The Burrell Collection at dusk seen across its lawn: the long lit glass front under its sloping roof, the red sandstone sign by the forecourt, and low stacked-stone sub cairns, still dark, beside the path

Follow
the Cairns.

A way out of the park after dark,
without lighting the whole wood.

My part
The product family, models, renders and service details.
Context
From a GSA MDes team project with The Burrell Collection.
Status
Concept, modelled and rendered. Not yet built or tested.
Skip to the case
Walk the route

Closing time at the Burrell. The stones you walked past are still glowing.

Someone steps onto the path. The nearest stones wake first.

Each stone wakes the four or five ahead of it, so the next one is always in view.

The ones you have passed fade after 90 seconds. The wood either side stays dark.

At the stop, the Mother cairn: a seat, a lean rail, and a board that knows when the shuttle comes.

The shuttle comes up the road. The stones led here; it takes you on.

Concept visualisation · modelled and rendered in Blender

Context

Developed from a GSA MDes team project with The Burrell Collection. GSA project record ↗

My work

The product family, 3D models, scenes, renders and service details on this page.

Status

Concept, modelled and rendered. Not yet built or tested.

The original team project

The trip home
was the part that failed.

The brief asked how to cut car journeys to Pollok Country Park and The Burrell Collection. Our partner interviews pointed somewhere narrower: leaving the park after dark in winter.

We traced each thing partners told us to an insight and a direction, so every later decision could be traced back to something someone actually said.

Quotes from the team’s partner interviews, 2026.

The tension we designed for

  • TimeAfter dark, in winter
  • PlaceLeaving The Burrell Collection
  • PeopleFeel unsafe and unsure of the way
  • EcologyLight disturbs the wildlife

Bright places,
dark routes.

At night the park’s light sits on destinations: the museum, the car park. The paths between them go dark, signs cannot be read, and nothing joins one bright place to the next. Visible light did not mean feeling safe.

The team’s answer was a node structure: bigger objects where people decide, small markers between them. I gave each node an object.

  1. 01 · Destination Signpost Museum exit
  2. 02 · Decision node Signpost The fork
  3. 03 · Route markers Waymarks The dark path
  4. 04 · Transport Mother cairn Shuttle stop

Darkness is not empty.

More light is the obvious answer to a dark path. In this park it is also the wrong one.

The team worked through what artificial light does to the wood’s night life, turned it into six rules, and tested every way of lighting the route against them. Here is the same evening, lit five ways.

The same dusk path and walker, lit by: no path lightThe same dusk path and walker, lit by: street lightsThe same dusk path and walker, lit by: trail bollardsThe same dusk path and walker, lit by: cairns, always onThe same dusk path and walker, lit by: cairns, as you walk No path light

The route as it is: light on the museum and the car park, nothing between.

For people
Nothing to follow, and the signs cannot be read.
For wildlife
The corridor stays dark.
  • Low intensity: not applicable
  • Warm colour: not applicable
  • Keeps darkness: not applicable
  • Limited time: not applicable
  • No flashing: not applicable
  • Aimed down: not applicable

Where the route is now.

Why the rules

  • BatsDepend on darkness and avoid lit areas. Warm, low light affects them less.
  • MothsDrawn to cool, bright light: disorientation and disrupted breeding.
  • BirdsPredators in the same food chain, affected when insects are.

From the team’s ecology research and the DarkSky principles for outdoor lighting: useful, targeted, low-level, controlled, warm-coloured. Renders: one Blender scene, only the path lighting changes.

A lit stone,
then a lit route.

We 3D-printed a stack of translucent stones with a light inside, then set small ones along the paths of a site model.

The stone tested form and brightness. The model asked a different question: does a sequence of markers read as a route? It did, and it showed that a cairn should not work alone. That is where the team’s Mother and Sub cairns came from.

The team's prototype: a stack of translucent 3D-printed stones lit from inside, glowing warm on a dark table
The team's site model at night: a white building, model trees and a path with small lit cairns
Close view of the site model: a figure beside a lit cairn on the model path, a white building behind

Team prototype and site model, GSA 2026.

From here on, my own work

What I kept,
and what I changed.

