Gargantuan Cell Installations

The Living Cell Installation Lets You Explore a Human Cell

The 'Living Cell' installation lets you experience what it feels to be in a human cell. Using a Kinect camera and a projector, the installation allows you to interact with an accurate cell. You can play with the cell itself and activate different parts just by stepping on them. Just like regular cells, the installation's projection can die and be replaced by a new one. In addition, you can add things like glucose, nicotine and UV radiation to the cell to see what happens. The Living Cell reacts appropriately and shows you exactly what happens.

Interactive design agency CLEVER°FRANKE created the Living Cell installation for the European Research Institute for the Biology of Ageing. The agency made the cell visualization as a permanent exhibition for visitors to the institute's building.

Interactive Installations
The trend to create installations that let people interact with a specific subject, such as the Living Cell, provides opportunities for businesses to create engaging immersive experiences.
Kinect Technology
With the success of the Living Cell installation, businesses can explore the potential for using Kinect or similar technology to create interactive experiences for their clients.
Projection Mapping
Projection mapping technologies are becoming more accessible and advanced, enabling businesses to create immersive and interactive projections like the Living Cell installation.

Where This Applies

Education
Creating immersive and interactive installations like the Living Cell provide education institutions with engaging ways to teach students about complex biological concepts.
Art and Design
The trend towards interactive installations like the Living Cell provides opportunities for artists and designers to create immersive and engaging art exhibitions and installations.
Entertainment
With the success of the Living Cell installation and similar immersive experiences, businesses in the entertainment industry can explore the potential for creating interactive and immersive experiences for their audiences.
SCORE
1.5 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America, Europe
GENERATION
  • Gen Z
  • Gen Alpha
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 26%
Activity 10%
Freshness 8%

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