelings through the stories we have at our fingertips?”

[00:08:33] Abigail Honor: Exactly. Yeah. Mm-hmm. Exactly. Which is why I think, you know, when-- I’d encourage all our listeners, if you’re visiting Philadelphia, to go and see The First Salute and challenge this conversation and see what you like about it and what you don’t like about it.

’Cause as, as Josh says, as a curator, it’s been very different and unique working with you because I think we were lockstep in the way that we approached the story from the beginning because, you know, emotion is the way in. Because if you go with a bunch of educational story points, that doesn’t get inside.

You can’t ultimately empathize, ideally start to sympathize with somebody very different from you unless there’s that relatability, that human connection, which I do think is, you know, it’s a base form is that emotional connection, and then it goes to a cognitive connection.

[00:09:21] Josh Perelman: You know, not to put a finer point on that, but if you just take the protagonist of our story, a tiny island called Saint Eustatius, and you took everything out of our story related to Jews, Jewish community, Jewish history, Jewish life, literally just telling the story of Saint Eustatius, a place almost no one has heard about, that in and of itself is a challenge.

You have to bring people to this foreign place and connect them in that place to the larger story of our nation. The First Salute tells a relatively unknown story of a teeny-tiny Caribbean island called Saint Eustatius, which had an outsized impact on the American Revolution. In the late eighteenth century, Saint Eustatius was one of the busiest, if not the busiest port in the entire Atlantic, and therefore the center for trade between Europe, Africa, and North America.

As it happens, of the Europeans living on Saint Eustatius, about thirty to forty percent were Jews, and these Jews had familial and business connections to North America and to Europe. They were part of a larger diaspora of Sephardic Jews who trace their roots to the Iberian Peninsula. The first salute begins with the first international recognition of the new nation, which took place on November sixteenth, seventeen seventy-six on St.

Eustatius. The British invasion of St. Eustatius in eighty-one and an admiral’s first of all hatred of Jews and second of all greed that leads to a critical mistake that leads to Washington’s victory at Yorktown and for all intents and purposes, the end of American Revolution. And the Jews on St. Eustatius give us new insight into both how the revolution was fought, but also from their perspective, what did it mean to be fighting for something called liberty?

[00:11:18] Brenda Cowan: We know the expression, history belongs to the victors. And I’m curious to know, when working on these major projects that shape our understanding of history, its influence on us today, how do you approach who gets remembered?

Who gets edited out? What are those kinds of conversations like?

[00:11:41] Josh Perelman: You know, again, I come at this, and this is something that I really appreciated, you know, about Abby and her team from a theatrical perspective. So I always begin to think about storytelling aspects of an exhibition as if it were a film or a novel or a short story or a theater presentation.

And this is a process, but a process that gets you to fully concretizing the story you want to tell and the things you want people to remember when they leave your exhibition. You can start to build in who are the variety of characters who help you get to that place. The goal is to bring people to the circumstances in which those events take place and help people understand, and this is true of any moment in our history, that there are so many different actors and so many different perspectives.

And some people had power and some people had far less power. How did those people with power experience that moment? And how did those people who were searching for their agency react to that moment at the same, you know, and bring their stories and conversations with one another?

[00:12:48] Abigail Honor: For me, I always think about it’s like transporting the audience to that place in time and all of those different facets that you just described, sort of taking you out of wherever you are and being there.

And one of the things that we introduced, I’m thinking about the portraits that come to life. We wanted to bring people who were residents who’d moved to the island and give them a voice. And those portraits, they’re very simple. They’re about two minutes long and they’re the person explaining a little tiny moment, a fragment of their story.

And they seem to have resonated incredibly well with everybody. Why do you think that they sort of are emotionally resonating? What is it about them? Is it their simplicity? Um, you know, when I think about it, what’s your take on why these are working so well and sort of beloved by the visitors?

[00:13:41] Josh Perelman: One you hit on perfectly.

It is the simplicity. I think the second is the way they were designed. They’re designed in a way that the people you are experiencing, they are not necessarily fully life-sized, but you-- it looks like you’re talking to a real human being. And the portraits are, quote-unquote, “hung” in a different way that you wouldn’t nec-necessarily hang up, you know, a painting in a gallery setting.

They are hung so you are face to face with that person. And so the simplicity of the story, and that it is that I and you relationship, thank you, Martin Buber, you are able to develop kind of empathetic moment.

[00:14:23] Brenda Cowan: We couldn’t agree with you more that the emotional component is paramount, right? That’s where people are gonna find things relevant. It’s where they’re going to connect. It’s where they’re going to build towards empathy, for sure. It’s where they’re going to-- where, where memories are going to really, uh, start to develop and take shape. And I’m curious to know how you plan for that. How do you plan for emotional engagement in the exhibitions work that you do?

[00:14:54] Josh Perelman: First thing is that acknowledging that all of your visitors have different ways they calibrate and experience emotion, and therefore some visitors, they will find the emotion in the written text. Some visitors will find it in the material culture, and some will find it in a large scale film. I think this goes back to the question of the relationship between kind of the story you’re in. Like, what is this, you know, going back to what is the story you truly want to tell? Understanding where the kind of mini climaxes may and major cl-- like again, you wanna bring people on a journey.

[00:15:30] Brenda Cowan: Hmm. That narrative arc.

[00:15:32] Josh Perelman: Correct. You know, we created a very dramatic introductory film because we wanted to emotionally engage visitors right up. We wanted them to feel excited, curious, and we wanted them to feel like this is a big story.

[00:15:47] Brenda Cowan: Mm-hmm.

[00:15:48] Josh Perelman: Important that we talked about how great moments of intimacy throughout the story that then allow people hopefully to connect to the material culture or the word, you know, the text in ways that they may not have anticipated.

And then in particular to this story, we knew there was a climactic moment. And so working with Abby and her team, we developed a film experience at scale that served the purposes of the client. It is big because we wanted to enunciate that this is a climax, and it is big because the ramifications of that moment reverberate throughout history.

That being said, the exhibition ends with a film that brings people to a very different emotional place. It is a film that focuses on the present day of the island at the center of our story. It features the people who live on the island today. It brings you to some of the places featured in the exhibition, and it has this deeply, deeply powerful recording by a Israeli trio of Leonard Cohen’s If It Be Your Will.

And so after going through this kind of monumental historical experience about the creation of the United States You’re brought to the present day, and hopefully people are experiencing emotion, which then reads back into what they’ve just experienced. They are having these emotional responses to this film, which I have to say, more tears than I ever expected, that that facilitates a greater internalization of the historical material they just experienced.

[00:17:17] Abigail Honor: What’s interesting, Josh, about The First Salute is it’s a story that’s relatively unknown, and you have to take that into account when you think about visitors, because for most of them, they’re experiencing it for the first time. Which again, I think was why at the very beginning we have the location of where St. Eustatius is, which is near St. Kitts. It’s in the Caribbean, or Caribbean, as most of you like to say. So really geographically locating the island and then setting up the story very efficiently with this two-minute film was very important because then as Josh, with his curation, builds on all those layers, all the interrelationships of the families, the place, history, events.

So it sort of was like basic building blocks and making sure that everybody, not just historians or researchers or people who knew about this story, could access it, I think was incredibly important, and I’d say a challenge of the story.

[00:18:17] Brenda Cowan: I’m curious to know how you plan for the challenging topics, the difficult parts of the story or the difficult stories themselves, where you know that you’re gonna be presenting the visitor with something that, right, is particularly emotional, um, and perhaps particularly relevant to, you know, contemporary lived experience.

And how do you prepare the visitor or support the visitor as they approach really challenging topics? What’s that thought process?

[00:18:52] Josh Perelman: Fantastic question. Abby, if you recall, we spent so much time on the floor plan changing, rearranging, opening, closing, identifying what the sections of this exhibition would be.

And that was a truly challenging endeavor. First of all, because we’d chosen an open floor plan and there are no walls. So, you know, we thought we would made it-- So not only did we take a complicated story, but we, we decided let’s do that story in the most complicated way possible. It began with how do we scaffold people and make clear for visitors the various beats of the story and defining what those beats would be.

You know, as you left each section of the exhibition, what is a question you needed answered? The next question we anticipated people may be considering, well, how did you end up on this teeny little island in the Caribbean that nobody has heard about? At the same time, I think we were trying to identify the floor plan.

We recognize that this exhibition obviously intersects with, uh, the larger story or stories of colonialism and the stories of enslavement. And so particularly within the context of a, of a Jewish museum, number one, how do we maintain our commitment to the story of American history, which is based on the story, you know, based on colonialism?

As we say clearly in the exhibition, the economy of colonialism was buying and selling human beings. And in addition to that, it becomes, you know, complicated in our context because there are a lot of mythologies about the relationship between Jews and colonialism, the Jews and the history of enslavement.

We had to think very carefully about how we presented these subjects, not only as the realities of the past, but without accidentally slipping into mythologies of the present.

[00:20:41] Brenda Cowan: Abby and I were curious to hear from you what some of the challenges were with creating this exhibition.

[00:20:47] Josh Perelman: The first one I think we’ve, we’ve spoken to quite a bit about is it’s just a tough story because it is an unknown story. And no matter how much space you have, telling an unknown complex story is always difficult. Most exhibitions of this size and scale and budget are somewhere between three to five-year projects. We did it in a year.

[00:21:08] Brenda Cowan: Oh, I didn’t know it was a year. Holy cow, that’s like a land speed record. Wow.

[00:21:15] Josh Perelman: It was a twenty-four seven, everybody on email, on the phone, you know. Actually, the true joy of it is every single person involved understood what they were getting into and embraced it.

[00:21:28] Abigail Honor: We were like f- really like one team in terms of the profession and everything that we do, all the facets from Becker & Frondorf, who was led by Beth on this team, to Lee and Dan over at Dimensional, the fabricators, to Electrosonic and Neil over there. Everybody was just all on board to not sleep, not see your family, commit yourself to this story.

[00:21:51] Brenda Cowan: As we know, objects can be truthful narrators. Um, they shape the exhibition’s messages. They invite emotional connections in unique ways and in different kinds of ways. How did you approach using objects in the exhibition?

[00:22:08] Josh Perelman: It was very important to represent all of the places featured in the exhibition, and not only does that provide opportunities for those communities to feel included, their story is being transported here to Philadelphia, but also it serves as documentary evidence that these people were there at that time.

I really worked hard to select objects or documents that spoke to one another. My goal was develop relationships, right? Relationships through media, relationships through text, relationships to these places, and relationships through the material culture, so everything spoke to one another. The other challenge was how to bring the material culture into the third dimension. So where could we identify material culture that might support a document that is critical to our story and bring that document to life?

[00:23:01] Abigail Honor: I do just want to mention that in the exhibition, we have some merch from the bad guy. Admiral Rodney is sitting in there. It’s like a Toby jug with his face on, which is like super cool. One of my favorite artifacts in there. But I want to talk briefly about we used AI to craft the film experiences. You know, it felt very appropriate because we’re telling a cinematic narrative, historical moment in time, and we knew we could bring it to life in a really fun, dramatic, and immersive way for visitors. But you didn’t shy away for a second, Josh. I think I don’t know of any other exhibition in a museum that uses AI at this scale right now today. Um, so why did you not shy-- why were you open to something so new?

[00:23:44] Josh Perelman: Part of what makes creating exhibitions fun for me is taking risks. And sometimes taking risks is about storytelling. Sometimes it’s about material culture, whatever it is. But working with Abby, you and your team, you asked us if we would be willing to take a risk and use AI to represent, you know, we’ve given you a brief about we want to tell this story. Here’s what needs to be in this film. Here’s what this film has to do.

And you came back and said, “Well, we can do a ten million dollar feature film, or within our budget, we could use AI to really transport people to these various places and bring them into history in a visceral way that probably we would never have achieved had we used human actors.” AI is a tool, just like text is a tool, just like a touch screen is a tool, that can be used in service of educational purposes, of any history storytelling, and possibly acknowledged within the museum community.

It is another tool in our toolbox. A little bit of where my fear comes in is when AI becomes capable of reproducing in a way that is indistinguishable from reality. And then I think, both from a societal context but also in a museum context, when you can’t differentiate from a human actor and an AI-generated actor in a film, that’s gonna raise some questions for us.

I’m sure there’s ways to mitigate it and to help people feel comfortable, but it’s coming, and we have to anticipate that.

[00:25:25] Brenda Cowan: I wish we had the time to dig into even more of the questions that we had for you.

[00:25:30] Abigail Honor: I know. We need a part two, Josh.

[00:25:31] Brenda Cowan: We really do. Um, uh, it’s so fascinating talking with you, and I really appreciate the thoughtfulness, uh, with which you’re approaching your work, and I can’t wait to see the exhibition.

[00:25:46] Josh Perelman: Come, come.

[00:25:47] Brenda Cowan: Absolutely.

[00:25:47] Abigail Honor: Yes, any time. I’ll show you around.

[00:25:49] Brenda Cowan: Absolutely.

[00:25:49] Abigail Honor: So Josh, thank you so much for coming on the show today and sharing, yes, just a g- just a glimpse at, at your day-to-day and your incredible projects that you’ve worked on, um, over the years. And thanks everyone who tuned in. We hope you’ll subscribe to Matters of Experience wherever you get your podcasts. Leave a review, share with a friend. Um, yep, and see you next time.

[00:26:11] Brenda Cowan: Thanks everybody. Take care.

[00:26:12] Josh Perelman: Thank you.

[00:26:18] Sound Engineer: Matters of Experience is produced by Lorem Ipsum Corp. and recorded at Hangar Studios. Tune in next time for more fun discussions about experience design

Dr. Josh Perelman is Principal of Studio Perelman, a boutique consultancy specializing in interpretive planning and exhibition development, and Senior Advisor for Content and Strategic Projects at the Weitzman National Museum of American Jewish History. He spent more than two decades as the Weitzman’s Chief Curator and Director of Exhibitions, leading the creation of the museum’s award-winning core exhibition for its landmark building on Philadelphia’s Independence Mall and subsequently overseeing its curatorial, education, programming, and collections departments. His most recent project, The First Salute: An Untold Story of the American Revolution, opened in 2025 to wide critical acclaim. A historian and curator whose work explores the intersections of history and identity across borders and generations, Josh is passionate about creating experiences that inspire people to examine their connections, participate in dialogue and debate, and share their lives and dreams in surprising and unexpected ways. He holds dual doctorates in Jewish Studies and American History from NYU.

[00:00:00] Abigail Honor: Welcome to Matters of Experience, the podcast where we dive into the ideas, innovations, and imagination shaping the world of designed experiences. From museums to multimedia, from architecture to AI, we explore how creativity transforms space into story. If you’re joining us for the first time, we’re so glad you’re here, and to our regular listeners, thank you so much for coming back and being part of our conversation.

If you enjoy what you hear, please take a moment to rate the show and share it with a friend. It helps curious minds find us. So my name is Abby.

[00:00:36] Brenda Cowan: Hello, everybody. This is Brenda Cowan, and I am excited, uh, for the conversation ahead.

[00:00:42] Abigail Honor: Yeah, yeah. Today we’re joined by Dr. Josh Perelman, principal of Studio Perelman, a consultancy focused on interpretive planning and exhibition development.

Josh previously spent more than two decades at the Weitzman in Philadelphia, where he served as chief curator and director of exhibitions, leading the creation of the museum’s award-winning core exhibition and overseeing its curatorial education, programming, and collections department, which is a huge job.

[00:01:12] Brenda Cowan: That’s massive.

[00:01:13] Abigail Honor: Mm-hmm.

Most recently, in his role as senior advisor for content and strategic projects, Josh led the development of The First Salute: An Untold Story of the American Revolution, which opened earlier this year to wide critical acclaim. Josh, you work very closely with the Lorem Ipsum team, and I’m really looking forward to diving into that process and sharing some of the challenges we faced.

But first, we’d like to start from a bird’s-eye perspective, and the role of museums in society today is something that we often discuss on the show, Brenda.

[00:01:47] Brenda Cowan: Mm-hmm.

[00:01:47] Abigail Honor: As there are more and more sort of places vying for people’s attention, um, so with this in mind, what role do you think museums and cultural institutions play, and do they foster conversation across generations and communities?

[00:02:04] Josh Perelman: Well, first of all, thank you both for having me. It’s a pleasure to be here, and it’s a pleasure to be, uh, in this conversation, um, with Abby, who I work so closely with on The First Salute. You know, it’s a fascinating question because 10 years ago I would have had one answer, five years ago I might have had a different answer, and today I certainly feel that there is real tension in the relationship between museums as educational institutions, museums as experiential institutions, and the larger social complexities and political complexities we’re experiencing in society.

Truth or the idea of objectivity has always been, you know, a contested terrain. But in the environment we are living in right now, museums have to navigate a very, very, very difficult situation in which they both want to maintain their commitment to accuracy to storytelling that reveals new ideas about our past and present and challenges people to think about their lives, their histories, and maybe inspire them in their futures.

But it is very difficult to engage in those practices when we have such deep skepticism in our society about authority, about information, and about truth.

[00:03:29] Brenda Cowan: Are you finding that the conversations across generations are different now than they were, let’s say, going back ten years or, or even more?

[00:03:38] Josh Perelman: One hundred percent.

On one hand, the good news for museums is, you know, statistics continue to show that museums are places that people trust. On the other hand, I would say in the last two to three years, I have never experienced more difficult generational conversations, not only about kind of the larger story of our nation, the Weitzman is a museum focused on American history, and also because the Weitzman is a museum focused on American Jewish history.

Part of the challenge of our time is that there are generational conversations happening that are both new, complex and difficult, especially when you’re in a culturally specific museum.

