Showing posts with label interactives. Show all posts
Showing posts with label interactives. Show all posts

Tuesday, July 23, 2019

Feelings and Participation



Me with a friend

As I keep saying, I’ve been to a few museums of late. In reflecting on the sample, I’ve made some broad reflections on museum workers and visitors. Today, I wanted to think about participatory elements, something so essential to this blog.

Before I do, I wanted to tell you I'm not picking the best of the best, but rather ones that I illustrated my themes. In this field, we are definitely low on praise and even lower on profit. Awards can be incredibly gratifying. Awards can show higher-ups the value of our work and they can be important tools for showing funders results. And, I have been known to give out an award or two. (Psst, also consider entering the Muse Awards come 2020, but that's a story for another day)



This list is instead some good things I’ve noticed, without any saying they are the best. Why? As important as excellence is, shared success is equally important in this field. Our visitors often see museums as a genre, not unlike hospitals or libraries. They understand we are different, but they don’t see us in competition with each other. We should see ourselves like those board games, where all the players have to work together to win. If all museums get better, we have more people who like going to museums, which increases museum revenues, and makes the field more stable. I’d much rather think of museums as all rising with the tide, then being torpedoed one by one.

Lumin at Detroit Institute of Art

Now on to the interactives…I’ve been thinking a great deal about the function of interactives in museums. We often use them to add in extra content we couldn’t get into the label or assess people’s learning. Both of these seem natural as we are in the business of ideas and we are adjacent to formal education systems. But, while adjacent, museums differ from formal classrooms in numerous ways. People go to school because they have to or want to in order to get to their goal. (People go to museums for leisure.) People go to school regularly over a period of time (and to museums intermittently, occasionally, sporadically, or rarely). But, to me, the biggest difference is about how learning is connected to feelings. Think of the classes where you learned the most. What are your feelings about your teacher? Those feelings developed over hours of classroom time with a human. Museums get our visitors for an hour or two if we’re lucky. And we don’t even have the carrot and/ or stick of grades. We have people’s good wish and natural interests. With this in mind, when we produce participatory experiences, while our impetus is to serve our power users with extra content or “check for understanding” interactives, there are so many other ways to use interactives. Let’s think about these other kinds of interactives (and I use this word loosely) in terms of the feelings they elicit.  


Sewing interactive at the Museum of the City of New York

Engaged: Engaged is the underlying feeling with the in-depth interactives I mentioned above, but only for people who feel learning a lot more or proving you’re right. Many people come to museums and already feel they don’t get it. For them, in-depth interactives can support feelings of not belonging.  For some visitors, the feeling of engagement comes from being connected to ideas quickly. Making things is one way to feel engaged quickly. Tate Exchange in London, for example, had a wonderful moment a couple summers ago where people could embroider their immigration stories on a patch to add to a collective wall. This activity went with an artist’s work where she told of immigration stories. Doing is also learning in Museum of the City of NewYork’s sewing machine interactive. This interactive combines an actual sewing table and an interactive. You’re supposed to sew on the line in order to earn a few pennies. I watched people do this interactive. Every person left that interactive realizing how hard piece-work was. That interactive did more for that exhibition than any one label.  

The Cloisters

Enthralled: Immersion is a hot topic in museums. I wrote about it last year and I talked about it this year on Emily Koteki’s podcast series. For me, immersion should drop you into an experience. Immersion is not about dropping people into interpretation; it's about allowing people to feel things. One of the most immersive museum interactives isn’t one at all. The Cloisters is a set of buildings on the Upper West Side of Manhattan. You walk out of the 21st century and into Medieval Europe. Technology is, of course, a hot topic in immersion. In this case, I find the most interesting ones to be made by artists. Anyone who has ever spoken to me in person about VR knows I love Laurie Anderson’s VR that was at MASS MoCA last spring. You walked through a chalkboard world; your wonder drove your interaction. The Pointe aCalliere in Montreal does a good job of disseminating actual content in an immersive light/ content show that overlays an actual archeological site.

Surprise: We don’t need to do much to surprise our visitors, given how pervasive traditional galleries are. That is why I want to applaud those museums that offer surprises to visitors. Surprises are those moments where you often hear unrelated social groups chatting. I was at the National Portrait Gallery in London, and there was a peephole to look at an anamorphic image. Person after person was surprised and intrigued enough to ask a stranger what was happening. That’s huge. Sound is often a good surprise in spaces. The Hampton Court Palace also in London did a good job in their spaces to have ambient sound that evokes the past of their spaces.   

XYZT Light interactives


Joy:  We rarely think about the feeling of joy when we work on museum galleries. But I argue this is one of the best things we can add to our visitors’ lives. One of my favorites was XYZT at the Peabody Essex Museum a few springs ago. People were transfixed by the space. It was one of the rare times in a museum that I heard people laughing with happiness. The American Museum of Natural History had two wonderful moments happening this summer. Their T Rex show brings joys to anyone who loves a giant, feathered predator. But dinosaurs are sort of a freebie. I was impressed by the joy people felt about the projection of a wave at the entrance of their Unseen Oceans show. People of all ages were oohing and ahhhing, and most importantly smiling.

mesmerized by T Rex at AMNH

Equally mesmerized by waves at AMNH

Overall, I invite us all to think about what experience you want the visitor to feel and why. As you add more interactive or participatory elements to your space, I invite you to balance a variety of feelings. Don’t ignore the “light” emotions of joy and surprise. You don’t have the hours your favorite teacher had. Your chance to be memorable is in a very short window. Do you want to be memorable for only hitting one kind of visitor?  

Speaking of visitors, last week I asked if you think most museums act like we like our visitors. I’m asking for responses here or on social. Next week, I’ll compile people’s thoughts (with credits) into a summary post of this month.  

Also later in the fall, I’ll be focusing on Front of House staff. I’d like to hear from the security guards. Please help me get responses to my survey. Pass it to all your friends who were once or are now guards.

Find me on social @artlust on Twitter and @_art_lust_ on IG or leave me a comment. 

Wednesday, July 08, 2015

What the Museum Sell Out Game (Re)Taught Me about Participation Inequality

Last week on this blog, I tried an experiment. I wanted to open up conversation about how we judge the relative ethics of various sources of museum revenue--all of which have moral grey areas. Instead of writing a post and soliciting comments (my typical approach), I used an online polling tool to create a simple game where you could read short provocations about questionable revenue sources and give each source an ethical thumbs-up or down.

The outcome taught me a few things about ethics... but it taught me even more about online interaction.

In the last week:
  • 10,000ish people saw the blog post on the web or as an email. 
  • 3,125 people viewed the game. 
  • 610 people played the game.
  • 20 people commented on it. 
This is a beautiful demonstration of participation inequality online. The vast majority of folks consume most content online passively. Some people actively play, share, collect, or gather online content. A small percentage comment on it. An even smaller percentage create it.

When people talk about participation inequality, we often focus on the disparity among levels of participation. We ask: how can we motivate more people to contribute?

