The whole exhibition is a object that holds the items corresponding to the memories of repressed people. The interaction with those items triggers a video interview.
The design process began with the general idea of a chest that has divisors and items inside.
The steel has been chosen as a material for the exhibit and items have been collected.
The technical requirements documend was formed
The technical supervision has been performed and software developed.
Almost 10000 students in 15 schools have interacted with the exhibition. It spawned hundreds of discussions. But it is not enough.
I was a part of a creative team that designed permanent exhibition of Gulag History Museum. I translated scientific and historical data into the material forms and wrote the artistic and thematic requirements for the video producers, sound designers, writers, etc. Then I led dozens of contractors who had to realise things exactly as they were supposed to be. I also controlled the content creation. It received the following awards: Winner of Council of Europe Museum Prize (EMYA2021), Second place Best in heritage`19, Winner of MUF`19 and Gran-prix of Intermuseum'19
The exhibition had to be very focused, fact-oriented and sober, artistic expression was allowed on a moderate level. I was responsible for finding this balance.
I proposed a very practical and visitor-oriented approach to interactivity. It was accepted and i created it.
I allowed only two interactive screens. But it was very informative and clean in terms of design.
In 2021, the former apartment of celebrated Russian writer Mikhail Bulgakov was transformed into a museum. I led the creative team responsible for conceptualizing and designing the exhibition, shaping the space into an immersive narrative environment. Our interdisciplinary process combined historical research, interactive media, and spatial storytelling to reflect the conceptual complexity of his legacy
After months of discussions with historians and philologists I have created a general vision map. It included spatial references, texts, images, etc.
Then I wrote the concept document, containing general explanation for architects, graphic designers and artists.
I curated the work of architects and other creative members of the team.
I supervised the production, construction and software development.
I created the Unreal Engine setup utilizing geo-data for a background of a Architectural Model
I modeled and made client priviews with Unreal Engine
I led the ideation, development, and curation of interactive exhibits and installations for various museums.
These projects incorporated technologies such as motion sensors, HTML/JavaScript, and touchscreens
Each installation was designed to support the museum’s interpretive goals by enhancing storytelling and audience engagement through interactivity.
Led the orchestration of technical processes and guided creative decisions to successfully execute a high-profile project for Saudi Arabia's NEOM initiative. This involved integrating advanced technologies and innovative design. Due to confidentiality agreements, visual representations are not available. For an extended portfolio, please contact ivan.bichenko(at)gmail.com.
At Tamschick Media+Space, I led the development of a comprehensive previsualization pipeline, integrating real-time 3D modeling with Unreal Engine to create dynamic, interactive representations of exhibition spaces. This approach facilitated collaborative design reviews, allowing stakeholders to engage with virtual walkthroughs and provide immediate feedback. By aligning creative concepts with technical execution early in the process, we streamlined production timelines and enhanced the overall quality of immersive exhibition experiences. For an extended portfolio, please contact ivan.bichenko(at)gmail.com.
For Pyramids of Gizeh I developed a custom simulation workflow that accurately recreated projection behavior within Unreal Engine, tailored to complex spatial and media environments. This realistic previsualization setup allowed the team to preview content as it would appear in the final space—accounting for scale, geometry, and lighting conditions. It streamlined collaboration between content creators and technical departments, reduced costly on-site adjustments, and helped maintain creative intent throughout the production process.
The objects from Gulag are usually meek, but always is a story. I recorded stories, told by historians, victims and museum workers then I hacked into a Xiaomi Smart Home to play these stories.
Together with the students of Marsh we create exhibitions. So far we made five of those.
I designed and curated the production of five interactive tables for Bulgakov Museum.
I was a part of a creative team that designed permanent exhibition of Gulag History Museum. I translated scientific and historical data into the material forms and wrote the artistic and thematic requirements for the video producers, sound designers, writers, etc. Then I led dozens of contractors who had to realise things exactly as they were supposed to be. I also controlled the content creation.
I participated in the creation of the corporate Magnesite Museum.
After the analysis of tons of information about the production of magnesite I proposed the design, coordinated the design process ond the creation of the interactive exhibits.
It received Archiwood`17 prize.
The creative team, that I was a part of, created the 1000 sq. m. exhibition in six month. I participated in concept development designed hardware with Arduino and managed the production process.
It receiver the Intermuseum`18 grand-prix
I created the exhibit that uses photos from real photo album made in Gulag. It zooms in and tells video stories. I programmed it using Arduino and Raspberry PI
I created a stereoscope for Fyodor Shalapin museum.
Famous Russian opera singer just loved stereoscopy. I found out how it works and recreated a stereoscope it with a 4K phone.
I curated the representation of the poorly filmed 360 degree movie with an oculus rift. To fix the defects of the video I redirected the attention to the story-teller who was a museum CEO
I created a small exhibition that represents a novel by a modernist russian writer. As the buttons are pressed the sound is activated. Because of the lack of funding I made it with no more than 20 euros.
I am working on the representation of Lucretius' De Rerum Natura with Java. It is a lifelong project.
I designed and coordinated the installation of an architectural object at the expo.
I generated posters for the minimalist composer Pavel Karmanov.
I designed and developed software for the memory book exhibit. It shows the interview when the page is turned.
I designed and developed Instruments.
Instruments is a Python framework for easy creation of multimedia exhibits using Arduino and Raspebrry Pi.
I have ideated and created the installation that represents a single fate of person in the beginnig of 20th sentury. Interactive earphone triggered the video of the interview.
I created a sound installation. A sound of closing door is triggered when a visitor enters a designated zone. It was made with a web camera and Java
I designed the multimedia screens for a corporate exhibition.
I have printed the custom keyboard and programmed the controller using Arduino Due.
I have ideated, designed and overseed the construction of the Documentation Center for Gulag Museum.
I developed the lightweight open-source control system for museums