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Verso: Designing a Digital Experience for a Modern Museum

Verso challenged us to design something that felt worthy of being in the same room as the art. This is what we learned about humility in interface design.

Julian Kross·20 October 2025·8 min read
Minimalist white gallery space with a single large painting

The most dangerous thing you can do when designing a digital experience for a museum is to make the interface more interesting than the art. Verso's collection is extraordinary — work by artists who have spent decades developing singular visual languages. Our job was to create a vessel, not a spectacle.

The Design Constraint

We established a single governing constraint before any design work began: no element of the interface should compete with an artwork for the viewer's attention. This meant: no colour beyond black, white, and the specific warm grey of the gallery walls. No animation except the simplest fade. No typography that would read as a character reference rather than a transparent carrier of information.

palette

The interface should feel like the silence in a gallery room before anyone enters. Anticipatory. Held. Ready.

Technical Architecture

The collection database contained over 4,000 works, each with provenance documentation, conservation notes, exhibition histories, and in many cases extended essays by the curators. Building a navigation system that could serve both the first-time visitor and the academic researcher without privileging either was the central technical challenge of the project.

We were designing for two very different people simultaneously: the person who arrives curious and the person who arrives knowing. Both deserve the same quality of experience.

Julian Kross

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