Wednesday, February 28, 2024

Exhibit Design Inspiration -- Decisions, Decisions!


Sometimes as part of a museum exhibit experience, we'd like the users to make a choice of some sort -- "Which historical figure do you want to find out about?"  "Choose one of these six minerals to test ..." "Did your animal survive the winter?" and so on.

While these kinds of decision points as part of an interactive experience can be handled by a digital/computer device or (gasp!) some sort of Artificial Intelligence application, I'm a big fan of a decidedly more "old school" analog approach -- incorporating the devices used in board games (dice, spinners, flippers, carnival wheels, etc.) to provide different content or experiential choices for museum visitors.

Why use things like dice or spinners in an exhibition instead of a randomized digital equivalent?

Here are a few reasons:

SOCIABILITY 
Watching a spinning carnival wheel or having several people throw dice to make a choice in an exhibition is inherently a more social experience than one person hunching over a touch screen.

SUSTAINABILITY
Spinners or dice don't need to be plugged in.

ACCESSIBILITY
Physical selection devices can be used by people with a wide range of abilities.  For example, all these "old school" game devices can be set up so that users with low or no vision can still participate.

SCALABILITY
Game elements can also easily scale up or down. Large-scale game elements add to the "sociability" factor mentioned above.

Check out this example below from a nature game (about geese!) I saw during my last trip to Bulgaria.



TESTABILITY
Simple selection devices can be easily mocked up when testing exhibit prototypes, or just by doing a quick Google or Amazon search for "game piece suppliers," you can find lots of good places to buy all sorts of pieces to use for testing or in finished exhibit components.

In that regard, while researching this post, I came across a great website boardgamegeek.com. In addition to having all sorts of information about, and reviews of, board games, the site also has this handy webpage that provides an alphabetical listing of online outlets that sell game pieces and related materials. 

FAMILIARITY
Most, if not all, of your museum visitors will automatically know how to use a carnival wheel or set of dice.

MAINTAINABILITY
Last but not least, these low-tech items are very durable and easily maintained or replaced.  Even better, all of these items can be self-contained -- that is, without loose parts.  Even dice can be put into spinning cages or the awesome Pop-O-Matic, so they don't go astray.



So, why not take a chance (roll the dice!) and incorporate some "old school" physical game elements into your next exhibit design or prototyping session?






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Paul Orselli writes the posts on ExhibiTricks. Paul likes to combine interesting people, ideas, and materials to make exhibits (and entire museums!) with his company POW! (Paul Orselli Workshop, Inc.) Let's work on a project together!

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Sunday, February 18, 2024

Successful Imperfection



The other day one of my sons wanted to cook up a little surprise for our family.  He worked hard to make some onion bhaji based on a recipe that one of his college friends taught him.  (You can try making some of your own bhajis by following this recipe.)

Everyone enjoyed the special appetizers and found them quite tasty, but I noticed my son was a little upset, and I asked him what the problem was.  He was disappointed that the bhaji hadn't turned out exactly how he had hoped and had actually thrown some of them away because he didn't think they were "good enough" to serve.

We are often our own worst critics, and many times the fear of "less than perfect" paralyzes our work. 

Sometimes parts of an exhibition or a new program won't be 100% complete or be *perfect* on opening day -- and while that might gnaw at us as creators, our visitors are usually focused on enjoying the new exhibits or programs we've created.

Let's continue to learn from our failures, but let's also take time to savor our "imperfect" successes.



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Paul Orselli writes the posts on ExhibiTricks. Paul likes to combine interesting people, ideas, and materials to make exhibits (and entire museums!) with his company POW! (Paul Orselli Workshop, Inc.) Let's work on a project together!

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Thursday, February 8, 2024

Do You Need Walls to be a Museum?


Do you need walls to be a Museum?

It's a question worth asking again, as the Rubin Museum of Art recently announced that it would be closing its New York City museum building later this year -- essentially becoming a "museum without walls."

There are many instances of emerging museums starting out as "museums without walls," with the ultimate aim in those cases to end up inside a permanent museum home rather than reversing the sequence as the Rubin is doing.

But really, what are the essential qualities of a "museum"?  I would say that strong museum experiences are defined by three S words: Stuff, Stories, and Social. (Note that "Structure" isn't one of those S words!)

First, you need some kind of "STUFF," whether artifacts, collection objects, or exhibit elements.  Even completely digital museums, like the Girl Museum, still emphasize the notion of thematic exhibitions, albeit through purely online installations.

Secondly, you should have strong STORIES to share.  The FREE THE MUSEUM project works to share stories and place their installations in and around communities in places like parks, streets, or community gathering places rather than museum buildings.

And lastly, museums must be SOCIAL places, providing opportunities for people to gather and interact with each other.  The "new" Rubin Museum aims to provide such social opportunities for people to interact with new installations related to Himalayan Art by working with creative partners around the world.

So I would say you do NOT need walls to create strong and memorable museum experiences. 

However, it will be difficult for "wall-free museums" to shift the natural perception of so many members of the public who immediately think of permanent, physical buildings when the word "museum" comes up and consider museum buildings the mark of institutional legitimacy.






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Paul Orselli writes the posts on ExhibiTricks. Paul likes to combine interesting people, ideas, and materials to make exhibits (and entire museums!) with his company POW! (Paul Orselli Workshop, Inc.) Let's work on a project together!

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