But another way to look at participation inequality is via the diversity of types of participation available. We ask: how can we create different pathways to participation for people with different motivations? 

On platforms with many participatory options, more people are more active. On Facebook, you can post, like, comment, add photos, play games... but you don't have to do all of those things to be an active contributor. Watching friends change their profile shots to celebrate the Supreme Court ruling on gay marriage reminded me how Facebook is constantly experimenting with new ways to participate.

I think this diversification is key to inviting broad audiences to feel meaningfully involved in participatory projects. So often we stick with one or two basic strategies, ignoring the fact that those forms may be welcoming to some and off-putting to others.

I'm as guilty of this as anyone. I write blog posts on a platform where you can comment. I assume that commenting is the way people want to participate. But the barriers to commenting--both technical and psychological--can be huge.

When I decided to make this little game about museum ethics, I hoped that more people would participate than typically comment on a blog post. I was astounded by the difference. 0.6% of game viewers commented. 20% of game viewers played. Clearly it was an effective alternative form of participation.

I learned from what these 610 players contributed. It challenged some of my preconceptions about how people feel about the ethics of grants, attendance, facility rental, and corporate sponsorship. It gave me (and hopefully them) a whole lot more food for thought than the post alone.

Games aren't right for every circumstance. But this experiment made me question: what am I doing to make it easy and meaningful for people to participate in the work we do? How can we offer more diverse ways for people to get involved?

Share your comment below. If you are reading this via email, you can join the 0 Comments here.

Tuesday, December 23, 2014

How Museum Hack Transforms Museum Tours: Interview with Dustin Growick

A new company in New York, Museum Hack, is reinventing the museum tour from the outside in. They give high-energy, interactive tours of the Metropolitan Museum and the American Museum of Natural History (AMNH). The tours are pricey, personalized, NOT affiliated with the museums involved… and very, very popular.

Today on Museum 2.0, an interview with Dustin Growick. Dustin is a science instructor at the New York Hall of Science (NYSCI) by day, Museum Hack tour developer/leader at AMNH by night. 

How did you first get involved with Museum Hack? 

Dustin: About a year ago I met a couple of people from Museum Hack at a conference. They were “preaching the museum gospel” in NYC via alternative tours at The Metropolitan Museum of Art. I was intrigued and curious to learn more, but also skeptical of the merits of an outside group running roughshod in The Met.

So I went on a tour…and experienced the museum in an entirely new way. I heard incredible—and often salacious—stories behind hidden gems I’d walked past numerous times. We interacted with the art and with each other through dynamic photo challenges, kinesthetic activities, and conversations. We discussed impressionism from Manet to Monet, and delved deeper in pointillism and Greek sculpture. Heck, I even learned about a 17th century German drinking game. For the first time in a long time, I was personally interacting and engaging with the museum, the collection, and with complete strangers in a way that highlighted the art. 

When the opportunity to design my own two-hour museum adventure at the American Museum of Natural History presented itself, I jumped at the chance. I’ve been leading my own Museum Hack tours at AMNH for about 9 months now. The tours boil down to three key things: engagement, relevance and fun. I want to help people find interactive and accessible points of entry and give them the tools to curate their own experience during every museum visit.

Can you give an example of the kind of Museum Hack activity that makes this different from other museum tours? 

Here’s an example that I experienced on that first tour of the Met. While in the American Portrait Gallery, we played a game called Matchmaker Matchmaker. Here’s how it goes:
  • Take a few minutes to allow a subject in one of the paintings to “find you”. It can be a human or an animal, and they can be the main focus of the piece or some strange-looking fellow lurking in the background. Go to whatever piques your interest and draws you in. 
  • Use both the posted information and your imagination to come up with a simple backstory for this individual. What is their name? Why are they in this scene? Where did they get that phenomenal feather boa? 
  • Find a partner or get matched with a partner. You now have exactly two minutes to concoct the epic love story that brings together the two characters you’ve chosen. 
  • As you stand amongst the portraits, share your tale of deception, love, mystery, and intrigue with the rest of the group. 
During this simple, ten-minute activity, we curated our own experience by practicing “high levels of noticing” and by investigating museum signage on the wall and online. We were encouraged to use our smartphones to search accession numbers if we wanted to dig deeper than the copy on the wall. We shared what captivated and spoke to us on a personal level, not just what we were told was “important." But perhaps most significantly, we used the art and the subjects therein as jumping off points for bringing the museum collection to life.

Who is the audience for Museum Hack? You are a museum insider and a content geek. But I know that Nick Gray, the Museum Hack founder, often emphasizes that Museum Hack is for people who don’t love (or even like) museums. 

We at Museum Hack have gone back and forth about our target audience: is it people that don’t like museums that we want to convert, or people who want a more personal experience, or people who want an active museum experience?

I don’t think anyone who doesn’t like museums would ever pay for a tour. Then again, many of our most passionate participants are somewhat ambivalent towards museums--or people who are daunted by the Met or AMNH and want a more personalized experience. I think of us guides as “museum personal trainers”. Whether you’re an art history buff, a professional athlete, or don’t think you even like museums, sometimes all you need is a little help using the equipment.

How do you advertise Museum Hack? If you want to get people who are not already interested in museums, how would they even know to look for you? 

Social media and word of mouth. It started with word of mouth, and then it got much, much bigger. Now a ton of our business comes from TripAdvisor reviews and Zerve - a ticketing website. We’re one of the top-rated destination tours to do in NYC. The reviews are so positive. And then during the tours themselves, we’re hashtagging, tweeting - that is promotional too.

When we became more known on these trip planning websites, it shifted our audience. It used to be mostly young New Yorkers. Now we have a larger and more diverse audience, including a lot of tourists who are thinking of going on tours anyway.

Are there differences between the Museum Hack experience at the Met and AMNH? I imagine that there are a lot more presumed barriers to break down at an art museum than a science museum. Dinosaurs seem pretty accessible. 

There’s a certain level of assumed stuffiness or pretention at the Met. We do a good job of breaking down those boundaries--and maybe those tours involve a little more swearing and silliness. As far as AMNH goes, there’s a little bit of that, but we focus more on offering a more personal experience, finding ways to engage with things in the space and make them personally relevant to you. One of the big ones is that we bring the people behind the artifacts to life. I don’t think on a normal tour they talk so much about the badass character and life experience of the explorers and revolutionaries behind the specimens.

How do you start a Museum Hack tour in a way that signals the different experience ahead? How do you manage the diverse people on the tour who may want different things from it? 

We have a specific opening activity to bring the group together. We huddle up, share what you should expect from the tour, and introduce everyone. Everyone puts their hands in the middle--like a sports team--and does a cheer. From the start, you are face to face with strangers. We use language throughout the tour to encourage the interpersonal, e.g. “make eye contact with two new museum friends.”

