david glock.




INTERACTIVE EXHIBIT for the 100th aniversery of the Bauhaus

with Sofie Aschrl und Stefan vom Bruck and Dennis Ehret
4th Semester (2016/17)
in the course interactive kommunication systems design by Marc Guntow

For the 100th anniversary of the Bauhaus, our semester was assigned the task to create a traveling exhibition on the subject. The aim of the exhibition was to compare the Bauhaus with its successors, the HfG Ulm and Gmünd. The exhibit should show the similarities and differences of the teachings. The exhibits should make the individual themes, through the combination of interactive and static elements, tangible.

Our group has examined the basic methods of teachings of the three universities. The goal was to present the similarities and differences between the three universities in this area. We have chosen this topic because the basic metho of teaching lays the foundation for the understanding of the design of the students.


We started by analyzing the basic teachings of individual universities. In the course of this, we systematically arranged the individual subjects of the different universities in order to find focal points as well as overlaps and differences between them. In general, it can be said that although the subjects have changed greatly and developed further since the Bauhaus, certain principles have remained unchanged to this day. After the subjects, we analyzed the individual tasks that the students had to complete. To see some real examples we visited the archive of the HfG Ulm, as well as our own university. After gathering all the information we needed, we decided on some of the exercises that we considered representative for their individual subject areas.


The exhibit consists of a table that is irradiated from above with a beamer. As a basis, we took an existing table frame, which should be covered with a plate into which we cut three indentations. In those indentations, one could later put the tangibles to interact with the exhibit. Each tangible stands for a university. The idea behind this construction was simple. When you put a tangible on the table it is recognized and information about the respective university is shown. The information is divided into three categories: color, form, and font. Thus, the user will not lose himself in the countless, poorly comparable informations. In addition, one could compare the universities with each other by putting another tangible on the table. The Tangibles provide a more playful and memorable experience than a normal touch interface could. During the design of the exhibit, we paid great attention to ergonomics. The height and incline of the table must be such that the exhibit can be easily used by all users of our target group.


The posters should serve as eye-catchers. The information transfer should take place on the screen. Light and shadow play an important role in the entire exhibition. That's why we decided to include this element in our three posters. Each of the three posters represents one of the three universities. Each poster is a section of an exercise of the respective university. Above it is the name and the year, which can also be found on the Tangibles. The exercises are cut out. Together with the use of targeted light, this creates a 3D effect.


Since the room in which the exhibition takes place is completely dark, we decided to use a dark interface to make the experience as comfortable as possible for the visitors. The interface itself is very reserved. This ensures that the focus is on the individual tasks presented in the interface. The entire interface is built on a grid, in which the individual information modules are arranged. Each information module has three different sizes to enable the comparison of several modules.


Since we did not have a large enough touch screen available, we have set capacitive buttons to those places where interactions are possible in the interface. We built those buttons from five-cent pieces, a lot of resistors and an Arduino Board. The interactions with the Tangibles were also controlled by the Arduino Board. The interface was realized with Framer classic. In the end, the Framer prototype was connected to the Arduino prototype to simulate the Experience of a touch interface.

Full Dokumentation

* Dokumentation is written in german