Toolkit

The SEED Toolkit

A practice-based resource for turning environmental data into sensory experience, for artists, researchers, scientists, technologists, educators and policymakers. Version 4.02, revised August 2026. This is a stable release, published as an open resource under a Creative Commons Attribution 4.0 International (CC BY 4.0) licence.

A communication problem

Behaviour change towards sustainability depends on public engagement, and engagement depends on communication that reaches people. Creative communication opens routes that conventional reporting may not reach.

An access problem

There is a considerable wealth of open environmental data and far less capacity to interpret it. Working with data creatively takes skills most organisations do not hold in-house, so insights go unreached.

A form problem

Visual representation is not the only option, and often not the most effective one. Sensory and embodied forms can engage people through channels a chart cannot reach.

Where to start

The toolkit reads in order, but you do not have to begin at the beginning. Find the description that matches you.

The integrated workflow

Not a fourth layer. The sequence a project moves through, drawing on all three layers as it goes. Ethical reflection is present at every stage, not only at the end.

W1 Data foundation
W2 Ideation &
collaboration
W3 Software application
W4 Hardware
implementation
W5 Ethics & ecology
review
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Conceptual Layer

Why?

Values, ideas and ethical commitments. What the work is for, who it is with, and what responsibilities it carries.

1.1
Interdisciplinary Thinking

Bridging scientific knowledge with artistic interpretation.

Ensures balance of creativity and accuracy.

Tools & Technologies
  • Collaboration between artists, scientists and technologists
  • Interdisciplinary advisory boards
1.2
Ecological Awareness

Framing tools as mediators of ecological relationships.

Ensures balance of creativity and accuracy.

Tools & Technologies

Critical ecological frameworks: ; ; 

1.3
Participation & Engagement

Empowering audiences and communities to co-create.

Making invisible processes — air quality, pollinators, e-waste, microplastics — tangible.

Tools & Technologies
1.4
Ethical Considerations

Transparency, sustainability, safeguarding and accessibility.

Fosters responsible, inclusive practice as a condition of the work, not an addition to it.

Tools & Technologies

Methodological Layer

How?

The working process. Reviewing data, developing ideas with others, designing the sensory translation, and choosing materials.

2.1
Reviewing Environmental Datasets

Identifying and contextualising data.

Provides a reliable foundation for sensory translation.

2.2
Workshopping & Ideating

Conceptual development and planning.

Fosters innovation and defines the sensory approach: sound, smell, touch, taste, vision.

Tools & Technologies
  • Artist–scientist workshops
  • Interdisciplinary dialogues
  • Co-design sessions
2.3
Designing Creative Strategies

Artistic data translation: deciding which sensory modality suits which data, and why. The pivotal decision of the workflow.

Transforms abstract data into embodied experience. Decisions here determine the artistic and communicative character of the finished work.

Tools & Technologies
  •  translation
  •  (taste-based) approaches
  • Tactile and  design
2.4
From Digital to Material: Fabrication

Choice of materials, media and technologies that reflect both conceptual intent and ethical stance.

Ensures deep consideration of media and their socio-environmental impact.

Tools & Technologies
2.5
Ethical & Ecological Frameworks

Guidelines and sustainability reflection applied throughout, not only at the end.

Reduces ecological footprint and ensures cultural sensitivity.

Tools & Technologies
  • GCC resources
  • Sustainable materials guides
  • Cultural consultation protocols

Technical Layer

With what?

Tools to enable the gathering, processing and translation of ecological data in innovative ways.

Environmental Datasets
Public Data Repositories

Sources of pre-existing environmental data for review and inspiration.

Provides scientific accuracy and a tangible starting point, grounding artworks in reliable information.

Citizen Science Data

Data collected by non-professional scientists, often community-sourced.

Fosters community engagement and allows for localised, relevant environmental narratives.

Tools & Technologies
  • Community environmental monitoring projects
  • Local biodiversity surveys
Data Acquisition Hardware
Acoustic Sensors

Microphones to capture sound, including underwater (hydrophones) and ultrasonic frequencies.

Captures imperceptible environmental sounds — marine life, ice melt, natural processes — for sonification.

