This so-called curse of knowledge, a phrase used in a 1989 paper in The Journal of Political Economy, means that once you've become an expert in a particular subject, it's hard to imagine not knowing what you do. Your conversations with others in the field are peppered with catch phrases and jargon that are foreign to the uninitiated. When it's time to accomplish a task — open a store, build a house, buy new cash registers, sell insurance — those in the know get it done the way it has always been done, stifling innovation as they barrel along the well-worn path.
I have subscribed to the Atom feed of Sarah's blog with Google Reader. Formatting in blog posts looks broken with Google Reader: I see the HTML tags rather than the intended formatting.
Paolo,Thanks, we are looking into this. You can also access Sarah's blog at http://keepersofstuff.blogspot.comThat may be more reliable...
The Atom feed of the Blogger-based blog works fine, thanks.
Hi Nina, Regarding your "Physical" comments:Computer-based design tools are great, but exhibit realization requires real materials, tools, and skills. How can a museum that's serious about creating and maintaining interactive exhibits exist without an on-site workhop?I think the museum biz needs MORE exhibit workshop spaces inside their buildings (with 2X4s!) not more virtual exhibit creating experiences. As far as I'm concerned, a museum without a workshop containing tools and materials to make exhibits inherently cedes too much creative and content control to outsiders, no matter how skilled.I've run into too many exhibit designers and design firms who create pretty renderings that have little, if any, relationship to how visitors use (and misuse) things in the "real" world.Real materials and tools make exhibits. Virtual materials and tools suggest ideas for exhibits.
Paul,You are absolutely right when you say "Real materials and tools make exhibits. Virtual materials and tools suggest ideas for exhibits."We need more ideas, more stuff, more tools. I feel like most museum design studios and departments have gone the way of elementary schools, dropping recess and art to focus on "standards." We need more of all of it.
"Real materials and tools make exhibits. Virtual materials and tools suggest ideas for exhibits."That seems true in this example where virtual design is intended to inform the construction of physical spaces, but SL isn't just a "design tool." I would amend the statement to read:"Physical materials and tools make physical exhibits, virtual materials and tools make virtual exhibits. Both create "real" interactions between a museum and visitors if designed well."I am interested to see how you translate SL's spacial metaphor into physical spaces. I guess I share Paul's skepticism that there's a direct correlation between my embodied self and my physical self, something alot of the SL hype seems to muddle. Especially when it comes to actually navigating spaces (I really hope I don't start walking into walls that much in RL).If we want to treat virtual exhibits as legitimate in and of themselves, can we ask Paul's question in a different way? Who will be keeping the tools sharp in the virtual workshop after the exhibit opens?
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