Showing posts with label storytelling. Show all posts
Showing posts with label storytelling. Show all posts

Tuesday, June 10, 2008

Relativism, Multiculturalism, and Myth: New Stories about Modern Museums

What if witty cultural commentators reviewed museums the way they do music and restaurants? If Anthony Lane turned his cutting tongue from movies to museums? If Stephen Colbert "reported" on museums at times other than during the TV writer's strike?

We're not used to being analyzed label by label, artifact by artifact, the way plays, meals, and other cultural items are. It's painful. And instructive. And revelatory. And painful.

Political satirist PJ O'Rourke has written a maddeningly fascinating article on the Field Museum's new exhibition on Ancient Americas in the conservative publication The Weekly Standard. It's a long, funny piece with a disturbing conclusion, namely, that we have washed out, dumbed down, and stripped the dignity from classic exhibitions by embracing multiculturalism and avoiding presenting anything potentially offensive. O'Rourke wants us to return to the old. Instead, I see his words as part of the challenge museums face adapting to a new world with a distributed sense of authority.

O'Rourke takes the most umbrage at the curatorial stance that ancient Americans were "just like us." As he puts it,
At the Field Museum, the bygone aboriginal inhabitants of our hemisphere are shown to be regular folks, the same as you and me, although usually more naked and always more noble. Ancient Americans have attained the honored, illustrious status of chumps and fall guys. Never mind that they were here for 12,000 or 13,000 years before the rest of us showed up with our pistols and pox, so most of their getting shafted was, perforce, a do-it-yourself thing.
He points out that human sacrifice is given an "everybody's doing it" soft touch whereas the invasion of Western colonialists is depicted in its own "pity parlor:"
You enter a hushed and funereal room with tombstone lettering on black walls.

WHEN WORLDS COLLIDE

In 1492, the first European explorers arrived in the Americas, triggering a
devastating loss of life almost inconceivable to us today.

Mao Zedong, please go to the white courtesy phone.

The article is full of these funny, frustrating vignettes that cast the exhibition content as overly politically correct, lacking in information above the 4th grade level, poorly organized, poorly inspired.

More than anything, O'Rourke laments the dissolution of the mythic role of the museum in our cultural landscape. He waxes poetic on the time he spent at the Field Museum as a child visiting with his grandmother, awed and overwhelmed by the savage dioramas, unwrapped mummies, and general aura of mystery and knowledge. This is pure sentimentality, and to me, a weak argument. The myth O'Rourke prefers, that of museum as reverential temple, is no less problematic than that of the multicultural happy family. The same can be said about his preference for presentation of content on the Ancient Americas. Here's his concluding argument:
The ancient Americans weren't regular folks. They lived strange, spectacular lives on strange, spectacular continents untrod by man and more remote for them than Mars--or the world of museum curation--is for us. The ancient Americans were tough as hell. They did their share of nasty stuff. But even the Aztec don't deserve to be patronized, demeaned, and insulted by what is--or is supposed to be, or once was--one of the white man's great institutions of learning.
This is just another myth, one more palatable to O'Rourke than the "they were just like us" myth. On the Field Museum website about the rationale for this exhibition redesign, staff comment directly on the changing focus of research anthropologists, stating:
The notion of “cultural progression”—meaning that the most “successful” cultures are those that are the most “socially complex”—has proven to be untrue. Today, scientists understand that people change cultural practices to respond to changing conditions. Change is complicated and not necessarily in a straight line towards “progress.”

Research has shown that there is no best or model culture; all cultures have advantages and disadvantages and these can only be assessed in the appropriate social and environmental context. All cultures are equally valid to the individuals living in them. And all people question their culture’s rules or norms at times. This new understanding dramatically affects our interpretation of cultural development across the ancient Americas.
Additionally, the Field site points out that many of O'Rourke's favorite displays, which he characterizes as "curled and yellowing but unchanged: respectful, factual, precise" are laden with inaccuracies and stereotypes.

You could stop here and cast off O'Rourke. Times have changed. He's out of touch (and often off-putting). But that's not the whole story.

Because the Field Museum is trying to do something new, they have to work hard to overcome O'Rourke's (and everyone else's) preconceived notions. It seems that the Field doesn't do a great job clearly or consistently conveying this new anthropological world order. It's harder to understand an exhibition organized by "challenges" than one arranged by geography or time. The Western colonialists who are portrayed as invaders inflicting suffering via disease and religious conversion do not appear to be portrayed as "equally valid" to the cultures of the native peoples. And O'Rourke's frustration with the use of language like "anthropologists don't fully know" in label text is understandable. From O'Rourke's vantage point, the museum has increased its finger-wagging while decreasing its knowledge. As he puts it:
At the portal of the "Ancient Americas" exhibit is the first of many, many wall inscriptions telling you what you should be thinking, if you happen to do any of that.

The Ancient Americas is a story of diversity and change--not progress.

Were this a criticism of pre-Columbian societies, you'd be in for an interesting experience. It isn't. You aren't.

The above lines tell me that (from O'Rourke's angle) the museum has retained an authoritarian posture while dropping the authoritative content. How annoying! Are we authorities or aren't we?

We're still working out how to distribute authority, to share it, to acknowledge situations where we don't have it. It's hard to tell this new cultural story without being cast by conservatives as relativist, wishy-washy know-nothings. It's equally hard to please those on the opposite side of the spectrum; O'Rourke's article
reminded me of the cultural wrenching at NMAI, and Jacki Rand's thoughtful indictment of that institution as ceding too little authority to native voices. It also recalled the Creation Museum, and its ability to tell a compelling (authoritative) story, appealing to some, abhorrent to others.

O'Rourke is wrong. We don't have to go backwards to go forwards. Instead, we need to relearn how to tell stories skillfully in this new context of flexible, distributed authority. O'Rourke's article is one of many challenges that motivates me to seek out new models for compelling, powerful experiences in a new authority order. Otherwise, we find ourselves castigated, learning (and cringing) from people who remember simpler, more exotic tales--and think we have nothing better to offer.

Friday, April 25, 2008

We Tell Stories: Thinking Inside New Boxes


On Tuesday, I'll be chairing a session at the AAM (American Association of Museums) conference called Eye on Design: Inspiration from Outside the Museum, in which we will feature creative and intriguing design elements from worlds away from museums--guitar stores, baseball stadiums, and more. Today, a teaser--an recent design project that didn't make the cut for the session but offers unique insights into innovative practice.

It's easy for people in any industry to get siloed in our own knowledge prejudices, even though research has shown that innovation happens when we strike out and try something outside of our comfort or knowledge zone. As Janet Rae-Dupree, author of this NY Times article puts it:
IT’S a pickle of a paradox: As our knowledge and expertise increase, our creativity and ability to innovate tend to taper off. Why? Because the walls of the proverbial box in which we think are thickening along with our experience.
We often talk about overcoming these barriers by thinking outside the box. But today, we look at a project that innovates not by thinking outside the box, but by defining a very strange set of small boxes in which to operate.

We Tell Stories is a digital fiction project sponsored by Penguin Books that explores the idea that "there are at least six different ways to tell a story." Penguin commissioned authors to create stories in unique, often interactive forms. One is a garden of forking paths. One winds along a google map. One unfolds word by word in real-time. One is distributed across blogs and twitter feeds. One lets you put yourself into the tale. And one is composed entirely of infographics.

