Showing posts with label exhibit development. Show all posts
Showing posts with label exhibit development. Show all posts

Thursday, July 4, 2024

A Google Search is NOT Exhibit Development


First, let me state that I really like Google --- I've even been to the Googleplex.

But Google has a tendency to erode exhibit research and let some museum folks think that a Web-infused shortcut is a substitute for the tricky work of actually understanding and connecting ideas.

The Web is a great purveyor of information. Still, bits and bursts of information do not necessarily equal knowledge --- the type of deep understanding of a subject that leads to compelling stories and exhibitions. (This is also why many "digital panaceas" like AI applied to exhibition development are often so trivial, but that's for a future posting ...) 

Recently, I've been bumping up against three types of Google abusers during the exhibit development process. These are perfect examples of the axiom that "a little knowledge is a dangerous thing."


1) The Google "Expert" This first googly-eyed abuser is really someone who should know better because they are often experts in their respective fields. I've recently worked on several science-related exhibits where content experts on the exhibition team just sent links or URLs (or cut-and-paste sections of web pages) as responses to specific questions about scientific content.

Ummm ... I could do that Google search myself! How about providing nuanced advice or expertise if you're an advisor or exhibit team expert? Otherwise, why bother having exhibition advisors in the first place?


2) But Google says ...  The second miscreant always does a quick Google search of a particular exhibit content topic or material, and if the first (or first few) Google "hits" somehow differ from the direction the exhibition is heading, they'll pipe up with, "But Google says .." whether they actually have the foggiest notion of what's actually being considered.

Recently, a museum administrator claimed we couldn't use a particular item in an exhibit demonstration because "Google says it's dangerous."  Even though I produced the correct references and material safety data sheets, that particular idea was dropped from the exhibit programming.

Here's a news flash: The top results in a Google search (or Wikipedia entry or AI query) can often be misleading, if not completely incorrect. Web searches are a place to start, but to set Google as the ultimate arbiter of exhibition content, design, or activities is just plain silly.


3) The Google "Quick Draw Artist"  This last item is as much an etiquette issue as an exhibit development one.  Namely, people whipping out their screen-based devices to poke and search on -- even in the middle of a conversation.  Checking email and taking "Google potshots" during exhibit team meetings or discussions is just plain rude.  If we're taking the time to schedule an in-person meeting, can't we just turn off the screens for a bit?


What do you think?  Is Google gumming up your exhibit development process?

Let us know in the Comments section below!




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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, October 3, 2023

Is Inspiration Hazardous to Exhibit Development?



“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 exhibit development meetings or the reveries of creating slick computer renderings to show potential donors.

I wonder if the oft-repeated complaint 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) exhibition project:  take one exhibit idea, even if it's not fully formed and truly "inspiring" and just try it out for at least 30 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 (30 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



Don't miss out on any ExhibiTricks posts! It's easy to get updates via email or your favorite news reader. Just click the "Sign up for Free ExhibiTricks Blog Updates" link on the upper right side of the blog.

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"

Thursday, July 17, 2008

Planning for People in Museum Exhibitions: An Interview With Kathy McLean


Kathy McLean is a real dynamo who keeps thinking about ways to improve museum exhibitions, and the process by which exhibitions are developed, even after many years in the field. She is currently the president of VSA, The Visitor Studies Association.

Kathy has shared her insights about the exhibition process through her collection of thoughtful books on the subject, most of which are available through ASTC or AAM. She was kind enough to answer a few questions for ExhibiTricks about her work and background.



What’s your educational background?


I attended Friends World College, an experimental college founded by Quakers in the 1960s and based on the notion that if we better understood people's cultures and traditions, we would have a greater chance at achieving global peace. The college was modeled after Dewey's theories of education as experience and the American Friends Service Committee work camps, and we spent our four undergraduate years doing work-study at seven regional centers around the world. I spent most of my time in Mexico, Kenya, India, and Japan.



What got you interested in Museums?


I was looking for a job in the early 1970s, and the Oakland Museum had a number of positions funded by CETA, the Comprehensive Education and Training Act which was an extension of the WPA. I was hired as a Museum Curatorial Specialist to participate in the development and design of a major exhibition—Earthquake!—funded by the National Science Foundation. After about two months at the museum, I realized that this was the type of place that brought together all of my interests— informal education, cultural studies, environmental studies, and civic engagement.



What are some of your best/favorite examples of innovative exhibits?


I still appreciate "The Etiquette of the Undercaste," developed back in the early 1990s by Antenna Theater (not to be confused with Antenna Audio). I went through it at the Experimental Gallery at the Smithsonian. I say "went through it" rather than "saw it" (which is what most people say when describing their experience of an exhibition) because it was a physical experience as much as an experience of sight and the imagination. I entered the exhibition by lying down on a mortuary slab and being pushed into a body vault. On the other side, I was "reborn" and got up and walked through the exhibition as a homeless person. The entire exhibition seemed to be constructed primarily of cardboard, tape, and string. An extraordinary experiment.

