Team Project
Members: Mudi/Sophie/Jona/Victoria/Minjun
4 Weeks
Figma/ Photoshop/ Midjourney/ Procreate
Pulse Log
Pulse Log is an immersive system that captures emotional responses through the body in an exhibition setting.

This project explores how an exhibition might leave a trace beyond visiting. After seeing many museums in New York, I noticed how the experience often ends at viewing, with little sense of personal involvement. Through an immersive format, this project aims to narrow that distance. Goya’s emotionally charged works provided a context where immersion could be pushed further.
“Rather than presenting art, we want this project focuses on how an exhibition can be experienced.”
We first explored familiar forms for the heart rate sensor, such as watches or wristbands. Because the exhibition is meant to feel unsettling, we wanted the device to offer comfort instead of feeling cold or clinical. This led us to a hand-held design that creates a sense of security, similar to holding others' hands, while still functioning as a simple monitor.
Hand Holding Monitor

Reflection
This was a team project where I mainly worked on the app, while also joining group discussions and shaping the overall concept. Working with my teammates helped me learn more about curatorial thinking and spatial design. With more time, I would like to explore how this system could be used beyond exhibitions, such as in concerts or other live experiences.
Exhibition Design
The immersive exhibition includes three main rooms and two hallways that guide visitors through Goya’s journey.
Total Overlook

Room 1 begins with a gallery of framed works that reflect Goya’s earlier period,
offering a calmer entry and basic context before the exhibition grows darker.
Room 1: Portrait


Room 2 reflects Goya’s middle period as the atmosphere grows more tense,
with visitors seated in a central ring amid music and live performance.
Room 2: Allegory




The Deaf Man’s Villa marks the final room, drawing from Goya’s darkest period
and immersing visitors in an intense, isolating atmosphere.
Room 3: Deaf Man’s Villa
The dark hallway uses interactive buttons to encourage active participation,
with wall text offering hints of the next exhibition space.
Hallway
“After the exhibition, we began to question how an experience could stay with visitors instead of ending at the exit.”

APP Design
Persona
User Journey Map