It also helps that we generally sell out at 8 people, and the guide always has a co-host if the group gets that big. Having two guides means we can do split stops at some places, giving some people one experience and some another. It allows a little more freedom, and it also gives people many voices and personalities to engage with.

It seems like there are two ways to look at Museum Hack. One is that you have completely reimagined what a museum tour can be, and for whom. The other is that you have produced the most excellent version of a museum tour—more engaging, more personalized, more entertaining. Which description do you think is more accurate? 

That’s a tough question. I think that for the two museums in which we work, it might be A. But for museums in general, it's B. There are definitely elements of what we do in use at other institutions and in other contexts, and this leads me to believe that B is a more accurate description. But as far as The Met and AMNH go, I think we've totally reimagined the tour experience (A).

How has Museum Hack informed your day job as a museum educator? 

It has made me a better educator and added tremendous value for the audiences with which I work, both at NYSCI and on Museum Hack tours. Ultimately, it hinges on coming back—time after time—to the same five questions:
  1. Why should my audience care about [insert content]? 
  2. How does [insert content] relate to their lives and their interests?
  3. What are the tangible points of relevancy that will engage my learners on a personal level? 
  4. Am I giving people the tools necessary to curate their own museum experience during repeat visits? 
  5. What is my “ask” of my audience? What are their “next steps”? 

Museum Hack let me step outside the routine context of my normal scope of work to really explore the core concepts of interactivity, engagement and relevancy. It’s made the museum experiences I facilitate more enjoyable, longer-lasting, and much more meaningful.

But you don’t have to take my word for it: next time you’re in New York, shoot me an e-mail. We’d love to give you a first-hand taste of the Museum Hack special sauce, and prove to you why we truly believe that Museums Are F***ing Awesome.

You can share your questions and comments directly with Dustin here in the comments section or by emailing him at dustin@museumhack.com

Wednesday, October 29, 2014

Press Here: Breaking the Fourth Wall in Children's Books... and Museums?

You open a children's book. You see a yellow dot. The text says "Press the yellow dot and turn the page."

Suddenly there are two yellow dots. You follow the text. You press some more. You turn the page. More dots appear. You rub the dots. They change color. You shake the book. The dots move around. You clap. The dots get bigger.

Either I'm really sleep-deprived, or Press Here is the most brilliant interactive children's book ever. Let's be clear: there are no pushbuttons or popups or electronics built into this book. Author Herve Tullet uses the most basic children's book materials (pages, words, and images) to create a responsive, dynamic adventure. Press Here is a "normal" book that uses book-ish tools--pacing, spatial arrangement of images on the page, text as instruction--to break the fourth wall and create an interactive experience.

I was thinking of Press Here when I heard about the new children's book This is a Book Without Pictures. B.J. Novak's book uses the basic structure of reading aloud to subject the reader (presumably an adult) to proclaim ridiculous things about him/herself. The text points out that, "Everything the book says, the person reading the book has to say." Said person goes on read every absurd word aloud, fighting with the book, pleading to stop reading the book, casting asides to the audience that he is NOT actually a robot monkey even though the book says he is. Hilarity ensues.

Press Here and This is a Book Without Pictures each break the fourth wall of book-reading in ingenious ways. They recall other artistic work that breaks fourth walls--classically in theater, and more recently in new media projects. (For an adult version of Press Here, enjoy Ze Frank's classic optical illusion.)

This makes me wonder: how do we break the fourth wall in museums? How do we use the essential tools of museum-ness to disrupt, surprise, and delight people?

One part of me thinks this is an impossible question. Museums already engage people with multiple senses, in multiple dimensions. Visitors are already immersed in the experience because of its engaging nature. Maybe there is no fourth wall at all.

But then I think about institutions like the Museum of Jurassic Technology, which uses the essential tools of museum presentation to subvert expectations about expertise and content. I think about all the dioramas that we are stuck outside of--and all the clunky add-ons we offer to distract people from the existence of those glass panes. I think of overbuilt animatronics, intended to suggest the vitality of artifacts but instead reminding us how deep the uncanny valley is between life and death. And I think of brilliant people in other mediums--authors like Herve Tullet, artists like Ze Frank--who are breaking walls we didn't even know existed.

So I wonder: where is our fourth wall?
Who will break it in some beautiful, simple way?

Wednesday, January 09, 2013

Should Museum Exhibitions Be More Linear? Exploring the Power of the Forced March in Digital and Physical Environments

When I was a teenager, I was enthralled by interactive fiction. I loved the idea of the web as an infinite landscape, with stories and poems spiraling out in nonlinear directions.

Fifteen years later, the web has evolved tremendously... but hypertext-based interactive art and fiction is  still a nerdy sideline at best. A cult of linearity has dominated content on the web, with implications about how we think about effective storytelling both online and in museums.

One of the loveliest recent examples of linear multimedia storytelling is the Avalanche at Tunnel Creek story produced by the New York Times. Spend a bit of time exploring it, and you'll notice:
  • Incredible pacing brings you into and out of media components to the story just when you want them. The photos, videos, and maps are not distractions; they are embedded wisely in terms of size, frequency, and length.
  • It's a linear story, told top to bottom, with pagination for "chapters" of the story. You scroll down, you read, you watch, you continue on.
There are real positives to linearity in storytelling, even in an online environment freed from the page. Consider this lovely little story about past and present colliding in a Portland basement. It's a simple linear progression of text and images. The back and forth between the images and text creates a kind of dramatic tension that builds suspense and encourages a slower, more contemplative read. Slight introductions of movement, as in this Pitchfork feature on Natasha Khan, help you connect the words on the screen with the ideas they intend to animate.

And yet it surprises me that we have come this far, and linear storytelling - mostly top-to-bottom, occasionally left-to-right - is the still the best option for most content. It would have been so easy--and appealing--to read the Tunnel Creek story laid out on a giant map of the mountain, with different pockets of the story emerging in the different areas where things happened. 

The cult of linearity online isn't limited to storytelling. Continuous scroll is now a dominant design pattern across the web. Whether you are browsing through Facebook posts or Pinterest pins, you scroll from top to bottom through a never-ending march of content. Why wouldn't it be preferable to see pins in clusters based on similarity? Or to see Facebook posts grouped by geography, or proximity to me on the social graph, instead of in a long, chronological list?

My reluctant conclusion is that for now, simplicity trumps possibility when it comes to online navigation. It would take time and energy to familiarize users with new modes of navigation, and that could cause people to opt out. Ergo, Jorge Luis Borges and I will have to wait for the garden of forking paths to become a reality.

This makes me wonder: does this preference for linearity impact people when visiting museums? Are people overwhelmed or confused by the "infinite paths" that we offer through galleries, collections, and exhibitions? 

I used to work at the International Spy Museum in Washington DC, a "fixed march" museum that sends all visitors on the same linear path through the permanent exhibition. This format became increasingly popular in the 1990s and early 2000s, particularly in history museums, where you could reasonably dictate the "right" path through chronological content. In some museums, like the US Holocaust Memorial Museum, the fixed march itself serves as a symbol of the content, whereas in others, it's a convenient way to manage visitor flow.

