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Anointed the “Pope of Trash” by William S. Burroughs, filmmaker John Waters is celebrated for his subversive and delightfully eccentric cinematic style. Known for cult classics such as Pink Flamingos, Hairspray, and Cry-Baby, Waters’ films often challenge societal norms with humour, flamboyance, and unapologetic boldness, earning him a unique place in cinematic history. In a bold fusion of technology, creativity, and iconic storytelling, the Academy Museum of Motion Pictures partnered with digital agency Bluecadet to create an Augmented Reality (AR) experience that invites visitors to step directly into Waters’ unforgettable world.
At the recent MuseumNext conference, Sarin Cemcem, Manager of Digital Strategy at the Academy Museum, and Kim Gim, Creative Director at Bluecadet, shared insights into how this innovative project was brought to life. One key lesson they emphasised was the importance of balancing technological ambition with visitor accessibility, ensuring the AR experience remained seamless and inclusive for all audiences.
The Academy Museum’s exhibition John Waters: Pope of Trash aimed to capture the spirit of Waters’ films while creating an experience that was both playful and educational. Alongside the AR face filters, the exhibition featured original props, costumes, rare behind-the-scenes photographs, and multimedia displays showcasing Waters’ creative process and the cultural impact of his work. The team set out to develop an AR experience that would allow visitors to transform themselves into iconic characters from Waters’ films – including Divine from Pink Flamingos, Tracy Turnblad from Hairspray, and Hatchetface from Cry-Baby.
Cemcem explained that the AR filters were designed to balance entertainment with a layer of cultural education. They wanted visitors to have fun while also connecting with the rich stories behind each character.

One of the core decisions was to use WebAR technology, removing the common barrier of requiring visitors to download an app. Instead, visitors could simply scan a QR code with their smartphone to instantly access the AR face filter experience via their web browser.
This approach ensured broader accessibility across devices and eliminated friction in the user journey. For example, one visitor was overheard excitedly exclaiming how easy it was to scan the QR code and immediately transform into Tracy Turnblad, while another shared their AR selfie on social media with the caption, ‘Living my best John Waters life!’ These moments highlighted the seamless integration of WebAR into the exhibition experience. As Gim noted, the ubiquity of QR code scanning during the COVID-19 pandemic made this method even more intuitive for modern audiences.
Not every visitor is comfortable using their phone camera in public spaces, and the team recognised this early on. To ensure inclusivity, the experience was designed with both AR and non-AR modes.
In AR mode, visitors could apply the filters directly to their faces, transforming into Waters’ characters. Meanwhile, non-AR mode offered beautifully crafted 3D vanity busts of each character, allowing visitors to interact with the content without using their camera.
The development process was highly collaborative and iterative. Early prototypes allowed the Academy Museum team to test the AR filters and provide feedback. Gim shared how initial designs included numerous elements, from speech bubbles to animations, but they soon realised that simplicity was more impactful.
Key details, such as Tracy Turnblad’s iconic hairspray can, were carefully refined to ensure they stayed true to the original characters while fitting within the technical limitations of WebAR.

The AR experience wasn’t confined to one corner of the exhibition. Instead, QR codes were strategically placed throughout the gallery – including title walls, display panels, and even museum bathrooms. Visitors were often surprised and amused to discover these QR codes in such unexpected places, with some jokingly referring to their bathroom selfies as the most ‘John Waters-esque’ part of their museum visit. These playful interactions added an extra layer of charm to the experience and underscored the exhibition’s commitment to accessibility and fun.
Cemcem highlighted how training frontline staff was crucial to the project’s success. Staff members were given hands-on experience with the AR filters, ensuring they could confidently guide visitors through the experience and troubleshoot any issues that arose.
Since the exhibition’s opening, the AR face filters have been a resounding success, with thousands of visitors engaging with the experience both in-person and online. Social media has played a significant role in extending the reach of the project, as visitors eagerly share their AR selfies and videos with friends and followers.
The collaboration between the Academy Museum, Bluecadet, and John Waters himself serves as a powerful example of how technology, creativity, and storytelling can merge to create an unforgettable museum experience. By embracing WebAR, the Academy Museum not only honoured Waters’ legacy but also set a new standard for immersive digital engagement in cultural spaces.
As Sarin Cemcem and Kim Gim reflected during their MuseumNext presentation, the success of John Waters: Pope of Trash demonstrates the transformative potential of blending innovation with authenticity – a lesson that will undoubtedly inspire future museum projects worldwide.
Manuel Charr is a journalist working in the arts and cultural sectors. With a background in marketing, Manuel is drawn to arts organizations which are prepared to try inventive ways to reach new audiences.
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