Tools & Technologies
  • Hydrophones
  • Ultrasonic microphones
  • Parabolic microphones
Chemical / Olfactory Sensors

Devices that detect and quantify chemical compounds or scent profiles in the environment.

Makes invisible pollutants and subtle ecological smells tangible.

Tools & Technologies
  • MQ-series gas sensors
  • Air quality analysers (, VOCs)
  • Electronic noses
  • Gas chromatographs
Thermal / Climate Sensors

Sensors measuring temperature, humidity and other atmospheric conditions.

Translates climatic change into tactile (heat or cold) or subtle sensory feedback.

Tools & Technologies
  • Thermocouples
  • Thermistors
  • Humidity sensors
  • Barometers
Bio-Sensors

Devices that detect biological indicators or activity.

Connects audiences to microscopic ecological processes and hidden contaminants.

Tools & Technologies
  • Soil moisture sensors
  • Photosynthesis sensors
  • Microplastic detection kits ()
GPS / Location Devices

Devices that record geographical position and movement.

Enables site-specific installations grounded in particular places and movements.

Tools & Technologies
  • GPS trackers
  • Mobile phone location data
Data Processing & Creative Software
Data Analysis & Visualisation

Software for statistical analysis, data cleaning and initial visual representation.

Essential for understanding raw data and preparing it for sensory translation, ensuring scientific rigour.

Real-time Interaction

Platforms for building interactive, responsive installations that integrate live data feeds.

Facilitates dynamic and immediate responses to environmental data, creating immersive experiences.

Audio Production & Sonification

Software for manipulating and generating sound, central to data sonification.

Transforms numerical data into emotionally resonant and perceptible auditory experience.

3D Modelling & Immersive Environments

Software for creating virtual spaces and interactive simulations for XR experiences.

Creates virtual objects and environments where multisensory data can be spatially explored.

AI / Machine Learning: Generative Tools

Ready-made platforms generating visual or sonic material from prompts or data inputs. Usable without programming.

Enables generative visual and sonic outputs that adapt responsively to environmental data, with a low technical barrier.

Tools & Technologies
AI / Machine Learning: Custom Model Frameworks

Libraries for building and training bespoke models. Requires programming expertise.

Allows sophisticated data interpretation and adaptive sensory outputs responding to complex environmental shifts.

Tools & Technologies
Interactive Hardware & Output Devices
Microcontrollers & SBCs

Small programmable computers that interface with sensors and control output devices.

Provides the physical brain for interactive elements, connecting software outputs to sensory experience.

Tools & Technologies
Visual Displays

Devices for displaying visual components of the artwork.

Supports visual representation alongside multisensory elements, offering complementary understanding.

Tools & Technologies
  • LED matrices
  • Optical fibres
  • LED screens
  • Interactive screens
  • OLED displays
  • Projectors
Audio Output Systems

Equipment for delivering sound experiences.

Creates immersive and directional soundscapes allowing audiences to spatially experience ecological data.

Tools & Technologies
  • Multi-channel speaker arrays
  • Spatial audio systems ()
Olfactory Diffusers

Devices that release controlled scents into an environment.

Translates invisible environmental data — pollution, plant health — into immediate, evocative olfactory experience.

Tools & Technologies
  • Digital scent emitters
  • Vapour diffusion devices
  • Custom scent delivery systems
Haptic Feedback Devices

Devices that create tactile sensations.

Provides direct physical sensation corresponding to environmental data, fostering embodied empathy.

Tools & Technologies
  •  actuators
  • Pneumatic feedback systems
  • Wearable  suits (e.g. Teslasuit)
Precision Culinary Equipment

Tools to prepare food and beverages based on specific data parameters.

Enables taste-based experiences allowing participants to literally taste environmental conditions or changes.

Tools & Technologies
  • Fermentation systems
  • pH meters
  • Infusion devices
Ethical & Practical Considerations
Sustainability Guidelines

Best practices for minimising the environmental footprint of artistic production.

Encourages critical reflection on the ecological impact of tools and processes.