I grew to disdain the fixed march approach to exhibitions as too controlling and directed, leading to less interesting arrangements of objects than are possible in a more varied, free-choice approach. But maybe my disdain is based on the diverse and long experience I've had in museums. Maybe it is actually more comforting for visitors, more grounding, to experience most museums as linear stories. That's not to say you can't skip certain bits or linger in others--just that some expert is subtly telling you that you are on the right path, progressing through the story as it was intended to be shared. Maybe we fight our own purposes when we deliberately eschew the powerful dramatic tools available in the linear storytelling format. 

I'd love to see research on how open and closed exhibition layouts impact visitor dwell time, satisfaction, and engagement. What have you observed? 

Perhaps open floor plan museums are my dream opportunity to nerd out on forking pathways. Are museums pioneering renegades for their free-choice approach to visitor navigation and exploration of content? Or are we fools to ignore the preponderance of linearity in other forms of media?

Wednesday, November 21, 2012

What a Difference a Prompt Makes... Simple Analysis of a Participatory Exhibit Element

I am fascinated by the incredible differences in what people contribute based on format and phrasing of the invitation to participate. This week at my museum, as we are wrapping up our current set of exhibitions on collecting, I noticed a simple, subtle example of this that I thought might interest you.

Our current exhibition is about why people collect things. We are featuring several diverse collectors from our area--from a couple who collects priceless American flags to a woman who collects dryer lint.

One of the collections on display is a set of "found lists" collected by a local farmer, Danny Lazzarini. We decided to show a selection of Danny's lists in a hallway surrounded by a participatory element where we invite visitors to contribute to new lists on evocative themes ("Things we forget," "The best feelings in the world," etc.) that we selected during prototyping. This activity has been incredibly popular, and about every three weeks we replace one of the lists with a fresh copy so there is always space for some new contributors.

Last week, we made a mistake. The show was two weeks away from closing, and we needed to replace a "The best feelings in the world" list, but we had accidentally prepped a "Things we forget" list. To add another wrinkle, the volunteer had accidentally written "Things I forget" instead of "Things we forget" as the prompt on the new list.

We decided to go with it, and for the final two weeks of the show, we have both a "Things we forget" and a "Things I forget" list on the wall. Here's a closeup of each:

While the lists look the same on the surface (and bear in mind that the one on the left has been on display for 3 weeks longer than the one on the right), the content is subtly different. Both these lists are interesting, but the "we" list invites spectators into the experience a bit more than the "I" list. The prompt "Things we forget" tends to invite more communal or broad responses, i.e. "everything," "to be grateful," "that Bob Dylan is from Hibbing, MN" whereas "Things I forget" yields more personal responses, i.e. "zip up my pants," "my glasses," "who I picked for Birthday Club!"

A reference to dental hygiene shows up on both lists, but on "Things we forget," the response is "brush the teefres" whereas on "Things I forget," the response is "brush my teeth."

This is not earth-shattering, and there is definitely overlap on the two lists. But it's a good reminder that:
  • different prompts DO yield different actions on the part of visitors
  • careful writing and design decisions on the programmer's side DO impact on the overall result
  • sometimes, exhibit research is as simple as taking a couple photographs 

So think about your prompts, happy Thanksgiving, and keep those teefres clean.

Wednesday, October 10, 2012

Voting on Art and its Surprising Consequences


What happens when you let visitors vote on art?

Let's look at the statistics from three big participatory projects that wrapped up recently. Each of these invited members of the public to vote on art in a way that had substantive consequences--big cash prizes awarded, prestige granted, exhibitions offered.
  • ArtPrize, the grandaddy of visitor voting, just completed its fourth year in Grand Rapids, Michigan. This citywide festival showcased work by 1,517 artists competing for a $200,000 top cash prize awarded by public vote. An estimated 400,000 people attended the event over two weeks, of which 47,000 cast at least one vote. Voters had to register to vote, but there were no restrictions on how many artworks a voter could "like."
  • The Brooklyn Museum just finished the public stage of GO, a "community-curated open studio project." GO invited people to visit artists' studios throughout Brooklyn over one weekend and to nominate up to three favorites; the top ten will be considered for an upcoming group show at the museum. 1,708 artists participated. An estimated 18,000 people attended, of which 4,929 nominated artists for the show. Note that in this case, people had to register to vote AND check in at at least five studios to be eligible to nominate artists for the show. Full stats here.  
  • The Hammer Museum recently awarded the first annual Mohn Award, a $100,000 prize that will be awarded biannually to an artist in the "Made in LA" biennial exhibition based on public vote. Five artists out of sixty in the show were short-listed by a jury. 50,000 people visited the exhibition, and 2,051 voted for their favorite artist of the five. Fascinating (and long) article about the Mohn Award here.
In each of these examples, the press and public dialogue mostly revolved around the idea of public voting for art. But when it came to the actual experience, the vast majority of participants and attendees did NOT vote. In Grand Rapids, 12% cast a ballot. In Brooklyn, 27% made it through the voting process. In LA, only 4% voted. 

What's going on here? Why are hundreds of thousands of people flocking to Grand Rapids for ArtPrize but not choosing to vote? Why did the Hammer Museum have record summer attendance if people weren't coming for the thing that was being flaunted--the opportunity to vote?

There are surely some people who didn't want to go through the hassle of registering and learning the rules of voting. There are others who may not have felt "qualified" to select winners and losers. But my sense is that the biggest reason people didn't vote is that for most visitors, voting wasn't the point. The point was to be part of an exciting, dynamic, surprising new way to engage with art.

Or at least, that's what I experienced when I went to ArtPrize in 2010. I was blown away by the social experience provoked by the unorthodox format. Voting on individual artworks turned each one into a social object worthy of lengthy conversation. Talking with Shelley Bernstein at the Brooklyn Museum, it sounds like GO comparably sparked a huge number of community conversations in artists' studios around Brooklyn. When the public is invited to decide, they may not take on that power and responsibility... but they may show up in droves to see what the fuss is about.

This leads me to two conflicting perspectives on voting in exhibitions:
  1. Voting on substantive outcomes (money, exhibitions) is good because it provokes engagement with objects, artists, and fellow visitors. Whether you tick the ballot or not, the opportunity to do so opens up a conversation about what's good, what's bad, and what's art.  
  2. Voting on substantive outcomes is dangerous because not enough people participate to make serious decisions in good faith. The Hammer is reconsidering the public vote component of the Mohn Award after only 2,051 people determined who would win $100,000. And in Brooklyn, Shelley Bernstein noted that the data generated during GO was insufficient to generate statistical significance in a "wisdom of the crowds decision-making" format. In the case of ArtPrize, founder Rick DeVos has explicitly said that the event is a creative act designed to engage people in "conversation" about art. And yet they have added juried prizes alongside the public ones to diversify that conversation.
How do you weigh the positive engagement that comes with community dialogue against the ethics of voting for outcomes that matter deeply to the artists involved?

