GOMI / DESIGN

Design begins before drawing.

We start with meaning, build the story and shape the relationships that allow people to experience it.

HUBEI SCIENCE & TECHNOLOGY MUSEUM / LIFE 3.0Follow the thought ↓

A POSITION, MADE VISIBLE

Meaning before form.

Exhibition design is often treated as a sequence of spatial tasks: receive the outline, find references, establish a style, develop forms and produce renderings. The longer I work in this field, the more convinced I become that a project is determined earlier—by whether we have understood why it exists, what it needs to say, who it is speaking to and what people should take away. The starting point is not what to draw. It is why.

Planning and design are often divided too early. One team writes the content and another draws the space; both may complete their tasks, yet the result still feels disconnected. A designer does not need to replace the planner, but must read an exhibition outline as a script rather than an inventory. Planning tells the story through ideas. Design allows that story to happen through space.

GOMI DESIGN THINKING / DEVELOPED THROUGH PROJECT PRACTICE
GOMI designers working together in the Guangzhou studio
01 / READ THE BRIEF AS A SCRIPT
Life 3.0 exhibition overview design visualization
02 / DISTIL A CENTRAL THEME
Universe exploration exhibition design visualization
03 / TRANSLATE IT INTO SPACE
RAINNY ZHAN / GOMI CO-FOUNDERRAINNY ZHAN / GOMI CO-FOUNDER

THE THINKING BEHIND THE WORK

Rainny Zhan.

Co-founder · Chief Content Strategist & Exhibition Designer Science Centres & Science Museums

Rainny Zhan is GOMI co-founder and Chief Content Strategist & Exhibition Designer for science centres and science museums. With 23 years of experience, he has led or contributed to more than 60 national and provincial science venues, including the China Science and Technology Museum, Shenzhen Science and Technology Museum, Guangdong Science Center and Hubei Science and Technology Museum. A graduate of Harbin Institute of Technology in Real Estate Development and Construction, he combines audience research, scientific interpretation and spatial narrative to shape project positioning, exhibition storylines, visitor routes, gallery content frameworks and original interactive exhibit concepts.

CONTENT STRATEGYSPATIAL NARRATIVEAUDIENCE RESEARCHINTERACTION
Ideas are tested through explanation and participation.
Ideas are tested through explanation and participation.
Interaction is evaluated through real visitor behaviour.
Interaction is evaluated through real visitor behaviour.

TWO JOURNEYS / ONE EXPERIENCE

Story sets the direction. Emotion gives it rhythm.

The story journey organises what visitors encounter and understand. The emotional journey recognises that people become curious, excited, tired, surprised, attentive and reflective at different moments. Scale, light, colour, material, sound, participation and pace all influence that experience. We choreograph not only how visitors move, but how understanding and feeling unfold together.

STORY JOURNEYEMOTIONAL JOURNEY
Shenzhen Science and Technology Museum universe gallery visualization
NARRATIVESequence / hierarchy / revelation
Shandong Children’s Science and Technology Museum visualization
EMOTIONCuriosity / participation / pause
Immersive universe exhibition spatial visualization

SPACE IS PART OF THE STORY

The room carries meaning.

A strong concept can still fail if visitors cannot find it in the room. Space should not be treated as a container into which a story is placed. The rise and fall of the content should shape spatial rhythm; the hierarchy of information should shape emphasis; the process of understanding should shape movement. We should understand the story first, then allow space to grow from it.

See Universe Exploration ↗

DESIGNING RELATIONSHIPS

Not a collection of objects.

Exhibition design is not the repeated act of putting things into a room. It is the work of organising relationships: between one exhibit and the next, between content and space, between space and architecture, and between a person’s body, view, movement and behaviour. Form, wall, light, motion, stillness, presence and absence should depend on and strengthen one another. When these relationships are right, even a restrained space can carry force.

STORYPEOPLESPACEINTERACTIONMAKINGMEANING
THE EDITING PRINCIPLE

Less, but better.

Space is limited, and so is attention. Adding more form, material, light, graphics, interaction and technology can make the important idea harder to see. Restraint is not a pursuit of minimalism for its own sake. It is the ability to decide what should lead, what should become quiet, what deserves space and what can be removed. Mature design does not prove how much the designer has done; it makes the subject visible.

GOMI interactive prosthetics exhibit concept visualization
INTERACTIVE EXHIBIT CONCEPT / DESIGN VISUALIZATION

TECHNOLOGY WITH A JOB TO DO

Purpose before novelty.

Touch, sensing, AR, VR and projection can all be useful, but novelty is not a reason to use them. Each system should be tested against clear questions: does it help people understand, improve participation, strengthen the story, operate reliably, remain maintainable and allow future updates? The most mature technology does not ask visitors to admire the device. It disappears into an experience that works.

01

FIT

Does it serve the theme?

02

UNDERSTANDING

Does it make the idea clearer?

03

PARTICIPATION

Does it give the visitor a meaningful role?

04

RELIABILITY

Can it work every day and be maintained?

05

CHANGE

Can its content and system evolve?

Explore interactive exhibits ↗

FROM WHY TO WHAT TO HOW

One idea. Eight connected decisions.

A proposal is often tested by one direct question: the concept is persuasive, but how will it exist in the space? I think design must answer on three levels. Why explains the decision; what describes the form and experience it creates; how specifies the material, structure, process and technology that make it possible. An idea that cannot be translated and delivered is not yet a complete design.

01

WHY

Why should this exhibition exist?

02

THEME

What central idea makes the project specific?

03

NARRATIVE

How should knowledge and emotion unfold?

04

SPACE

How does the story become rhythm and movement?

05

INTERACTION

What should visitors do, and why?

06

REALISATION

Which materials, structures, processes and technologies make it real?

07

VALUE

Where should limited resources create the greatest effect?

08

AFTERLIFE

How will staff operate, maintain and update it?

GOMI fabrication team making a custom exhibition structureGOMI WORKSHOP / GUANGZHOU

DESIGN MUST SURVIVE REALITY

Thought becomes detail, system and matter.

A convincing rendering is not a completed project. If key junctions, materials, structures and technical requirements remain vague, uncertainty simply moves into design development, production and construction—where it creates rework, cost and risk. A mature project builds a clear chain from thought to concept, from concept to space, and from space to details, parameters, fabrication and installation.

BEYOND OPENING DAY

Opening is the first day of use.

An exhibition’s longest life begins after construction. Staff need to operate it; exhibits need maintenance; content will change; events may require different layouts; visitor flows vary; technical systems need access and eventual renewal. These questions must enter planning and design early. We design beyond opening day—for every day that follows.

Good design does not prove itself by spending more. It makes every investment carry more of the idea.
GOMI team testing an interactive exhibit through visitor use
TEST THE EXPERIENCE
GOMI team reviewing a completed interactive exhibit
REVIEW THE WHOLE SYSTEM
GOMI exhibits protected in custom crates for delivery
PREPARE FOR DELIVERY

GOMI DESIGN POSITION

FROM DRAWING TO THINKING Software and visualisation are basic tools. What distinguishes a designer is judgment: moving from form to relationships, from space to narrative, from appearance to experience, from technology to purpose, and from delivery to long-term operation. We are not simply making a room. We are organising content, relationships, behaviour and feeling—and helping an idea enter the real world.

Articulated by Rainny Zhan and developed through GOMI’s exhibition practice.

Begin with the question↗