popsculture-title

POPSCULPTURE: EXHIBITION

& DIGITAL MUSEUM

GROUEK | 2015

CONCEPT
VISUAL IDENTITY

USER EXPERIENCE
USER INTERFACE
ARCHITECTURE
CG VISUALIZATION

HERO

BACKGROUND 

 

GROUEK IS A LEADING DIGITAL PRODUCTION COMPANY IN PARIS. THEY BROUGHT US A BRIEF FOR A SELF-INITIATED PROJECT ABOUT CREATING A DIGITAL MUSEUM. FROM THERE WE HAD CARTE-BLANCHE TO COME UP WITH THE CONCEPT AND DESIGN EXECUTION. 

WE SUGGESTED CREATING A DIGITAL MUSEUM THAT WOULD HAVE A REAL ARCHITECTURE BUT THAT COULD BE VISITED AS IF IT WERE A VIDEO GAME. ARTISTS CAN PUSH THE BOUNDARIES OF WHAT'S PHYSICALLY FEASIBLE WITH OUT-OF-SCALE PROJECTS, NO GRAVITY CONSTRAINT, REAL MULTIMEDIA INSTALLATIONS, ETC.

THE FIRST EXHIBITION “POPSCULPTURE” IS THEMED AROUND THE POP CULTURE FROM THE 60'S TILL TODAY. IMAGINE AN EIGHT-METER-HIGH MARBLE STATUE OF JAY-Z & BEYONCÉ, OR AN AUDIO IMMERSIVE EXPERIENCE IN DAVID BOWIE'S MIND.

mood

MOOD BOARD

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POP ICONS THROUGH TIME

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RANGE OF ARTWORK TYPE

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PROJECT 

 

THE VIRTUAL MUSEUM USES WEBGL TECHNOLOGY, ALLOWING THE VISITORS TO MOVE THROUGH THE SPACE AS IF IT WERE A VIDEO GAME BUT WITH A SIMPLE INTERNET BROWSER. THE EXPERIENCE IS IMMERSIVE, FROM EXPLORING THE FIVE-STORY BUILDING TO DISCOVERING AND INTERACTING WITH THE ARTWORK, WHETHER IT IS STATIC, ANIMATED OR INTERACTIVE.

ARCHITECTURE 

 

A CRUCIAL PART OF THE PROJECT WAS THE SPACE ITSELF. IT HAD TO BE REAL, WITH A PLAUSIBLE AND WELL-THOUGHT OUT ARCHITECTURE. WITHOUT THE CONSTRAINT OF A PHYSICAL BUILDING, NEEDLESS TO SAY THE SKY WAS THE LIMIT. WE DESIGNED THE SPACE TO HOST FIVE FLOORS, EACH FLOOR REPRESENTING A DECADE OF POP-CULTURE, FROM THE 60S TO THE 2000S. EACH FLOOR HAS A NUMBER OF SIDES EQUAL TO THE DECADE IT REPRESENTS: THE 60S FLOOR IS A HEXAGON, THE 70S A HEPTAGON AND SO ON. THE LEVELS HAVE HIGH CEILINGS SO THAT THEY CAN HOST OUT-OF-SCALE PIECES AND THE CENTER OF EACH FLOOR IS A MASSIVE SKYLIGHT. SEE BELOW HOW WE DESIGNED THE FLOORS WITH BOTH OPEN AND CLOSED SPACES.

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SECTION 

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FIRST FLOOR (60S)

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SECOND FLOOR (70S)

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THIRD FLOOR (80S)

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FOURTH FLOOR (90S)

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FIFTH FLOOR (2000S)

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FINAL VISUALIZATION OF THE BUILDING

VISUAL IDENTITY 

 

WE BALANCED THE VISUAL LANGUAGE WITH BOTH ANTIQUE ELEMENTS (MUSEUM) AND CONTEMPORARY ONES (DIGITAL MUSEUM).

01

THE “O” OF THE LOGOTYPE IS ON A PEDESTAL WHILE THE BLURRED “S” REPRESENTS THE DEPTH OF A 3D INTERACTIVE EXPERIENCE

02

THE CHOICE OF THE BLUE IS IN HOMAGE TO YVES KLEIN'S BLUE WITH AN ADDED RGB VIBRANCY TO REPRESENT THE DIGITAL SPACE THE MUSEUM LIVES IN.

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GRAPHIC LANGUAGE PRINCIPLES

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PROMO POSTER DESIGN

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HOMEPAGE

WEBSITE INTERFACES

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