Reading the stories, I flashed back to the writing exercises I used to give students in poetry classes. Few contemporary poets publish sonnets, sestinas, and other form poetry, but these devices are still used to stretch creative abilities. Can I express this concept in verse? Can I shift the mood while using the same words?

When you put yourself under strict and novel constraints, you struggle against them, and that struggle often creates something new. We've seen that happen with The Tech Virtual Museum Workshop. Being forced to design inside the bizarre physics of the Second Life design environment has taken us places we wouldn't have gone with traditional exhibit design tools.

Because this is the REAL paradox of "out of the box" thinking: it's overwhelmingly, stultifyingly open. When we want to do "something new," we cast our eyes everywhere, looking for the most compelling design, the wildest technology, the most intriguing label copy. But creativity isn't about hitting the global buffet. It's about training our minds to go down unfamiliar paths--to put ourselves in new, weird, snug boxes and see what comes out. It's not always pleasant. It should be hard. And that's one of the reasons we avoid it.

But the other reason we avoid these little boxes is suspicion about the quality of the result. Are the products of We Tell Stories great art? Would the stories have been "better" if written in a standard narrative form? That's a question of personal taste. But testing out different forms is useful as an early design exercise even if the products never make it to primetime. If any part of our process needs diversification, it's the beginning. The ways we initiate and prototype projects are the processes that are most likely to cement our thinking into well-worn paths.

Getting into new boxes also can bring teams together. By setting up stringent, strange rules for expression, people who come to the table with very different expectations and predilections are forced onto "the same page." I often have problems in meetings understanding what people really mean. I rarely have that problem when playing a game with set rules.

I think this can be a particularly powerful tool if several forms are tested in parallel for the same project. What are some novel "exhibit forms" that we can use to rethink the way we tell stories in museums? Let's go to the very beginning--the definition of an exhibition and its goals. Some starter ideas for new ways to attack that...
  • Write the exhibition goals and big idea as a story. Does it have a surprise ending? Is there a main character to root for? Too many exhibitions lack a strong narrative, and some of the ones that do it most convincingly tell stories we'd rather not hear.
  • Write them as a conversation between two visitors as they leave. If visitors make their own experience, what experience do you want that to be?
  • Write them as positive and negative reviews on a community website. What will people love and hate? Who will love and hate what?
  • Show them as photographs taken by imaginary visitors. What will they remember? What will they ooh and ahh over?
  • Write them as a series of "I wish" statements. We all have desires about what the exhibit will do, and when we personalize and voice them they become less generic (and highlight differences in the group).
None of these ideas require tools more complex then pen and paper. They do require some bravery and honesty--to confront the fact that some visitors may walk out saying, "Eh. What's for lunch?" But the benefit is an opening up of conversation, of what ifs, and, hopefully, new smart directions for the final result.

What sneaky boxes do you put yourself in to move your brain in new directions?

Friday, November 30, 2007

Pick of the Week: WNYC's RadioLab


This week, I was surprised to look at my podcast list on iTunes and see a new episode of RadioLab. Turns out it isn't a true episode, but an excerpt from a talk that the cohosts gave earlier this year on the making of RadioLab. It's a worthwhile 30 minutes of discussion about the use of sound to provide an emotional context for stories--specifically, stories about science. It also has some interesting lessons about collaboration in design; there's a lot of acknowledgment and discussion about the positives and negatives of bringing new technologies (digital audio manipulation) into a classic venue (radio).

For those who haven't heard of it, RadioLab is a newish (since 2005) NPR show that comes out of WNYC, and it is hands-down my favorite NPR show. It's This American Life meets Science Friday with a whole slew of strange audio tweaks thrown in. I realized, after listening to the "making of" piece, that one of the things I love most about it is its ability to merge the tried and true with the cutting edge. RadioLab is a superlative model of how we can think of new ideas and new technology as an "and" instead of an "instead".

Here are some other things to love about RadioLab:
  • The two hosts, Robert Krulwich (seasoned science journalist) and Jad Abumrad (young techy) are a wonderful team. Sure, they're each good on their own, but the magic happens in their exchanges. They have arguments about consciousness without sounding pretentious. They each do interviews with outsiders separately, and then they set up those interviews on air by "explaining" them to each other. They ask each other the dumb questions a listener wonders. They complete each other's sentences and make talking about science seem like a reasonable and fascinating thing to do at the dinner table. They make radio a discussion, not a tutorial. And that makes it feel much more participatory.
  • They also are an instructive model of the fusion of the old and the new, a gentle voiceprint of a world where new and traditional technologies come together without posturing or fear. Jad is the newcomer, Robert the established one, and those roles are openly acknowledged. They discuss, on air, their feelings about how stories should be represented, discussed, and spiced up. They are a pair of designers working it out.
  • They take big complex ideas, like emergence, and examine them in concrete and fantastical ways. Heck, they take simple ideas, like zoos, and do the same thing.
  • They are storytellers, not fact sharers. I feel strongly about this. So many people only report on science, as if science were too objective to have emotional content worth exposing. They use tried-and-true radio formats like interviews and profiles, and then sequence in unusual audio effects to create an emotional landscape to the stories.
Listen to the piece, listen to the show. Enjoy.

Friday, September 21, 2007

Game Friday: Treating Players Like Experts


I read a description this week of a new hidden object game that is based in a Mayan archeological dig. The reviewer called the storyline "intriguing" and described the player’s role as follows: “You are an archaeologist with a deep knowledge of Mayan culture investigating the demise of the last known Mayan family.” Oh, really? And where did I acquire this deep knowledge of Mayan culture? What does this statement really mean?

Most games grant players a certain amount of starter skill. Rare is the game that forces new players to truly enter as total novices. Whether the skill involved is casting spells or doing skateboarding tricks, you start at a level of proficiency. You may not be Tiger Woods on the golf course, but in a game environment, you are his worthy opponent. You already know how to hit the ball. And these starter skills or proffered proficiencies are part of what make the games compelling; they offer an opportunity for players to do and experience things they can’t do in their regular lives. Most of us will never be Guitar Heroes or NBA contenders--but we can play them in these games.


But those are skill-based games. More interesting to me is the phenomenon of granting players some “starter knowledge”—for example, expertise as an archaelogist. In knowledge-based games, it’s hard to mask player non-proficiencies. You can't claim, "You are an expert in Aramaic" and then expect players to start spouting off in an ancient tongue. You can’t give people a starter inventory of knowledge, unless you want to send them to the library before playing.

The way most game designers deal with this is by using the concept of starter knowledge as a hook, not a real part of the game. In the Mayan example, players are not actually required to have deep knowledge of Mayan culture. They are expected to take that role as a premise and then play a game (solving riddles and finding hidden objects) that is tangentially related, at best, to the actual knowledge and skill set of an archaeologist.

But what if you are in an educational setting, like a museum? Is there a way to legitimately give players roles they know nothing about and expect them to work in that context?


This was a huge challenge in designing Operation Spy, a live action narrative immersion game at the Spy Museum. One of our goals was to give visitors a sense of what it really feels like to be an intelligence officer. But of course, the real officers go through years of training. How do you tell someone he or she is a CIA agent and expect them to know what to do with that information? How do you design a safe-cracking experience that feels real for players who have never cracked a safe before in their lives? How do you throw someone into a situation where they have no proficiency and treat them like experts?
I

don’t have the solution to these questions. I do, however, have some tricks and observations that I’ve seen successfully applied to this problem.