Wednesday, September 05, 2012

Gender Differences in Participation: The Pocket Museum Example

This morning, I checked in on the Pocket Museums on our museum's ground floor. This simple participatory project invites visitors to contribute their own small objects in little alcoves in our bathrooms. We piloted it last year as part of a "behind the scenes" event, and we brought back last month to coincide with a thematic exhibition on collecting and identity.

Here's the strange thing. I walked into the women's bathroom and saw what I expected to see--a bunch of quirky objects on display with stories written on post-its.

Then I walked into the men's bathroom. No objects. A couple stories. And a lot of screwing around.

After I took down all the "kick me" and "kick it" post-its covering the Pocket Museum title label in the men's room, I realized that this is the perfect example of an A-to-B test for gendered response to a participatory museum experience. The men's and women's bathroom got the same prompts and the same supplies in identical spaces. But people have participated in completely different ways.

I'm not drawing any major conclusions from this, but it was incredibly interesting--especially since the behavior in the men's bathroom deviated sharply from the range of participatory response we see throughout the rest of the museum. We have seven participatory elements in our current exhibitions on three floors, ranging from voting to talkback walls to an in-depth "make a memory jar" craft activity. The participation is almost 100% on-topic and appropriate. We don't see much screwing around here. People like participating, we take them seriously, and they take us seriously.

But not so much in the men's bathroom. Here are three possible explanations for this gender divide:
  • Men and women use bathrooms differently. A women's bathroom has a slight social function, whereas a men's bathroom does not. Given the chance in a more private, male-only space, men might be more likely than women to mess around. 
  • The Pocket Museum activity could be more appropriate for women, many of whom carry bags or purses. If the activity is not as relevant to men, they might use the tools provided to do something else.
  • Maybe women are the lead participants throughout the museum, and they create a normative set of seed content that encourages men to behave comparably in exhibits (but not in bathrooms). I would be surprised if this is the case given my direct observation of visitors in the galleries; however, the Dallas Museum of Art's Ignite the Power of Art study DID show a much higher incidence of participation among women at that museum (62% vs 38% for men, more information here). 
I'm sure you have many other ideas about why this might be happening... and I hope you share them in the comments. What I think is interesting is that this is noticeable at all. It makes me curious about what other techniques we could use to test differences in participatory response. In general, we try to encourage multi-vocal participation, deliberately ensuring that the seed content represents diverse approaches to the activity or exhibition. We want a broad range of people to feel that there is a place "for them" in the exhibition and to feel connected to diverse participants through the activity. 

This bridging effect is really important to us. The last thing we want is to become the kind of place where one demographic group participates while another stands back and watches (a problem common to science and children's museums when it comes to kids and adults). Maybe A-to-B testing can help identify some of the subtle differences among our visitors and improve our approach so that we keep making sure that our invitation to participate rings true for our diverse community.

And in the meantime, we'll try to get some better seed content in the men's room... or maybe we need a different activity in there. This may be the first time I advocate for gender-segregated exhibit design. What would you do?

Wednesday, June 13, 2012

17 Ways We Made our Exhibition Participatory

Going to MAH and seeing the LOVE exhibition on First Friday was a wonderful experience. It made me think in ways that I haven't before about the relation of art--as expressive culture--to democracy. It was fascinating to see people--across social differences--responding to representations of love in the paintings, images, objects and narratives that were part of the installation. It was exhilarating to see them inspired to create their own meanings in response: lovers whispering together in alcoves, people of all ages writing and drawing on walls and post-its, children painting, everyone sitting rapt before screens.
--Helene Moglen, professor of literature, UCSC 
After a year of tinkering, the Santa Cruz Museum of Art & History is now showing an exhibition, All You Need is Love, that embodies our new direction as an institution. It is multi-disciplinary, incorporates diverse voices from our community, and provides interactive and participatory opportunities for visitor involvement. The exhibition is far from perfect, but it's a big step towards reflecting the "thriving, central gathering place" of our strategic vision.

This post focuses on one aspect of the exhibition: its participatory and interactive elements. We experimented with many different forms of visitor participation throughout the building, trying to balance social and individual, text-based and artistic, cerebral and silly. With one exception, no single activity cost more than $30 to produce/maintain. We developed and prototyped everything in-house with staff and interns. Pull up an armchair for a tour of our participatory hits, misses, and related discoveries. (Note: you can view these photos of the exhibition on Flickr here.)

Content Development

While most of the participatory components to the exhibition are products that are visitor-facing, there were a few ways we made our development process participatory in terms of collecting and curating content:
  • We partnered with two local newspapers--the Good Times and the Sentinel--to run contests looking for people with stories of crazy things they'd done for love and love rituals with family and friends. The best of the results were published on the papers online and included in the exhibition complete with first person labels, photographs, and artifacts.
  • We collaborated with two local organizations--the Rebele Homeless Family Shelter and Dominican Oaks retirement community--to conduct oral histories and produce a small audio and photo-based exhibit on maintaining love in tough situations. Here's a photo of one of the retired couples who came with their family to celebrate her 80th birthday in the exhibition.
  • We invited museum members and a few community members/organizations to create small exhibition components about unique love experiences with family, friends, teammates, romantic partners, and pets. 
  • We invited a private art school to fill a very public wall with paintings made by students in response to the question, "How would you depict love?" This is the most visible community component in the exhibition--a huge wall of 60 paintings hung salon-style, including a giant Marilyn Monroe, several superheroes, cats, goth girls--whatever said "love" to a range of kids. The inclusion and prominence of amateur art in the museum makes a complicated statement that is worth a whole other blog post.
  • We prototyped the most complicated interactives (the Love Styles quiz and Hearts to Hearts game) with visitors in the months leading up to opening. Because our visitation is highest during our monthly First Friday events, we used those as opportunities for testing. We called the prototypes "activities," got lots of participants, and people loved giving their feedback and seeing the prototypes evolve over a couple months. We've continued to do this for future exhibitions.
The Love Lounge

I LOVE... entryway.
On the first floor of the museum, just as you walk in, you encounter a small gallery that we have transformed into a participatory, creative space. This gallery has always been tough for exhibitions--it serves as a pass-through to the classroom, and during evening events, people pour through it on their way to and from classroom activities. We decided that instead of fighting this use, we should embrace it and reposition the gallery as an informal, welcoming space for active engagement with content. We also felt that it was useful to "front load" participation so that people understand right off the bat that they can engage actively at the MAH. So many museum exhibitions relegate the participatory bits in at the end. We wanted to welcome people in a participatory way, so that hopefully, they would carry that same energy and enthusiasm for active engagement upstairs.

The content of the Love Lounge focuses on individuals from Santa Cruz County, historic and current, and the crazy things they have done for love. Some are conceptual (i.e. interracial marriage, keeping a family together while homeless) and others are more immediate (i.e. making a special gift). The content was developed in a participatory way but is presented traditionally via artifacts, text, photos, and audio.

