Start here
Touchscreen Exhibits: How They Work and Where They Fit
A plain guide to touch-based gallery displays: how they sense input, what they do well, where they struggle, and the typical jobs they suit in museums.
Formats and Online
A tour of the main kinds of interactive exhibit media.
Start here
A plain guide to touch-based gallery displays: how they sense input, what they do well, where they struggle, and the typical jobs they suit in museums.
How spoken and ambient audio works as an exhibit layer, from handheld guide units and phone-based tours to directional sound zones and shared soundscapes.
What question-and-answer exhibits can offer visitors, how scripted and generative designs differ, and the promises a museum chat interface should not make.
How horizontal shared screens invite group use, what they do well, and the practical issues of orientation, sightlines, glare and spills around a table.
A guide to standalone museum kiosks: what they are used for, how to lay them out, why single-task design works, and how to avoid queues and common mistakes.
How cameras and sensors let visitors control exhibits without touching them, when waving beats touching, and the reliability and accessibility limits to plan for.
How projected imagery is fitted onto objects and surfaces, what the technique asks of a room in terms of light, surfaces and alignment, and where it suits an exhibit.
How printed codes and visitors' own devices can extend a label without installing hardware, with practical advice on placement, connectivity, access and privacy.
How handled objects can cue digital content in an exhibit, why picking things up feels natural, and the sensing, durability and accessibility questions to plan for.
A planning guide to large tiled displays in galleries: how viewing distance shapes the choice of screen, what content works, and the practical issues of seams and upkeep.
Related topics