Language.
One of the easiest ways to convey expertise is to flip around the language used to transmit information. Most museum labels assume the visitor starts with little or no knowledge. For example, a label might say, "This chemical is used in jet fuel." But if you are trying to support the fiction that the player is a chemist, you might say, "As you know, this chemical is used in jet fuel." Those three magic words, "as you know" presume that the person you're talking to is an expert, and yet conveys the same information. The player can sagely nod his/her head and think, "yeah, I DID know that." Social scientists have shown that if you tell someone a fact in way that seems like you are reminding or asking them to verify it, people more often believe they actually knew it than if you ask/tell them straight.

Treatment. If you treat someone like an expert, they'll start believing in their own expertise. Consider the example posed in the Peter Sellers movie Being There. Throughout the film, rich and powerful people treat a mentally childlike gardener like a brilliant statesman. The gardener reacts passively, but the others keep treating him like a star--until he is one. The point is, it takes very little action on the part of the player/gardener to be seen as an expert. It just takes aggressive onlookers/game masters.

Leadership.
One of the easiest ways to feel like an expert is to be the guide for someone else. Little kids are great at this. In fantasy play, one kid will often assume the expert role and will set the rules: "I'm the teacher. You have to do this. This works like this." And when someone solicits you for help, you feel even more powerful. Some video games have taken advantage of this by pairing the player with a weaker, needy partner whom the player must protect and take care of. In live action games, this role can be assumed by the facilitator, who can seamlessly slip into helplessness (to give the player the authority) when the player is ready to be the expert.

Metaphor. In many situations, what it feels like to be an expert is more important than what it actually is like. Do you need to sit in a car for 12 hours to understand what a stakeout feels like? Do you need to spend 8 years in medical training to understand the pressure of working in the ER? Ultimately, a lot of the interactives we designed for Operation Spy convey the feeling of spy work, even when they didn't convey its reality.
This may sound suspiciously like the Mayan example--that we took espionage as a premise and departed to play our own games. But I'd argue that there's a distinction between metaphorical play (which is analogous to the real thing) and play that departs from the real experiences. When experts talk about their work, they often use metaphors. Does scientific discovery feel like a flash of brilliance, finding a needle in the haystack, or a reward for tedious work? Each of these could be expressed quite differently by different kinds of games. If you can't be true to the complicated knowledge required to make decisions or discoveries, you can be true to the universality of what those experiences feel like.

Treating players (or visitors) like experts gives them confidence and allows them to explore beyond their typical experiences. Where have you seen this work well? What's missing from my list? As you know, I care what you think... :)

Friday, September 14, 2007

Game Friday: The Thrill of the Chase

A simple little game today, Lonely House Moving, which caught my eye not for the gameplay (urban Mario) but for the intoxicatingly simple story. Girl and boy talk. Girl gets into U-haul. Boy has epiphany and starts racing after her.

You play the role of the boy, dodging squirrels, bird poop, and the lampshades falling off her truck as you try to catch the moving vehicle and, presumably, announce your affection. It’s like every modern romantic comedy compressed to its most basic form. And the impact is powerful; in the discussion area of Casual Games, comments ranged from
“Go nameless lonely guy! For the sake of love!”
to
“dodging stuff in the context of this little guy's newfound love-struckedness is a nice illustration of the way you have to prioritize if you discover that you really want something. I honestly feel like I'll take a little piece of this game away with me and it might improve my life in some tiny way.”


What makes this simple narrative so impressively conveyed? There isn’t any dialogue or facial detail on the characters. There’s no carefully composed heartstring music. Visually, the game uses two devices to great effect: the relation between two faces, and the passage of time.

First, the relation between the characters. It’s no more detailed than the fable of Mario and the princess (less if you consider the occasional text in Mario about the princess needing help). And yet the game designers here did something brilliant: they keep the two characters in the visual frame throughout the entire game. The boy isn’t moving towards a goal (the girl). He’s chasing her. For most of the game, you watch his body, constantly moving towards her, while she is facing the other way, unaware as she rides the truck that she is being followed by her friend (and is losing several personal items off the back of the truck). Seeing both of these heads and their directionality continually reinforces the relationship between the two, and you are constantly hoping that she will turn around and see you. That tension and hope fuels the game.

The other thing the game does well is passage of time. It’s accomplished in the cheesy “sun goes down then comes up in the background” way, but it works. In the context of the simple story, it conveys the length that the boy will go to follow the girl, and you can imagine how the 12 hours pass in each of their minds.

Ultimately it’s this invitation to the imagination that makes the simple strokes of this game so emotionally appealing. The game sets you up with everything you need to get invested, get interested, and get imaginative. You can port your own emotions onto the characters, thinking of that one woman or man or job or chance that got away. And then you run and hope to God this time you’ll catch it.

Friday, August 31, 2007

Game Friday: Playing in Real-Time

What's more important: convenience or realism? I’m working on a game design project now that involves an interesting experiment: a blend of real-time and on-demand gaming. And I mean experiment, because I don’t have a bias, or even truly, a hypothesis, as to which component will be better, more popular, more compelling.

What do I mean by on-demand and real-time? Real-time gaming is controlled by an external clock. On-demand games start and end when you choose. Of course, most on-demand games are sequential—you move your pawn, I move my rook--and the sequences form an internal real-time aspect to the game. You can’t jump from owning Baltic Avenue to winning Monopoly to debt; you progress through the game as it unfolds. Similarly, in a video game, you are controlled by the time of the game—the time you have until your energy bar goes to zero or all the aliens are killed.


But all of these examples represent time inside the game. All of these games are on-demand, since you decide when to take them off the shelf or switch on the Playstation or abandon the game for dinner. In real-time gaming, on the other hand, you have to be there, ready to play, at the time the game is available. It may be a continuous one-time experience or an episodic one. Whatever it is, it’s in someone else’s control.


On the surface, this seems incredibly limiting. You have to know when the game starts. You have to be available on someone else’s schedule. You have to keep track and not fall behind. Why would you ever want to play (or create) a real-time game? Because...


Real-time games are mass events. There's a reason murder mystery dinners are more fun when they're the real deal than when you take them out of a box. I could write a little scavenger hunt for my friends and we could do it on-demand on a Sunday afternoon at our pleasure. OR we could take part in one of the many all-night or all-weekend puzzle hunts that go on in major cities every year. Similarly, orienteering on your own isn’t as fun as taking part in an adventure race. When there’s a time and a place and an expectation, people have time to get psyched for the game ahead of time. Rarely do I think to myself, “Wow… next week I might get to actually play cribbage!” But I do think, “Wow… next week I might get to play Cruel 2 B Kind.”

This characteristic isn't just good for players who want to be part of something "big," it's also good for game sponsors/creators who are using games as a promotional device. Sponsoring a game that happens real-time captures more media attention than releasing a flash game on your product's website.

Real-time gaming is practical when you want to bring together strangers socially. Of course, sitting down to a game of poker is social. But if you want to play games with people you don’t know, there are two options. There are on-demand games, like chess, that are available in playing environments like Washington Square or Yahoo Games. Or, there are real-time games, like World of Warcraft and other MMOs. You can play WoW alone, but most players end up teaming up with others to form guilds, go on raids, etc. All of those activities need to be coordinated among the players, and the easiest way to do that is via real-time scheduling and play.