[00:04:25] Brenda Cowan: Hmm. Mm-hmm. Let’s take a, a specific piece of this. Much of your work explores questions of identity, for example. Can you give us an idea of how do you approach talking about identity in an exhibition, and can you give us, like, an example?

[00:04:44] Josh Perelman: First of all, I always think the word is identities-

[00:04:47] Brenda Cowan: Mm-hmm …

[00:04:48] Josh Perelman: and not identity.

[00:04:49] Brenda Cowan: Mm-hmm.

[00:04:49] Josh Perelman: And, you know, that may be for some academic museum pra- practitioners, like, that is maybe an obvious move. But in terms of, like, larger society, people think of identity as a kind of individual, stable packet thing that people carry around.

And I think one of the kind of beauties of working in a culturally specific museum is that you have the opportunity to show that at least within the context of the community you represent, but certainly this is transferable to many, many other different communities, that there is no single one identity.

Identity is contingent on place, on time, and because Jews in America, and we show this in the First Salute, some of them come from the Iberian Peninsula and bring one set of traditions with them. Those are Sephardic Jews. Some Jews come from Eastern and Central Europe and bring with them their own traditions, languages, practices, and those are Ashkenazi Jews.

But in the United States, what has also taken place, because we were in some ways a backwater until, you know, the mid-nineteenth century, there was no religious authority here. And so part of the story of Jewish life in America has always been this evolving, or I would say evolving ideas of what it means to be Jewish.

So therefore, not only historically do you have multiethnic, multicultural, multilingual, multi-traditional Jews living in this country, but today Jews are more highly diverse than they have ever been in American history.

[00:06:35] Abigail Honor: At the Weitzman, for example, you have Jewish American history. It’s very specific, but it’s, you know, really important for all audiences to see these connections between, you know, could be that historical narrative, could be a completely different historical narrative, maybe diff- based on different ethnicity, religion, country, whatever it is.

Like when we tell these historical stories that aren’t about, let’s say, specifically that visitor, why is it important? Why is the human connection for people so important? Why is history and telling these stories in museums important for visitors and, you know, just people in general?

[00:07:14] Josh Perelman: Okay, that is a three-hour, uh, question.

But I think there are two kind of layers that come to my mind in, in thinking about how I might respond. The first layer is fundamentally why do we tell these stories? And ideally, we were telling these stories both to educate people about the past so we can relate the past to the present and inspire action in the future.

And in doing so, at least coming to this from a Jewish and Jewish American perspective, ideally, in telling the stories of a particular group of people, whether it’s Jews or African Americans or Asian Americans or Swedish Americans, whoever it may be, you start to bridge the gap of foreignness from not knowing someone to knowing someone.

From lack of empas- empathy, at least to sympathy, from disdain to curiosity. And I think the second piece of that, and this is where people like Abby and her team come in, is that we can’t facilitate those intellectual moves in people if we haven’t facilitated emotional conditions for people to, you know, exist and experience throughout the exhibition.

And, and actually, I begin with, “Here’s what I want people to feel, and how do we evoke those feelings through the stories we have at our fingertips?”

[00:08:33] Abigail Honor: Exactly. Yeah. Mm-hmm. Exactly. Which is why I think, you know, when-- I’d encourage all our listeners, if you’re visiting Philadelphia, to go and see The First Salute and challenge this conversation and see what you like about it and what you don’t like about it.

’Cause as, as Josh says, as a curator, it’s been very different and unique working with you because I think we were lockstep in the way that we approached the story from the beginning because, you know, emotion is the way in. Because if you go with a bunch of educational story points, that doesn’t get inside.

You can’t ultimately empathize, ideally start to sympathize with somebody very different from you unless there’s that relatability, that human connection, which I do think is, you know, it’s a base form is that emotional connection, and then it goes to a cognitive connection.

[00:09:21] Josh Perelman: You know, not to put a finer point on that, but if you just take the protagonist of our story, a tiny island called Saint Eustatius, and you took everything out of our story related to Jews, Jewish community, Jewish history, Jewish life, literally just telling the story of Saint Eustatius, a place almost no one has heard about, that in and of itself is a challenge.

You have to bring people to this foreign place and connect them in that place to the larger story of our nation. The First Salute tells a relatively unknown story of a teeny-tiny Caribbean island called Saint Eustatius, which had an outsized impact on the American Revolution. In the late eighteenth century, Saint Eustatius was one of the busiest, if not the busiest port in the entire Atlantic, and therefore the center for trade between Europe, Africa, and North America.

As it happens, of the Europeans living on Saint Eustatius, about thirty to forty percent were Jews, and these Jews had familial and business connections to North America and to Europe. They were part of a larger diaspora of Sephardic Jews who trace their roots to the Iberian Peninsula. The first salute begins with the first international recognition of the new nation, which took place on November sixteenth, seventeen seventy-six on St.

Eustatius. The British invasion of St. Eustatius in eighty-one and an admiral’s first of all hatred of Jews and second of all greed that leads to a critical mistake that leads to Washington’s victory at Yorktown and for all intents and purposes, the end of American Revolution. And the Jews on St. Eustatius give us new insight into both how the revolution was fought, but also from their perspective, what did it mean to be fighting for something called liberty?

[00:11:18] Brenda Cowan: We know the expression, history belongs to the victors. And I’m curious to know, when working on these major projects that shape our understanding of history, its influence on us today, how do you approach who gets remembered?

Who gets edited out? What are those kinds of conversations like?

[00:11:41] Josh Perelman: You know, again, I come at this, and this is something that I really appreciated, you know, about Abby and her team from a theatrical perspective. So I always begin to think about storytelling aspects of an exhibition as if it were a film or a novel or a short story or a theater presentation.

And this is a process, but a process that gets you to fully concretizing the story you want to tell and the things you want people to remember when they leave your exhibition. You can start to build in who are the variety of characters who help you get to that place. The goal is to bring people to the circumstances in which those events take place and help people understand, and this is true of any moment in our history, that there are so many different actors and so many different perspectives.

And some people had power and some people had far less power. How did those people with power experience that moment? And how did those people who were searching for their agency react to that moment at the same, you know, and bring their stories and conversations with one another?

[00:12:48] Abigail Honor: For me, I always think about it’s like transporting the audience to that place in time and all of those different facets that you just described, sort of taking you out of wherever you are and being there.

And one of the things that we introduced, I’m thinking about the portraits that come to life. We wanted to bring people who were residents who’d moved to the island and give them a voice. And those portraits, they’re very simple. They’re about two minutes long and they’re the person explaining a little tiny moment, a fragment of their story.

And they seem to have resonated incredibly well with everybody. Why do you think that they sort of are emotionally resonating? What is it about them? Is it their simplicity? Um, you know, when I think about it, what’s your take on why these are working so well and sort of beloved by the visitors?

[00:13:41] Josh Perelman: One you hit on perfectly.

It is the simplicity. I think the second is the way they were designed. They’re designed in a way that the people you are experiencing, they are not necessarily fully life-sized, but you-- it looks like you’re talking to a real human being. And the portraits are, quote-unquote, “hung” in a different way that you wouldn’t nec-necessarily hang up, you know, a painting in a gallery setting.

They are hung so you are face to face with that person. And so the simplicity of the story, and that it is that I and you relationship, thank you, Martin Buber, you are able to develop kind of empathetic moment.

[00:14:23] Brenda Cowan: We couldn’t agree with you more that the emotional component is paramount, right? That’s where people are gonna find things relevant. It’s where they’re going to connect. It’s where they’re going to build towards empathy, for sure. It’s where they’re going to-- where, where memories are going to really, uh, start to develop and take shape. And I’m curious to know how you plan for that. How do you plan for emotional engagement in the exhibitions work that you do?

[00:14:54] Josh Perelman: First thing is that acknowledging that all of your visitors have different ways they calibrate and experience emotion, and therefore some visitors, they will find the emotion in the written text. Some visitors will find it in the material culture, and some will find it in a large scale film. I think this goes back to the question of the relationship between kind of the story you’re in. Like, what is this, you know, going back to what is the story you truly want to tell? Understanding where the kind of mini climaxes may and major cl-- like again, you wanna bring people on a journey.

[00:15:30] Brenda Cowan: Hmm. That narrative arc.

[00:15:32] Josh Perelman: Correct. You know, we created a very dramatic introductory film because we wanted to emotionally engage visitors right up. We wanted them to feel excited, curious, and we wanted them to feel like this is a big story.

[00:15:47] Brenda Cowan: Mm-hmm.

[00:15:48] Josh Perelman: Important that we talked about how great moments of intimacy throughout the story that then allow people hopefully to connect to the material culture or the word, you know, the text in ways that they may not have anticipated.

And then in particular to this story, we knew there was a climactic moment. And so working with Abby and her team, we developed a film experience at scale that served the purposes of the client. It is big because we wanted to enunciate that this is a climax, and it is big because the ramifications of that moment reverberate throughout history.

That being said, the exhibition ends with a film that brings people to a very different emotional place. It is a film that focuses on the present day of the island at the center of our story. It features the people who live on the island today. It brings you to some of the places featured in the exhibition, and it has this deeply, deeply powerful recording by a Israeli trio of Leonard Cohen’s If It Be Your Will.

And so after going through this kind of monumental historical experience about the creation of the United States You’re brought to the present day, and hopefully people are experiencing emotion, which then reads back into what they’ve just experienced. They are having these emotional responses to this film, which I have to say, more tears than I ever expected, that that facilitates a greater internalization of the historical material they just experienced.

[00:17:17] Abigail Honor: What’s interesting, Josh, about The First Salute is it’s a story that’s relatively unknown, and you have to take that into account when you think about visitors, because for most of them, they’re experiencing it for the first time. Which again, I think was why at the very beginning we have the location of where St. Eustatius is, which is near St. Kitts. It’s in the Caribbean, or Caribbean, as most of you like to say. So really geographically locating the island and then setting up the story very efficiently with this two-minute film was very important because then as Josh, with his curation, builds on all those layers, all the interrelationships of the families, the place, history, events.

So it sort of was like basic building blocks and making sure that everybody, not just historians or researchers or people who knew about this story, could access it, I think was incredibly important, and I’d say a challenge of the story.

[00:18:17] Brenda Cowan: I’m curious to know how you plan for the challenging topics, the difficult parts of the story or the difficult stories themselves, where you know that you’re gonna be presenting the visitor with something that, right, is particularly emotional, um, and perhaps particularly relevant to, you know, contemporary lived experience.

And how do you prepare the visitor or support the visitor as they approach really challenging topics? What’s that thought process?

[00:18:52] Josh Perelman: Fantastic question. Abby, if you recall, we spent so much time on the floor plan changing, rearranging, opening, closing, identifying what the sections of this exhibition would be.

And that was a truly challenging endeavor. First of all, because we’d chosen an open floor plan and there are no walls. So, you know, we thought we would made it-- So not only did we take a complicated story, but we, we decided let’s do that story in the most complicated way possible. It began with how do we scaffold people and make clear for visitors the various beats of the story and defining what those beats would be.

You know, as you left each section of the exhibition, what is a question you needed answered? The next question we anticipated people may be considering, well, how did you end up on this teeny little island in the Caribbean that nobody has heard about? At the same time, I think we were trying to identify the floor plan.

We recognize that this exhibition obviously intersects with, uh, the larger story or stories of colonialism and the stories of enslavement. And so particularly within the context of a, of a Jewish museum, number one, how do we maintain our commitment to the story of American history, which is based on the story, you know, based on colonialism?

As we say clearly in the exhibition, the economy of colonialism was buying and selling human beings. And in addition to that, it becomes, you know, complicated in our context because there are a lot of mythologies about the relationship between Jews and colonialism, the Jews and the history of enslavement.

We had to think very carefully about how we presented these subjects, not only as the realities of the past, but without accidentally slipping into mythologies of the present.

[00:20:41] Brenda Cowan: Abby and I were curious to hear from you what some of the challenges were with creating this exhibition.

[00:20:47] Josh Perelman: The first one I think we’ve, we’ve spoken to quite a bit about is it’s just a tough story because it is an unknown story. And no matter how much space you have, telling an unknown complex story is always difficult. Most exhibitions of this size and scale and budget are somewhere between three to five-year projects. We did it in a year.

[00:21:08] Brenda Cowan: Oh, I didn’t know it was a year. Holy cow, that’s like a land speed record. Wow.

[00:21:15] Josh Perelman: It was a twenty-four seven, everybody on email, on the phone, you know. Actually, the true joy of it is every single person involved understood what they were getting into and embraced it.

[00:21:28] Abigail Honor: We were like f- really like one team in terms of the profession and everything that we do, all the facets from Becker & Frondorf, who was led by Beth on this team, to Lee and Dan over at Dimensional, the fabricators, to Electrosonic and Neil over there. Everybody was just all on board to not sleep, not see your family, commit yourself to this story.

[00:21:51] Brenda Cowan: As we know, objects can be truthful narrators. Um, they shape the exhibition’s messages. They invite emotional connections in unique ways and in different kinds of ways. How did you approach using objects in the exhibition?

[00:22:08] Josh Perelman: It was very important to represent all of the places featured in the exhibition, and not only does that provide opportunities for those communities to feel included, their story is being transported here to Philadelphia, but also it serves as documentary evidence that these people were there at that time.

I really worked hard to select objects or documents that spoke to one another. My goal was develop relationships, right? Relationships through media, relationships through text, relationships to these places, and relationships through the material culture, so everything spoke to one another. The other challenge was how to bring the material culture into the third dimension. So where could we identify material culture that might support a document that is critical to our story and bring that document to life?

[00:23:01] Abigail Honor: I do just want to mention that in the exhibition, we have some merch from the bad guy. Admiral Rodney is sitting in there. It’s like a Toby jug with his face on, which is like super cool. One of my favorite artifacts in there. But I want to talk briefly about we used AI to craft the film experiences. You know, it felt very appropriate because we’re telling a cinematic narrative, historical moment in time, and we knew we could bring it to life in a really fun, dramatic, and immersive way for visitors. But you didn’t shy away for a second, Josh. I think I don’t know of any other exhibition in a museum that uses AI at this scale right now today. Um, so why did you not shy-- why were you open to something so new?

[00:23:44] Josh Perelman: Part of what makes creating exhibitions fun for me is taking risks. And sometimes taking risks is about storytelling. Sometimes it’s about material culture, whatever it is. But working with Abby, you and your team, you asked us if we would be willing to take a risk and use AI to represent, you know, we’ve given you a brief about we want to tell this story. Here’s what needs to be in this film. Here’s what this film has to do.

And you came back and said, “Well, we can do a ten million dollar feature film, or within our budget, we could use AI to really transport people to these various places and bring them into history in a visceral way that probably we would never have achieved had we used human actors.” AI is a tool, just like text is a tool, just like a touch screen is a tool, that can be used in service of educational purposes, of any history storytelling, and possibly acknowledged within the museum community.

It is another tool in our toolbox. A little bit of where my fear comes in is when AI becomes capable of reproducing in a way that is indistinguishable from reality. And then I think, both from a societal context but also in a museum context, when you can’t differentiate from a human actor and an AI-generated actor in a film, that’s gonna raise some questions for us.

I’m sure there’s ways to mitigate it and to help people feel comfortable, but it’s coming, and we have to anticipate that.

[00:25:25] Brenda Cowan: I wish we had the time to dig into even more of the questions that we had for you.

[00:25:30] Abigail Honor: I know. We need a part two, Josh.

[00:25:31] Brenda Cowan: We really do. Um, uh, it’s so fascinating talking with you, and I really appreciate the thoughtfulness, uh, with which you’re approaching your work, and I can’t wait to see the exhibition.

[00:25:46] Josh Perelman: Come, come.

[00:25:47] Brenda Cowan: Absolutely.

[00:25:47] Abigail Honor: Yes, any time. I’ll show you around.

[00:25:49] Brenda Cowan: Absolutely.

[00:25:49] Abigail Honor: So Josh, thank you so much for coming on the show today and sharing, yes, just a g- just a glimpse at, at your day-to-day and your incredible projects that you’ve worked on, um, over the years. And thanks everyone who tuned in. We hope you’ll subscribe to Matters of Experience wherever you get your podcasts. Leave a review, share with a friend. Um, yep, and see you next time.

[00:26:11] Brenda Cowan: Thanks everybody. Take care.

[00:26:12] Josh Perelman: Thank you.