I have written a lot about "Massive Change," an exhibition by Bruce Mau on the notion of design as the ultimate tool of social change. I enjoyed the exhibition because of its fresh approach to old rules—many of them deliberately broken—regarding exhibition design and communication. It was a traveling exhibition organized by the Vancouver Gallery of Art, and it only went to three venues, partly because it was large and expensive, but I think primarily because it couldn't be pigeonholed. Was it an art exhibition, a science exhibition, a history exhibition? It didn't fit into the museum mold. Too bad.

One of my favorites that I worked on was "Boundaries: It All Happens on the Edge" at the Exploratorium. It took less than $50,000 and 6 months to develop, from initial idea to installation. An environment constructed of painter's scaffolding, construction fencing, road signs, and large evocative graphics on cardboard panels, it contained a variety of interactive exhibits, immersive environments, and visitor feedback components dealing with a broad range of notions of boundaries, from semi-permeable membranes to personal space, from physics to psychology. It was a real oddball at the Exploratorium partially because it was such an intentionally designed environment, and partially because it was so thematic. One staff member said it was "the ugliest exhibit we have ever done." But visitors seemed to be very engaged, visitors from the Society of Environmental Graphic Design Conference were very excited by it, and it won an AAM Award for Exhibition Excellence.



Tell us a little bit about ExhibitFiles and your role in that?


For years, one of my soapboxes has been that museum exhibition professionals are ahistorical, every few years reinventing the same old wheel. I wrote "Planning for People in Museum Exhibitions" to help overcome that myopia. I've always dreamed of creating an exhibitions archive or some way to gather the knowledge and experience of past and present colleagues so that future colleagues could benefit from their experiences. When I worked on "Best Practices in Science Exhibition Development," I had my first opportunity to facilitate the creation of 12 case studies of exhibitions that colleagues considered to be exemplary. Wendy Pollock and I dreamed up the idea of continuing that process online, and with Jim Spadacinni as the digital designer, ExhibitFiles was born. I am co-PI on the NSF grant that funded the startup. For the most part, my role now is to contribute, to encourage others to contribute, and to think about ways to improve its usability and access.



Why are so many current museums and exhibitions replaying the same design approaches?


I think it gets back to the old "reinventing the wheel" problem. People don't KNOW they are replaying the same design approaches. People don't build on what others have done—or take things in new directions—because they are operating in a relative vacuum. And most museums aren't pushing for excellence—"adequate" seems to be good enough.



Can you talk a little about some of your current projects?


I recently finished conceptual consulting work on the Dallas Museum of Art's Center for Creative Connections (C3)—it opened in May.

And I'm now working on a wonderful reinstallation project at the Oakland Museum of California. I am the consulting Creative Director on the History Gallery redesign. It's strange, because I started my career at the Oakland Museum, and now I am back there 30 years later. It is wonderful to have a major project in my home town, and not have to fly around the country. It's a challenging project, because it has a very tight budget and time frame, and we are trying to do some experiments with interpretation and design. We are incorporating a number of visitor and community co-designed elements, and we are planning on a "soft" opening, after which we will test everything in context and redesign based on the results.

I'm also working with Wendy Pollock on another book—this one on museum spaces (spaces in both the real and metaphoric sense of the word) and the work is very engaging. I keep thinking back to one of my favorite articles about museum space— "The Museum as Symbolic Experience" by Sheldon Annis—which describes three concurrent types of museum visitor experience: in cognitive space, where people acquire factual knowledge; pragmatic space, where the person rather than the object is the focus and museum-going is a social event; and dream space, or the arena of the symbolic.

Being President of the Visitor Studies Association also keeps me busy. I am working with an extraordinary group of visitor studies professionals who are shepherding the organization through a major expansion of its reach and its mission.



What design trends from outside the museum world should we be paying more attention to?

I think technology-based customization is a big one. Whether people are designing their own jeans online or virtually experimenting with different room colors before they paint their house, the public is coming to expect to be able to participate in the design process in some way. And to create something just for them. This has huge implications for museum exhibition design, which has always tended to be a one-size-fits-all proposition.



Can you talk about your role in the "Plants Are Up To Something" project, and the increasing interest in zoos, aquaria, and botanical gardens in interactive exhibits and immersive environments?


The Huntington Conservatory's Project Manager Kitty Connolly brought me onto the project as an advisor during its initial stages. After I left my position at the Exploratorium in 2004, I got more involved as a consulting designer. I think the project and the installation have been successful because of the amount of thoughtful formative evaluation they did over several years. I know zoos and aquaria have been experimenting with interactive elements for some time now. But I think "Plants Are Up to Something" is the first time a botanic garden has created something so authentically interactive.