There are three participatory components for visitors to the Love Lounge:
  • An entrance doorway with spray-painted I LOVE ________ that people can complete with chalk. People love this and it's easy to manage with a sponge. The content is fairly surface-level, but it creates a nice feel when you walk in. 
  • A wall on which people can write answers to the question: "What's the craziest thing you've done for love?" with sharpies. This is the smash hit of the room and the most risky thing in the whole exhibition. What kind of crazy museum gives people sharpies and lets them write on a wall? As it turns out, the wall is fairly manageable and generates fabulous stories. The biggest problem is the sharpies running out; visitors pound them into the walls, and they have to be replaced every two weeks. We also have problems with kids scrawling on the bottom (you can see the height below which the wall becomes a toddler playground) and occasionally, people writing inappropriate things. We haven't had too much swearing, but there are rare moments of violence. "Murder" is not something you want to see on this kind of wall. We manage the wall by repainting it when it gets full (about every 3 weeks, and yes, we photograph it first) and spot-repainting anything offensive the day it is noticed. The content truly is amazing. Every time we repaint, I'm sad to see many of the stories go--but then I'm always overwhelmed with the quality of what replaces them.
  • A typewriter on which people can write love letters. They can pin them to the wall or take them home. This is the sleeper surprise of the room--few people do it, but those who do get completely hooked. It's not unusual to find a teenager at the typewriter for an hour or a family learning how to use it together. 
There was a fourth interactive element in the Love Lounge in which people could recommend favorite love songs to get added to the soundtrack that plays in the space. We cut it in the first week after opening. It wasn't a substantive activity, we had no way to get back to people to tell them their song had been added, and it was right next to the typewriter--too many activities on one little desk.

Sound Stairs

As you walk up the stairs to the second floor of the exhibition, where the main gallery is, your footsteps trigger voices from the community saying "I love dance," "I love anthropology," "I love cats," etc. This installation is the only one that cost more than $30--about $2,000 for the parts. We see it as a long-term investment for the museum. We stole the idea from the Pittsburgh Children's Museum and worked with a fabulous local volunteer engineer to make it happen. We invite visitors to record themselves at the front desk with the staff member, and every month, we dump new voices into the staircase. We plan for this to be a permanent installation with content specific to the given exhibition at any time. This sound installation is delightful and adds surprise to the museum. I'm not sure whether people come back to hear their voices on it, but they certainly enjoy triggering them, listening, and recording themselves.

Second Floor and the Main Gallery

The main gallery for the exhibition primarily focuses on a blend of traditional exhibition content exploring romantic and platonic love. There is a mix of artwork, historical artifacts, community stories, and labels about the psychology of love. There are also four participatory experiences spread throughout the gallery:

The abacus and sticker setup for the Love Styles test.
  • "After the Breakup, I..." wall. This is a simple post-it-based talkback wall where people share their breakup stories. Powerful, poignant, and entertaining. We used this technique to develop the prompt. Requires occasional culling for violent or overly sexual content, but mostly, it's PG-13 and on-topic.
  • Love Styles personality test. This is our most elegant interactive in the exhibition, and it is always occupied by absorbed visitors. It is a personality test (based on real science) in which you can determine your own love style by answering a series of questions, teen magazine-style. We spent a long time prototyping this one. We didn't want people to have to add up points or do anything too onerous to participate. So, we created simple handmade abacuses that people use to track their responses to sets of questions. At the end of the quiz, you look at the beads to figure out what style is dominant. You then put a sticker under the name of your dominant style. The stickers accumulate to show a simple statistical distribution of love styles in the visitor community. Every once in a while, a post-it from the breakup interactive will make its way over here as a form of commentary on the activity. 
  • Hearts to Hearts card game. This social game, based on the popular Apples to Apples, is a mixed bag. The idea is to select adjectives from a deck that best describe the feeling of common relationship experiences--Thanksgiving dinner, office holiday parties, sharing rooms with siblings. When you get a group together at the table, it's incredibly fun and successful at prompting people to share personal stories related to the topics at hand. But it's hard to explain to visitors who haven't played Apples to Apples, and if there is not a gallery host to facilitate, this one often sits unplayed.   
  • A DIY wedding!
  • DIY Wedding Chapel. This one was not created by us. Artists Beth Stephens and Annie Sprinkle decided to create an immersive, surreal wedding chapel in which to show video clips from their series of weddings to the earth. They wanted to invite visitors to engage in spontaneous wedding ceremonies in the chapel, and so we brainstormed together until we decided on a blackboard with fill-in-the-blank wedding vows. (Rejected ideas included a paper towel dispenser for vows.) While very few people actually write and recite vows in the chapel, the ones that do are passionate and heartfelt, even when goofy. This is definitely a case where people's participation is higher given the overall participatory vibe of the gallery. In a traditional museum, I suspect people would see the blackboard as "part of the art" and not touch.
Elsewhere on the second floor, there are two small activities that explicitly tie the love show to our history collection:
  • Love Map. In the history gallery, there is a map of Santa Cruz County with paper, pins, and red yarn for writing a memory about a love experience in the county and connecting it to the place where it happened. This was launched as a facilitated activity during a "Love Fest" event in April and stayed. It is a bit of an ugly stepchild interactive--since it wasn't planned with the rest of the exhibition, we tend to forget to maintain and regulate the content. It can get messy, but the layered effect is somewhat appealing despite the reduced coherence.
  • Love matching game. Also created for the Love Fest, this little game is perched on a wall on the way from the second to the third floor. It is a simple poster showcasing photos from the museum archives of couples in love, old valentines, etc., along with cards with clues to match to the photos on the posterboard. We have found these staircase landing activities to be surprisingly appealing. Here are some girls crowded around it on their way through the museum. 
3rd Floor

The third floor of the museum takes love to a more spiritual and conceptual level. The sole gallery holds extraordinary paintings by Joan Brown, mostly reflecting her deep love of cats. Outside the gallery, there are personal stories from community members about connections to animals, and a lobby area that we have rebranded as a Creativity Lounge. There are three participatory activities on the third floor:
Cat temple meditation.
  • Animal stories. At the end of a wall featuring five animal photos and related first-person stories, there is an entreaty for participation. If you have a pet story to add to the wall outside the gallery, you can email it to our curator of history/collections manager, Marla. Only two people have done this. People like looking at and reading the pet stories on display, but the idea of going home, finding a photo, writing something up, and sending it in? Not so much.
  • Me collages. The Creativity Lounge is entirely taken over by this simple activity, in which visitors are invited to make collages that represent "the things you love most" from recycled magazines. There is a beautiful, simple set of clotheslines on which visitors can hang their completed collages. This activity is a bit of a conundrum. From an experience perspective, it's terrific. Visitors of all ages spend a long time working on their collages. They talk with each other while creating, both bonding and bridging as they cut and glue. There are many people who clearly have aha moments about the pleasure of simple art activities. And yet, while the collages look lovely on the wall, the content produced by them is weak. Almost no one looks at the finished collages except as a design element. We have a basket of completed ones (too many to hang!) with a sign that says, "Take home a hand-made collage." No one does. They pile up.
  • Meditation cushions. This is a different kind of interaction. In the gallery with the Joan Brown paintings, there is a "cat temple" that Joan built and painted. It is strange and beautiful and we wanted people to have a different way to experience it. We put out some simple cushions on the floor--the kind you'd put on patio chairs--in a semi-circle around the temple. There's a simple label inviting you to sit and meditate on the work. I'm always surprised and delighted when I see people doing so, sitting quietly on red cushions, while just outside the gallery the scissors and magazine bits are flying at the collage activity. It's nice to remember that there really is room for all different kinds of participation in a museum.