[00:26:18] Sound Engineer: Matters of Experience is produced by Lorem Ipsum Corp. and recorded at Hangar Studios. Tune in next time for more fun discussions about experience design

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05/13/26
Listen on Apple Podcasts and Spotify
What defines excellence in experiential design? In this episode of Matters of Experience, Abby Honor and Brenda Cowan welcome Travis Stanton, an award-winning editor, strategist, and global design competition leader. Travis reflects on his role judging the “World Expolympics” at Expo 2025 Osaka, offering a behind-the-scenes look at how international pavilions are evaluated. From emotionally resonant small-scale exhibits to spectacular multimedia environments, he explains why the strongest experiences are rooted in clear ideas rather than big budgets alone. The discussion also dives into trends shaping the industry and the evolving role of AI.
Travis Stanton has nearly 25 years of experience in the face-to-face marketing industry, including an 18-year tenure at Exhibitor magazine, where he served as Editor in Chief. During his time at Exhibitor, Travis launched a number of successful recognition programs created to spotlight exceptional work in the trade show and event industries, including the World Expo Awards, Portable/Modular Awards, Find It – Top 40, Centers of Excellence, EuroShop Awards, Best of CES, and Integrated Systems Europe’s Stand Design Awards. He continues that legacy at The Experiential Design Authority, an international body that oversees global experiential design competitions, honoring exhibits, events, expos, and immersive experiences. In its first year alone, TEDA hosted awards ceremonies on two different continents, presented awards to recipients representing 30 countries, and handed out more than 100 trophies. Awards and competition have always been a part of Travis’ DNA. He is proud to have earned Exhibitor three Magazine of the Year awards, and he was thrilled to receive the American Society of Business Publication Editors’ Young Leader award and countless other honors for his work as a writer and editor. Additionally, Travis won the 2011 Innovator Award and the 2019 Greg Carey Leadership Award from the Minnesota Media and Publishing Association. Travis has also worked as an associate producer of the internationally televised Miss Universe pageant, broadcasting live from the United States, El Salvador, Thailand, Mexico, Israel, and the Philippines. Now, as Director of Strategy for Storylink Creative, Travis focuses on providing clients with the tools, data, insights, and strategies to optimize their experiential marketing campaigns, utilizing hard numbers to drive continuous improvement and accomplish corporate objectives. Informed by two decades of traveling the world, attending everything from small tabletop shows to major international events (such as the 2012 Summer Olympics and IFES World Summits in India and South Africa, as well as the last six World Expos in China, South Korea, Italy, Kazakhstan, the United Arab Emirates, and Japan), Travis is a sought-after speaker, trend watcher, writer/editor, and strategist with a deep love of the experiential design industry.

[00:00:00] Abigail Honor: Welcome to Matters of Experience, the podcast where we dive into the ideas, innovations, and imagination shaping the world of designed experiences. From museums to multimedia, from architecture to AI, we explore how creativity transforms space into story. If you’re joining us for the first time, we’re so glad you’re here, and to our regular listeners, thank you for coming back and being part of the conversation.

If you enjoy what you hear, please take a moment to rate the show and share it with a friend. It helps curious minds find us. My name is Abby Honor. Hello, this is Brenda Cowan. Today, we’re talking about how experiential design is evaluated, recognized, and ultimately understood, what makes work stand out, and how the industry defines excellence across such a wide range of experiences.

Today, we welcome Travis Stanton, who has nearly 25 years of experience in the marketing industry, including an 18-year tenure at Exhibitor Magazine, where he served as editor-in-chief and the publication earned not one, not two, but three- Three … Magazine of the Year awards. During his time there, Travis launched several major recognition programs spotlighting exceptional work in the trade show and event industries, including the World Expo Awards, Portable Modular Awards, and Best of CES.

He continues that legacy at the Experiential Design Authority, an international body overseeing global experiential design competitions across exhibits, events, expos, and immersive experiences. In its first year alone, TEDA… Is that how you pronounce it?

[00:01:42] Travis Stanton: I’ve kind of lately been saying TEDA, but I don’t know if I like it.

So you say however you want to. Okay.

[00:01:48] Brenda Cowan: In its- Everything Abby says sounds really pretty.

[00:01:52] Travis Stanton: I know.

[00:01:52] Brenda Cowan: Isn’t it?

[00:01:52] Travis Stanton: I want her to read all my audiobooks.

[00:01:54] Brenda Cowan: It’s so true. Yeah.

[00:01:56] Abigail Honor: In its first year alone, TEDA hosted ceremonies on two continents, presented awards to recipients from 30 countries, and awarded more than 100 trophies.

[00:02:06] Brenda Cowan: Oh my gosh.

[00:02:07] Abigail Honor: It’s kind of incredible.

[00:02:08] Brenda Cowan: It really is.

[00:02:09] Abigail Honor: That’s awesome.

It’s obviously very vital and very much needed. But fun fact, Travis also worked as an associate producer on the internationally televised Miss Universe pageant, broadcasting live from the US, El Salvador, Thailand, Mexico, Israel, and the Philippines.

Now, as director of strategy at Storylink Creative, Travis focuses on helping clients use data insights and strategy to optimize their marketing efforts and drive meaningful results. Wow. Travis, welcome to the show.

[00:02:38] Brenda Cowan: Welcome.

[00:02:39] Travis Stanton: I’m so excited to be here.

[00:02:41] Brenda Cowan: Let’s begin with your most recent awards for excellence in design at the World Expo in Osaka.

As a seasoned experiential marketing expert, you led the judging and the presentation of the World Expo Olympics, dubbed the Olympics of Experiential Design. To recognize the best pavilions, the ceremony was held at the USA Pavilion in Osaka, featuring finalists across categories including best large, medium, and small pavilion, thematic concept, and exhibit design.

Good grief, that I’m exhausted even just thinking about the scope of that particular work. How did you approach reviewing and awarding these top pavilions?

[00:03:28] Travis Stanton: The World Expo, it is such a massive event. Um, it’s very difficult to digest the whole thing. Um, we started reaching out to pavilions months in advance, to the designers, the organizers, the fabricators of these, um, you know, really incredible experiential spaces, and encouraging them to enter.

So you did have to enter in order to be considered, which for us just makes it manageable.

[00:03:56] Brenda Cowan: Mm-hmm. Mm-hmm.

[00:03:56] Travis Stanton: Um, really covering everything that Expo has to offer would probably take you a month or more. It’s such a big event. It is such a well-attended event. There were days that we were there on site in Osaka that there were order- over a quarter million people at the event that one day.

[00:04:14] Brenda Cowan: Wow.

[00:04:14] Travis Stanton: So lines are enormous. Just getting into the spaces is one thing, but then being able to spend enough time in each of the pavilions to really digest what’s happening, to ask questions, um, to find out the significance of this display or the concept behind that presentation- It’s almost an impossibility.

Um, so the entry process did require people to submit, um, information so that we were kind of going in with a little bit of a background on each space and could really focus our time to make the most of our experience there. So we assigned a panel of, um… I don’t remember the exact number. I wanna say it was, like, 20 or so, um, judges representing different aspects of experiential design.

It was really important to me that it be a diverse panel, um, internationally, because Expo is designed not just to appeal to US designers, you know-

[00:05:08] Brenda Cowan: Right …

[00:05:08] Travis Stanton: not just to appeal to US consumers. So we brought in some really incredible folks, um, you know, who are doing incredible work within each of their own countries.

A lot of them obviously are doing work on a more global scale. Um, some of them attended Expo in person, some of them didn’t, and there is a little bit of a rationale behind that, which is that Expo is also not designed just for the people who can attend. Um, a significant portion of the attendance in Osaka was, of course, Japanese, but it meant that there was a smaller representation from people from the US, from the Middle East, from Africa.

But the pavilions still need to speak to them as well, because Expo is like a time capsule, um, of what’s happening in the world at that time, what the technology is in that moment. And, um, so a lot of people were gonna experience Expo from photos, from videos, uh, from reading media coverage from afar. So we really wanted the winners to be not just things that worked in person, but also ideas that translated, um, to, you know, other cultures that still reached people, um, all over.

You know, one of the differentiating factors is creativity. What do they decide is gonna be their story, and how do they tell it? Another big differentiating factor, unfortunately, is space and budget. You know, how big of a space do you have, and how much money do you have to put behind it? Um, of course, a lot of times the, the, the countries that have, you know, government-funded projects where they can spend a ton of money on this, um, they’re gonna make a more outsized impact.

But I have to say that there are these small pavilions at every Expo that always stand out to me, just because the concept is so defined, um, it’s so, uh, well executed, and the experience, um, is so personal that in, in some way, in these tiny little spaces with comparably minuscule budgets Really sometimes end up kind of emerging as maybe not the icons of Expo, but they’re the things that really stick with you, uh, long after the event.

[00:07:15] Abigail Honor: That’s really interesting ’cause we just spoke with Charles Pappas about this incredible world of world expos and how they’ve literally shaped design innovation around the globe. What did you see that struck you as truly innovative, and were there any surprises?

[00:07:30] Travis Stanton: I think probably the biggest surprise for me was, um, the Ukraine Pavilion, which is a very small space.

They set up the- their space as this m- you know, blue and gold, blue and yellow, uh, you know, Ukrainian colors, almost as if it’s a store. And there were all these items on display throughout the store, and you were given a, you know, what kind of looked like a price scanner that you would encounter in a retail environment, and you could go around and scan these objects.

And, uh, the, the theme of the exhibit was not for sale, and so when you’re scanning it, it doesn’t give you a price, but it tells you this story. So there was a, a toy you could scan, and it talked about, you know, children’s rights in Ukraine. Um, there was a piece that touched on LGBTQ rights in, in Ukraine. I think when you left, you had a greater appreciation of the devastation of war and that it’s not just about, you know, bombs and politics and policies.

You know, the, the repercussions, the ramifications for everyday people are- Mm-hmm … so significant and so, um, so devastating. Um, but you walked away with an appreciation for the cost of war, but also the resilience of the Ukrainian people. Um, so that was kind of the surprise, I think.

[00:08:46] Brenda Cowan: What are the trends that you encountered at the Expo?

What were those things that you saw and experienced that influence or you think are going to be really influencing the broader exhibits and events industry?

[00:09:02] Travis Stanton: Multimedia. I mean, the, the-

[00:09:05] Abigail Honor: Yay, can I just shout out for that?

[00:09:06] Travis Stanton: Are you excited?

[00:09:07] Abigail Honor: Yes?

[00:09:07] Travis Stanton: Okay.

[00:09:07] Abigail Honor: I do. Yes, I am very excited.

[00:09:09] Brenda Cowan: Yes, she is excited.

[00:09:09] Abigail Honor: Yes.

[00:09:10] Travis Stanton: I love it. Yeah, I mean, it- I feel like it is the biggest trend, um, and there are combination of factors that are, are pushing me toward that. Um, one is I kind of always say technology is the only enduring trend in design because everything else is cyclical, colors and textures and materials, like, but technology is always evolving.

We’re never gonna be like, “Oh, there’s this huge trend toward manual typewriters,” you know? Like, yes, okay, it might be nostalgic or whatever, but, like, 80% of the workforce isn’t gonna go back a, a step. So by the, by its very nature, I think technology just always is this, this ongoing trend, and the biggest part of that that I noticed at Expo was the, um, incorporation of multimedia technology.

In a lot of different ways. Um, some of the things that really stood out to me, um, I saw a lot of curved screens, curved LED screens, um, which I think are trending because they heighten immersion. Um, in a lot of settings, it was, um, a curved screen in front of kind of a theater area, so it almost feels like an IMAX sort of thing, or almost like you’re in an infinity room, but you’re not.

You know, it used to be flat and a certain dimension, and now it can be organic, it can be, you know, curvilinear. Um, and I think that designers are just starting to explore the, the possibilities with that. Um, I think also, just with regard to multimedia, I’m seeing a lot more transparent screens, um, that are popping up.

That, I think, is more of a novelty, um, maybe than, than anything else. Um, it adds a little bit of a wow factor. A lot of people haven’t seen it before, so especially on a big scale, it stands out. Um, the, the one use of transparent multimedia that I do think is very cool is in, like, a, almost like a lightbox setting where you’ve got a product or maybe it’s a museum display, it’s an artifact, and then you’re layering content on top of it, or you’re pointing out details, um, that the naked eye might not see.

And let’s face it, not a lot of us read those seven paragraphs of text that are on the placard next to the artwork. At Expo, there’s also a tremendous amount of projection. There has been as long as I’ve been attending Expo since 2010, but here I would say the use of it is on a different level. And a few examples, um, the Saudi Pavilion was this really beautiful, um, kind of, uh, series of structures, and at night, the courtyard became this gigantic screen that they were projecting content onto.

There’s-- I’m sure you can find videos. If not, let me know. I have videos. But it was this beautiful, beautiful presentation, um, and, and different presentations as well. But using projection to create this enormously oversized, um, theatrical kind of space made it really, really immersive. And because it was open to the elements, I was like, “Did you plan the wind?”

Like, “How did you do this?” Because there’s-- I swear the wind came in at the right moment with the music. Like, it just felt magical in that space. There was in the, uh, Kuwait Pavilion, they did a really cool interaction where they were projecting on sand, and you could dig in the sand. So it’s very tactile, obviously appeals to kids.

But I have this great video of, like, these little kids playing in it, and then grandma’s playing in it, and they both look as happy as can be Um, but they were using projections, so it was kind of like you could dig and find treasures that would be projected onto it. Um, it was almost like you were planting, um, date palms as well, and then you’re, you’re digging around, and then this palm tree kind of appears in the projection.

And a lot of really cool, um, projection onto three-dimensional elements, and I wouldn’t even say it’s a projection mapping sort of thing necessarily, but in one of my favorite pavilions, there was this huge oversized table. You could have probably fit 100 people at this table, but there were white plates at the table, and they projected onto the surface.

So at times, the plates became a functional piece of the projection. At other times, not so much. But, um, it just created these really arresting scenes, and I think Any time that you can mix 2D and 3D with whatever tools that you’re using, you know, blends that reality with the virtual world or the digital world in a way that I think will always resonate with people.

[00:13:52] Abigail Honor: Yeah. I can’t agree- Loved it … more. And I loved all of those examples. I’ve actually recently, Travis, seen, uh, material with pixels sort of stitched into it- Yeah … um, with a small pixel pitch, which got me really excited ’cause then you could wrap anything and make anything out of a screen, and I was like, “Wow.”

It just, as you mentioned earlier, technology opens the world up to creatives for us to just put things and design things and tell stories on things that we wouldn’t have been able to do or in ways that we wouldn’t have been able to do before.

[00:14:19] Travis Stanton: Yeah.

[00:14:20] Abigail Honor: Well, I also liked when you mentioned about the translucent screens ’cause they, they’ve also been around for a while, especially in use-

[00:14:26] Travis Stanton: Mm-hmm

[00:14:26] Abigail Honor: in retail, for example. And, um, I’ve seen a couple of examples recently in museums where they do exactly what you say, Travis, and they have sort of like a layered story, so you have the artifacts behind, um, and then the screen in front, and they create a dialogue basically that wouldn’t be there otherwise.

And I think with all of these technologies, they have applications, like even your beep-beep reader in the Ukraine pavilion, you know-

[00:14:53] Travis Stanton: Right …

[00:14:53] Abigail Honor: you wouldn’t… I mean, that’s sort of a fun thing you do, I guess, when you’re getting married or whenever. You beep-beep, you scan those things.

[00:15:00] Brenda Cowan: Getting married?

[00:15:01] Abigail Honor: Yeah. You know when you’re doing the registry.

[00:15:02] Travis Stanton: Well, nobody told me to do that before.

[00:15:03] Brenda Cowan: You didn’t get married.

[00:15:04] Abigail Honor: The registry. You’re like beep, beep, beep, and you scan all your products you want.

[00:15:08] Brenda Cowan: I was married a long time ago.

[00:15:09] Abigail Honor: Okay. Well, that’s, that, that’s the last time I scanned something with a little machine, beep-beep, that was doing that. So, um, it’s interesting use of technology, and as you mentioned, even nostalgic technology.

It doesn’t always have to be the latest and greatest, but they’re all tools or things that we can use to tell our stories the way that, that we perceive they need to be told, and that the concepts, to your point, are what’s really key. ’Cause you can actually use anything, it’s just the way you’re using them together with the story and how that affects the visitor when they’re there and when they leave.

That’s the sort of secret sauce we’re all looking for.

[00:15:46] Travis Stanton: Mm-hmm.

[00:15:46] Brenda Cowan: Travis, let’s talk about Storylink Creative. How is it that your work and strategy there is influenced by all of your global investigations? And how does understanding and seeing excellence around the world translate into the functions back home?

[00:16:06] Travis Stanton: Yeah, it’s fascinating. Um, to me, uh, I, I remember shortly after I, um, left Exhibitor, somebody pulled me aside, and they were like, you know, kind of half offering me a job, and they said, “There are probably only six people in the world that have seen the, the number of events and the, the variety and the- You know, really had an opportunity to look at things from a global perspective in the world, and I was like, “Who are the other five?

I would love to have lunch with them.” Um, I feel like we would have all kinds of things to talk about. But it, it is really interesting. My position at Exhibitor initially gave me the opportunity to see, um, so many trade shows, um, whether it’s a little local tabletop show for an obscure industry. Um, I recently saw that there was a spray foam convention, so there really is a convention for everything.

Or these massive, you know, multinational events, whether it’s the Olympics or World Expo or, you know, something like EuroShop. So you’re getting a global perspective, but you’re also seeing what’s happening in all of these different industries. So what happens at CES may or may not have any application to the, uh, mortuary science show.

Um, you know, I mean, it, it, it’s that diverse. But what is great about it, and what I think is so fun about what I get to bring to Storylink and to Storylink’s clients, is that perspective of being able to pull, you know, two seemingly disparate ideas together into something that will work for them. And so, uh, a couple of my favorite things that I have the opportunity to do there, one is just really being involved in concepting and ideation, uh, specifically with regard to, um, in-booth activations, um, or, like, pre-show mailers, like promotional kinds of things, um, is such a blast for me because I have such a background of reading and writing about the best of the best.

And not just, “This was really cool, and it worked,” but why did it work? Like, what was their audience? What was their messaging? Um, really breaking a concept down into its individual components. And the other piece of it really that, um, I love is, has s- kind of nothing to do with my background in the world other than, um, I’ve always championed measurement with regard to, uh, exhibit marketing and exhibit design.

Um, it can look pretty, but is it actually doing what you wanted it to do in the space? And so we’ve been working with installing sensors in trade show exhibits or event environments to really track what’s happening within the spaces, and this is something retail has been doing for decades. And if you remember back, um, Marty Smith was doing some of this work with, um, I think the company was called EthnoMetrix, in the trade show space.

