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Lara Weiblen
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04.2025 – 07.2025

Making Virtual Water Visible.

An exploratory exhibition encouraging consumers to reflect on hidden water consumption, so called virtual water.

  • User Research
  • Exhibition Design
  • Research Methods
  • User Research
  • Exhibition Design
  • Research Methods
  • User Research
  • Exhibition Design
  • Research Methods
  • User Research
  • Exhibition Design
  • Research Methods
  • User Research
  • Exhibition Design
  • Research Methods
Overview of the exhibition: three white question panels, an OSB answer board and a reflection station in a brick hall

Medium

An exploratory, interactive exhibition format was deliberately chosen, as it enables both the participants to gain insights and the researchers to conduct in-depth observation and analysis.

The aim was not only to convey information, but also to create a participatory, experience-based engagement with the topic of virtual water consumption. In other words, to generate awareness that is both cognitive and emotional. The exhibition is divided into four consecutive phases, which were coordinated in terms of both function and content.

  • Three white panels with questions on food, clothing and technology, each with a stamp station

    1st Phase

    Participants' current consumption is recorded across three areas relevant to everyday life: food, clothing and technology. All have a different impact on the virtual water footprint. Each category comprised three questions, each with three possible answers, which were designed on the basis of the average water consumption of consumer goods during production. A stamp system highlighted each selection, showed differences in quantities and specified the exact amount of water in litres, thereby enabling the recording of individual consumption.

  • OSB board with a slot where visitors drop their written answer

    2nd Phase

    In the second step, participants' prior knowledge of the concept of virtual water is assessed; this involves both gathering information and providing a clear definition in order to establish a common understanding.

  • Panel 'Schau noch etwas genauer hin!' explaining the virtual water of a pair of jeans

    3rd Phase

    Depending on their water footprint, participants are then assigned one of three 'water companions': the whale for decisions involving high, the otter for medium, or the newt for low virtual water consumption. This narrative categorisation is intended to make the collected data emotionally and visually tangible. It opens up a moment of self-reflection, without any moralising undertones, but rather through a playful, symbolic representation of one's own consumption habits.

  • OSB board with sticker fields for Lebensmittel, Kleidung, Technik and Nirgendwo

    4th Phase

    Finally, the study examines whether reflecting on one's own consumption behaviour and the new insights gained trigger a willingness to change. Participants can indicate whether, and in which area, they could envisage a change in behaviour: in terms of diet, clothing, technology, or not at all. This phase was deliberately designed to appeal to participants' emotions, but without exerting pressure. Rather, it was intended to encourage personal reflection on one's own role within the broader context of the global distribution of resources.

Results

In the second design phase, participants' responses on virtual water were evaluated during a three-day survey at Munich University of Applied Sciences.

Overall, the results suggest that the experience not only raised awareness but also inspired many participants to consider lasting behavioral change.

Bubble chart of participants' prior knowledge, from low to high level of knowledge

Awareness

The analysis showed widely varying knowledge, mostly low to medium. The results reveal a clear need for further education and confirm the exhibition's potential to raise awareness and understanding of virtual water.

Whale, otter and newt illustrations next to rows of evaluated stamp cards

Consumer Decisions

The evaluation of 61 stamp cards showed predominantly high virtual water consumption. Most participants were classified with the companion Whale, fewer with Otters, and only very few with Newts. Across food, clothing, and technology, individual choices strongly influenced the overall footprint. A clear step pattern emerged: Whales chose high-consumption options, Otters mixed ones, and Newts consistently resource-saving ones. Highlighting both the impact of single decisions and the potential for change.

Pie chart: 45 % Kleidung, 27 % Lebensmittel, 23 % Technik, 4 % Nirgendwo

Willingness to Change Behaviour

Among 73 responses, a clear majority expressed readiness to adapt their behavior. These trends were consistent across all water-companion groups, indicating that self-reflection occurred largely independent of previous classifications. Notably, the few Newts focused solely on clothing and food changes, showing no interest in technology or in maintaining current habits.

Cluster of bubbles with observation themes: Spaß, Begeisterung, Lerngewinn, Bewusstsein, Persönliche Reflexion, Diskussion, Verbesserungspotenzial, Orientierung

Participatory Observation

Participant observation showed that visitors valued the playful stamp method and charming water companions, describing the exhibition as fun and easy to engage with. Concrete water-use figures sparked "aha" moments, raising awareness of virtual water, especially the high impact of clothing and tech, and encouraging reflection on consumption, second-hand use, and product longevity. Overall, the exhibition successfully combined enjoyable interaction with meaningful learning and discussion.