When the time pressure is real, the game gets more exciting. If a video game tells you a bomb will go off in 30 minutes unless you pass the level, it energizes you. But that energy is tempered by the fact that you know that a bomb isn’t actually going to go off, that the game won’t totally end if it happens because you can play again. In real-time gaming, that’s not necessarily the case. If you don’t pass a threshold within the allotted time, you may not be able to continue, or the game may be significantly altered. You can’t pause the game or take a break.


Real-time gaming is more realistic.
The external ticking clock serves serious as well as recreational gaming. While some military, fire, and law enforcement simulations do allow time out for discussion and reflection, others require the “players” to move through exercises in real time. They do so not to raise the adrenaline but to create environments more directly related to potential real situations.


Episodic real-time gaming allows for a different kind of casual play. In most on-demand games, the decision to play is binary: either you are playing or not-playing. There aren’t many opportunities to take a break in the middle and let the game continue to flow around you. Episodic or long-term real-time games can function more like TV series: you watch a few episodes, you skip one or two, you get back up to speed and keep moving. Arguably the TV series Lost is a highly successful real-time game in which the viewers/players have the challenge of figuring out what the heck is going on. When real-time games have a long duration (weeks or months), the game designers should be thinking about the ways people can drop in and out (unless they want to restrict the game to the most hardcore players alone).



Ultimately, I’m not sure whether real-time or on-demand gaming is more compelling. On-demand gaming certainly captures a wider audience and requires a lower barrier to entry. And yet, particularly for games with strong narrative, real-time gaming can add complexity that makes the game feel more personal, more real. TV has certainly been successful spinning out stories in real-time, whereas books and movies offer a more on-demand experience. Where do you cast your vote? How do you want to play?

Thursday, August 16, 2007

What’s So Funny? Humor in Museums

I’m working on a virtual museum project these days, and one question that often comes up is “What is the most fun thing we could let visitors do here that they can’t do in the real world?” Inevitably, the answer involves irreverence, whether in the form of interpretation (the comedian’s tour of the museum), instruction (how to guides for not looking stupid while talking about art), or downright destruction (smashing valuable objects). Every time one of these ideas comes up, a guilty silence spreads around the team. Can we really do this? Will the establishment support it? What risks do we run by casting our nets for humor?

After all, most of our ideas don’t require a virtual landscape; any museum could commission Kid Rock’s tour of the galleries. What they do require is a willingness to explore using humor in the museum.


There are plenty of good reasons that most museums are laugh-impaired. Some are cast as temples for objects to be revered. Others explore subject matter that is patently unfunny. Others believe any nod to becoming an “entertainment venue” is a topic for concern (though many are headed that way). But the biggest reason I think museums avoid humor is humor undermines authority. To make a joke about something, you have to feel comfortable playing with the item, with visitors, and with your own role as an “expert.” You have to be okay with the idea that someone might laugh at you.


So why do it? Because humor is a design tool that can be employed as powerfully as a skillfully placed light or a fabulous slice of audio. It can break up and lighten an oppressively intense experience. It can provide connection points among strangers. And educationally, it can be an open hand inviting novice museum-goers to have a comfortable and enjoyable museum experience.


Let’s start by talking about design. As more museums move towards narrative presentation of content, the bank of useful design tools grows to include those used by other storytellers. Consider television. I was watching an episode of CSI recently with audio commentary from the director and many times, he pointed out humorous touches designed to “lighten” the tone of the show. Amidst dead bodies and gore and weapons and test tubes, they’re telling jokes. Lots of them. The sarcastic puns, the gallows humor—it’s all over the show.


Sure, it’s entertainment. But it’s also about murder. The topic is not exactly levity-central, and yet they still find opportunities to crack jokes and try to make the audience smile. The show’s creators, like most entertainers, want to create a positive experience for their audience. And humor is a big part of that. As more museums seek to diversify beyond the intellectual experience of objects and ideas, humor should sit alongside emotion, spirituality, expression, and other newfound palettes for experience design.

But what about the fact that humor often feels silly, like a grab for something profane? Real humor isn’t about knock knock jokes (unless you’re eight). It’s an emotional release valve. Does humor lessen the impact of an intense experience? No. Humor provides comfort, whether in the face of death or potential disaster. It humanizes the experience of stress. It also can encourage people to keeping going or try again.

Consider its use in games. Game researchers have shown that humor contributes to players’ investment in the game, comfort with failure, and general enjoyment. When you see your last ten minutes of agonizing moves go up in smoke, the cosmic funniness of seeing lemmings jump off the cliff or your character get swallowed by a giant toad softens the blow.


It’s also a decent (though debatable) educational tool. Museum professionals know to lead with a joke when they speak at conferences; why not do the same in exhibitions? Punctuating serious presentations with humor keeps people engaged. One of the strangest ways I see this employed is in the ride safety videos at theme parks. These videos, about how to survive a roller coaster, used to be dull and practically unwatchable. Now, they’re full of slapstick—crash test dummies breaking the ride, crazy things you shouldn’t do—and by extension, fun to watch. The theme parks found a way to turn an onerous requirement into a useful piece of entertainment, and I imagine more people are aware of the safety restrictions now than previously.


Finally, and perhaps most importantly, humor can be used as a way to connect with visitors who are unfamiliar, uncomfortable, or wary of the museum experience. For that large part of the population, museums are foreign landscapes. The visitors don’t know how they should act or what to expect. Making a joke out of these overwhelming first experiences, whether by modeling silly behavior as in the theme park example or making fun of traditional models of museum-going, releases the pressure valve on uncertainty.


But it’s not as easy as throwing a couple puns on the wall. The biggest challenge inherent in the use of humor is its power to alienate. A lot of humor is about us laughing at them—and the identity of us and them are different in different situations. In museums, it’s important to be clear about who these groups are. Probably the safest way to use humor is to make jokes about ourselves, about the museum, and let them laugh at us. What jokes are you willing to tell?


So a priest, a rabbi, and a duck walk into a museum…

Wednesday, August 01, 2007

Treasure Hunts, Tactile Domes, and Other Layered Beings

Last week, I met a woman named Ellen, an orthopedic surgeon, who hunts for treasure. I'm not kidding. She was telling me the story of how she ended up in Santa Cruz. She had a high stress job in clinical trials, and finally needed a break. She found a great opportunity to join a practice here in Santa Cruz, but first, she narrowly avoided a mid-life crisis by taking four months off to go treasure hunting.

At this point in the story, like most reasonable people, I stared. She was already talking about spine surgery and I had to go back. "What do you mean, treasure hunting?" It was as if I had finally met a real pirate.

Ellen explained that in 2005, when she quit her job, she discovered A Treasure's Trove, a children's book by Michael Stadther, in which fireflies and grasshoppers coexist with layered puzzles and mysteries. At first listen, the book sounded like a childhood favorite of mine, The Eleventh Hour, a lavishly illustrated whodunit riddled with ciphers and a solution in a sealed envelope.

