Ultimate Depth – A Journey to the Bottom of the Sea

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  • 2025

  • Built Environment
    Installation Design

Designed In:

Australia

An exhibition, part of the United Nations Decade of Ocean Science for Sustainable Development, focusing on Ocean Literacy and public awareness of the ocean as fundamental to the health and survival of humankind.


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  • CHALLENGE
  • SOLUTION
  • IMPACT
  • MORE
  • The challenge was to design an experience within a difficult existing museum space into which visitors could vicariously journey through the five zones of the ocean, and on their way investigate the nature and importance of each zone to ocean health and the technologies we use to research and understand them. The design needed to provide multi-generational learning opportunities and evoke the transition from daylight into complete darkness without compromising visitor safety.

  • The design takes (literally) a multi- layered approach using wave-like sculpted stepped plinths for artefacts; graduated colour and lighting effects to transition from the bright 'Daylight Zone' to the black 'Hadal Zone'; and miniature dioramas at floor level for under 5- year-olds. The extremely high cathedral-like ceiling provided the opportunity to view the exhibition from above, the design process included this point of view. The size and mass of the Australian made DEEPSEA CHALLENGER in the Hadal Zone is a climax to the experience and a limiting factor of the design.

  • From a museum as a business point of view the exhibition had more than55 mentions in the 5 days between 16th Dec and 20 Dec, reaching a cumulative potential reach of 5,250,085, with a retail value of $1,889,614. From a qualitative point of view the exhibition has engaged university and school students and is working as an intergenerational learning space.

  • A design that works in three dimensions as a spatial experience and as a process diagram in plan (when viewed from above). A design that brings to life the DEEPSEA CHALLENGER submersible using a light, sound and vision cycle. A design that provides learning opportunities by engaging the full range of museum visitors from adult to young children.