Way of Water exhibition
55°49′N 37°37′E · Moskvarium, VDNH
Case study · 500 m² · 19 installations
2022 — 2024

Way of Water

A multimedia exhibition by Moskvarium at VDNH.

500
Area
19
Installations
4
Zones · route
2yrs
2022 — 2024
Scroll down — start of the route
Case N° 01 · Tanya Samarakovskaya
N° 01 — Format
Multimedia exhibition
Edutainment · Family
N° 02 — Location
Moskvarium, VDNH
55°49′N 37°37′E
N° 03 — Scale
500 m² · 19 installations
4 zones · 14 characters
N° 04 — Period
2022 — 2024
Permanent exhibition
N° 00 — Project showreel 2 min · Moskvarium · 500 m²
Way of Water showreel preview
Way of Water — showreel
Moskvarium · 2022—2024 · 500 m²
Nature zone Nature zone
City zone City zone
Ocean zone Ocean zone
Arctic zone Arctic zone
01 About

How to make people
fall in love with water

Edutainment
Family audience
Moskvarium · VDNH

Water is not a background element. It is the main character: it has a journey, a personality, and a story.

“Way of Water” is an educational multimedia exhibition by Moskvarium at VDNH. 500 m², 19 interactive installations and four thematic zones. The exhibition guides visitors through a real journey of water: forest → river → city → treatment → ocean → Arctic.

The task was not to frighten visitors with an ecological agenda, but to make water fascinating. Each zone is a chapter. Each installation is a moment of discovery. A child touches water with their hands. An adult thinks, perhaps for the first time, about where it comes from. A teenager explores the mechanics of water treatment — and it never feels boring.

Visitors don’t observe water from the outside — they move with it. The route is designed as a physical journey: the path through the space follows the path of an H₂O molecule from its source to the Arctic.

↳ Why water is a difficult subject

We drink water, wash with it, do laundry with it — and barely notice it. Yet it is the only substance on the planet without which no form of life can exist. Our task was to make that visible and tangible.

02 Characters

Three states

Liquid
Solid · Gas
Watty · Icey · Hotty
Watty
Liquid · H₂O (l)
Watty

Fluid and unpredictable. Watty takes the shape of any vessel — yet always remains himself. The main guide through the exhibition.

Icey
Solid · H₂O (s)
Icey

Cool, precise, and full of memory. Ice is the planet’s archive. Every tiny bubble inside it holds the air of past eras.

Hotty
Gas · H₂O (g)
Hotty

Invisible and everywhere. Steam is water in motion: pure energy without a fixed form. It is what brings water back to its source.

03 Concept

How it works

A connected route
Collecting drops
Edutainment
[ 01 ]
Route

One continuous narrative from entrance to exit

The four zones form a connected chain. Visitors follow water from its natural source through the city and the ocean to the Arctic. The zones are chapters; the installations are paragraphs.

[ 02 ]
Gamification

RFID quest: collect the drops

Each visitor receives a wristband. Each installation has a reader. A tap equals a drop added to a personal “Atlas of Water”. At the end, the route produces a personal result.

[ 03 ]
Edutainment

Facts learned through the body

Each installation carries one key idea — physically, visually, without walls of explanatory text. Visitors shape a riverbed, generate energy at a hydroelectric station, and build a water-supply system.

[ 04 ]
Audience

A family format with three levels of perception

A seven-year-old starts a waterfall with their hands. A teenager understands the mechanics of a hydroelectric station. An adult reads ecological data. Three generations share one route.

[ 05 ]
Emotion

An emotional arc · wonder → understanding

The zones build in intensity: Nature is lightness and beauty; City is mechanics and resource; Ocean is scale; Arctic is fragility. By the end, visitors reach their own conclusion.

[ 06 ]
Characters

Watty, Icey and Hotty as exhibition guides

Three characters represent the three states of water. They appear across the zones, explain processes, and become the key emotional anchor for children.

Exhibition axonometry
19
interactive installations
4 zones
Nature · City · Ocean · Arctic
360°
panoramic projection
40+
projectors and screens
RFID
quest · Spirit of the Waterfall
14
unique characters
10 t
of real water daily
ML
machine vision
Exhibition plan · axonometry 500 m² · Moskvarium, VDNH
A Zone 01/04 · km 00.00

Nature

Water is born in the forest. Rain, dew, a spring — the first steps of an H₂O molecule. The journey begins here.