Team prototypeThe whole stack glows. It lights the air around it as much as the path.
My waymarkLight only in the seam under the top stone, aimed down at the stones and the path.
  • Kept the stack. Stones with light between them are what make it a cairn rather than a lamp.
  • Moved the light. From the whole body into one seam, warm 2200 K, pointing down.
  • Gave every node the same language. The signpost is the waymark’s stones at a larger size, and the shelter is two stone slabs on slim posts. All three are stone-grey with one warm line of light aimed down, so the stop reads as a cairn, not a borrowed sign and bus shelter.

The size tells you
the job.

I redesigned the objects as one family: stacked stone, one warm line of light under the top stone, at three scales. The size tells you the job.

The team had ruled out low trail lights because they block the verge and throw light sideways. So the waymark is not a bollard with a cap. It stays a stack, and from the side you see glowing stone, not a lamp.

The three cairns together in a studio, in daylight, with a person walking past for scale: a chest-high signpost with a route panel, the open stone-slab shelter with glass and a timber seat, and a knee-high sub cairn The same three cairns after dark: light in the seams under their top stones, and a line of light along the shelter's two roof slabs
Stone-grey, one warm light line aimed down, three sizes, with a person walking past for scale. Studio renders from one Blender model.
A knee-high cairn of four flat grey stones with a larger pointed top stone floating just above them; its crown is a darker grey solar panel, in daylight A knee-high cairn of four flat grey stones with a larger pointed top stone floating just above them; its crown is a darker grey solar panel, lit after dark

Sub cairn

Knee-high · about 0.5 m

One stone wakes
the next four.

Every waymark is the same few parts, threaded on a spine. Scroll to take one apart.

A knee-high sub cairn of four grey stones with a larger pointed top stone; light glows in the seam under it and at its tip
  1. 01

    Three moulds, many cairns

    Rotomoulded recycled HDPE with a stone-flecked skin, the material the team specified. Three moulds, turned and stacked differently, so no two cairns match.

  2. 02

    Threaded on a spine

    The stones sit on a steel spine fixed to a ground anchor, so a passer-by cannot lift them off.

  3. 03

    One stone tells the next

    In the top stone: a battery, the controller and a low-power radio. When this stone wakes, the radio wakes the next four along the route.

  4. 04

    It sees you coming

    A small presence sensor in the seam faces the way people arrive. Nobody presses anything; walking towards it is enough.

  5. 05

    Light in the seam

    A warm LED ring under the pointer, aimed down. It lights the stones below and a small patch of path, not the air or the trees.

  6. 06

    The pointer

    The narrow end of the top stone points along tonight’s route, with a pin of light under its tip so the direction still reads after dark.

  7. 07

    One key to service it

    One key unlocks the pointer, to turn it when the route changes or to lift out the sealed light and battery module beneath. No digging, no wiring on the path.

  8. 08

    The crown is the solar panel

    Stone-grey cells set flush in the pointer’s crown, about 0.025 m². In a Glasgow December that is about 1.2 Wh a day in the open, enough for a 0.2 W light and a winter mode, so no cable runs along the path.

6 mbetween stones
4–5lit ahead of you
2200 Kwarm, low-blue light
90 sbefore they fade

Spacing, number and timing are the team’s proposal. Exploded view rendered from the product model.

From the museum door
to the bus.

The whole route as a white night model, like the one the team 3D-printed. Point at a moment and the stones around it light; choose one to walk into it.

Night site model of the departure route: the whole Burrell Collection with its courtyard and lit glass, the forecourt and lawn, a woodland path that forks, low stone cairns along the verges and the stone-slab shelter by the park road
Night model · rendered from the same scene
A visitor walks away from the lit glass front of the Burrell Collection at dusk, past its red sandstone sign; a chest-high signpost cairn and the first lit sub cairns stand by the path across the lawn
01 Leave · concept visualisation

01 Leave

The way home,
shown at the door.

At the museum door, a chest-high signpost cairn names each way out and how long it takes on foot. The first stones are already awake.

A man in a navy jacket reads the route panel on a signpost cairn where the woodland path forks
02 Choose · concept visualisation

02 Choose

Tonight’s route
is the lit one.

At the fork, a second signpost. Its pointer stone is turned toward the route that is lit after dark. The other branch stays dark.

Someone walks away from the camera along a wet woodland path; low stacked-stone sub cairns glow on the verges ahead and the shelter’s lit outline shows in the distance
03 Follow · concept visualisation

03 Follow

Only the next
stones are lit.

