Plugs connect the headphones to the smartphone, which visitors receive for the duration of their stay, storing information about the exhibition.
Published on 20/06/2022
Nathan Ornick is the epitome of a digital nomad. Versed in a flurry of software and creative arts, the US native is currently living between Basel and Amsterdam and working for Basel-based iart to help create a top-notch audio system, including custom headphones and a smartphone device which will carry the sound waves of the Wonders of Medicine exhibition in the Novartis Pavillon.
During his eclectic career, the 43-year-old has lent his skills to game studios, advertising agencies, artists, designers and technology companies. For this gig, he is leading a multidisciplinary team – which includes developers, engineers, designers and creatives – that will be instrumental in orchestrating the audio element of the show. It is a make-or-break endeavor because the Wonders of Medicine exhibition will offer most of its crucial content via audio. While video and gaming will play a key role too, the actual information of the show will be transmitted predominantly via headphones.
Audio guides for art and other exhibitions are typically unspectacular. They have existed for decades, ever since headphones became pedestrian items in the 1980s when Sony’s Walkman defined street coolness. Today, Apple’s elegant cordless AirPods are the latest fad.
But irrespective of the design, the real attraction of headphones is their ability to create an immersive experience, which helps users concentrate and stay focused. Following this logic, iart and Stuttgart-based Atelier Brueckner, which helped design the Wonders of Medicine exhibit, envisaged creating an experience in which people would wear headphones throughout the entire exhibition.
In contrast to conventional audio elements, where visitors press a button to hear more information about a piece of art, for example, here the idea was to create a seamless and immersive experience. This means that every time a visitor nears an object or a station during their exploration of the Wonders of Medicine exhibition, which consists of different audio and video stations that explain evolution and medicine, the audio content starts automatically.
Twin exhibition
And that is the rub. What sounds so easy and almost natural required some heavy technical lifting: “To create such an experience, we needed a complex hardware and software system, which is absolutely intuitive for the visitors to use,” Ornick explains.
Since there were no precursor projects that offered the needed flexibility and modularity, iart built the system itself. “At first, we considered some commercial solutions for parts of the system, but a lot of features in these solutions were either not needed or were missing completely. So we built our own thing to have better control and added our own magic sauce.”
The magic sauce is what Ornick calls the Mixed Reality Platform, iart’s technology framework which combines augmented and virtual reality elements and interacts with real physical things in space, all elegantly encapsulated in stylish headphones and a smartphone, which will hold the content.
To turn it around, Ornick and his colleagues treated the exhibition like a video game and created a digital twin of the Pavillon. “We built a 3D architectural space of the Pavillon. And within that architectural space we built game logic to define what happens where and when,” Ornick explains.
So, if a visitor is in a certain area, like a player in a game, the system triggers a command. But the new system can also handle more complex interactions, like when a visitor has completed a series of actions such as A, B and C, then action D is automatically triggered. “If, for example, you have watched a film to the end,” Nathan details, “our system unlocks some deeper content for you automatically.”