But we know, okay, in a retail environment, 80% of people will turn this direction or, you know, those kinds of things about a space. Like, these are truisms that you use to make design decisions. We don’t really have that in the trade show world. And so trying to dive into the data and define some of those things, um- Is exciting and it gives us the ability to, especially if a client is using measurement on a, you know, a, a regular basis, to really make subtle changes to the space, moving elements.

It could be as simple as we’re gonna have a brand ambassador stand right here because for one reason or another, even though there’s nothing, there’s no display there, we saw a hotspot right here in the space. So we take the data, which is the quantitative side, and then the observation, which is the qualitative side, which led us to believe in this specific case that all of these people were taking two steps into the space and looking around, trying to figure out, “Where am I supposed to go?”

And if somebody didn’t approach them or they didn’t figure it out, then they moved on, but there was this weird hotspot. So let’s put a staffer there to see if somebody standing there going, “Hey, have you ever experienced this,” or, “Have you seen our new that?” Um, and directing them, uh, would increase engagement.

And just being able to play with subtle changes and seeing in real time how they impact the experience or the bottom-line results or the KPIs is really fascinating to me.

[00:20:33] Abigail Honor: That’s really cool. It is. It is amazing. That’s really cool to be able to use that. Yeah, yeah, I really like that idea. I wish that we had that in museums.

At Lorem Ipsum, we’ve been thinking a lot about how technology, and more specifically AI, is starting to shape not just how we produce work, but how we think about experience design itself. It’s less about tools replacing creativity and more about how they can extend it, whether it’s prototyping or iteration or even how we begin to structure narratives and adapt experiences to different audiences.

[00:21:02] Travis Stanton: Mm-hmm.

[00:21:02] Abigail Honor: From your perspective, Travis, looking across so much work globally, have you started to see a meaningful shift in how designers are using AI, and do you think it’s actually changing the quality or nature of the work or just the way it’s being made?

[00:21:18] Travis Stanton: We did some surveying through the Experiential Design Authority just to understand how are specifically exhibit designers using it, what are their perceptions, what have they learned, um, what works and what doesn’t work.

It definitely mirrored what you said, which is it’s not a replacement, it’s a tool. I heard that across the board. And what’s interesting is, um, one of the big headlines right around the time that I started kind of concepting this piece was the new convention center in Shanghai that was designed using AI.

When you actually dig below the layers, it was not designed by AI. They used AI to, um, run a whole bunch of tests on the design, basically to refine it. So the headlines were extremely misleading. People are using it to improve efficiencies and concepting primarily. Um, there were a couple of really interesting uses.

Uh, Wendy Jacobs from Acer Exhibits, I know, had said that one of the ways that they use it from time to time is, um, if a client comes in with all of these Um, ambiguous terms about the exhibit they want. Oh, we want something innovative and trendy and, you know. Okay, well, these words could mean 17 different things.

So they’ll push those words through AI and have it generate a mood board, and they’ll say, “Is this what you’re getting at?” Using them to write copy is something that a lot of designers are doing in terms of, like, okay, I designed this, but now I’m not necessarily a writer. I’m not a linguist. Um, how do I, you know, write that paragraph of text that’s gonna explain the design?

Because some people are visual, some people are not. I think also expediting the, uh, rendering process, the visual process, at least to get just a thumbnail view, um, is something that I’m seeing a lot of. The biggest thing for me that I worry about is if I’m building a 3D model and I’m spending a week on this thing and cutting out little paper trees or whatever, I need to get the concept right immediately.

Like, I, I’m gonna spend all of my time on that concept, and then this actually becomes just an exercise of building the model, right? Software makes that easier. Now, AI makes it even easier, and my question is, will we lose the concept? Um, the actual, like, spark of the idea that to me is the soul of any design, of any space, is that concept, that spark.

[00:23:44] Abigail Honor: Yeah. Can I jump in for a second, Travis? Yeah. ’Cause, ’cause you are correct. We sit down with clients now who’ve designed their museum they want to start to talk about at the very beginning of the whole process. Classic. Classic. They’re like, “We like this.” Yeah. Um, because you’re right, anybody now can use prompts and create a visual, and the point is, though, it’s not about creating something visual.

It’s about what are you trying to say, what are you trying to tell your visitor, and what’s the takeaway and what sets you apart from everybody else? So again, honing in on your reason to be, the story, and what you’re saying before almost jumping to visuals. You know, understanding what you’re about and what you stand for because now anybody can put a visual to that.

But until you- Mm … understand that, you can’t start challenging those visuals, which is, I think, what you need to be able to do- Well … as people give you pretty pictures that look great, but do they ladder up to the mission, the messages?

[00:24:40] Travis Stanton: And do they defy the laws of gravity? I mean- … can this be built? Is it feasible?

[00:24:45] Brenda Cowan: Right.

[00:24:46] Travis Stanton: Like, in so many cases, not. Yes, it’s beautiful, and maybe there’s an element to that we can pull into the design, but- Um, you know, gravity is still a thing.

[00:24:55] Brenda Cowan: Well, so much of what I appreciate is how, in a way, you’ve really brought us full circle, Travis. You know, you’re talking about markers and indicators of success, and that equals excellence.

So much of what you have spent your career doing has been understanding what is success-

[00:25:15] Travis Stanton: Mm-hmm …

[00:25:15] Brenda Cowan: and what is excellence, and you certainly bring a tremendous amount of excellence to the professions that you’re working with. What a pleasure talking with you.

[00:25:25] Abigail Honor: Yeah. Thank you, Travis. This has been incredibly interesting and insightful.

Yeah, thanks for joining the show.

[00:25:31] Travis Stanton: Absolutely. It’s been so much fun. Let’s do it again sometime. Yay. Maybe with drinks next time.

[00:25:35] Brenda Cowan: Oh my God. Perfect, yes. Best podcast ever.

[00:25:38] Abigail Honor: And thanks to everyone who tuned in. We hope you’ll subscribe to Matters of Experience wherever you get your podcasts. Leave us a review, share with a friend.

See you next time.

[00:25:49] Brenda Cowan: So long, everybody.

[00:25:54] Audio Engineer: Matters of Experience is produced by Lorem Ipsum Corp and recorded at Hangar Studios. Tune in next time for more fun discussions about experience design.

Travis Stanton has nearly 25 years of experience in the face-to-face marketing industry, including an 18-year tenure at Exhibitor magazine, where he served as Editor in Chief. During his time at Exhibitor, Travis launched a number of successful recognition programs created to spotlight exceptional work in the trade show and event industries, including the World Expo Awards, Portable/Modular Awards, Find It – Top 40, Centers of Excellence, EuroShop Awards, Best of CES, and Integrated Systems Europe’s Stand Design Awards. He continues that legacy at The Experiential Design Authority, an international body that oversees global experiential design competitions, honoring exhibits, events, expos, and immersive experiences. In its first year alone, TEDA hosted awards ceremonies on two different continents, presented awards to recipients representing 30 countries, and handed out more than 100 trophies. Awards and competition have always been a part of Travis’ DNA. He is proud to have earned Exhibitor three Magazine of the Year awards, and he was thrilled to receive the American Society of Business Publication Editors’ Young Leader award and countless other honors for his work as a writer and editor. Additionally, Travis won the 2011 Innovator Award and the 2019 Greg Carey Leadership Award from the Minnesota Media and Publishing Association. Travis has also worked as an associate producer of the internationally televised Miss Universe pageant, broadcasting live from the United States, El Salvador, Thailand, Mexico, Israel, and the Philippines. Now, as Director of Strategy for Storylink Creative, Travis focuses on providing clients with the tools, data, insights, and strategies to optimize their experiential marketing campaigns, utilizing hard numbers to drive continuous improvement and accomplish corporate objectives. Informed by two decades of traveling the world, attending everything from small tabletop shows to major international events (such as the 2012 Summer Olympics and IFES World Summits in India and South Africa, as well as the last six World Expos in China, South Korea, Italy, Kazakhstan, the United Arab Emirates, and Japan), Travis is a sought-after speaker, trend watcher, writer/editor, and strategist with a deep love of the experiential design industry.

[00:00:00] Abigail Honor: Welcome to Matters of Experience, the podcast where we dive into the ideas, innovations, and imagination shaping the world of designed experiences. From museums to multimedia, from architecture to AI, we explore how creativity transforms space into story. If you’re joining us for the first time, we’re so glad you’re here, and to our regular listeners, thank you for coming back and being part of the conversation.

If you enjoy what you hear, please take a moment to rate the show and share it with a friend. It helps curious minds find us. My name is Abby Honor. Hello, this is Brenda Cowan. Today, we’re talking about how experiential design is evaluated, recognized, and ultimately understood, what makes work stand out, and how the industry defines excellence across such a wide range of experiences.

Today, we welcome Travis Stanton, who has nearly 25 years of experience in the marketing industry, including an 18-year tenure at Exhibitor Magazine, where he served as editor-in-chief and the publication earned not one, not two, but three- Three … Magazine of the Year awards. During his time there, Travis launched several major recognition programs spotlighting exceptional work in the trade show and event industries, including the World Expo Awards, Portable Modular Awards, and Best of CES.

He continues that legacy at the Experiential Design Authority, an international body overseeing global experiential design competitions across exhibits, events, expos, and immersive experiences. In its first year alone, TEDA… Is that how you pronounce it?

[00:01:42] Travis Stanton: I’ve kind of lately been saying TEDA, but I don’t know if I like it.

So you say however you want to. Okay.

[00:01:48] Brenda Cowan: In its- Everything Abby says sounds really pretty.

[00:01:52] Travis Stanton: I know.

[00:01:52] Brenda Cowan: Isn’t it?

[00:01:52] Travis Stanton: I want her to read all my audiobooks.

[00:01:54] Brenda Cowan: It’s so true. Yeah.

[00:01:56] Abigail Honor: In its first year alone, TEDA hosted ceremonies on two continents, presented awards to recipients from 30 countries, and awarded more than 100 trophies.

[00:02:06] Brenda Cowan: Oh my gosh.

[00:02:07] Abigail Honor: It’s kind of incredible.

[00:02:08] Brenda Cowan: It really is.

[00:02:09] Abigail Honor: That’s awesome.

It’s obviously very vital and very much needed. But fun fact, Travis also worked as an associate producer on the internationally televised Miss Universe pageant, broadcasting live from the US, El Salvador, Thailand, Mexico, Israel, and the Philippines.

Now, as director of strategy at Storylink Creative, Travis focuses on helping clients use data insights and strategy to optimize their marketing efforts and drive meaningful results. Wow. Travis, welcome to the show.

[00:02:38] Brenda Cowan: Welcome.

[00:02:39] Travis Stanton: I’m so excited to be here.

[00:02:41] Brenda Cowan: Let’s begin with your most recent awards for excellence in design at the World Expo in Osaka.

As a seasoned experiential marketing expert, you led the judging and the presentation of the World Expo Olympics, dubbed the Olympics of Experiential Design. To recognize the best pavilions, the ceremony was held at the USA Pavilion in Osaka, featuring finalists across categories including best large, medium, and small pavilion, thematic concept, and exhibit design.

Good grief, that I’m exhausted even just thinking about the scope of that particular work. How did you approach reviewing and awarding these top pavilions?

[00:03:28] Travis Stanton: The World Expo, it is such a massive event. Um, it’s very difficult to digest the whole thing. Um, we started reaching out to pavilions months in advance, to the designers, the organizers, the fabricators of these, um, you know, really incredible experiential spaces, and encouraging them to enter.

So you did have to enter in order to be considered, which for us just makes it manageable.

[00:03:56] Brenda Cowan: Mm-hmm. Mm-hmm.

[00:03:56] Travis Stanton: Um, really covering everything that Expo has to offer would probably take you a month or more. It’s such a big event. It is such a well-attended event. There were days that we were there on site in Osaka that there were order- over a quarter million people at the event that one day.

[00:04:14] Brenda Cowan: Wow.

[00:04:14] Travis Stanton: So lines are enormous. Just getting into the spaces is one thing, but then being able to spend enough time in each of the pavilions to really digest what’s happening, to ask questions, um, to find out the significance of this display or the concept behind that presentation- It’s almost an impossibility.

Um, so the entry process did require people to submit, um, information so that we were kind of going in with a little bit of a background on each space and could really focus our time to make the most of our experience there. So we assigned a panel of, um… I don’t remember the exact number. I wanna say it was, like, 20 or so, um, judges representing different aspects of experiential design.

It was really important to me that it be a diverse panel, um, internationally, because Expo is designed not just to appeal to US designers, you know-

[00:05:08] Brenda Cowan: Right …

[00:05:08] Travis Stanton: not just to appeal to US consumers. So we brought in some really incredible folks, um, you know, who are doing incredible work within each of their own countries.

A lot of them obviously are doing work on a more global scale. Um, some of them attended Expo in person, some of them didn’t, and there is a little bit of a rationale behind that, which is that Expo is also not designed just for the people who can attend. Um, a significant portion of the attendance in Osaka was, of course, Japanese, but it meant that there was a smaller representation from people from the US, from the Middle East, from Africa.

But the pavilions still need to speak to them as well, because Expo is like a time capsule, um, of what’s happening in the world at that time, what the technology is in that moment. And, um, so a lot of people were gonna experience Expo from photos, from videos, uh, from reading media coverage from afar. So we really wanted the winners to be not just things that worked in person, but also ideas that translated, um, to, you know, other cultures that still reached people, um, all over.

You know, one of the differentiating factors is creativity. What do they decide is gonna be their story, and how do they tell it? Another big differentiating factor, unfortunately, is space and budget. You know, how big of a space do you have, and how much money do you have to put behind it? Um, of course, a lot of times the, the, the countries that have, you know, government-funded projects where they can spend a ton of money on this, um, they’re gonna make a more outsized impact.

But I have to say that there are these small pavilions at every Expo that always stand out to me, just because the concept is so defined, um, it’s so, uh, well executed, and the experience, um, is so personal that in, in some way, in these tiny little spaces with comparably minuscule budgets Really sometimes end up kind of emerging as maybe not the icons of Expo, but they’re the things that really stick with you, uh, long after the event.

[00:07:15] Abigail Honor: That’s really interesting ’cause we just spoke with Charles Pappas about this incredible world of world expos and how they’ve literally shaped design innovation around the globe. What did you see that struck you as truly innovative, and were there any surprises?

[00:07:30] Travis Stanton: I think probably the biggest surprise for me was, um, the Ukraine Pavilion, which is a very small space.

They set up the- their space as this m- you know, blue and gold, blue and yellow, uh, you know, Ukrainian colors, almost as if it’s a store. And there were all these items on display throughout the store, and you were given a, you know, what kind of looked like a price scanner that you would encounter in a retail environment, and you could go around and scan these objects.

And, uh, the, the theme of the exhibit was not for sale, and so when you’re scanning it, it doesn’t give you a price, but it tells you this story. So there was a, a toy you could scan, and it talked about, you know, children’s rights in Ukraine. Um, there was a piece that touched on LGBTQ rights in, in Ukraine. I think when you left, you had a greater appreciation of the devastation of war and that it’s not just about, you know, bombs and politics and policies.

You know, the, the repercussions, the ramifications for everyday people are- Mm-hmm … so significant and so, um, so devastating. Um, but you walked away with an appreciation for the cost of war, but also the resilience of the Ukrainian people. Um, so that was kind of the surprise, I think.

[00:08:46] Brenda Cowan: What are the trends that you encountered at the Expo?

What were those things that you saw and experienced that influence or you think are going to be really influencing the broader exhibits and events industry?

[00:09:02] Travis Stanton: Multimedia. I mean, the, the-

[00:09:05] Abigail Honor: Yay, can I just shout out for that?

[00:09:06] Travis Stanton: Are you excited?

[00:09:07] Abigail Honor: Yes?

[00:09:07] Travis Stanton: Okay.

[00:09:07] Abigail Honor: I do. Yes, I am very excited.

[00:09:09] Brenda Cowan: Yes, she is excited.

[00:09:09] Abigail Honor: Yes.

[00:09:10] Travis Stanton: I love it. Yeah, I mean, it- I feel like it is the biggest trend, um, and there are combination of factors that are, are pushing me toward that. Um, one is I kind of always say technology is the only enduring trend in design because everything else is cyclical, colors and textures and materials, like, but technology is always evolving.

We’re never gonna be like, “Oh, there’s this huge trend toward manual typewriters,” you know? Like, yes, okay, it might be nostalgic or whatever, but, like, 80% of the workforce isn’t gonna go back a, a step. So by the, by its very nature, I think technology just always is this, this ongoing trend, and the biggest part of that that I noticed at Expo was the, um, incorporation of multimedia technology.

In a lot of different ways. Um, some of the things that really stood out to me, um, I saw a lot of curved screens, curved LED screens, um, which I think are trending because they heighten immersion. Um, in a lot of settings, it was, um, a curved screen in front of kind of a theater area, so it almost feels like an IMAX sort of thing, or almost like you’re in an infinity room, but you’re not.

You know, it used to be flat and a certain dimension, and now it can be organic, it can be, you know, curvilinear. Um, and I think that designers are just starting to explore the, the possibilities with that. Um, I think also, just with regard to multimedia, I’m seeing a lot more transparent screens, um, that are popping up.

That, I think, is more of a novelty, um, maybe than, than anything else. Um, it adds a little bit of a wow factor. A lot of people haven’t seen it before, so especially on a big scale, it stands out. Um, the, the one use of transparent multimedia that I do think is very cool is in, like, a, almost like a lightbox setting where you’ve got a product or maybe it’s a museum display, it’s an artifact, and then you’re layering content on top of it, or you’re pointing out details, um, that the naked eye might not see.