Tools & Technologies
Interdisciplinary Collaboration

Partnerships with scientists, engineers, community members and other artists.

Ensures scientific rigour, cultural sensitivity and technological innovation.

Tools & Technologies
  • Workshops
  • Joint research projects
  • Advisory boards
Participant Safeguarding & Accessibility

Measures ensuring the comfort, safety and informed consent of participants, with attention to sensory difference, allergy and disability.

Upholds ethical responsibilities towards the audience, ensuring safe engagement with potentially intense sensory experiences.

Tools & Technologies
  • Clear communication about sensory content
  • Consent forms
  • Careful sensory calibration
  • Accessibility audits

Integrated Workflow

Not a fourth layer. The operational sequence running through the three layers above.

W1
Data Foundation

Reviewing and contextualising datasets.

Establishes a credible baseline.

Tools & Technologies
  • Environmental repositories
  • Open APIs
  •  platforms
W2
Ideation & Collaboration

Interdisciplinary planning.

Bridges science and art.

Tools & Technologies
  • Workshops
  • Joint projects
  • Co-design sessions
W3
Software Application

Processing and translation: from data to sensory output via digital tools.

Creates interactive and multisensory experiences.

Tools & Technologies
  • Analysis tools
  •  platforms
  • Real-time environments
  • 3D and  software
W4
Hardware Implementation

Delivering experiences.

Connects audiences with tangible outputs.

Tools & Technologies
  • Sensors
  • Microcontrollers
  • Visual, audio, , haptic and culinary outputs
W5
Ethics & Ecology Review

Reviewing and documenting the ethical and ecological decisions taken throughout, rather than making them for the first time.

Embeds responsibility and trust as demonstrable outcomes.

Tools & Technologies
  •  sustainability audit
  • Safeguarding documentation
  • Accessibility review

References

The toolkit is grounded in the following work. Morgan (2020) is the research project on which SEED is based.

Bourdieu, P. (1996)

The Rules of Art: Genesis and Structure of the Literary Field. Cambridge: Polity Press.

Boykoff, M. (2019)

Creative (Climate) Communications: Productive Pathways for Science, Policy and Society. Cambridge: Cambridge University Press.

Gabrys, J. (2016)

Program Earth: Environmental Sensing Technology and the Making of a Computational Planet. Minneapolis: University of Minnesota Press.

Morgan, T. (2017)

Going Green Digitally? Environmental Crisis, Consumption Patterns and the Evolving Role of Media. EPA Research Report No. 215 (2013-SD-FS-1). Wexford: Environmental Protection Agency.

Morgan, T. (2020)

Sensing Our World: How Digital Cultural Practices Can Contribute to Changing Social Norms Around Consumption. EPA Research Report No. 355 (2018-SE-DS-17). Wexford: Environmental Protection Agency. Available online.

Morgan, T. (2022)

Environmental Communication at a Time of Planetary Crisis: Five Theoretical and Analytical Resources for Academic Research and Practice. International Journal of Communication, 16, pp. 5142–5161. Available online.

Parikka, J. (2015)

A Geology of Media. Minneapolis: University of Minnesota Press.

Glossary

Terms used in the toolkit, defined for readers coming to this material for the first time.

Ambisonics

A method of recording and reproducing sound in full three dimensions, so that listeners perceive sound as coming from specific directions and heights around them.

CNC fabrication

Computer Numerical Control: manufacturing in which a computer directs a cutting or milling machine to shape material precisely from a digital design.

Citizen science

Scientific data collection carried out by members of the public rather than professional researchers, often through apps or organised local surveys.

Cross-modal mapping

Deciding how information in one form (a number, a rate of change) should be represented in another sensory form (a pitch, a temperature, a scent intensity).

FTIR spectroscopy

Fourier Transform Infrared spectroscopy: a laboratory technique identifying materials by how they absorb infrared light. Used here principally to identify microplastics.

GBIF

Global Biodiversity Information Facility: an international open-access database of species occurrence records.

GCC

Gallery Climate Coalition: an arts-sector body providing guidance on reducing the environmental impact of exhibitions and artistic production.

