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PERMANENT INSTALLATION · OPENED MARCH 4, 2017

Why War?
The Causes of Conflict

Flying Heritage Collection, renamed Flying Heritage & Combat Armor Museum later that month · Paine Field, Everett, Washington

A visual reference for the exhibit: what each zone is, how it was designed, and rebuilt versions of its core interfaces and diagrams so you can point at the mechanics, not just the photos.

Owner / concept
Paul Allen (collection owner); Adrian Hunt, executive director
Exhibit design
Belle & Wissell, Co. (Seattle), content research, writing, exhibit & graphic design, software
Scholarly advisor
Greg Cashman, author of What Causes War?
Digital experiences
5, four interactives (Timeline wall, Conflict Simulator, Nuclear Heatmap, Chronicles of War) plus an animated entrance ribbon
Wars covered
Eight featured wars America has participated in, Revolutionary War through the First Persian Gulf War
Audience
Families, school groups (grade-school readable), community groups
Visitor journey

Five zones, one argument

The exhibit is sequenced so the same handful of risk factors, territory, rivalry, power shifts, domestic turmoil, reappear in every zone. (These labels are the exhibit’s own compact distillation, informed by Cashman’s survey of war-causation research; his book is far broader and does not present them as a taxonomy.) They appear first as a static diagram, then in eight historical cases, then as levers the visitor pulls in a simulation. The five-zone grouping is this page’s reconstruction from the designer’s photo sequence, not a documented floor plan; the exhibit is about 2,500 square feet with several distinct rooms, and the physical route is the museum’s.

ENTRANCE Animated digital ribbonRisk-factor wallQuote wall STATIC GRAPHICS TIMELINE WALL Interactive History Timelineof American Wars8 wars · 6 lenses each MULTI-TOUCH WALL THE ATOM BOMB Fat Man / Little Boy replicasB57 thermonuclear bombNuclear Heatmap kiosk OBJECTS + DATA VIZ COMMAND STATION Conflict Simulator game1950s war-room setTimed decisions · advisors GAME CHRONICLES OF WAR Touch tables · biographiesPropaganda poster galleryTrench-art sculptures HUMAN STORIES CAUSES → CASES → CONSEQUENCES → YOUR DECISIONS → THE PEOPLE
Zone 1 · Entrance

The risk-factor wall

A sage-grey wall of printed graphics: coloured discs for each cause of war, connected by dashed lines and arrows that all converge on a dark disc labelled WAR. Opposite it, a black quote wall sets historians, generals and novelists against each other on whether war ever settles anything.

Visitors approach the Why War exhibit
Visitors approach the Why War exhibit
Examining the risk factors that cause conflict
Examining the risk factors that cause conflict
Examining the risk factors that cause conflict
Examining the risk factors that cause conflict
Quote wall shows divergent viewpoints
Quote wall shows divergent viewpoints
Rebuilt · the causes diagram
WAR =EQUALS TERRITORY POWER SHIFTS RIVALRY MISMATCH COERCION LEADERS DOMESTIC TURMOIL ICONS SIMPLIFIED · LAYOUT SCHEMATIC, NOT TO SCALE

What to notice

  • Two-colour code. Discs are either mustard or brick red, a binary that carries through every interactive. The reading “mustard = state/structure, red = escalation/threat” is this page’s inference from the photographs; the designer publishes no key.
  • Each factor is a pictogram + label + two-line gloss. e.g. Equals, “Pairs of ‘equal’ states tend to believe they can ‘win’ and are unlikely to back down when threatened or challenged.”
  • Legible factors on the wall: Equals, Territory, Power Shifts, Coercion, Rivalry, Mismatch, Leaders. The Herald piece names the headline four as national rivalry, territorial disputes, power shifts and domestic turmoil. Inside the timeline screens the same set appears with Neighbors, Arms Race, Alliances and National Identity added.
  • The quote wall is pure typography on black: portraits at ~1:1, quotes in mixed set sizes (Chris Hedges, Agatha Christie, Gen. George S. Patton Jr., Erich Maria Remarque, Mark Twain), a copper hairline separating voices.
Zone 2 · Interactive History Timeline of American Wars

The timeline wall

The centrepiece: a run of floor-to-ceiling touchscreens, one war per station, in a darkened room. Every station has the same anatomy, a sage header band, then stacked lenses: Geography · Causes of War · Main Events · Pivotal Figures · Technology · Pop Culture. A vertical WARS tab slides out a strip that lets any station jump to any of the eight wars.