And let’s face it, not a lot of us read those seven paragraphs of text that are on the placard next to the artwork. At Expo, there’s also a tremendous amount of projection. There has been as long as I’ve been attending Expo since 2010, but here I would say the use of it is on a different level. And a few examples, um, the Saudi Pavilion was this really beautiful, um, kind of, uh, series of structures, and at night, the courtyard became this gigantic screen that they were projecting content onto.

There’s-- I’m sure you can find videos. If not, let me know. I have videos. But it was this beautiful, beautiful presentation, um, and, and different presentations as well. But using projection to create this enormously oversized, um, theatrical kind of space made it really, really immersive. And because it was open to the elements, I was like, “Did you plan the wind?”

Like, “How did you do this?” Because there’s-- I swear the wind came in at the right moment with the music. Like, it just felt magical in that space. There was in the, uh, Kuwait Pavilion, they did a really cool interaction where they were projecting on sand, and you could dig in the sand. So it’s very tactile, obviously appeals to kids.

But I have this great video of, like, these little kids playing in it, and then grandma’s playing in it, and they both look as happy as can be Um, but they were using projections, so it was kind of like you could dig and find treasures that would be projected onto it. Um, it was almost like you were planting, um, date palms as well, and then you’re, you’re digging around, and then this palm tree kind of appears in the projection.

And a lot of really cool, um, projection onto three-dimensional elements, and I wouldn’t even say it’s a projection mapping sort of thing necessarily, but in one of my favorite pavilions, there was this huge oversized table. You could have probably fit 100 people at this table, but there were white plates at the table, and they projected onto the surface.

So at times, the plates became a functional piece of the projection. At other times, not so much. But, um, it just created these really arresting scenes, and I think Any time that you can mix 2D and 3D with whatever tools that you’re using, you know, blends that reality with the virtual world or the digital world in a way that I think will always resonate with people.

[00:13:52] Abigail Honor: Yeah. I can’t agree- Loved it … more. And I loved all of those examples. I’ve actually recently, Travis, seen, uh, material with pixels sort of stitched into it- Yeah … um, with a small pixel pitch, which got me really excited ’cause then you could wrap anything and make anything out of a screen, and I was like, “Wow.”

It just, as you mentioned earlier, technology opens the world up to creatives for us to just put things and design things and tell stories on things that we wouldn’t have been able to do or in ways that we wouldn’t have been able to do before.

[00:14:19] Travis Stanton: Yeah.

[00:14:20] Abigail Honor: Well, I also liked when you mentioned about the translucent screens ’cause they, they’ve also been around for a while, especially in use-

[00:14:26] Travis Stanton: Mm-hmm

[00:14:26] Abigail Honor: in retail, for example. And, um, I’ve seen a couple of examples recently in museums where they do exactly what you say, Travis, and they have sort of like a layered story, so you have the artifacts behind, um, and then the screen in front, and they create a dialogue basically that wouldn’t be there otherwise.

And I think with all of these technologies, they have applications, like even your beep-beep reader in the Ukraine pavilion, you know-

[00:14:53] Travis Stanton: Right …

[00:14:53] Abigail Honor: you wouldn’t… I mean, that’s sort of a fun thing you do, I guess, when you’re getting married or whenever. You beep-beep, you scan those things.

[00:15:00] Brenda Cowan: Getting married?

[00:15:01] Abigail Honor: Yeah. You know when you’re doing the registry.

[00:15:02] Travis Stanton: Well, nobody told me to do that before.

[00:15:03] Brenda Cowan: You didn’t get married.

[00:15:04] Abigail Honor: The registry. You’re like beep, beep, beep, and you scan all your products you want.

[00:15:08] Brenda Cowan: I was married a long time ago.

[00:15:09] Abigail Honor: Okay. Well, that’s, that, that’s the last time I scanned something with a little machine, beep-beep, that was doing that. So, um, it’s interesting use of technology, and as you mentioned, even nostalgic technology.

It doesn’t always have to be the latest and greatest, but they’re all tools or things that we can use to tell our stories the way that, that we perceive they need to be told, and that the concepts, to your point, are what’s really key. ’Cause you can actually use anything, it’s just the way you’re using them together with the story and how that affects the visitor when they’re there and when they leave.

That’s the sort of secret sauce we’re all looking for.

[00:15:46] Travis Stanton: Mm-hmm.

[00:15:46] Brenda Cowan: Travis, let’s talk about Storylink Creative. How is it that your work and strategy there is influenced by all of your global investigations? And how does understanding and seeing excellence around the world translate into the functions back home?

[00:16:06] Travis Stanton: Yeah, it’s fascinating. Um, to me, uh, I, I remember shortly after I, um, left Exhibitor, somebody pulled me aside, and they were like, you know, kind of half offering me a job, and they said, “There are probably only six people in the world that have seen the, the number of events and the, the variety and the- You know, really had an opportunity to look at things from a global perspective in the world, and I was like, “Who are the other five?

I would love to have lunch with them.” Um, I feel like we would have all kinds of things to talk about. But it, it is really interesting. My position at Exhibitor initially gave me the opportunity to see, um, so many trade shows, um, whether it’s a little local tabletop show for an obscure industry. Um, I recently saw that there was a spray foam convention, so there really is a convention for everything.

Or these massive, you know, multinational events, whether it’s the Olympics or World Expo or, you know, something like EuroShop. So you’re getting a global perspective, but you’re also seeing what’s happening in all of these different industries. So what happens at CES may or may not have any application to the, uh, mortuary science show.

Um, you know, I mean, it, it, it’s that diverse. But what is great about it, and what I think is so fun about what I get to bring to Storylink and to Storylink’s clients, is that perspective of being able to pull, you know, two seemingly disparate ideas together into something that will work for them. And so, uh, a couple of my favorite things that I have the opportunity to do there, one is just really being involved in concepting and ideation, uh, specifically with regard to, um, in-booth activations, um, or, like, pre-show mailers, like promotional kinds of things, um, is such a blast for me because I have such a background of reading and writing about the best of the best.

And not just, “This was really cool, and it worked,” but why did it work? Like, what was their audience? What was their messaging? Um, really breaking a concept down into its individual components. And the other piece of it really that, um, I love is, has s- kind of nothing to do with my background in the world other than, um, I’ve always championed measurement with regard to, uh, exhibit marketing and exhibit design.

Um, it can look pretty, but is it actually doing what you wanted it to do in the space? And so we’ve been working with installing sensors in trade show exhibits or event environments to really track what’s happening within the spaces, and this is something retail has been doing for decades. And if you remember back, um, Marty Smith was doing some of this work with, um, I think the company was called EthnoMetrix, in the trade show space.

But we know, okay, in a retail environment, 80% of people will turn this direction or, you know, those kinds of things about a space. Like, these are truisms that you use to make design decisions. We don’t really have that in the trade show world. And so trying to dive into the data and define some of those things, um- Is exciting and it gives us the ability to, especially if a client is using measurement on a, you know, a, a regular basis, to really make subtle changes to the space, moving elements.

It could be as simple as we’re gonna have a brand ambassador stand right here because for one reason or another, even though there’s nothing, there’s no display there, we saw a hotspot right here in the space. So we take the data, which is the quantitative side, and then the observation, which is the qualitative side, which led us to believe in this specific case that all of these people were taking two steps into the space and looking around, trying to figure out, “Where am I supposed to go?”

And if somebody didn’t approach them or they didn’t figure it out, then they moved on, but there was this weird hotspot. So let’s put a staffer there to see if somebody standing there going, “Hey, have you ever experienced this,” or, “Have you seen our new that?” Um, and directing them, uh, would increase engagement.

And just being able to play with subtle changes and seeing in real time how they impact the experience or the bottom-line results or the KPIs is really fascinating to me.

[00:20:33] Abigail Honor: That’s really cool. It is. It is amazing. That’s really cool to be able to use that. Yeah, yeah, I really like that idea. I wish that we had that in museums.

At Lorem Ipsum, we’ve been thinking a lot about how technology, and more specifically AI, is starting to shape not just how we produce work, but how we think about experience design itself. It’s less about tools replacing creativity and more about how they can extend it, whether it’s prototyping or iteration or even how we begin to structure narratives and adapt experiences to different audiences.

[00:21:02] Travis Stanton: Mm-hmm.

[00:21:02] Abigail Honor: From your perspective, Travis, looking across so much work globally, have you started to see a meaningful shift in how designers are using AI, and do you think it’s actually changing the quality or nature of the work or just the way it’s being made?

[00:21:18] Travis Stanton: We did some surveying through the Experiential Design Authority just to understand how are specifically exhibit designers using it, what are their perceptions, what have they learned, um, what works and what doesn’t work.

It definitely mirrored what you said, which is it’s not a replacement, it’s a tool. I heard that across the board. And what’s interesting is, um, one of the big headlines right around the time that I started kind of concepting this piece was the new convention center in Shanghai that was designed using AI.

When you actually dig below the layers, it was not designed by AI. They used AI to, um, run a whole bunch of tests on the design, basically to refine it. So the headlines were extremely misleading. People are using it to improve efficiencies and concepting primarily. Um, there were a couple of really interesting uses.

Uh, Wendy Jacobs from Acer Exhibits, I know, had said that one of the ways that they use it from time to time is, um, if a client comes in with all of these Um, ambiguous terms about the exhibit they want. Oh, we want something innovative and trendy and, you know. Okay, well, these words could mean 17 different things.

So they’ll push those words through AI and have it generate a mood board, and they’ll say, “Is this what you’re getting at?” Using them to write copy is something that a lot of designers are doing in terms of, like, okay, I designed this, but now I’m not necessarily a writer. I’m not a linguist. Um, how do I, you know, write that paragraph of text that’s gonna explain the design?

Because some people are visual, some people are not. I think also expediting the, uh, rendering process, the visual process, at least to get just a thumbnail view, um, is something that I’m seeing a lot of. The biggest thing for me that I worry about is if I’m building a 3D model and I’m spending a week on this thing and cutting out little paper trees or whatever, I need to get the concept right immediately.

Like, I, I’m gonna spend all of my time on that concept, and then this actually becomes just an exercise of building the model, right? Software makes that easier. Now, AI makes it even easier, and my question is, will we lose the concept? Um, the actual, like, spark of the idea that to me is the soul of any design, of any space, is that concept, that spark.

[00:23:44] Abigail Honor: Yeah. Can I jump in for a second, Travis? Yeah. ’Cause, ’cause you are correct. We sit down with clients now who’ve designed their museum they want to start to talk about at the very beginning of the whole process. Classic. Classic. They’re like, “We like this.” Yeah. Um, because you’re right, anybody now can use prompts and create a visual, and the point is, though, it’s not about creating something visual.

It’s about what are you trying to say, what are you trying to tell your visitor, and what’s the takeaway and what sets you apart from everybody else? So again, honing in on your reason to be, the story, and what you’re saying before almost jumping to visuals. You know, understanding what you’re about and what you stand for because now anybody can put a visual to that.

But until you- Mm … understand that, you can’t start challenging those visuals, which is, I think, what you need to be able to do- Well … as people give you pretty pictures that look great, but do they ladder up to the mission, the messages?

[00:24:40] Travis Stanton: And do they defy the laws of gravity? I mean- … can this be built? Is it feasible?

[00:24:45] Brenda Cowan: Right.

[00:24:46] Travis Stanton: Like, in so many cases, not. Yes, it’s beautiful, and maybe there’s an element to that we can pull into the design, but- Um, you know, gravity is still a thing.

[00:24:55] Brenda Cowan: Well, so much of what I appreciate is how, in a way, you’ve really brought us full circle, Travis. You know, you’re talking about markers and indicators of success, and that equals excellence.

So much of what you have spent your career doing has been understanding what is success-

[00:25:15] Travis Stanton: Mm-hmm …

[00:25:15] Brenda Cowan: and what is excellence, and you certainly bring a tremendous amount of excellence to the professions that you’re working with. What a pleasure talking with you.

[00:25:25] Abigail Honor: Yeah. Thank you, Travis. This has been incredibly interesting and insightful.

Yeah, thanks for joining the show.

[00:25:31] Travis Stanton: Absolutely. It’s been so much fun. Let’s do it again sometime. Yay. Maybe with drinks next time.

[00:25:35] Brenda Cowan: Oh my God. Perfect, yes. Best podcast ever.

[00:25:38] Abigail Honor: And thanks to everyone who tuned in. We hope you’ll subscribe to Matters of Experience wherever you get your podcasts. Leave us a review, share with a friend.

See you next time.

[00:25:49] Brenda Cowan: So long, everybody.

[00:25:54] Audio Engineer: Matters of Experience is produced by Lorem Ipsum Corp and recorded at Hangar Studios. Tune in next time for more fun discussions about experience design.

From Expo Pavilions to Immersive Futures

From Expo Pavilions to Immersive Futures

05/13/26
“Nobody Has a Good Idea at First” — Inside the Messy Truth of Creativity

“Nobody Has a Good Idea at First” — Inside the Messy Truth of Creativity

04/23/26
Listen on Apple Podcasts and Spotify
What does it take to turn a blank space into an unforgettable experience? In this episode, Carl Rhodes—Creative Director and exhibit design veteran—pulls back the curtain on the creative journey behind today’s most engaging museums. Starting as a painter unsure of his path, Carl shares how a willingness to explore led him into exhibition design, where storytelling, space, and technology intersect. He discusses how great ideas rarely arrive fully formed, but instead emerge through collaboration, iteration, and a bit of creative chaos. From rethinking how visitors connect with history to shaping experiences that resonate emotionally, Carl explores how narrative and physical interaction influence what we remember. Along the way, the conversation tackles key questions: When should designers enter the process? How do you balance innovation with authenticity? And what role should AI play in creative work? It’s an honest, thought-provoking look at designing experiences that truly connect.
Carl Rhodes is a Creative Director at G&A, with over two decades of experience shaping immersive museum experiences. Originally trained in fine art, he began his career exploring painting, murals, and digital design before discovering a passion for exhibition design. Known for blending storytelling with physical and digital environments, Carl creates authentic, engaging, and memorable visitor experiences. His award-winning work includes projects such as the U.S. Olympic & Paralympic Museum and the National World War II Museum. A collaborative leader, he values curiosity, experimentation, and craft, striving to push creative boundaries while maintaining a strong human connection in every project.

[00:00:00] Abigail Honor: Welcome to Matters of Experience, a podcast produced by Laura mso, an experience design company headquartered in New York City. Our podcast explores a creativity, innovation, and psychology driving design experiences. If you new a hearty welcome and to our regular listeners. Thanks for tuning in and supporting our conversation.

My name is Abby Honor.

[00:00:26] Brenda Cowen: And my name is Brenda Cowen. Hello everyone.

[00:00:29] Abigail Honor: Now, today we are joined in the studio by Carl Rhodes, creative director for exhibits at g and a, and someone who’s been shaping how we experience museums for over two decades.

[00:00:42] Carl Rhodes: Oh, dear…

[00:00:43] Abigail Honor: He’s a storyteller at heart, equally fluent in physical space and digital tools.

He strives to make each project authentic, tangible, and memorable. Carl’s work has earned him multiple SEG Global Design Awards, a design award, a Muse award. The list goes on. Carl’s work includes projects like the US Olympic and Paralympic Museum, the National World War II Museum, and Coca-Cola’s Vault of the Secret Formula, which is a fantastic.

Stick title, I think for, mm-hmm. An exhibition. But when he’s not redefining how he experienced exhibits, he’s in his painting studio or being critiqued on his karate form by his daughter, which I’m hoping won’t come into play in this conversation. If it goes a bit. Watch your step out again. I just moved away a bit.

So, Carl, welcome to the show.

[00:01:31] Carl Rhodes: Thank you, Abby. Thank you, Brenda. I’m really excited to be here. This is gonna be a lot of fun.

[00:01:35] Abigail Honor: Carl, you started in fine arts and I, I love the first time I got on a Zoom call with you. I saw those paintings behind you. And as a fellow painter, I know it’s a, an isolated way to create and somehow you found your way into exhibition design, uh, which is anything but isolated.

What was that moment when you realized sort of like this is where you’re meant to be, or was it more of a stumbling into it?

[00:01:59] Carl Rhodes: I was definitely a stumbling into it. After I got outta risd, I really wanted to be a fine artist and I thought I was gonna make a go at it, so I spent a lot of time jumping around doing, I worked on murals, I worked on oil paintings.

I had a gallery that I was working with at the time. I was freelancing as a graphic designer. I taught myself web design at the time. I just wanted to do everything, and then it was really. People said, you have to find one thing you’re good at and you have to do one thing well. And I said, I really don’t know what that is yet.

I don’t want to do that yet. And so I just kept searching and scratching around. And then when I found an opportunity to work at a firm that designed and built exhibits, I thought, this sounds really interesting. And I think I can do that.

[00:02:40] Abigail Honor: You were right.

[00:02:41] Carl Rhodes: It was

[00:02:41] Abigail Honor: a good hunch.

[00:02:42] Carl Rhodes: And you know, fortunately the door was open to me and I got a foot in the door.

[00:02:45] Abigail Honor: I think that’s super nice though, isn’t it? Really interesting. I like that Carl has, and he still has multiple talents. He balances the art, the technology.

[00:02:53] Brenda Cowen: Mm-hmm.

[00:02:53] Abigail Honor: Sort of the leadership that we’re getting into later, but the idea of not forcing yourself into a vocation too soon. Right. It sounds like you took your time getting into it.

[00:03:01] Brenda Cowen: This is the kind of thing when we’re bringing students into our degree program, actually we are listening for very much so what you just described, which is a person who is almost insatiable, say like somebody who wants the, the whole buffet. Right, and because you’re excited by many different things, you’re curious about many different things you enjoy doing and making many different kinds of things.