If money and time were no object, what would your “dream” exhibition project be?


I don't really need a lot of money or time to do my dream exhibitions (and I have several I keep thinking about). I need organizations that are interested in presenting unusual, thought-provoking experiences. I would love to have the freedom to design some small, experimental installations with museums willing to take a risk.

Before I left the Exploratorium, we were developing an idea for an exhibition on social psychology—tentatively titled "Them and Us"—which was very exciting to me. I'd like to develop an exhibition on symbols, symbolism and archetypal psychology, using the work of Joseph Campbell and others. I'd also like to take a constrained situation—like one cubic foot of earth, or one cubic foot of air—and develop a whole exhibition around it. And I'd love to do an exhibition on the transformative power of music.


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Thanks again to Kathy McLean for sharing her thoughts about museums and museum exhibitions!

If you're new to the ExhibiTricks blog, subscribe via email or your favorite news reader with the tools on the right side of the postings!

Friday, May 30, 2008

Museums From The Other Side Of The Pond: An Interview With Harry White

After serving for many years as the Director of Exhibits, Harry White is now the "Science Centre Consultant" at TechniQuest Science Center (also known as TQ) in Cardiff, Wales. I've had the pleasure of visiting Harry in Wales, and I've always been interested in the different take that our museum colleagues in the UK and Europe have on interactive exhibits and science centers (or "centres"!) I thought readers of the ExhibiTricks blog could benefit from Harry's responses to my interview questions:

What’s your academic background?

An electronics degree, a spell as a medical physicist followed by a Masters in Laser Anemometry and 12 years in a university engineering faculty sticking computers on anything that needed it, or often didn’t. Then 23 years in Techniquest. As you can see I’m still waiting for a proper job.


How/Why did you get started in Museums?
I was happily vegetating at the University when a memo came around about some unknown thing called a “Science Centre”. Like any academic faced with the prospect of work, I followed standard procedure and sent a student to the first meeting. She reported back that “They’re mad, you’d fit right in” and the rest is history.


Were you a “science geek” as a kid?
Yes I suppose I was, I have a wonderful aunt who taught mathematics and if you showed an interest in science she would send you expensive Christmas presents. So I was bribed into “geekdom”, but I’m eternally grateful to her for warping my young mind.

A friend and I used to make weedkiller explosives and try them out in the park, another opportunity for enrichment activity taken from our kids by the war on terror.


What new museum trends are you most excited about?
In 2004, I was lucky enough to be able to attend the Exploratorium’s APE workshops. I’m still processing some of that information, but something that resonated with me immediately was the concept of shifting authority to the visitor. It just seems like the next step, on-line we have Wikipedia, why not a WikiScienceCentre?

I took my first steps towards this in Bergen, Norway when I was consulting to create VILVITE in 2006/7. We planned and implemented a personalisation system so that the Visitors could “Do in the Science Centre what the Science Centre does best” ie: provide memorable experiences and then link those experiences on-line to the didactic content that is best done on-line.

In providing information about the exhibits that they had used, we structured it as FAQs and provided five for each exhibit ranging from the standard “Why does that ball stay in the air?” to the deliberately flippant “It’s a nice trick, but why should I care?” If the Visitor has another question they can post it and we will answer it. If the Visitor doesn’t like our answer, then they can post their own. We moderate it and acknowledge their contribution on line. Let’s hope that one day all our original text will be gone and replaced with something far better.



Tell us about your card deck of exhibit aphorisms.
In 1996, Techniquest started the UK’s first Masters course in Science Communication based in a Science Centre. It was a great success with students from all around the world, graduates were snapped up by most of the new UK science centres. I taught the Exhibits module, but after a year of PowerPointing them into submission, I felt that it just wasn’t appropriate to teach a degree about informal education, formally. Also, whenever I ran out of material for a session, just saying something deliberately controversial would start a debate that would fill the time and engage the students.

So I started collecting these quotations, jokes and provocations as aphorisms and put 52 of the best/most annoying onto a deck of cards. When the sessions flagged, I’d ask someone to pick a card, read it out and then the group would try and fathom what I was getting at. Most times a heated debate would ensue.

So you’d like some examples. There are over 200 so bear with me and I’ll pick some of the better ones. You may notice I’ve sneaked one in already in italics above.

The first is from Ken Gleason, at one time it was up on the wall in our workshop.

The Three Ways an Exhibit Must Work.
1. Attraction
If they don't use it, it can't achieve anything.

2. Function.
It must work, keep working and be safe.

3. Education.
What we're for, and why we're doing it. 1 & 2 lead here.


And from Ian Simmons
"The Survival of the Dullest"
Good exhibits are popular, get used and therefore break down.
Dull exhibits don't get used, and so don't break down.
Therefore all interactive exhibitions, without maintenance, eventually tend towards the dull.