Gustatory

Relating to taste. A gustatory artwork asks the audience to taste something as part of the experience.

Haptic

Relating to the sense of touch, particularly through vibration, pressure or force applied to the body.

Hydrophone

An underwater microphone, used to record sound beneath the surface of water.

Microcontroller

A small, inexpensive programmable computer (such as an Arduino) that reads sensors and controls devices. The component that makes an installation respond to its environment.

Olfactory

Relating to smell.

PM2.5

Airborne particles smaller than 2.5 micrometres. Small enough to enter the lungs and bloodstream, and a standard measure of air pollution.

Proprioceptive

Relating to the body’s sense of its own position and movement in space, distinct from touch, sight or balance.

SBC

Single-Board Computer: a complete small computer on one circuit board, such as a Raspberry Pi.

Sonification

Turning data into sound, so that patterns and changes can be heard rather than seen. The auditory equivalent of data visualisation.

VOCs

Volatile Organic Compounds: carbon-based chemicals that evaporate readily at room temperature. Many are air pollutants and many carry a detectable smell.

Vibrotactile

Producing sensation through vibration against the skin.

XR

Extended Reality: the collective term for virtual reality, augmented reality and mixed reality technologies.

Toolkit Companion Guide

A plain-language guide to what the toolkit is, who it is for, and what it makes possible. Written for people who work with, commission, or make decisions informed by environmental data, and who may have no prior experience of the toolkit or of creative technical practice.

The SEED (Sensory Experiences of Environmental Data) Toolkit is a structured resource designed to support artists, researchers, scientists, technologists, educators, policy makers and other informed non-specialists in transforming complex environmental data into meaningful, embodied sensory experiences. It provides a shared framework for interdisciplinary teams working at the intersection of ecology, art, and technology, guiding practitioners from initial conceptual framing towards the delivery of fully realised, publicly accessible artworks and installations.

The toolkit can be used sequentially, moving through its three layers in order, but it can be entered from any layer, depending on your existing expertise. Ethical reflection is embedded at every stage rather than applied at the end. This version is a stable release. It functions as both a pedagogical tool and a practical guide, suited to research settings, educational contexts, and professional arts production.

It is also for people who wish to support novel forms of environmental communication at low cost, and who need a basis for informing best practice in commissioning. Key to this toolkit is that you do not need to understand the technicalities of working in sensory ways with environmental data in order to use it. The toolkit offers multiple routes of support.

What does this toolkit address?

The SEED Toolkit is both research and practice-informed, and addresses three key issues.

First

We need behaviour change towards sustainability, and communicating that creatively provides opportunities to engage audiences.

Second

We have a wealth of environmental data but there is a gap between these datasets and public understanding of them. Insights frequently go unreached, because working with data in creative and exploratory ways requires specialist skills that most organisations do not have.

Third

Environmental data can be communicated more engagingly than through conventional data visualisation alone. We can use sensory experiences and novel communication to engage people in less traditional and more creative ways.

This toolkit was designed with these three issues in mind. It provides a guide to understanding and implementing the creative communication of environmental data across three key layers: conceptual, methodological and technical. Together, these layers form the basis of an integrated practice.

About our approach

There are many tools for working with environmental data. What makes our toolkit different is its emphasis on creative engagement, with flexible entry points.

It treats data not as fixed inputs into dashboards or analytics tools, but as a potential sensory communication story. It takes an exploratory approach to data, seeing it as material to be creatively communicated using our senses.

The toolkit is not a one-size-fits-all solution to environmental communication. It does not prescribe a formula with a single outcome or output in mind. Rather, it is designed to be flexible and adaptable to the environmental issue at hand, the particular question being asked, and the context in which the output is being communicated.

Conceptual Layer

Values and intellectual foundations: interdisciplinary collaboration as a structural condition, ecological awareness as a critical lens, participation as a design principle, and ethics as a starting point.

Methodological Layer

Reviewing datasets, workshopping with collaborators, designing the sensory translation, choosing materials and fabrication methods, and applying sustainability frameworks throughout.

Technical Layer

Environmental datasets, acquisition hardware, processing software, and output devices spanning the full sensory range from spatial audio and visual display to scent, touch and taste.