A mural shows soldiers watching children jumping rope as Hunter Thompson, 17, front, listens to war stories next to his father, Jason, in the Flying Heritage & Combat Armor Museum’s new exhibit, “Why War?” (Andy Bronson / The Herald)
A mural shows soldiers watching children jumping rope as Hunter Thompson, 17, front, listens to war stories next to his father, Jason, in the Flying Heritage & Combat Armor Museum’s new exhibit, “Why War?” (Andy Bronson / The Herald)
Jason Thompson walks by an interactive exhibit of screens about wars. (Andy Bronson / The Herald)
Jason Thompson walks by an interactive exhibit of screens about wars. (Andy Bronson / The Herald)

Above: The Daily Herald’s photographs from the article you saved (Andy Bronson / The Herald, April 2017). The mural behind the touch table is in the Chronicles of War room.

Visitors using the Interactive History Timeline of American Wars
Visitors using the Interactive History Timeline of American Wars
Attract mode detail of the Interactive History Timeline of American Wars
Attract mode detail of the Interactive History Timeline of American Wars
Visitors using the Interactive History Timeline of American Wars
Visitors using the Interactive History Timeline of American Wars
Touchscreen interface presenting content within the Interactive History Timeline of American Wars
Touchscreen interface presenting content within the Interactive History Timeline of American Wars
Visitors using the Interactive History Timeline of American Wars
Visitors using the Interactive History Timeline of American Wars
Visitor exploring the Interactive History Timeline of American Wars
Visitor exploring the Interactive History Timeline of American Wars
Touchscreen interface includes the ability to select any of the eight American wars from any given station
Touchscreen interface includes the ability to select any of the eight American wars from any given station
Touchscreen interface presenting content within the Interactive History Timeline of American Wars
Touchscreen interface presenting content within the Interactive History Timeline of American Wars
Rebuilt · one station, switchable, click a war in the strip at the bottom · press i for what is and is not from the museum
1812-1815
War of 1812
21,600 total casualties
Primary participants
    Overview
    Causes of War
    NEIGHBORS RIVALRY TERRITORY POWER SHIFT LEADERS NATIONAL IDENTITY TRADE
    The War of 1812

    In 1812, the U.S. waged war against Great Britain…

    Filled discs = factors present; outlined discs = factors absent. Disc size = weight of the factor in this war. The same vocabulary as the entrance wall. The diagram is drawn for the War of 1812 and does not change with the war selected.

    Pivotal Figures
    Technology
    Pop Culture
    WARS

    Header facts (dates, casualty totals, participants) are read off the photographed screens for War of 1812, Civil War, WWII and Korea; those four totals are the museum’s display figures, and the exhibit states no common method for “total casualties,” so do not compare them as if they were one dataset. Figures marked * are approximations for stations not photographed. Card picks and images are ours, not transcriptions of the museum’s database: the photographed WWII station, for instance, carries a larger set of pivotal figures than the four shown here. See the i button and the credits below.

    Image credits for the station cards (88 files, Wikimedia Commons)
    Zone 3 · The Atom Bomb & Nuclear Heatmap

    “The nature of war was changed forever by the Atom Bomb.”

    A lit hangar bay with full-size Fat Man and Little Boy replicas and an authentic, disarmed B57 thermonuclear bomb under an environmental super-graphic. Copies of the Einstein-Szilard letter and Capt. Robert A. Lewis’s in-flight Hiroshima log hang on the wall. In 2017 Allen owned Lewis’s original log and a signed but unsent alternate version of the Einstein letter (Szilard’s note on it reads “Original, not sent!”); the version delivered to Roosevelt belongs to the FDR Library. A portrait-orientation kiosk, the Nuclear Heatmap, visualises decades of testing and stockpile data, and ends on the exhibit’s question: Are we safer now than ever before?