Others are shorter and reflect bitter experience:

Sufficient ruggedisation of loose parts turns them into weapons.

For every hole or gap there is a corresponding human limb or appendage to get wedged in it.

Making easy exhibits is difficult.
Making easy exhibits difficult is easy.


Then some come in pairs:

Any component which is ideal, cheap and universally available will be discontinued by the time the exhibit that uses it is fully developed.

Any component that doesn't exist, so you have to devise it at great cost, will be in the next RS (McMaster Carr) catalogue.


Not all are about exhibits:

Nobody cares who the Director is.
(As you may imagine this was more forcefully put, the point being that however hard the administration works it’s the people on the front line that the Visitors meet and our job is to support them.)


“Give a visitor a fact and they know one thing,
Give them curiosity and they will learn endless things.”
Ian Russell

“Nobody flunked a Science Centre.”
Frank Oppenheimer


“The probability of somebody doing the absolutely inconceivable is never exactly zero.”
H. Richard Crane

“Visitors come to a Science Centre because it’s cheaper than the movies and less exhausting than the swimming pool.”
Gillian Thomas

You can know the science from a book,
You can know the engineering from experience,
But to find out what it makes people think you have to ask them.


Exhibits are about the phenomena, if the Visitor notices that the design is good, then it’s not good enough

The interactive content of an exhibit is inversely proportional to the area and expense of the graphic surrounding it

And so on, and on and on…………….


The idea of an Aphorism is to put some core truth in a memorably flippant way so that people who are “in the know” recognize it and those who don’t think about it. As an instructional tool this has a fatal flaw in that any one who “gets” it doesn’t need it and those that need it, don’t get it.

So I have started writing explanations of the Aphorisms to go with them. I use them a lot in consulting with other centres because they are memorable and anti-intuitive, a bit like good exhibits really.

A consultant is a person who borrows your watch and then charges to tell you the time.



Is there a “UK style” of museum exhibits? Is there a TQ “style”?
Short answer is that there used to be, but now I’m not so sure. Pre-millennium the centres were small but had individual identities. The Millennium boom happened so fast and didn’t involve many people who were in the business already and so the centres, with a few noble exceptions, tended to be made by Museum design companies who naturally had an eye on the deadlines and couldn’t take risks or learn from their mistakes. This bred a certain uniformity that upsets the professionally-obsessed science centre geek in me.

The scene is still shaking down and the centres that have survived are developing their own styles but it’s slow, most are expected to break-even operationally and so they don’t have the money to develop exhibits. Because they are all so big, their failures are very public. Techniquest had the great advantage of starting small and making our mistakes when nobody was looking.

Techniquest grew through three phases, each time building on what went before. When it opened in 1995, Techniquest’s third phase was the only purpose-built science centre in the UK and by far the largest. (See photo below.) I was acutely aware that we could go from “those nice people doing great things on a shoestring” to “the people that got all that money and produced a pile of rubbish”. Plus Cardiff has a tendency to underrate itself and it was important that what we did was obviously of quality. “You can’t tell kids ‘Hey!, Science is great, you can do it!, if you had to buy it in.” So I wanted TQ to look like it came from one mind, the design should be good but shouldn’t get in the way of the phenomena.



I love the homebuilt feel of the Exploratorium but that wouldn’t have done for Cardiff. There’s a thin line between “Hey!, I could do that!” which means that you have empowered your visitor and a bad response “Huh! I could have done that myself!” which means your visitor feels they have been fleeced. I deal with this by including what I call “Points of Contact” in exhibits so whilst the exhibit itself is a glossy professional product it might include an item from the kitchen at home, eg. the “Roll Uphill” double cone illusion exhibit uses two kitchen funnels back to back, which means that not only are they recognisable items but the spouts make a good handle.



Can you say a few words about BIG, and the BIG Fabricator's weeks?
BIG, the British Interactive Group, is an ironic name as it represents the individuals who work in the Hands-on business rather than ECSITE and ASTC who represent the big organisations those individuals work for. It’s not a trade union and it’s main activities are centred around the professional development of those working in the interactives field. A group of us, mainly Bhagwant Singh, set it up in the early 90’s when subscriptions to ECSITE were too much for the nascent centres that existed in the UK at that time.

The BIG Fabricators Event grew out of the Nuffield Interactive Science Project led by the remarkable Melanie Quin. These brought famous fabricators, Bernie Zubrowski, Ilan Chabay, Bill Walton and others over for a week to make exhibits assisted by Brits who would learn their trade from them.

BIG’s Fabricator’s week fulfils a similar but different need and allows exhibits people to get together and build a working prototype in a week on a shoestring. I’ve done quite a few and usually I get to try to realise an idea that has been in my mind for sometime. For me, it’s a chance to get around to what, professionally, I won’t ever get around to.



