Category: Experience

How memorable worlds are designed, operated, measured, and sustained.

  • The Cube That Brought the Magazine to Life

    The Cube That Brought the Magazine to Life

    The image came first

    I grew up with National Geographic in the house. My dad collected the magazines, and the imagery was always the thing. The world showed up in our living room once a month, and it showed up in pictures first.

    So walking up to the museum in Washington, D.C., the first thing that got me was the yellow rectangle. That frame is one of the most recognizable marks on earth. Outside the building it stops being a logo and starts being a doorway. Simple. Confident. It does exactly what a mark should do.

    The familiar yellow frame becomes an architectural invitation.
    The familiar yellow frame becomes an architectural invitation.

    The display is the moment

    Inside, the thing that stopped me cold was the cube.

    Joel Sartore’s Photo Ark, rendered as a glowing monolith in a dark room, thousands of animal portraits tiled across every face. A visual stunner. I stood there thinking about those magazines on my dad’s shelf. This is what they were always trying to be.

    Here is the designer read, and I mean it as the highest compliment: anyone can hang photographs. Visualization grabs your attention, but the display of that content is the moment. A dark room and a glowing cube turn a collection into an encounter. You do not simply look at it. You stand inside the idea.

    The Photo Ark cube turns an archive of portraits into a single, immersive encounter.
    The Photo Ark cube turns an archive of portraits into a single, immersive encounter.

    The moment stands on years of work

    And then there is what lives beyond the moment.

    18,009 species photographed. 150 shoot days a year. The project began in 2006. Every face on that cube represents work you never see. The flights, the waiting, and the trust required to capture a living creature one frame at a time. The moment you feel in that room stands on years of mornings nobody witnessed.

    That is the part I cannot stop thinking about. We talk about moments like they appear out of nowhere. They do not. The best ones are built quietly, over years, by people who care enough to keep showing up.

    The visible moment is backed by years of patient, sustained work.
    The visible moment is backed by years of patient, sustained work.

    The next chapter could become iconic

    They did a great job here. And the part that excites me is what comes next. As this expands, it has the potential to bring those magazines to life. Not a bigger display. A living one. That is how something becomes iconic.

    Go see the cube. Then think about everything standing behind it.

  • Teach the Feeling First

    Teach the Feeling First

    On the morning of November 1, 1755, the churches of Lisbon were full. It was All Saints’ Day, and the city was at worship.

    Then the ground moved.

    What followed was one of the deadliest earthquakes in recorded history. The shaking lasted minutes. Then came the tsunami. Then the fires, which burned for days. Tens of thousands of people died, and the center of one of Europe’s great cities was erased in a single morning.

    There is now a museum in Belém, a district of Lisbon, built around that morning. It is called QUAKE, and it is one of the most instructive pieces of experience design I have studied in years. Not because of its technology, though the technology is excellent. Because of the order in which it teaches.

    It was designed by Jora Vision, a Dutch experience design firm that carried it from concept through turn-key production, and it earned a TEA Thea Award for Outstanding Achievement in the historical experience category. I mention that because the people who judge this work for a living recognized what the design was doing, which is exactly what this post is about.

    I walked through it with my family on our trip to Portugal, and I watched the thesis work in real time on my own kids.

    The visit is a ninety minute journey through nine timed scenes. You move through rooms the way the story demands, not the way your curiosity wanders. And there is a story, not just a sequence. You meet a character called the Professor in an abandoned laboratory, and you are sent back in time on a mission to recover missing documents. You walk a recreated Lisbon street as it looked in 1755, alive and ordinary, full of the small details that make a place feel real before anything happens to it. You meet the heroes and villains of that era. Then the church.

    You sit in a pew. The ground begins to move. The church collapses around you.

    The church simulator inside QUAKE

    Afterward you walk through the destroyed city, past what is left of what you just saw intact. And the journey ends with the rebuild, with how Lisbon answered the worst morning in its history by deciding what kind of city it would become next.

    Video mapping, simulators, sound design, even scent. The full sensory register, deployed with restraint. Nothing in the experience exists to show off. Everything exists to put your body inside the event before your mind is asked to understand it.

    That sequencing is the entire thesis, and it is the opposite of how most education works.

    Most museums, most classrooms, most corporate training, most onboarding decks, they all lead with information and hope the feeling follows. Here are the facts. Here is the timeline. Here is the diagram of the tectonic plates. Please care about this now that you know it.

    QUAKE reverses the order. It gives you the feeling first and earns the right to teach second. By the time the science arrives, how earthquakes start, how tsunamis form, why Lisbon was uniquely vulnerable, what happened later in San Francisco and Japan, you are not receiving information. You are receiving answers to questions your body already asked.