But A Treasure's Trove is far more than an armchair adventure. When the book was released in November 2004, Stadther announced that he had placed 12 gold tokens--one for each creature in the book--in twelve locations throughout the U.S., and that each location was indicated in some way by the puzzles in the book. Since then, Ellen and tens of thousands of other treasure-seekers have engaged with A Treasure's Trove and its sequel, gallivanting all over the states looking for various tokens and symbols hinted at in the book. A few may do it for money (the treasures, when first found, are redeemable for valuable gems), but most do it as a way to bond as a family and take their love for puzzles on the road. Ellen, for example, connected with her gruff Korean father when they went on a wild expedition that involved a car breakdown, no jackets, and a lot of snow--but they overcame all their frustrations cracking puzzles into the night in a Motel 6. Similarly, in the bulletin boards and forums that have risen up around A Treasure's Trove, people tell stories of whole families devoting evenings to puzzles instead of TV, and spending vacations on some serious adventures. It's so wholesome I half-expected Ellen to morph into a Pound Puppy.

I was enraptured by her description, not because I wanted to revisit cryptography class, but because Ellen and thousands of others had been spurred into hours and hours of engagement by a single children's book. It was the most extensive, dedicated "post-visit" to a book I can imagine. It changed the way I think about narrative game design.

Here's the problem I see with museum-based narratives and games: people don't revisit exhibits the way they revisit games. When I get a new board game, I expect to play it many times (if it's any good). I expect it to take a couple tries before I have a handle on the basic game mechanics, and then I expect to keep enjoying it on repeat experiences. If it's a computer- or web-based game, I expect that there may be a narrative that keeps me coming back again and again to progress (even if that narrative is as simple as "save the princess" in Mario). If it's a book, I expect to move on to the next one in the series, or, to glumly accept that it's over and move on to other parts of the library.

Not so with museums. If an exhibit asked visitors to come back next week for level 2, it's highly unlikely they would ever see people progress through the ranks. This is even true of museum programs--in my experience, while you can certainly attract repeat program attendees, it's hard to fill programs that progress from 101 to 201; not enough people think of museums as places where the experience evolves over time. This is also a challenge for Web 2.0-style design integrating evolving visitor content--people aren't visiting the museum with enough frequency to be part of a meaningful dialogue happening there. Sure, they can offer a comment, but it's a one-off, not a continuing relationship or engagement.

And herein lies the beauty of A Treasure's Trove. All the content and the tools to unlock it are preexisting in a book. There's no gradual rollout of more complicated levels or additional puzzles. It's all right there from the beginning, and it's up to the reader to read in deeper and deeper to access more content. And readers have created their own structures outside the book to connect with one another and "continue the story" by sharing their own adventures. It's generously, delightfully cross-platform, and the core experience is fairly concise.

What if museum exhibits were designed this way--to encourage visitors not to see the new thing but to find more things in what they already saw (and to find those things both in and outside the museum)? I had a little of that experience last month at the Exploratorium in the Tactile Dome (a pitch-black walk-through dome), where, to my initial surprise, they let you go through several times in a row. Each time, you find something attached to the walls you didn't feel before. The base experience is short and simple, but there's complexity to uncover on successive trips through. Instead of creating an hour-long program that builds up to or begins with the Dome, the Dome itself is the hour-long program, iterated over and over. It's a very efficient way to use real estate and to engage visitors for a longer time.

Every time we found something new to us in the Tactile Dome, we were excited to tell everyone around, "hey! I found a broom." And then all these people would shuffle over in the dark to feel the broom. The darkness created layers of discovery that weren't present in the well-lit, well-labeled parts of the museum, where it seemed like everything was on display for easy access (and appeared to hold no mystery nor layers).

A few years ago at ASTC, some Exploratorium exhibit designers gave a talk on dos and don'ts of interactive design. One of the things that kept coming up was the idea that you need to make the "primary" phenomenon totally achievable and self-evident so that people don't get caught up in secondary, unintended phenomena. For example, if you have a big thing that spins and moves around some water (and the water is the "important" part), you want to make sure that spinning the big thing isn't so cool that it overwhelms the water's motion. This leads to confusion and to visitors feeling let down--"why did they just make a big thing to spin? I don't get it."

One solution to this problem is to streamline design to totally focus visitors on the primary phenomenon, concept being that visitors only approach exhibits expecting to learn or interact with one thing. I do it, I get it, I move on. But it doesn't have to be that way. I think we can design exhibits with clear primary objectives/elements and equally clear secondary, or deeper layer ones.

Of course, many exhibit designers might argue that this is how all good exhibits are--there are deeper, special kernels that can only be accessed and or appreciated over many visits and much reflection. Well, there may be lots of fascinating layers to a painting or a phenomenon, but if it's not clear to me how to start unlocking that content, I'm unlikely to dig deep enough. And these revelations still have to happen at the exhibit, in the museum. How can I keep unlocking the content once I'm back at home?

Many museums are working on using technology to personalize and connect various parts of the museum experience. Self-generated webpages, emails back to you from the museum--all these things are good, but the visitor response to them is often low. What if, instead of getting to mail home the content from the exhibit, you got to take home the secret parts, the parts you couldn't figure out or get to in the museum? What if an exhibit explicitly started a story, a mystery, or a discovery that was so compelling it sent you home thinking about the solution?

This relates to the question of "who owns the museum experience." Too often, we think about exhibits and programs in terms of outcomes instead of instigations. We ask, "what did you learn at the end?" rather than "what are you going to do with this information when you leave?" It's a good question. And maybe a mystery, a set of ancient museum coins hidden out in the world somewhere, is a good place to start.

Tuesday, July 31, 2007

Book Club Part 7: NMAI and the Challenge of Cultural Storytelling

This is the penultimate installment of Museum 2.0's book club on Elaine Gurian's collection of essays, Civilizing the Museum. Next week, we'll conclude by talking about opportunities for institutional change with chapter 8, "Turning the Ocean Liner Slowly." But today, a conversation about the often sticky world of cultural interpretation with chapter 20, "A Jew Among Indians" How working outside of one's culture works."

This essay, written in 1991, reflects Elaine's experience on the planning staff for the National Museum of the American Indian (NMAI) on the Mall as an "insider/outsider"--a "hired gun" with museum know-how facilitating the creation of someone else's museum. NMAI opened to the public in fall of 2004, and has endured very mixed reviews for its presentation of the Indian experience largely from the perspective of native communities, not curators or historians. NMAI undertook a fairly radical development process in which they tried, via extensive interviews and community outreach, to create a place that represented the interests of people who, for the most part, felt that "museums are irrelevant institutions... have portrayed Indians inaccurately." The institution of museums was regarded with suspicion, and the interior museum experience was to be reconceived in line with the "multisensory spiritual aspect of the individual Indian cultures," making exhibition design (fire in galleries? active use of artifacts?) an "uncharted adventure."

Add to these challenges the particular challenge of creating a national institution. As Elaine puts it in the essay,
When I was last involved in such an endeavor, it was when the Boston Children's Museum was small, insignificant, and unselfconscious. The National Museum of the American Indian has none of these attributes, and working issues out in the full glare of media and publich funding accountability makes the task much harder.
Once she has explained the nature of the endeavor, Elaine spends the second half of the essay detailing "worries" about the NMAI development process. These worries fall roughly into three categories: the tension between the insider and outsider, the ability of standard Western exhibition and artifact techniques to adapt to a new aesthetic, and the ownership of stories.

I was curious to hear Elaine's thoughts on these worries now, fifteen years after writing the essay and three since the opening of the museum. As a visitor to NMAI, I felt few of these worries--the museum to me seemed like a place that had avoided many of these concerns by presenting something fairly benign. Many of Elaine's worries are passionate in nature; the resulting museum, to me, conveys little passion.