What is the role and relationship (if any) of ECSITE to ASTC?
ECSITE and ASTC work very closely together. Pele Persson was recently chair of ASTC, and Walter Stavelos, ex-ECSITE now works for ASTC. Global projects like IGLO require this close collaboration and so this brings in ASPAC, CASC, Red-Pop etc. as well.

To me it seems that ECSITE has a more diverse membership, perhaps because the US has more organisations like ACM, AAM etc., ASTC just seems, by comparison, more focused on science centres.



What differences do you see in different countries approach (especially in the UK and Europe) toward museums and museum exhibits?
Pele Persson said that “The difference between a science museum and a science centre is a line drawn in water.” Europe generally has more museums and a more collections-based approach but there are also many more science centres opening.

When we took Techniquest’s exhibits to Japan there was a great deal of focus on doing every exhibit thoroughly in turn but the visitors still enjoyed it just as much. Our exhibits worked well for Commquest in the townships of South Africa. In the UAE, the approach is more didactic and focussed on content but everywhere I’ve been, giving control to the Visitor has worked, just in slightly different ways. We’ve sold exhibits in more than 40 countries and no returns as yet.


What can a parent do to encourage a child’s interest in science?
Do it in front of them, get them to join in and bribe them with scientific goodies. Stand up and testify- “I am a science geek!”


Are there fun MATH exhibits?
Yes, definitely some of the best exhibits are maths exhibits.
I did one called Gone Vest which was just a jacket with a very stretchy waistcoat (or vest) to go underneath it. Visitors just followed the cartoon instructions to take the waistcoat off whilst leaving the jacket on. It was really popular, but couldn’t get them to hang the coats up afterwards.

One day I will do the “Monte Carlo” methods for "Pi" exhibit which was in the 1984 Swiss Phenomena book. It’s just a 1 metre Perspex cylinder inside a 1 metre Perspex square column. You throw balls randomly into the assembly and number that fall in the circle divided by the number that fall in the square is Pi/4. The more balls you throw, the more accurate the estimation.

In 1991, the same team did a building called Polyédre which was a Octahedron with hinged corners that opened up into a cube-octahedron with open squares for some sides. The icing on that particular cake was the brass band that played on a hydraulic platform inside the structure.


Other topological puzzles like the halo puzzles in Puzzlequest are endlessly popular and have been copied all over the world.



Was there ever an exhibit you were sure would be a hit that never (or hasn’t yet) taken off?
Well, every one you start you think is going to be a hit, otherwise you wouldn’t start it.

Magnetic Needle, was a big sewing needle’s eye with north pole magnets arranged around it pointing inwards. Around this were threads with a north pole, a south pole, a non-magnetised iron end and a wooden end. I thought it would be interesting to explore the effects, but in the end no one really noticed even though the South pole was pulled out of their hands. We took it off the floor quite quickly and I’m sure my colleagues have moved it toward the skip (dumpster).

There’s an aphorism for that too, of course:
If you can’t stand seeing your exhibit in the skip, you’re in the wrong business.


What’s you favorite museum?
It changes all the time, it would be a bad thing to have just one favourite. The geek in me loves the National Motor Museum, the Robin Opie, Packaging Museum in Gloucester and the Pencil Museum in Cumbria. When I visit the states, I usually enthuse about a Children’s Museum, Acton, San Jose, Indianapolis. Play for its own sake and the breadth of their approach is so liberating.

I also like The ARC in York. After the Jorvik Viking Centre was a big success, the city council passed a bylaw saying that developers had to preserve the contents of building excavations
for archaeological evaluation. This ended up with the Developers having warehouses full of numbered boxes of soil, far more than all the archaeologists in the UK could ever sift through. So Dr. Andrew Jones aka "Jones the Bones" founded the Archeological Resource Centre where the public can sift through the boxes and call a resident archaeologist if they find something interesting. The Visitor is credited with the find and the work gets done.

And of course, the Exploratorium is the spiritual home of the Fabricator in me. The Science Museum of Minnesota and Science North take the lab aspect further than anyone else and then there’s Agents of Change at the OSC. I love them all, my long-suffering wife has to ask the travel agent for countries without a science centre just to get some peace.

As a professional I’m always impressed by novelty and I loved Tehnoannas Pagrabi
(The Technician’s Cellars) in Riga, Latvia. It’s run on a shoe-string by Alvis and Dace Balodi but has wonderful, unique exhibits. For example, a giant birdhouse on the fourth floor, you can sit on a perch and they take the floor away leaving only a steel net between you and the ground 40 feet below, they have knitted exhibits on the solar system and in one part of the loft they had a quite serious fire but thought it looked better afterwards so they lacquered the burnt beams and you can now walk through it.



What’s your favourite science-related experience? (Either as a child or an adult.)
Everytime I switch on something I’ve made and it still works.

In 1966 Professor Eric Laithwaite was invited to do the prestigious Royal Institution Children's Christmas Lectures. These have been given annually since 1852 by famous scientists including Faraday, Tyndall, Bragg etc.