    That is a completely different kind of learning. Information without emotion is trivia. It is stored shallow and retrieved never. Emotion without information is just a thrill, vivid for a day and gone by the week. But emotion first, then information, that sequence builds something durable. The feeling creates a shelf, and the facts finally have somewhere to sit.

    The designers said this out loud. Jora Vision’s creative director described the central challenge as holding two demands at once. The experience had to be educationally relevant, historically and scientifically accurate, and respectful of a real catastrophe. And it had to break completely from the traditional museum, built around a real plot with a beginning, a middle, and an end. His test for success was that visitors would leave having played a role on an emotional level. Not having seen an exhibit. Having played a role. That sentence could hang in every design studio in our industry.

    The people who built QUAKE clearly understood this, because they did not stop at the emotional architecture. They built a genuine educational engine underneath it. There is a game inside the experience called Treme-Treme, developed with the Instituto Superior Tecnico in Lisbon. It lives at one of the interactive stations, it ends with a quiz, and its effectiveness is studied in partnership with actual schools. The full version is free online, on computers, phones, and tablets.

    Read that again. A museum built a learning tool with a university, validated it with schools, and gave it away. That is not a gift shop strategy. That is an institution deciding that its job does not end at the exit.

    I watched it happen. One of my kids with a handset pressed to her ear at a cracked wall, listening to the city burn on the other side. Two others hunched over the Professor’s desk, working the documents like it mattered. Nobody told them to care. The design did that.

    A visitor at an interactive station inside QUAKE
    Visitors at the Professor's desk exhibit inside QUAKE

    The RFID wristbands every visitor wears make the same point in hardware. The experience continues at home, after the visit ends. The exit is not the end of the design. It is a scene change.

    The QUAKE QUIZ interactive area

    And notice what they are actually teaching. Not just history. Preparedness. Risk literacy. The stated framework connects the experience to disaster management, mitigation, and readiness, aligned with the United Nations sustainability goals. The past is being used as a rehearsal for the future. A child who walks through QUAKE does not just know more about 1755. That child is fractionally more ready for whatever comes next. That is education with a purpose beyond itself.

    There is also real craft in the dosage. The rooms are timed, so the pacing is controlled. The minimum age is six, and small children are kept out of the simulator. The intensity is calibrated the way a good show is calibrated, enough to be felt in the body, never so much that it becomes distress for its own sake. And the journey ends with the rebuild, which matters enormously. You do not leave inside the catastrophe. You leave inside the recovery. Horror, then hope, in that order, on purpose.

    I keep coming back to a simple principle in my own work. Name the feeling first. Decide what someone should feel before you decide what they should know, and let the feeling do the structural work. QUAKE is that principle executed at institutional scale, about an event that happened two hundred and seventy years before I was born, in a city I was visiting for the week. And it worked on my kids anyway. That is what good design does. It crosses every boundary except the one that matters, the boundary between the experience and the person inside it.

    Here is the leadership lesson underneath it, because there always is one.

    Every organization I know leads with information. The strategy deck. The data. The rationale. The timeline. Then everyone wonders why nobody changed, why the message did not land, why the team nodded through the presentation and went back to doing what they were already doing. The information was correct. The order was wrong.

    People do not change their minds because they were given better facts. They change their minds because they felt something that made the facts matter. The feeling is not decoration on top of the lesson. The feeling is the lesson’s delivery system. Skip it and you are mailing a package with no address on it.

    QUAKE understands that a frightened body learns plate tectonics better than a bored mind ever will. The question worth carrying out of Belém is where else that applies. The classroom. The boardroom. The first day of a new job. Anywhere we need someone to truly understand something, not just accurately repeat it.

    Nobody retells a plaque. They retell the pew shaking under them. They tell someone who was not there, and that person feels a version of it too, secondhand but real. That is the measure of any experience, what gets carried out of the room and into someone else’s imagination.

    Teach the feeling first. The facts will follow, and this time they will stay.

  • We Don’t Manage Crowds. We Choreograph Moments.

    Stand on a balcony above a main hall on a Saturday night and you will see thousands of people moving like weather.

    There is a science to it. Arrival curves, dwell times, choke points, the precise number of seconds a family will hold still before the children start pulling toward the next thing. Threshold tolerances. Bottleneck coefficients. The geometry of how bodies distribute themselves across a space when they are not directed, and the entirely different geometry of how they move when they are. We measure all of it, model it, argue about it in rooms full of people who have strong opinions about linear feet per minute and what happens to guest satisfaction when that number drops below a threshold nobody told you about until it did.