Integrated Workflow

Draws all three into a single operational sequence, from data foundation through to a closing review of ethical and ecological commitments.

What the toolkit enables

The toolkit opens up a range of possibilities for working with, and supporting people working with environmental data who want to communicate it creatively. Here are some use cases across a variety of situations and expertise.

Arts and Culture
A curator, commissioner or producer
To ground a site-specific commission in environmental data, while keeping the creative brief experimental and free.

You would like to engage an artist to respond to environmental conditions at a site. The brief is broad and could pertain to any combination of environmental datasets; the artist will ultimately choose. The toolkit helps you, without specific data or technical skills, to bring meaningful datasets into the brief and into co-design with the artist. The integrated workflow and ethics ensure that the data is not misrepresented or over-simplified.

Arts and Culture
A heritage expert, site manager or digital heritage lead
Connecting heritage and history to contemporary environmental records.

You manage a heritage site vulnerable to climate change impacts. This raises issues of public safety and of safety for maintenance workers on site. Yet it is a key tourist location, so you need to make a case for upkeep and maintenance on environmental grounds, in ways a non-expert can understand. You have longitudinal data on climate impacts, and your communications budget will allow you to hire an expert. Through the toolkit you can work with your communications expert to fine-tune the conceptual aspects of your case, while they study the best methodologies for creative communication and check what is feasible in the technical layer.

Arts and Culture
A documentary series producer, researcher or science communicator
Supporting an environmentally focused documentary with a data narrative.

Your production team is making a film about an area threatened by an environmental impact such as sea-level rise. The team wishes to combine lived-experience narratives with data-driven support for the storytelling, showing environmental change and grounding the local impacts under discussion. The toolkit informs and inspires the team through a platform for discussing the key environmental concepts relevant to the documentary. It also helps choose methodologies for using environmental data in robust yet creative ways, moving beyond clichéd interpretation.

Arts and Culture
An artist or creative practitioner
To situate an existing practice in relation to environmental data, or to find a rigorous starting point for new work.

You work across sculpture, sound, moving image or digital media, and you want to engage with environmental subject matter without producing work that merely illustrates a dataset. The conceptual layer gives you a critical vocabulary and a set of references for situating the work. The methodological layer offers a route from dataset to sensory strategy that keeps the science accountable while leaving the artistic decisions open. The technical layer identifies collaborators, institutions and equipment you may not have known were available to you.

Science and Environment
A biodiversity conservationist with access to local citizen science data
To communicate the importance of local conservation and inspire the community.

Your local community action fund has a small budget for communications. You would like to bring existing data to life in sensory ways but do not know how. The toolkit’s technical layer helps inform a collaboration with a local digital media artist who has technical knowledge and an established creative practice, and who is moving towards investigating biodiversity in the area.

Science and Environment
An environmental NGO with concerns about local river pollution
To build awareness around a specific threatened river catchment.

The dataset is complex, spanning water quality, land use, rainfall, species records and more. The toolkit provides the conceptual backdrop to how these issues interconnect, so that a holistic approach can be prioritised. This knowledge can engage a variety of interested parties, including landowners, environmental activists and water enthusiasts, in sharing and communicating a common goal for the health of the river.

Science and Environment
A marine scientist or fisheries researcher
To communicate long-term change in a marine environment to coastal communities and stakeholders.

You hold time-series data on water temperature, plankton abundance or species distribution that shows gradual change over decades. The change is significant but slow, which makes it difficult to convey urgency through charts alone. The methodological layer helps you identify which aspect of the data carries the story, and the technical layer shows what sonification and spatial audio can do with time-series material. Hydrophone recordings and the toolkit’s acoustic sensor guidance offer a route to letting audiences hear the environment being described.

Policy and Government
A local authority sustainability officer
To celebrate green infrastructure developments in your area of responsibility.

You have a dashboard covering some environmental monitors showing how green infrastructure has developed over time. You can see tree cover increasing and local community funds being used to integrate with the All-Ireland Pollinator Plan. The toolkit’s integrated workflow helps you share your vision with a local environmental scientist, so that you can both consider how these datasets might jointly support and encourage communities towards sustainability.