In the first lecture Laithwaite, who developed the linear induction motor and maglev train, showed a large aluminium sphere about 5 feet in diameter and said that throughout the week’s lectures he would construct a levitating coil and make this ball float. The striking point to me being that he had never done this before and he was going to attempt it for the first time ever in front of an audience of 400+ children. This was real science being done for real.




What are the best and worst trends from US exhibit making that have informed your work in the UK?
The best trends that I’ve mentioned already are the APE work and the breadth of the Children’s Museum approach. The worst is a result of the larger market in the US, in that there tends to be a limited number of commercial firms who, in an entirely valid attempt to reduce risk for the customer and give value, tend to repeat what they have done before, so innovation is stifled in the interests of the client. In Europe, the converse happens, I get asked to help with content ideas and then the ideas are given to a design company to build instead of buying them from the original source who know all the subtleties of the exhibit.

To decline the verb to inspire: I am inspired, you copy me, they ripped us off.

Thanks again to Harry White for sharing his ideas and insights with the ExhibiTricks readers!


If you're new to the ExhibiTricks blog, subscribe via email or your favorite news reader with the tools on the right side of the postings!

Friday, May 16, 2008

Exhibit Design: Museum SketchUp Group?


Lucky me! I got invited to attend SketchUp Basecamp coming up in June at Google's Headquarters (aka, The GooglePlex) in Silicon Valley. (If you're not already familiar with SketchUp, check out this previous posting.)

I mention SketchUp Basecamp, not to regale you with my upcoming travel schedule, but rather to solicit interest in a Museum/Exhibits related SketchUp group. Do you use SketchUp? Would you be willing to share and trade ideas, and SketchUp renderings in one handy accessible spot? If there is enough interest, I'd love to set up a Google SketchUp group for Museum and Exhibits folks. Leave your contact info in the Comments Section below, or send me an email to indicate your interest.

UPDATE: A Museum and Exhibits SketchUp Group has been created! Get more info by clicking here. Also check out the Museum and Exhibits Collection in the Google 3D Warehouse as well.

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Tuesday, May 13, 2008

Museum Design: Where's Your Workshop?


It used to be that every museum had an "exhibits workshop." An unsettling trend (to me at least) is the continuing wave of museums that have deliberately left exhibit workshops (staff access, not visitor access spaces) out of the mix.

Can any museum that features interactive exhibits, or really any type of exhibits, ever become great (as opposed to just good) without some sort of workshop?

Let me be clear, I don't think every museum needs a full cabinet-making workshop with full welding capabilities and paint booth. But if you don't have at least one place with a bench and basic tools to tinker, to prototype, or to just pull busted exhibits off the floor while you repair them, can your museum's exhibit program ever be living up to its full potential? Workshop spaces build and increase your museum's internal exhibit development capacity and create a tremendous staff feeling of "ownership." Especially as it relates to "we built that here" exhibits and the entire exhibit development process.

I'm afraid that if you don't have a funky space to create, and explore exhibit ideas, your museum will inevitably cede some (or all!) of this important exhibit development process and skill-set to outsiders. And outsiders, including many architects with exhibit developer aspirations, are often the ones most responsible for eliminating workshop spaces from new building plans. If your designers and architects don't give you a workshop space with convenient loading/unloading access to the outdoors they are starting you and your museum off at a disadvantage.

I'll never forget a visit a few years ago to a beautiful new children's museum. After walking around the space with the Director of Exhibits, I innocently asked to see the "exhibits workshop." He ushered me into a small rectangular office with a desk and chair wedged into the far end. One entire remaining length of wall was lined with deep shelves holding the cans for the 26(or more!) different colors of paint that the architect had used throughout the building. I was dumbfounded. I asked, "Where do you build new exhibits?" The answer: "We don't build new exhibits. We just hire other people to build them for us." Then I asked, "What happens if an exhibit breaks?" The answer: "Most of the time, we just put an "OUT OF ORDER" sign on the exhibit and call somebody to come and fix it." I worried then, and I worry now, about what the long-term effects of "workshopless" museums will be --- both for visitors and the museum field itself.

How do you handle exhibit workshop space(s) in your museum or in museum projects you've helped create? Are workshop spaces a neccessity, or am I just hopelessly "old school"? Let us know in the "Comments Section" below.

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Tuesday, April 8, 2008

Creating Exhibitions Follow Up: Communication and Remediation

I just got back from the first Creating Exhibitions Symposium in Philadelphia. I enjoyed the conference, and am looking forward to helping plan the 2009 edition!

While I was inspired by the individual sessions and keynotes I attended, I was struck by two common threads that connected many parts of the conference for me: Communication and Remediation

COMMUNICATION: It became clear during the discussions in many sessions that one way to create better results and relationships (Whether you're discussing Teams, Contracts and RFPs, or Insider vs. Outsiders) is to work to make sure that channels of communication are clear and provided to everyone (no information hoarding!)