With regard to insider/outsider, Elaine wrote about the challenges of creating a place that is "by" and "for" a specific cultural group, while also intended for a much larger outsider visitor population. How will outsider needs for basic information (internalized by the insiders) be accomodated? When someone says, "you wouldn't understand," are they being realistic or racist? How will the museum serve both a distinct group and a more general one?

From my non-native visitor experience, NMAI felt neither foreign nor inclusionary; it felt stale. It wasn't like the experiences Elaine details being an outsider at a pow wow, where she felt both swept into and outside a unique experience. In recent email correspondence about this issue, Elaine commented:
The other problem is that there is a disconnect between what non-Native
Americans wanted to see and what the Indian people wanted to tell them.
Thia is both where the bravery of the NMAI and their lack of responsiveness
to the audience comes in. I don't know how to fix it but by beginning to
work in a dialogue with disappointed visitors and Indians with a point of
view and see if a new and exciting middle ground can be achieved.
This first issue is about cross-cultural understanding. The second issue, about presentation and care of exhibitions and objects, is about museums. Can museums successfully adapt traditional exhibition formats to subject matter and or visitors who expect or desire something spiritual or emotional? If museums radically change their interpretation styles to match the desires of a particular group, will those styles alienate other current or future visitors? Will those styles just redefine another rigid set of rules for right action? Again and again, the NMAI curatorial staff heard that Indians were not interested in the standard set of museum services. Was it possible to create new ones?

Perhaps not in this attempt. Again, Elaine comments today:
The first, where NMAI suffered, is in repetition. In talking directly with
Indian groups but synthesizing the material through a set of curatorial
eyes, the potential outcomes have a certain sameness and a timidity that
might have been avoided.

The repair for that is quite difficult. It means that when working
directly with folks for whom the museum media is not their natural forum,
the museum folks need to offer a much larger palette of physical outcomes
rather than just words, movies, material in cases, etc. And the palette is
not really invented yet. So the direct voice got straight-jacketed into a
frame of museum methods that did not exactly fit.

It also means that the museum palette needs to be stretched into areas that
the Indian community talked about -- smell, sound, spirit, language,
environments, etc. all of which are not yet comfortable exhibition
processes.

I have always wanted to get a group of Indigenous people together with the
most inventive designers in the world and have them design new museum
systems together.

Finally, the third issue is about storytelling. Who owns the Indian story, which is really the story of people from many independent sovereign nations? How the stories and aesthetics from individual groups be woven together into one coherent museum? How can the museum facilitators avoid becoming "the victims and the perpetuators of re-creationism?" When no one voice is regarded as authoritative or objective, how does the story get told?

The most fascinating commentary I've read on this is Jacki Thompson Rand's excellent article, "Why I Can't Visit the National Museum: Reflections of an accidental privileged insider 1989-1994." In many ways Jacki was Elaine's counterpart--a native member of the team, an insider where Elaine was an outsider. And yet, Jacki came out of the experience feeling like an outsider, stating that the museum and exhibion development was controlled primarily by traditional museum designers (white men) with small roles for native interpretation (Indian men). Most significantly, the story the museum finally chose to tell was not Jacki's story, which was one of history, not material culture. As she puts it:
today, the finished museum stands as a reminder of how the small-but-growing museum staff failed to find, in that tense moment of public scolding, inspiration and encouragement to tell the story that we know and the nation denies.
To Jacki, a museum that refuses to acknowledge and explore the Native past is not one that can properly reflect or illuminate the present or future. She was an intended insider--someone who NMAI was supposedly both "by" and "for." And yet she came out of it feeling that neither was true.

Elaine commented to me that she thinks exhibitions created by a single artistic vision--like the USHMM, Fred Wilson's Mining the Museum, or any number of superstar cultural designs--work better. (See book club part 4 for more.) Perhaps, when one person is telling the story for many, they are free to create a new story that resonates both with its subjects and its visitors. The Holocaust Museum's permanent exhibition is not reflective of every Holocaust victim's story, nor does it claim to be. But the story created by Shaike's vision is a story that many people, Jews and non-Jews alike, connect with deeply. At NMAI, they sought to create a cultural story not just by curatorial consensus, but by mass consensus. Can a crowd tell a story as well as an individual?

Maybe not. But that doesn't mean that NMAI's experiment in museum "by" its subjects is uninteresting or not worth repeating. Most of Elaine's worries in 1991 came in the form of questions: how can we, what will happen when we, how will people...? Even if NMAI failed to answer these questions completely (or authoritatively), their attempts help us understand the answers possible. It's time to start looking at where it succeeds and fails and what we can learn to refine our question-asking and draw up new sets of worries. NMAI is just the beginning of the experiment in culturally-defined museums. I'll give Elaine the last word ("Rick" is Rick West, director of NMAI):
It can be forgiven but will now have to fix it. I think what Rick did is heroic ideologically but not totally successful visually. It will be up to the next team to look the problem straight in the eye and have courage enough to try new and untried display techniques that match its message.

Friday, July 27, 2007

Game Friday: The Aftermath of the ARG World Without Oil

There has been some fascinating coverage recently about the wrap-up of Ken Eklund and Jane McGonigal's ARG World Without Oil, a huge community game in which players roleplayed within a fictitious scenario in which gas prices are at $7 a gallon, market and weather volatility is sky-high, and the state of both the natural and man-made world are in crisis.

World Without Oil ran from April 30 until July 12, during which time the central site provided a running commentary on the reactions--personal, political, financial, ecological--to a fictitio
us oil shock. Thirty-two "weeks" of events were condensed into the 10-week game, and each week, both in-game characters and real people--players all over the world--documented life in the new reality and swapped stories, solutions, and possibilities for survival. Players used all manners of Web 2.0--blogs, YouTube, Flickr, and more--to share content. If you go on the site now, you can access the "WWO time machine" and travel to any of the 32 "weeks" to see the stories at that moment in the crisis. There are also "threads" on the right column that present a variety of player-created tours of the archives.

The breadth and depth of content is staggering. Yes, much was generated by the game masters, but there are now 143,000 google hits for "world without oil," the majority of which are player-generated blogs, livejournals, photo pages, videos, you name it. On an early game week, week 14, I counted over 35 player-submitted photos, stories, and missions (actions to try to address the crisis). Overall, about 60,000 interacted with WWO resources during the game, 1,871 of whom actively contributed content.

I admit that I was not one of them. I followed the World Without Oil story with great interest, but was frankly overwhelmed when I checked it out early in its release. It is a far cry from the "calculate your carbon footprint" or other casual games about resource usage. It required much higher engagement than reading news articles on the topic; it was a huge growing, twisting network of news, strategy, activism, and personal expression. I wasn't ready.