And it’s almost too bad that folks were saying, Hey, you know, find your niche or whatever. And you certainly did end up in the perfect business. We’re really curious to hear from you about being a director. And what it means to direct a process. What does it mean to you to be working with objects, working with story, working with media, and really directing that kind of a process?

[00:03:53] Carl Rhodes: I don’t think I start with directing. I start with, you know, being a sponge, taking it all in, listening, thinking about, you know, what is it about this project? What opportunities are here? What’s my point of interest? What’s my entry into this project? And I have to get myself excited about it.

[00:04:08] Brenda Cowen: Mm-hmm.

[00:04:09] Carl Rhodes: And then it’s a, a matter of, you know, exploring that myself, but also bringing the rest of the team into that discussion so they can collaborate and, and I want them to be as excited about the opportunities as I am.

Yeah. Um, we also kind of have to get. A little bit on the same page, right? We have to scratch around a bit and we have to find, is this something physical about this space that is a constraint or an opportunity? Is there something about the subject matter? Is there something about the way the story is told that we could do in a different way?

Is there a design element that we could key into? So it’s really a matter of finding a place to start and then going and letting everyone know, okay, go, go explore in this sandbox now. Mm-hmm. And then we’ll come back and regroup and take it from there. It’s a messy business. I’m not gonna lie. It’s never a straight line.

[00:04:49] Abigail Honor: I’ve just led Brenda to a perfect client question.

[00:04:52] Brenda Cowen: Okay. We are actually interested in talking about how it is that you navigate with clients and folks who come in with really fixed ideas. About what they want, um, and, you know, uh, who want a particular thing, have a particular vision, and are really kind of fixed in their thinking.

Um, or how do you navigate with clients who just have no idea at all? Which I’ve never experienced. Yeah. I have to say. Have you ever experienced

[00:05:19] Abigail Honor: No.

[00:05:20] Brenda Cowen: I’ve never experienced

[00:05:20] Abigail Honor: that. Have you experienced

[00:05:21] Carl Rhodes: I, I’ve, we’ve had clients that came and say, we, we don’t know what we want this to be. We just want you guys to knock our socks off.

Just go for it. So that’s definitely happened when we’ve also had clients that really knew exactly what they wanted. I found when that happens, you can. Ignore their request.

[00:05:40] Brenda Cowen: No, indeed. Yeah.

[00:05:41] Carl Rhodes: So it’s probably a good idea to start, you know, on with what they want to do and then maybe broaden out from there and try some other.

Either completely different approaches or variations and see if there’s something broad or something bigger that can be done, or, you know, maybe their idea is incredible from day one. So

[00:05:59] Brenda Cowen: Listeners, he’s got a big smile on his face, uh, Carl does as he’s saying that,

[00:06:06] Abigail Honor: But nobody has a great idea from day one.

Nobody.

[00:06:09] Carl Rhodes: No, it’s just a mushy piece of clay.

[00:06:11] Abigail Honor: Yep. It’s a sort of like half baked kind of, maybe this sort of I’ve got a good feeling.

[00:06:16] Carl Rhodes: Yeah. Like I had a dream and I came to me in the dream and now it’s just, you know, fading away slowly. So

[00:06:22] Abigail Honor: It’s exactly that.

[00:06:23] Brenda Cowen: Love the way you think about our, our creative process.

[00:06:26] Abigail Honor: So when you work on more large scale projects with multiple vendors or collaborators, I find sort of communication is specifically. Keeping everyone in the loop, can you tell what I’m working on right now? It’s all about keeping people in the loop, um, as sort of even when like a really small decision’s made, making sure everybody knows that we changed that is like really important and often really difficult because you don’t wanna overwhelm people with whether you are using slack or texts or emails or whatever it is, but you really need to make sure everybody’s all on the same page, especially when some of these projects are in a fast forward like tight turnaround. So what have you learned about building teams across disciplines?

[00:07:06] Carl Rhodes: I mean, I’ve been working with partners outside of our firm since I first started, and that’s been one of the things I really loved about working in this industry, working with lighting designers and AV hardware designers and media designers and curators and historians and people that had completely different fields of expertise then than I did.

Um, and so. When we’re collaborating, I think, um, it’s a constant part of our process, but also when do we bring people into different parts of the discussion? We have to have something in place to build upon and then we, we introduce them into the conversation. So where would you go from here? What would you do?

We can’t give someone a blank piece of paper and say, you. You know, okay, gimme, gimme a lighting design or something. So

[00:07:46] Abigail Honor: Yeah, if only, although I, I do wanna talk to you also about like when we are brought in, because I feel like exhibit designers are often, uh. Brought in too late. Mm-hmm. Like I want an architect to be hired and the first thing they say is, who’s the exhibit design company?

Right. Like before the building’s even been dreamt up. Um, so where do you think we should be brought in? ’cause I don’t know how to. Increase the volume of our profession to all of these group of people who are building these museums often for the first time and leave us too late, where we’re sort of pulling at the scraps and everything’s already decided.

[00:08:29] Carl Rhodes: Mm-hmm.

[00:08:29] Abigail Honor: But it really affects what we want to create. So I’m curious to see what you say in terms of when you think an ideal time is to have, have you at the table.

[00:08:38] Carl Rhodes: I mean, I’ve actually had that question kind of inverted and say, should we be actually starting

[00:08:43] Abigail Honor: mm-hmm.

[00:08:43] Carl Rhodes: Starting the discussion. Should it be about what, what is the visitor experience, goals for the project first, and let’s start there.

Yeah. Um,

[00:08:51] Brenda Cowen: ideal.

[00:08:52] Carl Rhodes: Yeah. I’ve had some of my favorite projects are the ones where we’ve been in partnership with the architects since the very beginning. Mm-hmm. And we could help shape, how do you know, here’s where we wanna start this experience and here’s how it’s gonna build. And we think, and I think about it.

Almost like a movie or,

[00:09:06] Brenda Cowen: yeah.

[00:09:06] Carl Rhodes: You know, this is act one, and this is Act two, and this builds on the previous space or the previous idea. Then think about how they all work together. So you know, by the time you have experienced them all as a series, they’ve all come together and made a cohesive experience for you.

That’s what we can do when we work closely with the architect.

[00:09:27] Abigail Honor: That was eloquently explained. We just need to figure out a infrastructure of how we could get a room full of people and explain that to them. Because I was just sitting in a room full of architects and it was about, again, the star architect.

The building. The building, the building. And that’s great for PR when it opens, but people are going for the inside and they’ll be going year after year after year. And if you’ve built a building for 250, 300, 400, $500 million. You’ve not thought about the inside enough. It’s, it’s a second thought, which to your point, I think should be the first thought, especially when you’re talking about leisure, time of families.

[00:10:02] Brenda Cowen: Mm-hmm.

[00:10:03] Abigail Honor: They need to have fun, they need to be educated, otherwise they just won’t come anymore. ’cause we can all travel, you know, antiquities in a museum that’s all full of a lot of controversy and issues right now, that is not enough to get people. Excited about history and bringing their family. I love history.

Absolutely love, love bringing it to life, really passionate about it. And I think we’ve just been doing it in a very dated, traditional way and that that needs to stop like yesterday.

[00:10:28] Brenda Cowen: We’re curious to hear if you think that designers today are really given the time that they need to be able to figure things out.

Um, or do you feel that processes have become maybe more. Or too contrived, or too controlled. Do you see a lot of freedom in ways that you think is really important?

[00:10:48] Carl Rhodes: Hmm. Just because somebody’s been given the freedom to explore and try things out doesn’t necessarily mean when you all regroup that you’ve, you’ve nailed it.

[00:10:57] Brenda Cowen: Right?

[00:10:57] Carl Rhodes: Right. I mean, that, that might just be, okay, we got that out of the way, now we can start.

[00:11:01] Brenda Cowen: Mm-hmm. Yeah. Mm-hmm.

[00:11:02] Carl Rhodes: Right. So I think you need to consider that in the process that, hey, your first stab, your first, you know, uh, right outta the gate may not be what we’re gonna do.

[00:11:10] Brenda Cowen: Mm-hmm.

[00:11:11] Carl Rhodes: Right. And so we have to be honest about that and look at it and say, okay, go.

That was a great first exploration. Let’s, let’s try again and regroup on and, and, and throw out some more ideas.

[00:11:20] Abigail Honor: Where do you feel the discomfort when you are truly trying to be creative in a team?

[00:11:25] Carl Rhodes: I’m a visual communicator. Mm-hmm. So the words are always a little harder than just seeing it, you know, just, okay, that sounds great.

Now show it to me.

[00:11:33] Abigail Honor: Right.

[00:11:33] Carl Rhodes: Okay. Now show it to me this other way. Or Now I need to go explore it for a bit. So I, you know, sometimes it’s just, you know it when you see it, and that’s just, it’s not gonna get any easier than that.

[00:11:43] Abigail Honor: Yeah. No, you’re right. But is that something that comes with experience or do you feel like 20 plus years ago you knew it?

When you see it, then how much of it is intrinsic in your skill and ability and talent, and how much has learned?

[00:11:58] Carl Rhodes: I’ve got a pretty big, um, toolkit at my disposal of and know I did, uh, 3D visualization and renderings for many years. I started, I, you know, early on I, I was interested in doing sculptures and I did a lot of pre-visualization.

It was really because I couldn’t explain the idea at all, and I just needed the visuals to do that work for me. And I’ve still kind of, in some ways I still work that way. I want the visuals to be so strong and communicate so clearly that my voiceovers. Hardly necessary in some cases, but to get to that requires a bit of work.

[00:12:31] Brenda Cowen: Mm-hmm.

[00:12:31] Carl Rhodes: Um, and you can do that with a quick sketch. I had a, um, a professor back at RISD and he said, you know, if you can work on something for a year or you can work on it for five minutes, and the, and whoever’s looking at it, is it gonna experience in the same amount of time? Oh.

[00:12:44] Abigail Honor: Mm-hmm. That’s a good point.

Yeah,

[00:12:45] Brenda Cowen: absolutely. Let’s talk about the US Olympic and Paralympic Museum logo story. Speaking of creative process, you wanna share that? Uh, um

[00:12:56] Carl Rhodes: Sure, sure.

[00:12:57] Brenda Cowen: That process with us?

[00:12:58] Carl Rhodes: Sure. I think it was in the point of the project where the name of the project was transitioning from the US Olympic Museum to the US Olympic and Paralympic Museum, and it didn’t have its own identity yet.

And excuse me if I mispronounce her name, but Chermayeff & Geismar & Haviv. We’re doing a presentation of the logo, and they kind of went through and they had a different process for presentation, which was, you know, they started with, here’s all the inputs, here’s everything that we’ve gathered from you, and here’s what’s informing our process.

And then they started off with, Hey, we tried this and it didn’t work, and then we tried this and it didn’t work. And then we tried this and this was a little better, but it still didn’t work. And then they finally led up to the final logo. And they animated the final logo and you just, by the time that came up, you just believed it.

You said, this is it. And there’s no questioning that. This is obviously the logo. It’s fantastic. And I just love the simplicity of their presentation and I bring it back to my own work and how can I simplify this message and also share some of that creative process with the client when I can. Yeah, when it makes sense, you know, especially if it’s a smaller group.

But so you know, you’re showing them that you’ve done that work and you’ve done that exploration and you’ve. Come to a direction that you feel strongly about and then hopefully they’ll, they’ll see it too. Even though you’re not done. Yeah. You’re just at the beginning. But they’ll see where you’re going.

[00:14:14] Brenda Cowen: We would love to hear about your experience with the same museum, with the US Olympic and Paralympic museum and setting incredible accessibility standards, both physically and cognitively. What lessons did you learn? About that project in those areas.

[00:14:32] Carl Rhodes: Oh, I went so deep down that rabbit hole. Um, I don’t even know where to begin.

Um, here’s what I can say. We started off with just trying to make it an amazing museum experience for everyone. But once we really kind of landed on the fact that this museum needed to push the boundaries of accessibility and the fact that they had the Paralympic training facility there in Colorado Springs that we needed to do to make every single experience accessible to the widest audience as possible.

Uh, a lot of people are coming in with physical impairments. Um, other mental impairments, uh, site impairments and everything had to work at every level. So we did integrate an RFID system that adapts to every single visitor and they can enter their preferences and each experience has some form of adaptation, whether it’s bigger text, whether it’s voiceover audio.

And I think where it got to be quite challenging was the, some of the more physical interactives. Yeah. Right. Each one. We had some that, uh, that were on the table that I thought were just very exciting, but they didn’t meet that accessibility standard that we had set. And we had

[00:15:34] Abigail Honor: Oh, so they were scrapped.

[00:15:36] Carl Rhodes: A number of them were scrapped . So we had some really high intense, we had a whole boxing interactive and we had a whole thing around gymnastics and we had some, uh. A vr, you know, experiences that were gonna put you into the, uh, eyes of athletes in training and other things that we did and had an AR experience underweight.

So quite a number of them had to be completely scrapped and thrown out. And just brought back is because we couldn’t have experiences where guests can do everything except for these experiences. Right. So what’s kind of funny is if you’re an able-bodied person and you’re coming in, you may not notice any of that at all.

So it’s working under the surface and that was the whole idea. Mm-hmm. As it comes to life as you need it. Um, if you don’t need it, then just enjoy, enjoy it, enjoy your time.

[00:16:17] Brenda Cowen: It simply works.

[00:16:17] Carl Rhodes: Yeah. Yeah.

[00:16:18] Abigail Honor: Isn’t that fantastic though? Yeah. What do people outside our profession, if you’re talking to anybody else, what do they not understand about how these projects actually come together?

[00:16:28] Carl Rhodes: Um, the most common I get when I tell people ask, what do you do? And I tell ’em, they say, oh, I didn’t know people did that. Classic. Oh, I guess they must, right? Because you know, those things exist. Somebody must have done that. So that’s the most common, I think I’ve gotten that quite a number of times. And then they’re really interested.

They’re saying, oh, well, they have no idea what, what that would even, because it’s so foreign to them, either because they just. Either don’t do creative work as part of their everyday profession, or they just aren’t in a habit of going to a lot of, um, destinations and museums like that, and so they’re not really sure what that would be like to be part of that ideation process.

[00:17:06] Abigail Honor: You’ve been doing it for a long period of time and technology is really escalated over the last 20 years in so many different ways. How much of your job is the same and how much is different?

[00:17:17] Carl Rhodes: My first priority would be, I don’t wanna repeat myself, I wanna make sure we’re doing something new here.

[00:17:23] Abigail Honor: Yeah.

[00:17:24] Carl Rhodes: And that’s what’s interesting to me. I don’t want to make something I’ve already made before. I don’t wanna, you know, I’ve been to many, many, many exhibits and I’ve, some are very inspirational to me, but I, I’m no way do I wanna repeat a project I’ve already done before. So.

[00:17:38] Brenda Cowen: I wanna hear more about some of your examples of work that you’ve been doing, and a recent piece is the missions project.

Sure. In San Antonio, and you designed for a feeling instead of a literal representation. Tell us a little bit about that and how you weren’t trying to recreate specific sites, but to evoke them.

[00:18:02] Carl Rhodes: I think the main goal, uh, for that project, uh, beyond just the designation as a World Heritage Center site was to get visitors to go to the missions themselves, which are, are in the vicinity.

One is literally across the street. So we had to make our project visually distinctive and not trying to be the mission, but to get you to go to the mission. So how do we bring. Some of the excitement and some of the feeling and the mood of the missions into that building, um, into the store. So we just thought about how we could do that and whether it’s through objects or through spaces or just taking you out into the community or hearing from the community.

And then it was also as the project kind of evolved, we found that. It, it wasn’t as much just about the missions as the buildings of the missions, but it was also about the, the way the communities kept them alive and kept them vibrant and relevant and how they were still used and we wanted that to. So those two things kind of drove us, and then we looked at ways that we could make sure that we.

Did a modern interpretation of those spaces, but that evoked the character. So what does that mean to evoke the character of something that can mean anything? Right. So do you, you know what I mean? Yeah,

[00:19:08] Brenda Cowen: yeah,

[00:19:09] Carl Rhodes: yeah. So we just looked at, well, how can we play with scale? Or how can we play with materials or pattern or how can we integrate?

And we did a lot of sort of, and then the community itself and colors and how can we make this as vibrant as possible and how can we think about sun? And as a Texan, having been to San Antonio many times. I felt like at no point was, did anybody say, you need to go to the missions. You know, you need to go see them.

And it was almost like, I need to get the message out here. I need to get the message out that these places exist and that they’re unique and they’re special, and they predate even the, uh, Anglo settlements in the area. They’re very old and at least in American history. So, you know, I, I was excited about the opportunity to bring awareness and to bring visibility to those sites.

[00:19:52] Abigail Honor: It’s beautifully vibrant and very rich and you feel the presence of people, but still the reverence, the respect for the history and for the buildings. I think it’s a phenomenal, check it out everybody. I think you should go if you’re ever in San Antonio. I think it’s a phenomenal, small but mighty project.

Carl is how I would call it. It’s like. One of the things, um, you know, technology’s going crazy. Everyone’s using ai, but a lot of your work, you seem drawn to more like physical touch and materiality. Why is that still important when we design?

[00:20:24] Carl Rhodes: Oh gosh.

[00:20:26] Abigail Honor: I know.

[00:20:27] Carl Rhodes: Um, I don’t have any comment on ai. No, I’m just kidding.

Um. There is something about heart, right? And there’s something about authenticity that, you know, if it’s there. Um, and so I think there’s so many opportunities that AI can, um, could be used to enhance or, or automate or maybe even Im, improve our process. But I’d also worry about that idea of, you know, the loss of craft craft is it takes time and it’s hard fought.

