
Source: Mikael Buck / MORE THAN
In 2016, Dominic Wilcox opened an art exhibition in London called Play More. The audience couldn't read the wall text, had no opinions about typographic hierarchy, and didn't care whether the identity system was cohesive. They were dogs. And the show was, by most measures, brilliant.
Yes, we're doing this. An article about a dog art show. Stay with it.
Play More wasn't a PR stunt — or rather, it wasn't only a PR stunt. Wilcox redesigned every spatial assumption from scratch: paintings and sculptures hung at nose height, surfaces built to be sniffed and pawed through, red and green stripped from the palette entirely because dogs are dichromats — they see in blues, yellows, and a lot of grey. He commissioned original work from 45 artists, each briefed to think about what a dog might actually respond to. One piece was a tunnel of hanging ropes. Another, a wall of different-textured panels. A fire hydrant cast in bronze, positioned as sculpture. The show toured. It got written up everywhere. Dogs reportedly loved it.
He didn't simplify the exhibition — he displaced the designer's assumed user, and rebuilt from there.
The brief nobody teaches
User research, as UX practitioners understand it, is supposed to do exactly this: replace assumption with observation. You interview, you watch, you map the journey. And yet most experiential design — brand activations, trade show booths, cultural pop-ups — arrives at execution with the user still largely theoretical. The brief describes a vibe. A demographic. A target who is "culturally curious" and "values authenticity."
Wilcox's user couldn't fill out a survey, couldn't nod politely at a prototype, couldn't say the experience felt "intuitive." The constraints were biological and non-negotiable: two feet tall, colorblind to half the spectrum, navigating primarily by smell. When the user can't meet you halfway, you have to go all the way to them.

Source: Mikael Buck / MORE THAN

Source: Mikael Buck / MORE THAN
What he actually did, and why it transfers
Wilcox hung work between 30 and 90 centimetres off the ground — below the threshold any human-centred spatial designer would default to. Tactile variation went in because dogs read space through contact, not just sight. Yellow and blue stayed; red and green went. Scent became an actual design material in several pieces, not an ambient afterthought.
IDEO formalised the method as extreme-user research — the idea that designing for someone at the outer edge of your assumptions produces better solutions for everyone, not just the edge case. Wilcox just did it with dogs, and the result was more coherent, more genuinely interactive, and more resonant than most activations built for humans with full opinions and functional colour vision. Which, if you've been to a brand pop-up recently, is a low bar — but Wilcox cleared it with room to spare.
Dogs don't perform engagement. They either investigate or they don't. No dog has ever told you the experience felt "premium and on-brand" while secretly heading for the exit. It just heads for the exit.
The constraint you assign yourself
Before the next activation brief, pick one sensory channel to design for instead of merely including. Not "we should have an interactive element" — but if this experience were primarily navigated by touch, what changes? Run that constraint through every spatial decision. See which assumptions collapse.
Or, for the work you make when nobody's watching: design an experience for a user who can't read. Or is four years old. Or navigates by sound alone. Not as an accessibility exercise — as deliberate displacement. Inclusive design research at Microsoft found this repeatedly: solutions built for users at the margins tend to work better for everyone. OXO proved it with a peeler. Sam Farber designed Good Grips for his wife's arthritis, launched it in 1990, and it ended up in MoMA's permanent collection four years later. At some point the Arthritis Foundation endorsement went on the packaging — and then came off again, because people without arthritis thought the product wasn't for them. The hardest user had produced the best product. The marketing just had to stop announcing it.
The experiential work that gets published and referenced almost never came from briefs that asked for it. It came from someone taking an impossible constraint seriously before the client arrived.
Wilcox built an exhibition that couldn't be misunderstood by its audience, because his audience couldn't misunderstand anything. They responded — to height, texture, smell, colour — without the buffer of interpretation.
The best spatial design does the same thing to humans. It doesn't explain itself. It just works on you before you decide whether to let it.
And if it takes a room full of dogs to remind the industry that users have bodies, not just personas — fine. Stranger methodologies have won awards.

Source: Mikael Buck / MORE THAN