Now that it's all over, strangely enough, I am. I've spent several hours perusing the WWO time machine, finding the voices, images, and missions most interesting and applicable to my lifestyle. And while I am someone for whom massive brainstorming around likely world events was not compelling this spring, I recognize that there are many people out there for whom this is an extremely successful form of engagement. There are many players whose lives--and everyday lifestyles--were changed by participation in World Without Oil. You can still get involved. I can't wait to see the curriculum guides they release in September to get students playing the game. But the biggest question in my mind is: what lessons can museums (and game designers, and etc.) learn from WWO?
  • Good game design can encourage serious visitor participation on specific topics. One way to look at the WWO resources is to consider that a small group of game masters empowered and provided a platform for 1,800 people to generate content for 60,000 consumers (and growing). The content was substantive, and arguably constituted a meaningful addition to the body of pre-existing content around the effect of a major oil event worldwide. The game masters led, but did not overshadow--they harnessed and supported player contributions to the extent that some active players were mistaken for fictitious characters.
  • Complex, multi-faceted strategy games are possible, as long as the game design accomodates complex, multi-faceted topics and directions. The beauty of WWO's oil shock is the extent to which oil scarcity is already considered an issue that spans the personal, political, financial, and scientific, and WWO, recognizing this, allowed players to engage on the levels most compelling to them. The newly reopened Liberty Science Center was recently criticized by the New York Times for making everything "personal, urgent, and political." I wonder how the same critic would react to WWO! The more we can accomodate visitors/players who want to engage in any of a number of ways--personal, theoretical, active--the greater the potential involvement and impact.
  • Alternate reality can encourage players to take action in their real lives. Some people have criticized WWO as a waste of time, saying, "I explored a few links and watched a few of the videos, but stopped after a while because the real peakoil blogosphere is actually more interesting. The thing is, the oil crisis is already here, or a few months away. No need to create an alternate reality in which it's happening." But is that reader changing her lifestyle because of it? Reading articles about the real world doesn't always inspire action the way a challenge, a mission, or an immediate crisis does. As one player commented: "rather than just getting people to 'think about' the problem, it [WWO] actually gets a large and actively interested community of people to throw ideas off of each other through their in-game blog posts, and the out-of-game Alternate Reality Game community. There's some potential for innovation there, for someone to think up a brilliant lifestyle change for the better that people can start jumping on board with." The link to reality--to real news and real oil crunch experiences--furthers players' interests in the fictitious cataclysmic event, and the cataclysmic fiction spurs real world action. As another player put it, "We hope that the people who play the game will ultimately live some of what they 'pretend' if they don't already. "
  • Gaming can create communities around specific topics. Consider the "we" in the above quote from a WWO player. This person expresses not only an interest in how WWO has impacted his own life, but also how it might impact lives of others. He considers himself part of a "we" who have aspirations about the game's reach. Imagine if a visitor made a similar comment about an exhibit, aligning her/himself with the exhibit designers and or artifacts. Powerful stuff.
  • Multi-platform, multi-access: wider reach. Since I only engaged with WWO as a lurker and not as a player, am I less affected by its content? Probably. But that doesn't mean I'm not affected at all. One of the reasons I look forward to seeing the WWO school study guides is to see how they intend for people to "keep playing" now that the game is closed. There are lots of people out there for whom there are significant barriers to involvement in an online game of this type--but the same people could benefit from a "video of the day," a book collecting player journal entries, or a three-dimensional exhibit timeline of the experience. It's a little surprising to me that while WWO provided many platforms and topics on which to engage and contribute content, there were relatively few ways to receive that content outside the web. I'd also like to see a more attention paid to the "first time user" experience, so that people like me, who were overwhelmed at the onset, have a smoother path in (and are therefore more likely to play).
  • What if? is a question everyone can answer. In museums, desire to avoid the political often creates obstacles to creating meaningful content. When I saw An Inconvenient Truth, I was struck by Gore's framing of climate change as a "moral issue." And I immediately considered that that argument is not one which museums could easily present. But by avoiding the now and focusing on a potential event, like oil shock, war with Iran, virtual consciousness, or any number of reasonable near-future events, museums can get away with a wider range of "imaginative" presentations. Even better if it comes from visitors/players and the authorative voice doesn't have to take a position.
World Without Oil was a major effort involving substantive content and platform development. While I don't necessarily recommend a museum taking on a similarly ambitious game initiative, we need to get involved in these kinds of experiments--as partners, action sites, and, occasionally, as leaders.

Wednesday, July 18, 2007

Jumping into Art in Second Life

When people talk about museum projects in Second Life and other virtual worlds, I'm often disappointed by the short-sightedness of the vision. Virtual worlds are a new, emerging technology, and like any new technology, overlaying old techniques onto new platforms is disappointing at best. So much energy is put into recreating physical spaces and their real-world limitations rather than experimenting with ways that virtual worlds create opportunity to do things that are impossible in real museums. These opportunities can be social--engaging with museum content with other visitors at their computers all over the world--as well as experiential--allowing visitors to jump into, smash, and manipulate content in ways that physics and conservators forbid in real space.


This week, a quick example of how each is possible.

1. VAN GOGH GOES EXPERIENTIAL

The video below is a gorgeous example of the possibility of substantive, emotional experiences with museum content via virtual world representations.


It's a machinima (video) by Robbie Dingo, a 3D recreation of Van Gogh's Starry Night.

As one YouTube visitor commented:

A masterpiece recreated. I watched the beauty unfolding in front of me. Maybe someone once watched Vincent creating the original and felt the same way.
I hope so.
Sadly, Robbie's goal was to use Second Life as a platform to create a 2D representation of the painting--so the 3D space of the painting is not available for visitors to explore. But imagine the possibilities for a museum to take an iconic painting or artifact and create a 3D version of it for visitors to wander. Narrative information could be embedded throughout the landscape, or an entire exhibition's worth of content could be embedded metaphorically in the space. The result is one solution to the "problem" of viewing 2D art--that it's hard to figure out how to focus and be attentive to the piece if you don't have a strong art background. Creating a 3D space to explore encourages visitors to spend more time with the piece, literally getting inside it.


2. GALLERY OPENINGS, SOCIAL OPENING

There have been many art events and openings in Second Life, perhaps most significantly Brian Eno's 77 Million Paintings, which was recreated in four Second Life locations for a weekend event earlier this month. Giff Constable of the Electric Sheep Company had some interesting observations about the unique social aspect of this event:

Was it real (a question perpetually asked by the perplexed)? Well, I ran into some people I knew, met some interesting new folks, got into the vibe of the art, and even ended up in an art conversation chatting about interesting artists like Stephen Hendee and Joshua Davis. But was I with those people in Second Life? We were certainly making mental connections, and frankly, I probably spoke to more people than I would at a real-life art opening. It is easy to feel lonely at a real art show surrounded by people who are strangers, but I bet very few people logged into that event in Second Life last night felt that way.
I've written before about the ways that adding a layer of technological barrier can open up people to more comfortable interaction with strangers. In the same way, virtual worlds may be a more natural venue to encourage discourse about museum content among strangers than real-world physical galleries, where social norms override desire to communicate.


Sunday, May 27, 2007

The Creation Museum: Dangerous Storytelling

What's the craziest story you know? Is it one where humans and dinosaurs peacefully roam the earth side by side? Is it one where most of the world's fossils are the result of the great flood that Noah arked through? Is it one where the Earth is 6,000 years old?

You've probably heard of the Creation Museum, opening tomorrow near Cincinatti. It's made a big splash with its price tag ($27mil), flashy exhibits, and unapologetic religious message. The Creation Museum is itself a creation of the Answers in Genesis ministry, and has the most unique museum mission statements I've ever seen. Their "main theme" is "The Bible is true from Genesis to Revelation!" Lots has been written about it, including the somewhat perplexed and perplexing New York Times review that appeared last week and is the third most emailed article this week.

