Thursday, August 22, 2024

High Quality = Internal Capacity


I'd say that all "high-quality" museums have a strong capacity to create programs and exhibits internally—not necessarily everything, but many things. High-quality museums know their strengths and build upon them. Great museums also know their weaknesses and where to look for help in those areas.  

Put simply:

High Quality = Internal Capacity 

As a practical matter, developing a genuinely high-quality museum experience means having a clear sense of what you want your museum to look like two, three, or more years in the future—not just two months after opening! That means investing in thoughtful experiences, staff, and expertise for the long term. ("Invest in staff, not stuff!" as Jane Werner might say.)

In my exhibit design and development practice, I often ask museum collaborators two simple questions: How will you (the staff inside your museum, not contractors or consultants) 1) fix things that break or don’t work? and 2) transform great new ideas into real exhibits and programs? If you can’t come up with credible answers to both questions, I’m afraid that not only will you be constantly racing to “put out fires” in the form of problems that could have been anticipated (as opposed to the many un-anticipated ones you’ll encounter) but your bright, shiny museum will soon become dingy and boring, not only physically, but in its intellectual and emotional spirit as well.

Creating a strong institutional culture of internal capacity is the key difference between a great museum and a mediocre one. Building and investing in strong institutional capacity doesn’t mean that you work in isolation.  On the contrary, carefully understanding the strengths and weaknesses across your institution makes it clear when and where you need to invest time and resources. 

Those investments in time and/or resources can involve seeking out expertise in your local communities, sending staff to national or regional conferences or local professional development opportunities, or (gasp!) bringing in consultants to help build up internal capacity in other areas of institutional need. There are many choices.

What is not a choice is doing nothing. Because doing nothing will surely begin the slide from “high quality” to “who cares?” And is that the kind of museum you want to be part of? 



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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, August 15, 2024

The 2 Biggest Museum Questions


The fundamentals of most, if not all, museum projects can be boiled down to two short but essential questions.

I started reflecting on this after reading an excellent article entitled "Who Gets to Decide?" on the Creating The Future website. Among many other excellent points, the article evokes the motto of disability rights activists: Nothing about us without us.

The other question I like to ask before starting a project is, "Who is this for?" or, more sharply, "Who cares?"  I'd suggest if your answer(s) doesn't hinge on some variation of "our visitors" or "the communities we serve, " you might want to head back to the drawing board.

I have been to museums where I'm not quite sure if the answers to the questions "Who is this for?" and "Who gets to decide?" involve VISITORS -- and it shows.

And if your exhibition or museum is instead trying to cater to wealthy board members or only subject-matter experts, why bother charging visitors for that experience?

Before starting your next project, consider who gets to decide and who cares.



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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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Tuesday, August 6, 2024

Is "Inspiration" Hazardous to Exhibit Design?



“You can't wait for inspiration. You have to go after it with a club.”
  ~ Jack London

As I was touring through a new exhibition at a very large museum recently, a person from the Exhibits Department complained to me that they didn't have enough time or money to prototype their interactive exhibits. 
 
"So, how do you work out which ideas to put into your exhibitions?" I asked.  The exhibits person admitted that they spent a large amount of time gathering exhibit notions together that the designers felt "inspired by" and produced those things to create the final exhibition --- generally leaving no time or money for remediation if technical or content aspects fell flat.

I immediately thought of the Jack London quote at the top of this post and considered how slippery the notion of inspiration is. And how the best exhibit components often come about from spending time with visitors and ideas and materials -- figuring out what works (and what doesn't) and stumbling onto serendipitous avenues that would never have been found in mind-numbing development meetings or the reveries of creating slick computer renderings to show potential donors.

I wonder if the oft-repeated plaint of "no time or no money" for prototyping and testing components/concepts/whatever (or for fixing things after an exhibition opens) is just a convenient excuse to cover the fear of the unknown.  Is waiting for the clouds to open and inspiration to strike just a similar sort of excuse?
 
New ideas are fragile things, especially ideas centered around approaches that have never been tried before.  Doubts start to creep in: What if your ideas fall flat before your peers during a presentation meeting?  What if visitors don't like the ideas?  Many museums speed through, or try to short-change, the often messy and plain hard work of really trying ideas out, even though the final exhibition is often better for these early uncertainties.  These museums want the inspiration, but they aren't willing to go after it with a club.

So here's an idea for your current (or next) exhibit project: take one exhibit idea, even if it's not fully formed and truly "inspiring," and just try it out for at least 20 minutes with visitors inside your museum.  You can test or show your idea with paper, tape, and a pen (stuff you already have near your workspace) Ask your visitors questions. Let them make suggestions.  You do have time (20 minutes) and money (near zero) to do this!  
 
Who knows?  You might even get inspired. 
 

"The advice I like to give young artists, or really anybody who'll listen to me, is not to wait around for inspiration. Inspiration is for amateurs; the rest of us just show up and get to work. If you wait around for the clouds to part and a bolt of lightning to strike you in the brain, you are not going to make an awful lot of work. All the best ideas come out of the process; they come out of the work itself. Things occur to you. If you're sitting around trying to dream up a great art idea, you can sit there a long time before anything happens. But if you just get to work, something will occur to you and something else will occur to you and something else that you reject will push you in another direction. Inspiration is absolutely unnecessary and somehow deceptive. You feel like you need this great idea before you can get down to work, and I find that's almost never the case."   ~ Chuck Close



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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!

If you enjoy the blog, you can help keep it free to read and free from ads by supporting ExhibiTricks through our PayPal "Tip Jar"