    We measure it because we have to. When you invite large numbers of people into a built environment, flow is not a design preference. Flow is survival. Get it wrong and the experience collapses before it begins, not because the creative failed but because the operational reality overtook it.

    But here is what took me years to actually understand, and I mean understand at the level where it changes how you work, not just how you talk: moving people efficiently is not the job. Moving people beautifully is the job. Those two things can coexist, but they require entirely different questions, and most organizations stop at the first one because the first one is easier to measure.

    The shift happened gradually on my teams, and I cannot point to a single meeting where it crystallized. But somewhere along the way we stopped asking how do we move them faster and started asking what should they feel while they move. That one change, from a throughput question to an experience question, rewired everything downstream. It changed what we noticed. It changed what we built. It changed what we considered a problem worth solving.

    Because the queue is not the obstacle to the experience. The queue is part of the experience. The ten minutes before the doors open. The slow approach toward the main reveal. The hallway between the thing guests came for and the thing they did not know they needed. The threshold moment where outside becomes inside and the world they left behind starts to fall away. Every one of those in-between spaces is either designed or abandoned, and most organizations abandon them because they are not the thing. They are the space before the thing.

    But anticipation is not the absence of experience. Anticipation is an emotion, one of the most powerful ones available to an experience designer, and it is almost entirely underused in our industry. The moment before the reveal, if it is built correctly, does more emotional work than the reveal itself. The slow build of sound as someone moves through a corridor, the light that shifts almost imperceptibly as they get closer to the entrance, the glimpse of what is ahead visible just long enough through a doorframe to pull them forward rather than stop them in their tracks. These are small decisions. Each one is individually cheap. Each one is individually forgettable. Together they create the sensation of inevitability, the feeling that the experience began the moment the guest arrived and never stopped, that there was no seam between the ordinary and the extraordinary, that they were always already inside it.

    We started designing the wait the way we designed the show. Same intentionality. Same attention to pacing. Same questions about what someone should feel at this specific moment and what the next thirty seconds should do to them emotionally. The wait became scored. The transitions became choreographed. The in-between spaces became part of the story rather than pauses in it.

    Throughput went up. Complaint volume went down. But the number I actually cared about was the one that moved in a way I did not fully anticipate: guests started describing the arrival as part of the magic. Not the price of admission. Not the thing they endured before the thing began. Part of it. The beginning of it. Something they wanted to tell people about.

    That is the signal that the design worked.

    Now here is the leadership lesson underneath all of this, because there always is one.

    Every experience has constraints. Every project has a bottleneck, a moment where the math does not work perfectly, where the physical reality of the space or the timeline or the budget creates a problem that cannot be entirely solved, only managed. Most organizations treat the bottleneck as a failure condition. Something to apologize for. Something to work around or minimize or hide behind enough production value that guests stop noticing it.

    The productions that feel effortless are never the ones with the fewest constraints. They are the ones where someone looked directly at the constraint and asked a different question. Not how do we fix this. Not how do we hide this. But what could this become?

    That question is a leadership posture before it is a design strategy. It requires the ability to see a limitation without being defined by it. To hold the problem and the possibility simultaneously. To resist the organizational gravity that pulls every team toward the path of least resistance, which is almost always the path of least imagination.

    The bottleneck is a stage. The queue is a canvas. The threshold is an opening scene. Every constraint in a guest experience is a moment that has not been designed yet, sitting inside a space that most people have decided is not worth designing. The competitive advantage lives exactly there, in the spaces everyone else has given up on.

    We do not manage crowds. We choreograph moments.

    The difference between those two things is not a production philosophy. It is a leadership philosophy. It is the decision, made deliberately and held consistently, to take responsibility for the full guest experience, not just the highlight reel of it. To refuse the distinction between the important moments and the transitional ones. To believe that every second a person spends inside something you built is a second you are accountable for, and to build accordingly.

    That standard is harder to hold than it sounds. It requires the willingness to spend real time and real attention on the parts of the experience that will never be photographed, never be quoted in a review, never show up in the metrics your organization tracks most closely. It requires the conviction that the invisible work matters, even when you cannot prove it in a spreadsheet.

    But guests feel it. They feel it in the way an experience that is choreographed all the way through feels fundamentally different from one that is only choreographed in the moments someone decided were important. They cannot always name what they are feeling. They describe it as magic, as seamless, as the sense that everything was thought of. What they are actually describing is the presence of intentionality in places where they did not expect to find it.

    That is what we are building toward. Every time. In every space. Including the ones between the spaces.

    Especially those.