Policy and Government
A senior figure in a government department
To find creative ways to communicate environmental crisis beyond departmental silos.

Environmental issues cut across transport, housing, agriculture, health and heritage, but the data and the communications sit in separate departments, each with its own framing. The toolkit’s conceptual layer offers shared language for describing interconnected ecological processes, which supports discussion across departments that do not usually share vocabulary. The methodological layer provides a common workshop structure that can bring officials, scientists and creative practitioners into the same room around a single environmental question. The result is a route to cross-departmental communication that does not require every party to adopt another’s technical framing.

Policy and Government
A public health or air quality officer
To make invisible air pollution legible to the residents it affects.

You hold monitoring data showing that particulate levels in particular streets exceed guideline thresholds, but residents experience air quality as an abstraction rather than a daily condition. The conceptual layer frames the problem as one of making an invisible process perceptible, which is the toolkit’s founding concern. The technical layer identifies both the sensing equipment and the olfactory and haptic outputs that can render pollution levels immediately apprehensible in a public space. Safeguarding and accessibility guidance ensures that an installation communicating a health risk does not itself create one.

Education
A secondary school teacher or third-level lecturer
To teach environmental subject matter in a way that engages students beyond charts and figures.

You want students to engage with real environmental data rather than textbook summaries, but the technical barrier appears high and equipment budgets are limited. The technical layer distinguishes tools that are free and open-source from those requiring specialist investment, so a project can be scoped to available resources. The integrated workflow doubles as a project structure for students, taking them from dataset to finished output across a term. The conceptual layer supplies the critical framing that turns a technical exercise into a piece of environmental thinking.

Case studies

Completed projects that have used the toolkit’s approach in practice. Each is traced through the three layers and the integrated workflow, so that the framework can be seen operating on real material rather than in the abstract.

Case Study 1

Insect augmented reality exhibitions

Zoological Museum, Babeș-Bolyai University, Cluj-Napoca, 2024–2026
The environmental question

The project addressed a group of insects that are ecologically consequential and almost entirely absent from public view. Three species were treated across three years: Ormyrus nitidulus (2024), Osmia caerulescens (2025) and Diplolepis rosae (2026).

These insects matter because they occupy positions in the ecological chain that larger, more charismatic species do not. Diplolepis rosae induces the wild rose to grow a bedeguar gall, a structure the plant would never produce on its own, which then houses a community of other organisms. Ormyrus nitidulus is a parasitoid that regulates gall-former populations from inside that same structure. Osmia caerulescens is a solitary bee, part of the pollination work that is widely attributed to honeybees but largely carried out by species almost nobody can name. Each occupies a different ecological relation: parasitic, mutualistic and generative.

The underlying material was fieldwork data gathered by entomologists: specimen collection, taxonomic analysis, categorisation and evolutionary study, processed into peer-reviewed articles and conference papers. That work is rigorous, sustained and effectively invisible outside its discipline. The question was whether creative practice could carry it to a public audience without flattening it.

Conceptual layer in practice

The framing was to invite audiences into entomology rather than to illustrate its findings. The work set out to present and explain what these insects do in the ecological chain, using tools deliberately chosen for their accessibility, so that the method itself would be reproducible by others.

That choice was substantive rather than pragmatic. Smartphones were used for photography, video and microscope capture. Blender, which is open source, was used for modelling. Vectary was used for the augmented reality components as a low-barrier, in-browser route to AR requiring no app installation by the visitor. A toolkit that recommends expensive infrastructure serves only those who already have it.

Collaborators were entomologists and students at Babeș-Bolyai University, working with their own field data rather than with data supplied to them. A biologist-illustrator produced drawn narratives for children. The insects were 3D printed at exhibition scale, and microscopes with real specimens were made available to visitors, opening the laboratory experience to a public that would not normally enter one.