    The nature of war changed forever with the introduction of the atom bomb
    The nature of war changed forever with the introduction of the atom bomb
    The nature of war changed forever with the introduction of the atom bomb
    The nature of war changed forever with the introduction of the atom bomb
    The B57 on display is an actual thermonuclear-type atomic bomb
    The B57 on display is an actual thermonuclear-type atomic bomb
    "Are we safer now than ever before?"
    "Are we safer now than ever before?"
    The Nuclear Heat Map interactive presents a visual synopsis of a massive set of bomb-testing and weapons stockpiling data
    The Nuclear Heat Map interactive presents a visual synopsis of a massive set of bomb-testing and weapons stockpiling data
    The Nuclear Heat Map interactive (Attract Mode)
    The Nuclear Heat Map interactive (Attract Mode)
    The Nuclear Heat Map interactive (Help Mode)
    The Nuclear Heat Map interactive (Help Mode)
    The Nuclear Heat Map interactive (Highlights Tour)
    The Nuclear Heat Map interactive (Highlights Tour)
    Archival video footage contributes to the story
    Archival video footage contributes to the story
    The Nuclear Heat Map interactive allows visitors to explore the massive dataset using both time and geography
    The Nuclear Heat Map interactive allows visitors to explore the massive dataset using both time and geography
    Rebuilt · heatmap kiosk, one era
    Era 3 of 6
    The Cold War’s First Stage
    1,212Tests
    4,800 ktYield
    19451962198520151500
    1945-19491950-19581959-19681969-19791980-19911992, now (as displayed, 2017)

    Bottom card: a dated archival photo or film still with a one-paragraph story for the era, plus a mustard “Explore” button that drops the visitor into the geographic view of the same dataset.

    What to notice

    • Three modes on one kiosk: Attract (idle animation), Help (annotated overlay), Highlights Tour (a guided six-era walk). Visitors can also free-roam by time and geography.
    • Big-number tiles (tests, kilotons) sit above a stacked area chart; the same mustard donut recurs as the era progress marker.
    • Portrait 9:16 screen at standing eye height, mounted in a red-lit alcove beside the bombs.
    • Archival video is used mid-tour so the data never floats free of consequence.
    Zone 4 · The Command Station

    Conflict Simulator

    Angled console tables inside an abstracted 1950s war room, tactical line-graphics on the walls, a glass partition etched with flight paths. Visitors play head of state in factual and fictional crises, with a countdown clock, three advisors, and one panic button per round to reverse a decision. At the end they get a leader archetype.

    The Conflict Simulator games challenging students in The Command Station
    The Conflict Simulator games challenging students in The Command Station
    The Conflict Simulator includes scenarios where users are asked to make tough decisions
    The Conflict Simulator includes scenarios where users are asked to make tough decisions
    Visitors can choose from an array of scenarios
    Visitors can choose from an array of scenarios
    Each scenario includes a unique set of advisors who communicate the challenge, and then provide advice along the way
    Each scenario includes a unique set of advisors who communicate the challenge, and then provide advice along the way
    Interface still from the Conflict Simulator game
    Interface still from the Conflict Simulator game
    Based on the decisions they make, visitors are assigned archetypes that describe what kind of leader they are.
    Based on the decisions they make, visitors are assigned archetypes that describe what kind of leader they are.
    By using the "panic button" decisions can be reversed, but only once per round
    By using the "panic button" decisions can be reversed, but only once per round
    Tactical-themed graphics were used to recreate an abstracted 1950's era war room
    Tactical-themed graphics were used to recreate an abstracted 1950's era war room
    Rebuilt · game loop
    Attract

    “WHAT WOULD YOU DO?, Select a Conflict Below.” Italic condensed display in mustard over a dimmed documentary photo.

    Choose a conflict

    Carousel of scenarios, each a title, a place-and-year stamp, and a one-line hook. Mix of real and fictional: Thirst for Power (Libya, 2024), Economy vs. Ecology (United States, 2008).