The next four or five waymarks wake as she comes, 6 m apart, and fade 90 seconds after she has passed. Nobody needs to search for the next one.

The open stone-slab shelter at night: an older woman sits on the low timber seat, a man rests on the lean rail where the seat rises against the glass, and another waits outside by the route board
04 Wait · concept visualisation

04 Wait

A cairn you can
wait inside.

The Mother cairn at the shuttle stop: a seat and a lean rail out of the wind, a board with the next shuttle, and a lit outline you can see from the path.

The park’s green electric shuttle comes up the road, slows and stops beside the shelter, and opens its door; the cabin is lit and someone waits at the kerb
05 Connect · concept visualisation

05 Connect

The board knows
when the shuttle comes.

The shuttle pulls in at the shelter’s open side, so the people waiting see it arrive. For anyone walking on, the lit route carries on past the stop.

One timetable
behind it all.

The stones only help if someone keeps them true. Each moment has an owner, and a way to fail safely.

The museum, the shuttle operator and the park team share one route description: the panels, the board and the website all draw from it.

Layer01 Leave02 Choose03 Follow04 Wait05 Connect
The visitorSteps out of the museum and decides how to get home.Reaches the fork and checks which way is lit tonight.Walks between stones without searching for the next one.Arrives at the shuttle stop and decides whether to wait.Boards the shuttle, or walks on to Pollokshaws West.
What they seeA signpost cairn at the exit: three ways out and how long each takes.A second signpost, and a pointer stone turned toward the after-dark route.The next four or five waymarks light as she approaches, about 6 m apart, then fade after 90 seconds.The Mother cairn: a sheltered seat out of the wind, and a board with the next shuttle and the walking times.The shuttle stops at the shelter’s open side; the lit route continues beyond it.
Behind itThe museum updates closures and shuttle hours on the same panel artwork as its website.The park team turns the pointer stone when the route changes, with one key, no digging.Each stone reports its battery and sensor state; a monthly round checks the lenses and verge cut.The shuttle operator feeds departure times to the board; the park team keeps the shelter clean and lit.One timetable for the shuttle, the board and the museum website.
If it failsIf a route is closed, its line on the panel is covered, not left to be discovered on the path.An unlit branch simply has no lit stones. Darkness is the signal not to go that way.A dead stone leaves one gap of 12 m, not a dark route. The next stone still lights.With no live feed, the board says so and gives the walking time instead of an empty screen.If the last shuttle has gone, the board shows the lit walking route: 14 minutes to the station.

Above the line, what the visitor meets. Below it, who keeps it working.

None of it has
been walked yet.

Everything here can be looked at; none of it has been walked. The renders settle the form and the light. They cannot say whether a tired visitor trusts four glowing stones.

Done

  • One Blender model for the waymark, signpost and Mother cairn, used in every image on this page.
  • The route walked end to end as a rendered sequence, lit by the products themselves.
  • The team’s lighting options and its 6 m · 4–5 lights · 90 s proposal, shown on the same scene.

Not yet tested

  • Whether people find and trust the stones on a real winter night.
  • Whether this much 2200 K light is acceptable for the bats and moths in Pollok’s woods.
  • Moulding, fixing and cleaning recycled HDPE stones outdoors, and solar power through a Glasgow winter.

Next

  • A full-size waymark on a dark path, with the park team.
  • An ecologist’s review of the light seam.
  • Walk the route with older and partially sighted visitors.

Thanks and credits

  • This began as Team 06’s project at The Glasgow School of Art, with The Burrell Collection: Tong Xu, Yiguo Xu, Yanting Zhang, Dongqiao Zhuang and me. The research, the cairn idea, the lit prototype, the site model and the lighting proposal are ours together. Read the team project.
  • Trees are generated in Blender; bark, ground and plants are Poly Haven scans (CC0). People are made with MPFB and MakeHuman assets (CC0); their walking and standing poses are retargeted from the CMU Graphics Lab Motion Capture Database, created with funding from NSF EIA-0196217.
  • The Burrell’s footprint follows OpenStreetMap data (© OpenStreetMap contributors), checked against my own photographs of the building.
Back to selected work Follow the Cairns · 2026

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Trace the Line · Sheet A

Locate the involvement.

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Original Sheet A: Locate the involvement.

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Drag a token, or choose a place below. Use all, some or none.

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