So What?

What's the cumulative effect of all these participatory experiences? Do they really help people connect with the content at hand? And if their development means less room (mental or physical) for contemplation of artworks and historic artifacts, is it worth it?

Of course, I'm biased. I feel strongly that we need to provide multiple entry points to exhibitions. We need labels AND audio AND post-its AND collage-making AND games AND meditation. I am proud to see visitors increasing their dwell time, sharing their delight and enjoyment of the space, having meaningful conversations in the galleries, and generally expressing that the museum is becoming a useful place for them to explore topics near and dear to the heart (literally).

What's the downside? In this case, the tradeoff was in design. Because we were taking this "and" approach for the first time, we didn't quite have the skills to figure out how we should organize everything to be participatory AND look gorgeous. We realized we needed a more complex hierarchical design approach to incorporate all the new elements sensibly and attractively. The multi-disciplinary content and the inclusion of community voices were just as challenging from a design perspective as the participatory components. The whole process exposed our weaknesses in a good way. We know what we need learn about and improve on over time.

For now, I'm glad to hear visitor comments like this one, from a 16-year-old girl:
even though we have seen famous exhibits from picasso to monet-this is the first exhibit that makes me want to do art
Amen to that.

Wednesday, April 04, 2012

The Power of Symbolic Participation: A Story from the Skirball


Imagine you want to invite people to meaningfully engage with a serious topic in an exhibition. How would you do it? What forms of content delivery or participation might induce someone not just to read/look/listen but to care--and hopefully, to act?

Museums have been grappling with this question for years (here's a 2007 roundup of such projects), most aggressively in zoos and natural history museums where staff hope to inspire conservation and in history/concept museums that focus on civic engagement and activism. It's a particularly tough problem because of the multiple psychological steps required to shift someone from ignorance or disinterest to action. Too often, we jump immediately to offering visitors a way to act without first helping them care passionately about the issue at hand. You have to care before you want to act, and caring--about the earth, about civil rights, about art--is not a given. As environmental educator David Sobel has written, "If we want children to flourish, to become truly empowered, then let us allow them to love the Earth before we ask them to save it."

I was reminded of this "care, then act" framework when I saw a recent story about a student's experience at a powerful issue-driven exhibition at the Skirball Cultural Center, Half the Sky. This exhibition about oppression of women worldwide is based on the book by the same title by Nicholas Kristof and Sheryl DuWunn. It's a hard-hitting show about women who are suffering from and rising out of human trafficking, unequal access to education and health care, and cultures that treat them as disposable property. The exhibition, like the book, is intended not just to tell stories of doom but to encourage visitors to act to help transform the lives of women worldwide.

No small task for a museum exhibition. I was involved in early planning for this project, and we were all struck by the enormity of the challenges, our strong desire to make change, and the reality of what might be practical and possible.

When I visited the exhibition in November, I saw many participatory opportunities for visitors to act. Some are very specific and useful--postcard petitions to sign and send, a "click to give" campaign run in partnership with a corporate donor. Visitors can share what inspired them in the exhibition and what they plan to do after leaving the museum (similar to the Holocaust Museum's interactive about confronting genocide today).

But the most beautiful participatory elements are mostly symbolic in nature (and designed by Karina White, a very talented person). The largest was a "wish canopy" that hangs above the entire gallery. Visitors can "share a wish for a woman or girl" or "share a wish for a woman facing a difficult situation." The wishes are then added to the ceiling installation over time, creating a "sky" of wishes for women.

The strangest participatory element was a wall full of dots--20,000 of them, representing just a slice of the 60 million women who are suffering worldwide. There was no specific instruction with the dots. Visitors had colored them in, written tiny messages in them, and used them to make designs.

I didn't really understand what the dots were about. To me, they seemed like an activity without a reason--purely symbolic, and weak symbolism at that.

My perspective on the dots changed when I read a short blog post about a visit by a young visitor named B.J. (age/gender unknown). B.J. described Half the Sky this way:
The area was huge and completley white. They had little areas where stories of women suffering and the good they had done. They also had activities. 
One was where you wrote a wish for a woman you know and for a struggling woman out there. The other was were you colored in a dot with any color, saying you supported women. There were 20,000 dots. 
I knew I couldn't do the wish. What was I going to say? Sorry your life isn't awesome! Hope it gets better! That was what everyone would write and it was completley pointless, to me. 
So i did the dots. 
I colored and colored and colored and colored. Every dot was a new color, some were multi-color. For each dot,I felt like I was trying to help, or give support, somehow. 
When we left I was kind of stunned. While the other kids were talking about what was happening at school, changed but wanting to temporaily forget about anything really important, I sat their in silence, thinking. 
I thought about the women who tried so hard and suffered so much. I thought about the dots. And I thought about how many I would have colored, given the time. Maybe a thousand. Supporting a thousand.
This account fascinated me for several reasons. B.J. clearly was moved by the exhibition and didn't know how to respond. B.J. was not ready to do the concrete action of sharing a specific wish for a woman. B.J. didn't see that as a meaningful way to engage. But  B.J. did see the dots as meaningful.

I don't think that B.J. thought that filling in dots actually meant s/he was taking useful action. But it was a way for B.J. to express a newfound concern for women in need. It made me realize that symbolic participation might be a way for us to help visitors take the first step toward action by allowing them to express an emotional reaction. It's not practical to imagine that every visitor is ready to sign a petition or express his/her intention to change or act in a specific way. The dots provide a kind of scaffolding, allowing someone like B.J. to show s/he cares. And that's not weak or useless at all.

Just as there are scales of social and creative participation, maybe there are scales of civic participation as well that we should be considering as we design these kinds of activism-oriented projects. Anyone have a good model or relevant story to share about the pathway to action?

Wednesday, January 18, 2012

Designing Interactives for Adults: Put Down the Dayglow

When talking about active audience engagement with friends in the museum field, I often hear one frustrated question: how can we get adults to participate? Many exhibit developers create thoughtful interactives intended for all ages and then discover that old familiar pattern--kids engaging while parents stand back and watch. In children's museums and science centers, this relationship is at its most extreme. Even if adults would like to engage with the interactives, it can be easy to fall into the background, endlessly waiting your turn to get your hands on after the kids in the vicinity have had their fill.

