Every exhibit we build ends up in a particular kind of room — an atrium, a children's floor, a mechanics gallery. Those rooms have different rules about height, sightlines, throughput and what survives a Sunday afternoon. Pick the kind of gallery you are building; we will show you what belongs in it, at what size.

The first thing a visitor sees. Scale, movement and light above head height.

Low, soft, open-ended. Built for ages 3–10 and for the hundredth visit.

Pattern, proof and probability, made physical.

What the eye believes versus what is actually there.

Standing waves, resonance and the shape of a sound.

Fields you can feel, current you can follow.

Levers, gears, pendulums and the weight of a real machine.

Why a bridge holds and a wall does not.

Cores, plates, volcanoes and the ground under the hall.

Deep water, currents and the machines that reach the bottom.

Food webs, habitats and the living systems around us.

Orbits, spectra and a night sky you can walk into.

The body at work, from a heartbeat to a villus.

Where biology meets computation: neurons, signals, decisions.

From a fibre to a screen: how a signal travels.

Robots, production lines, grids and the systems that run a city.

Rail, road, air and the physics of getting there.

Energy, water, waste and the choices that add up.

Fire, quake, water and the drill that saves a life.

Tools, benches and open problems for people who build.
Every hall page answers three questions: what this kind of gallery usually needs, which exhibits we build for it, and what it looks like once installed. Dimensions and power requirements are on every entry, so your architect can plan around them.
If you are working from a floor plan rather than a hall type, send it to us — we will mark up which exhibits fit where, free of charge.
Attach a theme outline, a floor plan, or nothing at all — a photo of the space is enough to start. Quotations are issued against a real exhibit list, not per-square-metre guesses.
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