6 installations
source · forest · river
Nature zone installations
Scroll
Exhibition entrance01 / 19
Pre-show · Entrance

Waterfall

The first impression is physical: a wall of water, sound and humidity. Visitors are not yet inside the exhibition, but water is already present.

Shifts perception before the first exhibit

Water tunnel02 / 19
Pass-through · Immersive

Water Tunnel

A projection tunnel: visitors pass through a water environment. Light, sound and animated movement create the feeling of entering the flow.

A physical transition between worlds

River table03 / 19
Interactive table

River Table

Control the flow, change the terrain, create the riverbed. Water behaves according to real-world rules — in real time.

The speed of the river depends on the slope of the riverbed

Water cycle04 / 19
Education · Visualization

The Water Cycle

A large multimedia installation showing evaporation, clouds, rain, soil and a spring. A closed cycle that never ends.

One water molecule completes the cycle in 9 days

Underwater world05 / 19
Interactive · Sensory

Underwater World

An immersion into the living ecosystem of a freshwater body. Fish, plants and light through water all respond to visitor movement.

Every touch changes the scene

Resource06 / 19
Facts · Data

Resource

How much freshwater exists on the planet — and why so little of it is available. Global water reserves are visualized against the amount people can actually use.

Freshwater makes up 2.5% of Earth’s water. Accessible: 0.007%

B Zone 02/04 · km 00.14

City

Water enters the city as a resource. It passes through hydroelectric stations, pipes and taps — and leaves transformed.

8 installations
hydroelectric · pipes · tap
City zone installations
Scroll
Hydroelectric plant07 / 19
Energy

Hydroelectric Station

How water flow becomes electricity. A model of a hydroelectric power station, from turbine to socket: the energy of flow that can be seen and heard.

Hydropower provides 17% of the world’s electricity

Pipes08 / 19
Infrastructure

Pipes

The city water-supply network: from water intake to the tap. How water reaches your home — and why it is more complex than it seems.

Moscow’s water-supply pipes stretch for 12,000 km

Filtration09 / 19
Technology · Process

Treatment Chain

The full route of water through treatment facilities. Mechanical, chemical and biological treatment: every stage can be explored hands-on.

Before it reaches you, water passes through 10+ stages

Home10 / 19
Personal · Everyday life

Home

How much water does your day use? An interactive counter measures consumption for daily actions: showering, cooking, laundry, coffee.

An average Russian resident uses 250 liters of water per day

~11 / 19
Production

Hidden Water

How much water does it take to produce a T-shirt, a phone or a cup of coffee? The water footprint of things we rarely think about.

1 kg of beef = 15,000 liters of water

12 / 19
Water chemistry

Hardness

What water hardness is, why scale is more than an inconvenience, and how different types of water affect the taste of food and drinks.

The taste of tea depends on water pH by 40%

⋮⋮13 / 19
Pollution

Runoff

What city streets wash into the drainage system after rain. How stormwater became a distinct environmental issue for the modern city.

80% of ocean pollution comes from land

14 / 19
Future · Technology

Smart City

How modern technologies help cities save water: sensors, smart taps, and reuse of wastewater.

Smart water systems can reduce losses by 30%

C Zone 03/04 · km 00.28

Ocean

Visitors take the helm. The platform moves like a real deck. Steering a boat in a storm: 360° projection, live motion and the physical sensation of water.

2 installations
helm · storm · depth
Ocean zone installations
Scroll
Ship wheel15 / 19
Control · Storm

The Helm

Visitors stand at the helm on a moving platform. It rocks like a deck in a storm. Around them is a 360° projection of the ocean. The boat responds to their hand movements.

Moving platform: a physical sense of rocking and sea motion

Marine life16 / 19
Ocean biology

Marine Life

A descent into the depths: from surface waters to the abyssal zone. Each layer is a different environment, with its own life forms, light and pressure.

80% of Earth’s species live in the ocean; less than 5% of the deep sea has been explored

D Zone 04/04 · km 00.41

Arctic

The final chapter. Ice is the memory of water. The Arctic preserves the climate history of hundreds of thousands of years — and is melting faster than we thought.

3 installations
ice · archive · finale
Arctic zone installations
Scroll
Ice archive17 / 19
Climatology · Time

Ice Archive

Ice cores as keepers of time. Air bubbles in Arctic ice contain the air of ancient eras — in a sense, the air once breathed by dinosaurs.

The oldest ice preserves air up to 800,000 years old

Melting18 / 19
Climate · Future

Melting

An interactive model showing what changes when sea levels rise. No panic — only honest data and space for visitors to form their own conclusion.