Several great items involving communication came up during the session on RFPs: Why don't museums let respondents know which firms have made the short list? As George Mayer said during the session, if I'm invited to be in a race with a million dollar prize, and it costs me ten thousand dollars to enter, will I still want to enter if I know that Carl Lewis, the Olympic gold medalist, is one of the participants? The other thread involving communication was just the notion of being respectful of others. It is just good practice to let people know if they didn't get a job, not leave them hanging. While we seem to spend lots of time arranging teams or sweating out the details of contracts, it became clear during the conference that spending more time on communication would head off many problems.

REMEDIATION: During sessions ranging from education through exhibits to the prototyping process, I often found myself thinking "Why didn't they fix that?" or "How could that exhibit component have been improved?" Honestly, the answer I keep coming back to is "remediation".

No matter how carefully you have prototyped and evaluated and crafted your exhibition process, once the exhibits are out on the floor and visitors are using them unexpected issues arise. What happens next is the difference between creating great museums and exhibitions or merely mediocre visitor experiences.

Have you deliberately left time and money in your exhibition process for thoughtful remediation, or are you launching headlong into your next exhibitions project and leaving a collection of exhibit orphans in your wake? It makes me cringe to look at an exhibit component that could be improved by one little "tweak", that clearly was never touched by the exhibition process, let alone remediation, ever again. So, be an advocate for remediation in your next project!

What are some of your tips, or lessons learned, regarding Communication or Remediation? Let us know in the Comments Section below!

Saturday, March 22, 2008

Green Exhibit Design: An Interview with Tim McNeil

A short while ago, I asked colleagues if they could recommend a good source for information about "green" (that is, eco-friendly) printers and printing materials suitable for museum exhibitions. While many museums are taking the first steps toward green exhibit design, it was clear that additional information in this regard would be helpful.

Happily, several folks referred me to Tim McNeil, who is an Assistant Professor in the Department of Design, and Director of the Design Museum at the University of California, Davis.

The Design Museum functions as a laboratory for exhibition design, interpretation, and practice. The 2007–08 season of eco-exhibitions at the Design Museum will present a range of work by designers at the forefront of sustainable and green design. McNeil is currently researching green design methods and technological advances that are applicable to exhibition environments. 

Tim was kind enough to answer a few questions for the ExhibiTricks blog as well as providing some resources that should prove useful to anyone interested in exploring the possibilities inherent in green design.



ExhibiTricks: Tell us a little bit about your background and how you came to the UC Davis Design Museum?

Tim McNeil: I’ve been working in the museum profession principally as an exhibition designer for nearly 20 years. A good part of that time was as a senior designer at the J. Paul Getty Museum in Los Angeles where I designed exhibits and gallery spaces for the Getty Center and Getty Villa. The experience at the Getty afforded me the opportunity to participate in the planning and design of two new museums and work with some of the best museum professionals, objects, resources, and interpretive environments in the world. I was also fortunate enough to be at the Getty at the right time. When I arrived in 1992 there was a desperate need for an exhibition design department to help facilitate in-house design solutions with Richard Meier and Partners, architects for the Getty Center. It was a once-in-a-lifetime opportunity to create a new design department from scratch for a museum with resources and major ambitions for the future.

What made the new exhibition design department at the Getty unique was the goal to hire designers who could traverse multiple design disciplines. We weren’t interested in the conventional museum model that pitched design teams working in three dimensions (exhibit designers) with those who work in two dimensions (graphic designers). The Getty’s exhibition design department employs 10 designers with backgrounds in architecture, industrial, interior, and graphic design. Each designer is expected to work on every aspect of an exhibition, from spatial design and display furniture to the exhibit interpretive elements and text, to the printed ephemera and promotional environmental graphics. This approach yields very cohesive design solutions when the conditions are right, relying heavily on cooperation and lack of design ego.

This “multi-disciplinary” studio model is now far more typical of design studio practice. Include engineers, computer scientists, and behavioral psychologists and you have the IDEO of the design community. I still consider the Getty’s exhibition design department groundbreaking within the museum community. Finding good designers who can traverse multiple areas was never easy and continues to be challenging. The design curriculum I teach at UC Davis was developed from this experience, I am preparing designers who can move fluidly between the design disciplines.

Towards the end of my tenure at the Getty, I was increasingly involved in exhibit design projects for other organizations and museums. These projects allowed me to tackle a range of different exhibition environments that were less object-based and more about ideas and interaction. I was looking for a new path, one that would provide me with the opportunity to explore the proverbial question “What is design?” together with finding answers to “What is exhibition design?”. There is very little academic research about the exhibition design process, it is a topic badly in need of further definition and exposure. Coupled with my commitment to teaching the exhibition designers of the future, the joint Design Museum Director and Professorial appointment at UC Davis was far too opportunistic to pass up.