Here's what fascinates me about the Creation Museum: it is the perfect example of a museum embracing and presenting a single story. "The Bible is true." That's it. I've written a lot about the power of story in museum experiences to pull people in and emotionally connect them with content. But I've always known in the back of my head that an opportunity like this would come up to talk about the ways that story can detract from reality, can distort the truth with its appeal, can charm, as it were, like a snake in a mythological garden.

The Times article was surprisingly positive (fair and balanced?) about the museum, acknowledging the power of the museum's story:
Whether you are willing to grant the premises of this museum almost becomes irrelevant as you are drawn into its mixture of spectacle and narrative...

But for debates, a visitor goes elsewhere. The Creation Museum offers an alternate world that has its fascinations, even for a skeptic wary of the effect of so many unanswered assertions. He leaves feeling a bit like Adam emerging from Eden, all the world before him, freshly amazed at its strangeness and extravagant peculiarities.
The reviewer makes it sound like a fairy tale: pleasant to explore without concern for reality. Which drives me (and I'm sure many others) nuts.

Last year at ASTC, Randy Olson screened his excellent documentary about the evolution/intelligent design debate, A Flock of Dodos. Olson, a scientist, sought to figure out why so many people in America are turning away from evolution and towards intelligent design. His conclusion? That the ID people tell a great, compelling story about how we came to be. And that the evolutionists don't.

The fact that evolution is a theory, and that the scientific definition of theory is lost on most people, has never helped it thrive. But this is a bigger problem--the reality that a good story can trump facts, and that people would rather listen with their hearts than their heads. We'd rather hear a good story than a true one. Tim O'Brien explored this fabulously in "How to Tell a True War Story," in his book The Things They Carried. A true war story, O'Brien says, isn't moral or uplifting. It's stupid and cruel and inexplicable. But our expectations about how a story is supposed to make us feel make us doubt the true war stories so that, paradoxically, a true war story doesn't feel true.

Does the true story about the history of our universe feel true? Many scientists would be uncomfortable even with the use of the word "story;" they'd say the scientific timeline of the universe isn't a story but a collection of evidence and theories. Scientists aren't the business of storytelling, and for the most part, neither are science educators. Museums, especially science museums, are places that seek to engage the mind, not the heart. Fact-loving people are often suspicious of stories, which can be used to distort and pervert the truth.

But truth isn't as popular as stories these days. The directive to "love truth" no longer resonates the way it used to. And at least from the New York Times' perspective, the Creation Museum tells a good story, tells it so well that the reviewer is willing to sit back and enjoy the "mixture of spectacle and narrative" without entertaining doubts or debate about the content.

In museums, we try to tell good stories about objects, events, and phenomena. But we also try to engage the mind before the heart, to push visitors to question and wonder and debate within themselves the way they feel about those stories. The Creation Museum tells a story with certainty, starting from the heart and then using that base story to develop talking points for the brain. The facts that spin out of belief are suspect at best. The only way I can rationalize the Creation Museum's message is by reading their mission statement and understanding that their message is not sneaky or underhanded. They are unapologetic about their mission to use faith to rewrite science. They don't want to encourage debate or challenge. They want believers, not thinkers.

Science museums need to be equally unapologetic about their mission to encourage thinking, to use science to rewrite and challenge the things people believe about their place in the universe. Do I want the people "on my side" to become storytellers the way the Answers in Genesis folks are? No. I want us to start from facts, not from faith--and then use those facts to create comparably compelling stories. Stories about the fact that we are a small speck in an unfathomable system. That the earth and its inhabitants are affected by our actions. That humans are derived from and related to other creatures. That evidence is complex, contradictory, and cannot always be explained by a single resonant story. We need to present the facts in a way that encourages people to understand and love these principles the way they believe other essential human stories. Thank goodness for people who are willing to rise to the challenge and present compelling stories based in fact. Bill Bryson's A Short History of Nearly Everything sticks out in my head as a fabulous collection of stories about science--stories that make the facts interesting and resonant with both mind and gut. I hope that museum people can find compelling ways to counter the Creation Museum's story with powerful stories about evolution and the scientific history of the universe. I wish it with all my heart.

Monday, May 14, 2007

Who Created the Exhibitions that Changed Your Life?


Was it a museum professional or an outsider? Was it an individual or a team?

I'm kneedeep in the final run-up to the opening of Operation Spy at the Spy Museum, but in the fleeting moments between disasters and near-disasters, I'm thinking about AAM. One of the most arresting sessions I attended last year was Exhibitions that Changed My Life. The speakers spoke lovingly and intelligently about star moments in unforgettable spaces--both as visitors and as designers.

Two things struck me about these exhibitions: the prominence of story and the individual creator. Several were created or conceived by a single person, often an artist/non-museum professional. In particular, Fred Wilson's Mining the Museum at the Maryland Historical Society was lauded as a transformative experience--both for visitors and for museum practitioners. And when I think of the exhibitions that have changed my life, most share that characteristic: James Turrell's installation at the Mattress Factory (image above), BodyWorlds, anything David Wilson created at the Museum of Jurassic Technology.

What's the deal here? Is this an example of Kathy Sierra's observation that groups of people can only create a watered-down, muddled shadow of what an individual can envision? Is this different from anything else we know about design, that Steve Jobs is, as they say, a tyrant with an extreme and extraordinary eye?

Yes, an individual can bring clarity of vision to any project that might otherwise be sullied by the ups and downs of collaboration and compromise. One of the presenters last year spoke about an exhibition he had created on animal extinction, which displayed each species on its own domino, with the first several tipped (and presumably, tipping the next ones) to evoke their extinction, commented explicitly that he did not think such an exhibition could have been created by committee. But groups can be fabulous creative machines as well. A friend recently described her work (in an Australian political organization) in this way:
"The attitude at GetUp is that when someone thinks of something cool, like an ad concept or a new feature for the website or a way to get members involved offline or a slogan for the electoral program, they blurt it out and then everyone else immediately piles on and tries to thinks of ways to make it cooler."
What Taren is describing is not an individual's vision but an individual story, namely, that coolness and cooler-ness are valued and supported by her organization. When everyone in an organization is led by the same story, the organization's content output reflects that story and a mythic central storyteller. The story can come from an individual leader like Walt Disney, Frank Oppenheimer, or Steve Jobs, or from a shared vision, like the folks at IDEO.

The exhibitions that change our lives share this same oneness of story. The stories they tell may be simple, as in the domino effect metaphor for animal extinction, or complex, as in Fred Wilson or David Wilson's (no relation) explorations of how we perceive the authority of the museum, but whatever the level, the stories are singular and powerful. An exhibition that is made to tell a story promotes and invites anything that enhances the story and rejects anything that distracts from or dilutes it. It doesn't try to add in points to hit certain standards of the eigth grade curriculum. It doesn't avoid emotional or potentially uncomfortable content. It speaks in a distinctive, unapologetic voice--whether that voice reflects a single person or a team. As one presenter at AAM put it last year, these are narrative experiences that value and prioritize the visitor: "based in fact, created in the imagination."

So if a group can tell a story in one voice, why are so many of the exhibitions that change our lives created by individuals? And why by non "museum professionals?"


The stories that individuals are willing to tell are more risky than those a group can tell. When an individual assumes the onus of responsibility, suddenly they are empowered to do things that would be "can't" out of committee. "Based in fact, created in the imagination" sounds lovely, but it also implies exaggeration, selective storytelling, and other risks museums are not often willing