And editing is important and curating is important, and we need to have the tools and the ability to do that, even if we’re using AI as one of the, the toolkits. I think a, a fun story. My son was telling me that, you know, they had a book assignment, a book writing assignment, and then they were all asked to go and do illustrations for their book cover, and he was the only one that did his by hand, the other kids did theirs with using ai.

And that made me sad because I wanna see, you know, and so I loved his drawing because it was a drawing by him, and it was a drawing by a child and that’s why it was good. Yep. And that’s why, so there’s something about, you know, and also the development of skills takes time. I’m all for using AI and exploring it, as you know, enhancing our toolkit.

But we have to continue to hone our craft.

[00:21:43] Brenda Cowen: I find it somewhat reassuring that the new folks with whom I’m working anyway, I don’t wanna say a love hate, but there’s, they’re cautious about AI and they’re cautious about feeling like they’re using other people’s work instead of their own. Um, what’s exciting you right now about the museum world and is there anything that worries you?

[00:22:09] Carl Rhodes: There’s a few things that worry me that probably shouldn’t talk about.

[00:22:13] Brenda Cowen: That’s fine. No need.

[00:22:16] Carl Rhodes: Um. For me personally, right now, I’m interested in the connection of place and time, right. That we’re, we seem to be in a pattern of, I mean, we’re not repeating ourselves exactly, but there’s, history is starting to come up in a way that’s, or patterns are emerging that are, you know, we’ve seen before and then also places, you know, how can we have more of an appreciation for the past and take us back to certain things.

I went to the Acropolis Museum in Athens, um, a couple years ago, and I loved the idea and walking around the Acropolis and then, um, and it’s like, what happened here? What is the, this has a long history. And then knowing, then being able to go right to the museum, which is at the bottom of the hill and get that story and, you know, I’m seeing the place, and I’m seeing the history and I’m experiencing them simultaneously.

So a couple of my projects, I’ve started to have that opportunity and that’s really exciting where I can kind of speak to the past and do something new at the same time. And that’s exciting to me. And I’m also excited about, as you said, are, is there a narrative to everything? What is a narrative that’s a hard and a narrative could be a simple idea.

That’s

[00:23:20] Brenda Cowen: right.

[00:23:20] Abigail Honor: Yep. Mm-hmm.

[00:23:21] Carl Rhodes: Is that enough of an idea to build upon,

[00:23:23] Abigail Honor: I have to take this ’cause I have a whole thing I wanna talk about what I think a narrative is. I think a narrative or a story. Let’s say a story. ’cause. Right. Narrative can be a little more ambiguous. I think we’re always looking to tell stories so that people can connect visitors when they’re walking through the exhibition.

And the best way to tell a story is to have a protagonist, an antagonist, and there be conflict and resolution. That’s traditionally what a story is. A story is not a series of facts. Mm-hmm. And I think museums and copy editors and curators need to get away from just thinking that telling people facts is going to engage them because it doesn’t No.

So I think there is a difference with narrative or stories and that you can peel back the layers of the onion and really look at what is the essence, what are we saying who is against, it doesn’t have to be a person. It could be against the environment. It could be a building against a building in some way, shape or form, or it doesn’t have to be human.

Uh, but you do need, I think a story has those two characters, at least two characters, let’s say There could be three, there could be four, and they’re jostling and a resolution. That’s how I like to sort of think about it. What do you think

[00:24:32] Carl Rhodes: about that? It’s a journey. You know? It’s a journey. And I think for our field, it’s like, you’re, you, you know, this could be a film, this could be a, an app, it could be a video game.

It could, yeah. What are we gonna do with this as a space?

[00:24:43] Brenda Cowen: Right?

[00:24:44] Carl Rhodes: Right. Um, and so how is this gonna, it has a volume, it has a scale, it has, you know, real other people. It’s not unfolding in a linear order. Um, and so we have, it’s all these other things that are making it a different kind of experience that possibly a, a unique experience.

So I find that really to be pretty interesting. Also challenging.

[00:25:05] Abigail Honor: Challenging.

[00:25:05] Brenda Cowen: That was

[00:25:06] Abigail Honor: really, really difficult. Yeah.

[00:25:08] Brenda Cowen: I just think it’s special that, and as you just pointed out, you know, people are in a space and they’re in a space with other people, maybe people who are with them or folks that they don’t know.

And the thought that we create things that people become a part of that story. For me, that’s one of the most exciting things is the nature of participation and, and it might be subtle, it might be passive, whatever the case, or it might be, you know, a very active, interactive kind of experience. But the idea that the visitor becomes a part of that story, to me, is really special and is something that’s really unique to what we do.

Mm-hmm. Mm-hmm. What are you proud of, of what you do?

[00:25:51] Carl Rhodes: I had like to think that I and the rest of our team puts out things into the world that have some staying power and resonance. You know, we live in a very, you know, the news cycle is so short and we’re seeing things in such bites. We like to think that we’re doing something that ha, that might still be 10 years from now, 20 years from now, still has, uh, some power to it.

And also I think I love the opportunity of working with some really talented people. Consider yourself very fortunate if you get to work with other creative, talented people. And that’s a joy. So

[00:26:22] Abigail Honor: I agree with that.

[00:26:23] Brenda Cowen: Yeah, absolutely.

[00:26:24] Abigail Honor: Right. Completely agree. Ah, Carl, I love this. It’s always so fun talking to you because there’s a real mix of like, curiosity, honesty, and like real lived experiences.

And I think that’s what our audience honestly is looking for as a way to connect, learn, and grow. So like, uh, this was. Fantastic. Thank you for sharing.

[00:26:43] Carl Rhodes: Thank you.

[00:26:43] Abigail Honor: With us today. Yeah. And for coming. For being here in the studio.

[00:26:47] Carl Rhodes: Oh, thank you, Abby. Thank you, Brenda.

[00:26:48] Brenda Cowen: Thank you so much,

[00:26:50] Abigail Honor: and thanks to everyone who tuned in today.

If you like what you heard, subscribe for more episodes of matters of experience. Make sure to leave a rating and a review and share with a friend. We’ll see you next time. Goodbye everybody.

[00:27:05] Audio Engineer: Matters of experience is produced by Lauren Ipsum Corp and recorded at Hangar Studios. Tune in next time for more fun discussions about experience design.

Carl Rhodes is a Creative Director at G&A, with over two decades of experience shaping immersive museum experiences. Originally trained in fine art, he began his career exploring painting, murals, and digital design before discovering a passion for exhibition design. Known for blending storytelling with physical and digital environments, Carl creates authentic, engaging, and memorable visitor experiences. His award-winning work includes projects such as the U.S. Olympic & Paralympic Museum and the National World War II Museum. A collaborative leader, he values curiosity, experimentation, and craft, striving to push creative boundaries while maintaining a strong human connection in every project.

[00:00:00] Abigail Honor: Welcome to Matters of Experience, a podcast produced by Laura mso, an experience design company headquartered in New York City. Our podcast explores a creativity, innovation, and psychology driving design experiences. If you new a hearty welcome and to our regular listeners. Thanks for tuning in and supporting our conversation.

My name is Abby Honor.

[00:00:26] Brenda Cowen: And my name is Brenda Cowen. Hello everyone.

[00:00:29] Abigail Honor: Now, today we are joined in the studio by Carl Rhodes, creative director for exhibits at g and a, and someone who’s been shaping how we experience museums for over two decades.

[00:00:42] Carl Rhodes: Oh, dear…

[00:00:43] Abigail Honor: He’s a storyteller at heart, equally fluent in physical space and digital tools.

He strives to make each project authentic, tangible, and memorable. Carl’s work has earned him multiple SEG Global Design Awards, a design award, a Muse award. The list goes on. Carl’s work includes projects like the US Olympic and Paralympic Museum, the National World War II Museum, and Coca-Cola’s Vault of the Secret Formula, which is a fantastic.

Stick title, I think for, mm-hmm. An exhibition. But when he’s not redefining how he experienced exhibits, he’s in his painting studio or being critiqued on his karate form by his daughter, which I’m hoping won’t come into play in this conversation. If it goes a bit. Watch your step out again. I just moved away a bit.

So, Carl, welcome to the show.

[00:01:31] Carl Rhodes: Thank you, Abby. Thank you, Brenda. I’m really excited to be here. This is gonna be a lot of fun.

[00:01:35] Abigail Honor: Carl, you started in fine arts and I, I love the first time I got on a Zoom call with you. I saw those paintings behind you. And as a fellow painter, I know it’s a, an isolated way to create and somehow you found your way into exhibition design, uh, which is anything but isolated.

What was that moment when you realized sort of like this is where you’re meant to be, or was it more of a stumbling into it?

[00:01:59] Carl Rhodes: I was definitely a stumbling into it. After I got outta risd, I really wanted to be a fine artist and I thought I was gonna make a go at it, so I spent a lot of time jumping around doing, I worked on murals, I worked on oil paintings.

I had a gallery that I was working with at the time. I was freelancing as a graphic designer. I taught myself web design at the time. I just wanted to do everything, and then it was really. People said, you have to find one thing you’re good at and you have to do one thing well. And I said, I really don’t know what that is yet.

I don’t want to do that yet. And so I just kept searching and scratching around. And then when I found an opportunity to work at a firm that designed and built exhibits, I thought, this sounds really interesting. And I think I can do that.

[00:02:40] Abigail Honor: You were right.

[00:02:41] Carl Rhodes: It was

[00:02:41] Abigail Honor: a good hunch.

[00:02:42] Carl Rhodes: And you know, fortunately the door was open to me and I got a foot in the door.

[00:02:45] Abigail Honor: I think that’s super nice though, isn’t it? Really interesting. I like that Carl has, and he still has multiple talents. He balances the art, the technology.

[00:02:53] Brenda Cowen: Mm-hmm.

[00:02:53] Abigail Honor: Sort of the leadership that we’re getting into later, but the idea of not forcing yourself into a vocation too soon. Right. It sounds like you took your time getting into it.

[00:03:01] Brenda Cowen: This is the kind of thing when we’re bringing students into our degree program, actually we are listening for very much so what you just described, which is a person who is almost insatiable, say like somebody who wants the, the whole buffet. Right, and because you’re excited by many different things, you’re curious about many different things you enjoy doing and making many different kinds of things.

And it’s almost too bad that folks were saying, Hey, you know, find your niche or whatever. And you certainly did end up in the perfect business. We’re really curious to hear from you about being a director. And what it means to direct a process. What does it mean to you to be working with objects, working with story, working with media, and really directing that kind of a process?

[00:03:53] Carl Rhodes: I don’t think I start with directing. I start with, you know, being a sponge, taking it all in, listening, thinking about, you know, what is it about this project? What opportunities are here? What’s my point of interest? What’s my entry into this project? And I have to get myself excited about it.

[00:04:08] Brenda Cowen: Mm-hmm.

[00:04:09] Carl Rhodes: And then it’s a, a matter of, you know, exploring that myself, but also bringing the rest of the team into that discussion so they can collaborate and, and I want them to be as excited about the opportunities as I am.

Yeah. Um, we also kind of have to get. A little bit on the same page, right? We have to scratch around a bit and we have to find, is this something physical about this space that is a constraint or an opportunity? Is there something about the subject matter? Is there something about the way the story is told that we could do in a different way?

Is there a design element that we could key into? So it’s really a matter of finding a place to start and then going and letting everyone know, okay, go, go explore in this sandbox now. Mm-hmm. And then we’ll come back and regroup and take it from there. It’s a messy business. I’m not gonna lie. It’s never a straight line.

[00:04:49] Abigail Honor: I’ve just led Brenda to a perfect client question.

[00:04:52] Brenda Cowen: Okay. We are actually interested in talking about how it is that you navigate with clients and folks who come in with really fixed ideas. About what they want, um, and, you know, uh, who want a particular thing, have a particular vision, and are really kind of fixed in their thinking.

Um, or how do you navigate with clients who just have no idea at all? Which I’ve never experienced. Yeah. I have to say. Have you ever experienced

[00:05:19] Abigail Honor: No.

[00:05:20] Brenda Cowen: I’ve never experienced

[00:05:20] Abigail Honor: that. Have you experienced

[00:05:21] Carl Rhodes: I, I’ve, we’ve had clients that came and say, we, we don’t know what we want this to be. We just want you guys to knock our socks off.

Just go for it. So that’s definitely happened when we’ve also had clients that really knew exactly what they wanted. I found when that happens, you can. Ignore their request.

[00:05:40] Brenda Cowen: No, indeed. Yeah.

[00:05:41] Carl Rhodes: So it’s probably a good idea to start, you know, on with what they want to do and then maybe broaden out from there and try some other.

Either completely different approaches or variations and see if there’s something broad or something bigger that can be done, or, you know, maybe their idea is incredible from day one. So

[00:05:59] Brenda Cowen: Listeners, he’s got a big smile on his face, uh, Carl does as he’s saying that,

[00:06:06] Abigail Honor: But nobody has a great idea from day one.

Nobody.

[00:06:09] Carl Rhodes: No, it’s just a mushy piece of clay.

[00:06:11] Abigail Honor: Yep. It’s a sort of like half baked kind of, maybe this sort of I’ve got a good feeling.

[00:06:16] Carl Rhodes: Yeah. Like I had a dream and I came to me in the dream and now it’s just, you know, fading away slowly. So

[00:06:22] Abigail Honor: It’s exactly that.

[00:06:23] Brenda Cowen: Love the way you think about our, our creative process.

[00:06:26] Abigail Honor: So when you work on more large scale projects with multiple vendors or collaborators, I find sort of communication is specifically. Keeping everyone in the loop, can you tell what I’m working on right now? It’s all about keeping people in the loop, um, as sort of even when like a really small decision’s made, making sure everybody knows that we changed that is like really important and often really difficult because you don’t wanna overwhelm people with whether you are using slack or texts or emails or whatever it is, but you really need to make sure everybody’s all on the same page, especially when some of these projects are in a fast forward like tight turnaround. So what have you learned about building teams across disciplines?

[00:07:06] Carl Rhodes: I mean, I’ve been working with partners outside of our firm since I first started, and that’s been one of the things I really loved about working in this industry, working with lighting designers and AV hardware designers and media designers and curators and historians and people that had completely different fields of expertise then than I did.

Um, and so. When we’re collaborating, I think, um, it’s a constant part of our process, but also when do we bring people into different parts of the discussion? We have to have something in place to build upon and then we, we introduce them into the conversation. So where would you go from here? What would you do?

We can’t give someone a blank piece of paper and say, you. You know, okay, gimme, gimme a lighting design or something. So

[00:07:46] Abigail Honor: Yeah, if only, although I, I do wanna talk to you also about like when we are brought in, because I feel like exhibit designers are often, uh. Brought in too late. Mm-hmm. Like I want an architect to be hired and the first thing they say is, who’s the exhibit design company?

Right. Like before the building’s even been dreamt up. Um, so where do you think we should be brought in? ’cause I don’t know how to. Increase the volume of our profession to all of these group of people who are building these museums often for the first time and leave us too late, where we’re sort of pulling at the scraps and everything’s already decided.

[00:08:29] Carl Rhodes: Mm-hmm.

[00:08:29] Abigail Honor: But it really affects what we want to create. So I’m curious to see what you say in terms of when you think an ideal time is to have, have you at the table.

[00:08:38] Carl Rhodes: I mean, I’ve actually had that question kind of inverted and say, should we be actually starting

[00:08:43] Abigail Honor: mm-hmm.

[00:08:43] Carl Rhodes: Starting the discussion. Should it be about what, what is the visitor experience, goals for the project first, and let’s start there.

Yeah. Um,

[00:08:51] Brenda Cowen: ideal.

[00:08:52] Carl Rhodes: Yeah. I’ve had some of my favorite projects are the ones where we’ve been in partnership with the architects since the very beginning. Mm-hmm. And we could help shape, how do you know, here’s where we wanna start this experience and here’s how it’s gonna build. And we think, and I think about it.

Almost like a movie or,

[00:09:06] Brenda Cowen: yeah.

[00:09:06] Carl Rhodes: You know, this is act one, and this is Act two, and this builds on the previous space or the previous idea. Then think about how they all work together. So you know, by the time you have experienced them all as a series, they’ve all come together and made a cohesive experience for you.

That’s what we can do when we work closely with the architect.

[00:09:27] Abigail Honor: That was eloquently explained. We just need to figure out a infrastructure of how we could get a room full of people and explain that to them. Because I was just sitting in a room full of architects and it was about, again, the star architect.

The building. The building, the building. And that’s great for PR when it opens, but people are going for the inside and they’ll be going year after year after year. And if you’ve built a building for 250, 300, 400, $500 million. You’ve not thought about the inside enough. It’s, it’s a second thought, which to your point, I think should be the first thought, especially when you’re talking about leisure, time of families.

[00:10:02] Brenda Cowen: Mm-hmm.

[00:10:03] Abigail Honor: They need to have fun, they need to be educated, otherwise they just won’t come anymore. ’cause we can all travel, you know, antiquities in a museum that’s all full of a lot of controversy and issues right now, that is not enough to get people. Excited about history and bringing their family. I love history.

Absolutely love, love bringing it to life, really passionate about it. And I think we’ve just been doing it in a very dated, traditional way and that that needs to stop like yesterday.

[00:10:28] Brenda Cowen: We’re curious to hear if you think that designers today are really given the time that they need to be able to figure things out.

Um, or do you feel that processes have become maybe more. Or too contrived, or too controlled. Do you see a lot of freedom in ways that you think is really important?