    Briefing

    Five-minute clock starts. Briefing text over an archival photo; a resource ledger (soldiers, vehicles, weapons, food) on the left rail.

    Decide

    Each prompt lists options; advisors, military, political, diplomatic, argue for different ones. “More information on your opponent is always helpful.”

    Panic button

    A physical red button on the console undoes the last decision, once per round. Consequences cascade into the resource bars.

    Results

    Archetype medal, final time vs. average, resources used vs. average, and an outcome radar. Share button in brick red.

    Economy vs. Ecology · Conflict completeStart overCreditsHelp
    Results
    Based on your choices, you displayed characteristics of a Mediator.

    You’re a cunning leader. You put your country’s objectives first, juggling civilians, allies, and opponents to reach your goal.

    Final time
    00:07
    You finished the conflict 43s faster than the average time.
    Resources used
    Soldiers
    Weapons
    Vehicles
    Food
    Your actions resulted in having more weapons and food than average, but you ended up with less soldiers and vehicles.
    Outcome
    CIVILIAN DEATHSPUBLIC IMAGETERRITORYRESOURCESSOLDIER DEATHS

    Copy on the results card is transcribed from the photographed screen; bar values and the radar shape are representative.

    Zone 5 · Chronicles of War

    The human side

    The exhibit slows down. Wooden touch tables under a wall-sized sepia mural (the Herald photo at top) and a propaganda-poster gallery. Visitors pick a theme, then a person, soldiers, women, children, key figures, and read a scrapbook-style biography built from personal archival images. Trench-art sculptures made from WWI artillery shells sit in the same room.

    The Chronicles of War is an interactive experience about the human impact of war, coupled with a propaganda poster gallery
    The Chronicles of War is an interactive experience about the human impact of war, coupled with a propaganda poster gallery
    The Chronicles of War encourages visitors to slow down and experience surprising human stories through a set visual themes
    The Chronicles of War encourages visitors to slow down and experience surprising human stories through a set visual themes
    The Chronicles of War user interface (Attract Mode)
    The Chronicles of War user interface (Attract Mode)
    The Chronicles of War user interface (Theme Confirmation)
    The Chronicles of War user interface (Theme Confirmation)
    The Chronicles of War user interface (Story Selection)
    The Chronicles of War user interface (Story Selection)
    Visitor exploring a story through a scrapbook-like touch screen interface
    Visitor exploring a story through a scrapbook-like touch screen interface
    Visitors can explore a large set of personal biographies
    Visitors can explore a large set of personal biographies
    Archival images that have very personal qualities were used to bring visitors closer to the people who are profiled
    Archival images that have very personal qualities were used to bring visitors closer to the people who are profiled

    Interface sequence (from the screen captures)

    • Attract: “THE CHRONICLES OF WAR, Touch an Artifact Below to Begin.” Serif small-caps title over a blurred portrait; a row of artifact thumbnails along the bottom edge acts as the menu.
    • Theme confirmation: e.g. Soldiers at War, one paragraph, one framed photo, an “Explore” button, all on parchment.
    • Story selection: a grid of 4 × 3 portraits with name and role; the artifact row persists at the bottom.
    • Story: scrapbook page, name in slab serif, era eyebrow (Civil War · Johnny Clem), a tilted archival photo with a handwritten-style caption, two columns of running text.

    What to notice

    • This is the only zone on a light parchment ground (#e4dcc8-ish). Everything else in the exhibit is dark. The palette flip signals “people, not systems.”
    • Tables are horizontal, seated, and multi-user, the opposite posture from the standing wall. Furniture material (wood) changes with the tone.
    • The room’s big sepia mural is also the article’s lead photograph: soldiers watching children jump rope.
    Process

    Concept illustrations

    Belle & Wissell’s early pencil-and-wash renderings. Worth keeping next to the finished photos: the entrance ribbon, the timeline wall, the bomb bay and the touch table all survive from sketch to build almost unchanged.