If all ice melted, sea levels would rise by 65 m

Waterfall Spirit19 / 19
Finale · Personal document

Spirit of the Waterfall

The final point of the route. Visitors tap their wristband and return to the Spirit of the Waterfall the power collected across all zones. A personal artefact: the path is recorded, the task is complete.

The goal is to restore the Spirit of the Waterfall by completing the full route

05 Quest

Collect the drops

RFID wristband
19 collection points
Spirit of the Waterfall
01
Wristband at the entrance

Each visitor receives a personal RFID wristband. It becomes the key to every installation in the exhibition.

↳ Start
02
Tap = drop

Each of the 19 installations has a reader. Tap the wristband and receive a drop. Completing the whole route is the main goal.

↳ Route
03
Four zones

Nature, City, Ocean and Arctic — each zone unlocks its own drops. The route leads forward like a river current.

↳ Progress
04
Restore the Spirit’s power

At the final station, the wristband is read and the Spirit of the Waterfall receives the power collected along the route. The task is complete.

↳ Finale

Water was here before us and will remain after us.
The task: make people feel it in their bodies.

Tanya Samarakovskaya · Creative Director · Way of Water
06 Process

How it was made

From brief
to launch
Full cycle
Working materials · process screenshotsN° 06.1
01 · start Early development
Beginning of developmentFirst working schemes and boards
02 · wireframe Wireframe for the power plant hall
Wireframe of the CHP hallInstallation placement scheme
03 · panorama Panoramic layout for the River zone
Full layout of the River zonePanoramic spread · interaction scenario
03.1 · game logic River game logic
River game logicGame rules and riverbed behavior
04 · interface Scenario map
Scenario schemeTransition logic · route structure
04.1 · object Tap fountain
Tap fountainExhibition object
05 · Nature zone River zone development
Nature zoneDevelopment of the river interactive
05.1 · Ocean zone Ocean zone animation
Ocean zoneEnvironment animation · water movement
06 · animation Drop animation
Drop animationMotion development · element behavior
Waterfall variants · Spirit of the WaterfallN° 06.2
· sketch Waterfall Spirit sketch
Spirit of the Waterfall · sketchSearching for the character image
Character variants · developmentN° 06.3
· image search Character options — image exploration
Character image searchStates of water · guardians of the zones
· development Character options — development
Character developmentSilhouettes, facial expressions, personalities
· color and form Character options — color and form
Color and formFinding the final character palette
· final lineup Character options — final lineup
Final character lineupWatty · Icey · Hotty · Salty
07 Role and scale

What was done

Creative direction · Art direction
Scenography
Full cycle
N° 07.1 — Project scale Way of Water · Moskvarium
500
Area
Permanent exhibition at VDNH
19
Installations
Sensor-based, projection-based and physical
4
Zones
Nature · City · Ocean · Arctic
40+
Projectors
+ 30 control computers
10t/day
Real water
Closed daily circulation loop
14
Characters
Unique guardians of the zones
350m
LED
50 light controllers
5t
Metal
Load-bearing structures for installations
10+km
Cable
Structured cable routes
360°
Projection
Panoramic immersive hall

Unique project solutions

01
360° panoramic projection
An immersive journey on a ship
02
Moving platform
Simulation of rolling and sea motion
03
Tap fountain with real water
Closed loop, 10+ tons of water per day
04
Machine vision and neural networks
Tracking visitor movement
05
RFID quest and the Spirit of the Waterfall
A personal route stored in the wristband
06
4+ meter touchscreen
Controlling the riverbed and terrain

Role in the project

Creative Director · Full cycle · 2022—2024
Four areas
Tanya Samarakovskaya
01
Concept and narrative Meaning, route, scenario
Zone structureRouteLegendScenario
02
Art direction Visual system of the exhibition
Visual systemZone color logic14 charactersNavigation
03
Scenography Spatial direction
LayoutBriefs for 19 installationsContractorsAuthor supervision
04
Interactive experience and content Touch logic, texts, UX
RFID mechanicSpirit of the WaterfallUX of every touchpointTexts and content
05
Project leadership Budget · timeline · crisis management
Project budgetTimeline managementContractor searchVendor supervisionCrisis management
Creative Director, Moskvarium
Tanya Samarakovskaya
Project
Moskvarium (VDNH)
Format
Permanent exhibition
Area
500 m²
Installations
19 objects · 4 zones
Period
2022—2024