[00:10:48] Carl Rhodes: Hmm. Just because somebody’s been given the freedom to explore and try things out doesn’t necessarily mean when you all regroup that you’ve, you’ve nailed it.

[00:10:57] Brenda Cowen: Right?

[00:10:57] Carl Rhodes: Right. I mean, that, that might just be, okay, we got that out of the way, now we can start.

[00:11:01] Brenda Cowen: Mm-hmm. Yeah. Mm-hmm.

[00:11:02] Carl Rhodes: Right. So I think you need to consider that in the process that, hey, your first stab, your first, you know, uh, right outta the gate may not be what we’re gonna do.

[00:11:10] Brenda Cowen: Mm-hmm.

[00:11:11] Carl Rhodes: Right. And so we have to be honest about that and look at it and say, okay, go.

That was a great first exploration. Let’s, let’s try again and regroup on and, and, and throw out some more ideas.

[00:11:20] Abigail Honor: Where do you feel the discomfort when you are truly trying to be creative in a team?

[00:11:25] Carl Rhodes: I’m a visual communicator. Mm-hmm. So the words are always a little harder than just seeing it, you know, just, okay, that sounds great.

Now show it to me.

[00:11:33] Abigail Honor: Right.

[00:11:33] Carl Rhodes: Okay. Now show it to me this other way. Or Now I need to go explore it for a bit. So I, you know, sometimes it’s just, you know it when you see it, and that’s just, it’s not gonna get any easier than that.

[00:11:43] Abigail Honor: Yeah. No, you’re right. But is that something that comes with experience or do you feel like 20 plus years ago you knew it?

When you see it, then how much of it is intrinsic in your skill and ability and talent, and how much has learned?

[00:11:58] Carl Rhodes: I’ve got a pretty big, um, toolkit at my disposal of and know I did, uh, 3D visualization and renderings for many years. I started, I, you know, early on I, I was interested in doing sculptures and I did a lot of pre-visualization.

It was really because I couldn’t explain the idea at all, and I just needed the visuals to do that work for me. And I’ve still kind of, in some ways I still work that way. I want the visuals to be so strong and communicate so clearly that my voiceovers. Hardly necessary in some cases, but to get to that requires a bit of work.

[00:12:31] Brenda Cowen: Mm-hmm.

[00:12:31] Carl Rhodes: Um, and you can do that with a quick sketch. I had a, um, a professor back at RISD and he said, you know, if you can work on something for a year or you can work on it for five minutes, and the, and whoever’s looking at it, is it gonna experience in the same amount of time? Oh.

[00:12:44] Abigail Honor: Mm-hmm. That’s a good point.

Yeah,

[00:12:45] Brenda Cowen: absolutely. Let’s talk about the US Olympic and Paralympic Museum logo story. Speaking of creative process, you wanna share that? Uh, um

[00:12:56] Carl Rhodes: Sure, sure.

[00:12:57] Brenda Cowen: That process with us?

[00:12:58] Carl Rhodes: Sure. I think it was in the point of the project where the name of the project was transitioning from the US Olympic Museum to the US Olympic and Paralympic Museum, and it didn’t have its own identity yet.

And excuse me if I mispronounce her name, but Chermayeff & Geismar & Haviv. We’re doing a presentation of the logo, and they kind of went through and they had a different process for presentation, which was, you know, they started with, here’s all the inputs, here’s everything that we’ve gathered from you, and here’s what’s informing our process.

And then they started off with, Hey, we tried this and it didn’t work, and then we tried this and it didn’t work. And then we tried this and this was a little better, but it still didn’t work. And then they finally led up to the final logo. And they animated the final logo and you just, by the time that came up, you just believed it.

You said, this is it. And there’s no questioning that. This is obviously the logo. It’s fantastic. And I just love the simplicity of their presentation and I bring it back to my own work and how can I simplify this message and also share some of that creative process with the client when I can. Yeah, when it makes sense, you know, especially if it’s a smaller group.

But so you know, you’re showing them that you’ve done that work and you’ve done that exploration and you’ve. Come to a direction that you feel strongly about and then hopefully they’ll, they’ll see it too. Even though you’re not done. Yeah. You’re just at the beginning. But they’ll see where you’re going.

[00:14:14] Brenda Cowen: We would love to hear about your experience with the same museum, with the US Olympic and Paralympic museum and setting incredible accessibility standards, both physically and cognitively. What lessons did you learn? About that project in those areas.

[00:14:32] Carl Rhodes: Oh, I went so deep down that rabbit hole. Um, I don’t even know where to begin.

Um, here’s what I can say. We started off with just trying to make it an amazing museum experience for everyone. But once we really kind of landed on the fact that this museum needed to push the boundaries of accessibility and the fact that they had the Paralympic training facility there in Colorado Springs that we needed to do to make every single experience accessible to the widest audience as possible.

Uh, a lot of people are coming in with physical impairments. Um, other mental impairments, uh, site impairments and everything had to work at every level. So we did integrate an RFID system that adapts to every single visitor and they can enter their preferences and each experience has some form of adaptation, whether it’s bigger text, whether it’s voiceover audio.

And I think where it got to be quite challenging was the, some of the more physical interactives. Yeah. Right. Each one. We had some that, uh, that were on the table that I thought were just very exciting, but they didn’t meet that accessibility standard that we had set. And we had

[00:15:34] Abigail Honor: Oh, so they were scrapped.

[00:15:36] Carl Rhodes: A number of them were scrapped . So we had some really high intense, we had a whole boxing interactive and we had a whole thing around gymnastics and we had some, uh. A vr, you know, experiences that were gonna put you into the, uh, eyes of athletes in training and other things that we did and had an AR experience underweight.

So quite a number of them had to be completely scrapped and thrown out. And just brought back is because we couldn’t have experiences where guests can do everything except for these experiences. Right. So what’s kind of funny is if you’re an able-bodied person and you’re coming in, you may not notice any of that at all.

So it’s working under the surface and that was the whole idea. Mm-hmm. As it comes to life as you need it. Um, if you don’t need it, then just enjoy, enjoy it, enjoy your time.

[00:16:17] Brenda Cowen: It simply works.

[00:16:17] Carl Rhodes: Yeah. Yeah.

[00:16:18] Abigail Honor: Isn’t that fantastic though? Yeah. What do people outside our profession, if you’re talking to anybody else, what do they not understand about how these projects actually come together?

[00:16:28] Carl Rhodes: Um, the most common I get when I tell people ask, what do you do? And I tell ’em, they say, oh, I didn’t know people did that. Classic. Oh, I guess they must, right? Because you know, those things exist. Somebody must have done that. So that’s the most common, I think I’ve gotten that quite a number of times. And then they’re really interested.

They’re saying, oh, well, they have no idea what, what that would even, because it’s so foreign to them, either because they just. Either don’t do creative work as part of their everyday profession, or they just aren’t in a habit of going to a lot of, um, destinations and museums like that, and so they’re not really sure what that would be like to be part of that ideation process.

[00:17:06] Abigail Honor: You’ve been doing it for a long period of time and technology is really escalated over the last 20 years in so many different ways. How much of your job is the same and how much is different?

[00:17:17] Carl Rhodes: My first priority would be, I don’t wanna repeat myself, I wanna make sure we’re doing something new here.

[00:17:23] Abigail Honor: Yeah.

[00:17:24] Carl Rhodes: And that’s what’s interesting to me. I don’t want to make something I’ve already made before. I don’t wanna, you know, I’ve been to many, many, many exhibits and I’ve, some are very inspirational to me, but I, I’m no way do I wanna repeat a project I’ve already done before. So.

[00:17:38] Brenda Cowen: I wanna hear more about some of your examples of work that you’ve been doing, and a recent piece is the missions project.

Sure. In San Antonio, and you designed for a feeling instead of a literal representation. Tell us a little bit about that and how you weren’t trying to recreate specific sites, but to evoke them.

[00:18:02] Carl Rhodes: I think the main goal, uh, for that project, uh, beyond just the designation as a World Heritage Center site was to get visitors to go to the missions themselves, which are, are in the vicinity.

One is literally across the street. So we had to make our project visually distinctive and not trying to be the mission, but to get you to go to the mission. So how do we bring. Some of the excitement and some of the feeling and the mood of the missions into that building, um, into the store. So we just thought about how we could do that and whether it’s through objects or through spaces or just taking you out into the community or hearing from the community.

And then it was also as the project kind of evolved, we found that. It, it wasn’t as much just about the missions as the buildings of the missions, but it was also about the, the way the communities kept them alive and kept them vibrant and relevant and how they were still used and we wanted that to. So those two things kind of drove us, and then we looked at ways that we could make sure that we.

Did a modern interpretation of those spaces, but that evoked the character. So what does that mean to evoke the character of something that can mean anything? Right. So do you, you know what I mean? Yeah,

[00:19:08] Brenda Cowen: yeah,

[00:19:09] Carl Rhodes: yeah. So we just looked at, well, how can we play with scale? Or how can we play with materials or pattern or how can we integrate?

And we did a lot of sort of, and then the community itself and colors and how can we make this as vibrant as possible and how can we think about sun? And as a Texan, having been to San Antonio many times. I felt like at no point was, did anybody say, you need to go to the missions. You know, you need to go see them.

And it was almost like, I need to get the message out here. I need to get the message out that these places exist and that they’re unique and they’re special, and they predate even the, uh, Anglo settlements in the area. They’re very old and at least in American history. So, you know, I, I was excited about the opportunity to bring awareness and to bring visibility to those sites.

[00:19:52] Abigail Honor: It’s beautifully vibrant and very rich and you feel the presence of people, but still the reverence, the respect for the history and for the buildings. I think it’s a phenomenal, check it out everybody. I think you should go if you’re ever in San Antonio. I think it’s a phenomenal, small but mighty project.

Carl is how I would call it. It’s like. One of the things, um, you know, technology’s going crazy. Everyone’s using ai, but a lot of your work, you seem drawn to more like physical touch and materiality. Why is that still important when we design?

[00:20:24] Carl Rhodes: Oh gosh.

[00:20:26] Abigail Honor: I know.

[00:20:27] Carl Rhodes: Um, I don’t have any comment on ai. No, I’m just kidding.

Um. There is something about heart, right? And there’s something about authenticity that, you know, if it’s there. Um, and so I think there’s so many opportunities that AI can, um, could be used to enhance or, or automate or maybe even Im, improve our process. But I’d also worry about that idea of, you know, the loss of craft craft is it takes time and it’s hard fought.

And editing is important and curating is important, and we need to have the tools and the ability to do that, even if we’re using AI as one of the, the toolkits. I think a, a fun story. My son was telling me that, you know, they had a book assignment, a book writing assignment, and then they were all asked to go and do illustrations for their book cover, and he was the only one that did his by hand, the other kids did theirs with using ai.

And that made me sad because I wanna see, you know, and so I loved his drawing because it was a drawing by him, and it was a drawing by a child and that’s why it was good. Yep. And that’s why, so there’s something about, you know, and also the development of skills takes time. I’m all for using AI and exploring it, as you know, enhancing our toolkit.

But we have to continue to hone our craft.

[00:21:43] Brenda Cowen: I find it somewhat reassuring that the new folks with whom I’m working anyway, I don’t wanna say a love hate, but there’s, they’re cautious about AI and they’re cautious about feeling like they’re using other people’s work instead of their own. Um, what’s exciting you right now about the museum world and is there anything that worries you?

[00:22:09] Carl Rhodes: There’s a few things that worry me that probably shouldn’t talk about.

[00:22:13] Brenda Cowen: That’s fine. No need.

[00:22:16] Carl Rhodes: Um. For me personally, right now, I’m interested in the connection of place and time, right. That we’re, we seem to be in a pattern of, I mean, we’re not repeating ourselves exactly, but there’s, history is starting to come up in a way that’s, or patterns are emerging that are, you know, we’ve seen before and then also places, you know, how can we have more of an appreciation for the past and take us back to certain things.

I went to the Acropolis Museum in Athens, um, a couple years ago, and I loved the idea and walking around the Acropolis and then, um, and it’s like, what happened here? What is the, this has a long history. And then knowing, then being able to go right to the museum, which is at the bottom of the hill and get that story and, you know, I’m seeing the place, and I’m seeing the history and I’m experiencing them simultaneously.

So a couple of my projects, I’ve started to have that opportunity and that’s really exciting where I can kind of speak to the past and do something new at the same time. And that’s exciting to me. And I’m also excited about, as you said, are, is there a narrative to everything? What is a narrative that’s a hard and a narrative could be a simple idea.

That’s

[00:23:20] Brenda Cowen: right.

[00:23:20] Abigail Honor: Yep. Mm-hmm.

[00:23:21] Carl Rhodes: Is that enough of an idea to build upon,

[00:23:23] Abigail Honor: I have to take this ’cause I have a whole thing I wanna talk about what I think a narrative is. I think a narrative or a story. Let’s say a story. ’cause. Right. Narrative can be a little more ambiguous. I think we’re always looking to tell stories so that people can connect visitors when they’re walking through the exhibition.

And the best way to tell a story is to have a protagonist, an antagonist, and there be conflict and resolution. That’s traditionally what a story is. A story is not a series of facts. Mm-hmm. And I think museums and copy editors and curators need to get away from just thinking that telling people facts is going to engage them because it doesn’t No.

So I think there is a difference with narrative or stories and that you can peel back the layers of the onion and really look at what is the essence, what are we saying who is against, it doesn’t have to be a person. It could be against the environment. It could be a building against a building in some way, shape or form, or it doesn’t have to be human.

Uh, but you do need, I think a story has those two characters, at least two characters, let’s say There could be three, there could be four, and they’re jostling and a resolution. That’s how I like to sort of think about it. What do you think

[00:24:32] Carl Rhodes: about that? It’s a journey. You know? It’s a journey. And I think for our field, it’s like, you’re, you, you know, this could be a film, this could be a, an app, it could be a video game.

It could, yeah. What are we gonna do with this as a space?

[00:24:43] Brenda Cowen: Right?

[00:24:44] Carl Rhodes: Right. Um, and so how is this gonna, it has a volume, it has a scale, it has, you know, real other people. It’s not unfolding in a linear order. Um, and so we have, it’s all these other things that are making it a different kind of experience that possibly a, a unique experience.

So I find that really to be pretty interesting. Also challenging.

[00:25:05] Abigail Honor: Challenging.

[00:25:05] Brenda Cowen: That was

[00:25:06] Abigail Honor: really, really difficult. Yeah.

[00:25:08] Brenda Cowen: I just think it’s special that, and as you just pointed out, you know, people are in a space and they’re in a space with other people, maybe people who are with them or folks that they don’t know.

And the thought that we create things that people become a part of that story. For me, that’s one of the most exciting things is the nature of participation and, and it might be subtle, it might be passive, whatever the case, or it might be, you know, a very active, interactive kind of experience. But the idea that the visitor becomes a part of that story, to me, is really special and is something that’s really unique to what we do.

Mm-hmm. Mm-hmm. What are you proud of, of what you do?

[00:25:51] Carl Rhodes: I had like to think that I and the rest of our team puts out things into the world that have some staying power and resonance. You know, we live in a very, you know, the news cycle is so short and we’re seeing things in such bites. We like to think that we’re doing something that ha, that might still be 10 years from now, 20 years from now, still has, uh, some power to it.

And also I think I love the opportunity of working with some really talented people. Consider yourself very fortunate if you get to work with other creative, talented people. And that’s a joy. So

[00:26:22] Abigail Honor: I agree with that.

[00:26:23] Brenda Cowen: Yeah, absolutely.

[00:26:24] Abigail Honor: Right. Completely agree. Ah, Carl, I love this. It’s always so fun talking to you because there’s a real mix of like, curiosity, honesty, and like real lived experiences.

And I think that’s what our audience honestly is looking for as a way to connect, learn, and grow. So like, uh, this was. Fantastic. Thank you for sharing.

[00:26:43] Carl Rhodes: Thank you.

[00:26:43] Abigail Honor: With us today. Yeah. And for coming. For being here in the studio.

[00:26:47] Carl Rhodes: Oh, thank you, Abby. Thank you, Brenda.

[00:26:48] Brenda Cowen: Thank you so much,

[00:26:50] Abigail Honor: and thanks to everyone who tuned in today.

If you like what you heard, subscribe for more episodes of matters of experience. Make sure to leave a rating and a review and share with a friend. We’ll see you next time. Goodbye everybody.

[00:27:05] Audio Engineer: Matters of experience is produced by Lauren Ipsum Corp and recorded at Hangar Studios. Tune in next time for more fun discussions about experience design.

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Meet your hosts

Abigail Honor

Abigail Honor

Abby is a founding partner at Lorem Ipsum, an experiential design agency, and has over 23 years of experience in storytelling through physical and digital design. She has crafted dynamic and inspiring narratives for global brands, companies and institutions, using cutting-edge technology to communicate compelling and thoughtful messages. Abby has won multiple design, film and directing awards such as the SEGD Honor Award, HOW International Design Award, Muse Award, to name a few, and maintains affiliation with associations including SEGD, AIGA, and the American Advertising Federation.
Brenda Cowan

Brenda Cowan

Brenda Cowan is a professor and former Chairperson of Graduate Exhibition & Experience Design at SUNY Fashion Institute of Technology. Brenda is a Fulbright Scholar in the disciplines of museums and mental health, and her theory of Psychotherapeutic Object Dynamics (2015) has been presented for the American Alliance of Museums; Museums of Hope; MidAtlantic Association of Museums; National Museums of World Culture, Sweden; and has been published with the National Association for Museum Exhibition; Society for Environmental Graphic Design; O Magazine; and Huffington Post Science. She is currently co-editing a volume on the subject of flourishing in museums.

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