    Conceptual illustration to help describe the early vision for Why War's visitor experience (exhibit entrance)
    Conceptual illustration to help describe the early vision for Why War's visitor experience (exhibit entrance)
    Conceptual illustration to help describe the early vision for Why War's visitor experience (data visualization)
    Conceptual illustration to help describe the early vision for Why War's visitor experience (data visualization)
    Conceptual illustration to help describe the early vision for Why War's visitor experience (interpretive content presentation)
    Conceptual illustration to help describe the early vision for Why War's visitor experience (interpretive content presentation)
    Conceptual illustration to help describe the early vision for Why War's visitor experience (interactive game)
    Conceptual illustration to help describe the early vision for Why War's visitor experience (interactive game)
    Conceptual illustration to help describe the early vision for Why War's visitor experience (interpretive content presentation)
    Conceptual illustration to help describe the early vision for Why War's visitor experience (interpretive content presentation)
    Design system

    Palette, type, structure

    Sampled from the photographs. Treat the hex values as close matches, not brand-spec numbers.

    Panel charcoal#2b302c, every screen ground
    Sage wall#6b7a6e, entrance wall, station headers
    Mustard#e0b03c, primary accent, data marks, “on” state
    Brick red#c4432e, CTA buttons, intra-state tag; “threat” reading is inferred
    Parchment#ede6d4, text on dark; Chronicles ground
    Ash#a7ad9f, labels, absent factors, gridlines
    World War II

    Station titles: a bold condensed grotesk, all caps. Stand-in here: Oswald.

    Based on your choices…

    Interpretive copy, results, Chronicles: a slab serif at generous size. Stand-in: Zilla Slab.

    Primary participants · 85,000,000 total casualties

    Eyebrows, chips, captions: a small tracked-out sans, usually in mustard or ash. Stand-in: Barlow.

    ComponentFormatPostureGroundRecurring device
    Entrance ribbonAnimated digital signageSeen from across the hangarDarkPreview of what’s inside
    Risk-factor wallPrinted wall graphicStanding, readingSageMustard/red discs → WAR
    Quote wallPrinted typographyStandingBlackOpposing voices
    Timeline wallMulti-station touch wallStanding, one person per stationCharcoal + sage headerSix lenses per war; causes bubbles
    Nuclear HeatmapPortrait kioskStanding, single userCharcoal, red-lit alcoveStat tiles + area chart; six eras
    Conflict SimulatorConsole with physical buttonSeated at angled deskCharcoal, war-room setClock, advisors, archetype
    Chronicles of WarWooden multi-touch tablesSeated, sharedParchmentArtifact row; scrapbook stories
    Sources

    Where this comes from

    Photographs are © their credited owners and reproduced here for private reference only.

    • Dan Catchpole, “New exhibit at flight museum explores the causes of war,” The Daily Herald (Everett), April 11, 2017, heraldnet.com. Photos: Andy Bronson / The Herald. (Your saved PDF.)
    • Belle & Wissell, Co., “Why War: The Causes of Conflict, Interactive Visitor Experience”, bwco.info/work/whywar. All exhibit photos, screen captures and concept illustrations, with their original captions.
    • Communication Arts, “Flying Heritage & Combat Armor Museum exhibit design”, commarts.com.
    • GeekWire, “Why war? Exhibit at Paul Allen’s Flying Heritage Collection takes on big question,” March 2, 2017, geekwire.com. Contemporary source for Allen, Hunt, Cashman, the bombs and the Lewis log.
    • Christie’s, Einstein-Szilard letter from the Paul G. Allen collection (2024 sale), christies.com. Provenance of the unsent alternate version.
    • Greg Cashman, What Causes War? An Introduction to Theories of International Conflict, 2nd ed., Rowman & Littlefield. A major scholarly basis for the exhibit: Cashman advised the project and his synthesis of war-causation research informed its framework.
    Rebuilt interfaces are schematic recreations for reference, not the museum’s software. The museum’s current collection listing (checked September 2026) still includes “Digital Wall: Why War: The Causes of Conflict” in Hangar A and names all eight wars; whether every other 2017 component remains as photographed is not established. Reviewed for accuracy by GPT on September 13, 2026; its corrections are applied here and its full report is kept in the project files.