The common museum knowledge on this issue is that adults are timid, that we have lost some of the wonder, impulsiveness, and active creativity of childhood days. But I don't think that theory holds up. Major research studies by the NEA and others demonstrate that adults well into their 60s are highly motivated to participate actively with cultural experiences. They're playing instruments, painting pictures, and cooking gourmet meals in record numbers. They're going to trivia night. They're playing video games. It's possible--likely even--that today's adults are more motivated by interactive experiences than generations past.

And yet in the museum world, we still see interactives as being mostly for kids. We assume that adults don't want to do crafts or play games--that they want the "serious" stuff. And herein lies the self-fulfilling prophecy. If you design interactives for kids, adults recognize that the experience is not for them, and they don't engage.

There are many participatory experiences that appeal primarily to adults, and they are designed distinctly for adults. There's a huge difference between the edgy, DIY beauty of Candy Chang's participatory urban artworks and the dayglow colors, exclamatory language, and preschool fonts of most museum interactives. People of all ages are sensitive to the messages that design sends. I was talking about this yesterday with a group of fundraising professionals--non-museum folk--and one man told me about visiting the Monterey Bay Aquarium with his four-year-old. He told me, "she said, 'Daddy, when I see those [bright] colors and designs, I know that is a place that is made for kids like me.'" If a four-year-old can articulate the design message of an exhibit and respond to it accordingly, surely an adult can as well.

We've been trying to actively combat this at The Museum of Art & History (MAH) in Santa Cruz. When we design interactive experiences, we try to pick colors, fonts, and activities that are geared towards adults but have access points for kids as well. We ask people to do serious work, and they pick up paintbrushes and join in. We frequently meet families who come because they think the museum might be appealing to their kids--putting kids first when it comes to selecting a recreational experience--but then once they're here, the interaction is not kid-focused, and the participants tend to be very age-diverse.

For example, one of the little participatory projects we're doing now is on the butterfly effect. We're showing an installation by artist Shelby Graham which features beautiful photographs of butterflies juxtaposed with images of the bombing of Japan in World War II. Right outside the gallery, we have a simple comment board that says:
The butterfly effect is where small changes can have unpredictable or large effects. 
Have you made a decision with surprising consequences? 
Share your story with other visitors. 
Then there are lots of blank butterflies on which you can write your story and then pin it to the wall. This interactive was developed by intern Lucinda Shawcross. I was initially totally skeptical that people would actually engage in what sounds like a potentially uncomfortably personal or complicated exercise. But I'm delighted to say that Lucie was right and I was completely wrong. This activity is the smash hit of this season of interactives at the MAH.

One of the things that makes it successful is the multiple levels on which people engage with the prompt. The activity attracts about 80% adults--similar to our overall attendance figures--and people of all ages use it to share both silly and profound stories and observations.

The language of the prompt--and the whole idea of the activity--is adult-oriented. It's fun to read butterflies made by kids and see how clearly they are just learning the concept of cause and effect and treating this as a kind of grammatical exercise. There are people of all ages conflating causality with the butterfly effect, and sometimes, a small child's entry like "If I had not gone to school, I would not have friends" is more illustrative of the butterfly effect than an adult's "If I had not gotten clean and sober, I would be dead."

From a design standpoint, a few subtle things make this activity feel adult, or at least adult-friendly. The colors are muted. The butterflies are simple but not overly cartoony. The chairs for the activity are distinctly adult--a rocking chair and an overstuffed armchair. And we give people real pins to stab their butterflies to the cork board.

What are you doing to design interactive experiences that are adult-friendly? What design choices have you seen that scream "kids"?

Tuesday, October 18, 2011

Balancing Engagement: Adventures in Participatory Exhibit Labels

We’ve been doing a little experiment at our museum with labels. The Santa Cruz Surfing Museum recently loaned us some fabulous surfboards that tell the co-mingled history of surfing and redwood trees in Santa Cruz. In our quest to make the public areas of the museum more reflective of Santa Cruz culture, we moved these boards from a comprehensive display in the history gallery into a main stairwell, prominently visible from the lobby and throughout the building.

The surfboards are beautifully hung in their new location, but they present a new challenge: we have to write very short labels. They’re no longer “an exhibit” per se—more of an evocative design element that hints at an important story told elsewhere in the museum.

We decided to approach the label-writing for these boards in a participatory way. We blatantly borrowed the brilliant technique the San Diego Museum of Natural History used to write labels based on visitors’ questions. We put up the following label along with a pedestal with post-its and pencils:
We're writing a description* for these surfboards and we need your help.
  • What do the surfboards make you think about?
  • What do you want to know?
Understanding what you think helps us think about how we display our collections.

*note: originally, this said "we're writing a label" but with that phrasing, lots of people wrote creative titles for the surfboards (like the title for a work of art) instead of talking about content of interest.
Visitors have gone to town, writing both basic questions (“who made them?” “who were the surfers who used them?” “how did they ride the plank?” "how old are they?") and sharing opinions (“better in their natural form," “my joyful youth circa 1963”). We’ve learned some things that should definitely be on the final label, such as the clarification that the plank on display is not an early surfboard but the raw material used to make one.

We can certainly write a decent label based on this activity. But one post-it threw me for a loop. It said:
“you should do something to spruce these up a bit. I wouldn’t have noticed the boards except for the post-its.”
Maybe this person was writing about his or her preference for neon paper products, but I doubt it. It was the activity that drew this person (and probably others) to the surfboards—not the objects themselves.

And that leads me to a basic question: Is it better to replace the post-its with a label that answers visitors’ questions, or to continue to support this participation? Instead of clearing the post-its and putting up a nice, discreet label (my original plan), we could keep the post-its and just write answers to the questions directly under them. Or, we could write a starter label based on the questions asked thus far, but then invite (and respond to) additional ones.

The fundamental question here is how we balance different modes of audience engagement. You could argue that visitors are more “engaged” by an activity that invites inquiry-based participation than one that invites them to read a label, even if they never get answers to their questions. Or, you could argue that this kind of active engagement should be secondary to sharing information, which can be more efficiently communicated by a label.

If museums are truly about inquiry-based models for learning, we need more tools—especially in history and art museums—to promote inquiry-based engagement. Science centers and children’s museums promote inquiry-based learning with multi-sensory experiences that are focused more on igniting curiosity than providing answers. Seeing how people responded to these simple post-its made me consider the relative paucity of tools we have to “ignite curiosity” in art and history institutions. If museums of all kinds are going to make serious claims about being places for 21st century, multi-modal, inquiry-based learning, we’ve got to have robust, diverse onsite experiences to back them up.

In this case, given the location on the stairs, we’re likely to replace the post-its with a label as planned. But the bigger question remains: How can we promote true inquiry in our institutions, and how can we give visitors the tools not just to ask but to debate, discuss, and address their questions with each other?