The ethical commitments followed from this. Scientific accuracy was treated as non-negotiable: every model was checked against specimens and against the entomologists’ own taxonomic work, and creative licence was not permitted to distort morphology or behaviour. Authorship was shared, with the science credited as science rather than absorbed as raw material for art. Accessibility was addressed through multiple parallel routes into the same content, so that a child, a specialist and a casual visitor each had a way in.

Methodological layer in practice

The work used field and specimen data collected by the Biology Department at Babeș-Bolyai University, alongside microscope imaging produced during the project.

The sensory strategy was determined by a constraint that is easy to overlook: entomophobia is common in general audiences. A visitor who is frightened of insects will not look closely at one, however important it is. Proprioception was chosen as the primary modality for that reason. Augmented reality lets a visitor walk around a virtual specimen at their own pace and at a distance they choose, which gives them control over the encounter. The insect is present at body scale, but the visitor decides how close to come. Fear is not argued away; it is designed around.

The fabrication decision extended an existing museum convention rather than breaking with it. Each year the insect was 3D printed and displayed in a vitrine, in the same manner as the museum’s own specimens and illustrative material. Positioning the work inside the institution’s established visual language, rather than as a separate digital intervention, allowed it to be read as part of the collection.

Technical layer in practice

The approach was deliberately low-tech and frugal in its media, prioritising small file sizes and in-browser delivery so that the work would run on a visitor’s own device without installation.

The pipeline ran through Blender for modelling and animation, ZBrush for high-resolution detail, Vectary for AR authoring, Sketchfab for verification and sharing, DaVinci Resolve for video, and R for data handling. Smartphone photography, combined with a microscope, supplied the reference imagery.

The most instructive failure was in 2025. In pursuit of higher image quality, an Axio Zoom.V16 zoom microscope was introduced, an all-purpose light microscope for observing, preparing, sorting and microsampling specimens. A single component, a specific lens, was unavailable, and the setup could not be completed. The work reverted to the smartphone-and-microscope arrangement used the previous year, with no visible loss to the finished exhibition.

The lesson generalises beyond this project. The higher-specification route introduced a dependency that the accessible route did not have, and the accessible route proved sufficient. This is why the Technical Layer marks cost bands and partner access rather than simply listing the best available equipment.

Outcome and reception

The work was shown across three consecutive years in three exhibitions at the Zoological Museum of Babeș-Bolyai University, Cluj-Napoca, reaching the museum’s general visitors, school groups and specialist audiences.

It culminated in the 9th International Plant Gall Symposium in Cluj-Napoca, where the process was presented as a keynote addressing how creative practice can extend scientific work and act as a bridge to public audiences. The SEED project was presented in the same session.

The most significant outcome was not the public response but the response of the scientists. The collaboration prompted them to look at their own data with fresh eyes and to consider extending it towards public-facing forms. The exchange ran in both directions rather than treating the science as a source and the art as an output, which is the relation the toolkit’s Conceptual Layer argues for.

What we would do differently

The first exhibition functioned as a pilot for this toolkit, and its main weakness was proportional: too little time was spent in the conceptual phase relative to production.

Specifically, more time should have gone into ideating presentation scenarios. The finished work foregrounded the insects, but not the entomological complexity of the fieldwork that produced the knowledge about them. Collecting samples in the field is physically demanding, highly skilled and genuinely performative, and none of that reached the public. There is a persistent misconception that data gathering is abstract, something that happens in spreadsheets rather than in wet grass at dawn. The work had an opportunity to correct that and did not take it.

For anyone attempting something similar, the recommendation is to treat the conceptual phase as production time rather than as preparation for it. The technical work will expand to fill whatever space it is given; the conceptual work will not, and it is what determines whether the finished piece says anything the data could not have said on its own.

Case study 2 — in preparation
SEED commissioned works, the Digital Hub, Dublin. To be documented following the exhibition.

Get involved

The toolkit is published as an open resource. If you have used it and would be willing to share your experience, or if you would like to discuss whether it is relevant to your work, we would be glad to hear from you.

Developed and tested with Adam Gibney, Clíona Harmey, Fiona Mc Donald, Cailean Finn, Shane Finan, Basil Al-Rawi, Claire McCluskey and Paul O’Neill. Guide compiled by István László and Trish Morgan.