ET: What has prompted your interest in "green " design and materials?


TM: I can cite three major factors:

1) A lifelong exposure to nature and the outdoors and a belief that we all have a social obligation to clean up after ourselves.

2) The beginning and end of a products life rests squarely with the designer. They are the conduit between idea and reality and therefore perfectly positioned to influence change.

3) My work for the environmental action center at the Natural Resources Defense Council in Santa Monica, CA. In 2003, the project held the distinction for being one of the first “green” interpretive centers in the nation's “greenest” LEED platinum certified building: http://www.nrdc.org/cities/building/smoffice/intro.asp#smtop




ET: Can you discuss the scope and goals of the "Year of Eco-Exhibitions" at the Design Museum?

TM: The season of exhibitions highlights the work of designers at the forefront of sustainable and green design. The exhibitions balance conceptual design ideas with practical applications and are intended to provoke questions. The sustainable design movement is full of contradictions, there aren’t necessarily any right or wrong answers, but there are some incredibly ingenious and innovative ideas out there. The exhibitions are accompanied by a series of lectures and a symposium. These have allowed the UC Davis Design Museum to invite some of the most engaged speakers on green design to participate with the regional and university community. The upcoming Fashion Conscious exhibition and symposium (May 18, 2008) is one of the first in the country to tackle the rapidly expanding and controversial world of sustainable fashion and textiles.

Each of the exhibitions closely aligns itself with the three main emphasis areas in the UC Davis Design Program; visual communication, interior architecture, fashion, and textiles. They also educate design students about the future of their chosen profession and complement the program’s courses on sustainable design. Design education is going through another revolution and sustainability is at the heart, it’s amazing how motivated most students are about the issues, and how quickly education is having to adapt.

A primary goal of the exhibition series is to introduce the green exhibition design initiatives I had been incubating over the past several years. This had been my objective since becoming director of the museum in Fall 2005. The strength of the UC Davis Design Museum lies in its ability to experiment with objects and content and how this material is communicated within an exhibition environment. This is the complete antithesis of my work at the Getty Museum where perfection was the ultimate goal. Not to mention that the budget resources are vastly different. I wanted to demonstrate to the museum community that an exhibition can be designed and built using entirely recycled, rapidly renewable, and non-toxic materials, and that the design quality of the space, furniture and graphics do not have to be compromised. The subject of energy efficiency was also broached since this is a significant issue for museums with complex lighting and HVAC systems.
Critical to the success of the exhibitions and our efforts to promote sustainable behavior were the inclusion of accessibly written interpretive elements about the green initiatives we had taken. A series of eco-signs describe and draw attention to the green features using bold graphics. These signs have been evaluated and simplified as the year progresses to help determine the best way to connect visitors to potentially complex and unfamiliar topics.

The long-term goal is the successful continuation of this process at the Design Museum and it’s influence on others. I’m using several forums to communicate the results and findings from the green design wiki to talks and presentations at conferences and at museums. My continued design work for other museums and exhibition spaces serves as a venue for exploring these initiatives in a larger and more visible way. I anticipate publishing the work as well in the future.



ET: What are some of your favorite online (or offline!) resources for people interested in finding out more about eco-friendly design or materials?

Online:

http://www.treehugger.com/
http://www.designersaccord.org/
http://www.guardian.co.uk/ (Good stories on the environment)
http://www.makower.com
http://www.nrdc.org/
http://www.buildinggreen.com/
www.greenexhibits.org


Offline:
My students and colleagues at UC Davis.



ET: What advice would you have for fellow museum professionals, especially those from smaller museums, in developing more eco-friendly exhibitions?

TM: Taylor Wise-Harthorn, a graduate student at San Francisco State University has done some initial surveys with museum exhibition design professionals to help determine what is preventing them from adopting green practices. Cost and lack of information scored high, but the most cited reason was policy. Convincing museum directors and senior staff to go green is challenging because it necessitates change and often an upfront cost. However, the upside is that once the initial steps to go green have been taken, it is often very difficult to backtrack.

I have a top ten list of ways to green an exhibition environment, that are simple and applicable to museums of all sizes and can be implemented with little effort:

1. Improve the energy efficiency of exhibition lighting by installing timers and sensors to manage usage. Install CFLs when appropriate.
2. Adjust exhibition climate control settings where possible. Do the objects or exhibits need to be that cool or warm?
3. Design modular exhibition components/furniture that can be easily recycled or reused.
4. Practice the 4Rs (Reduce, Reuse, Recycle, Reinvest). Do more with less.
5. Use low-VOC paints.
6. Avoid vinyl-based signage products.
7. Print on 100% post-consumer paper using non-petroleum-based inks.
8. Use Agri-fiber products such as wheat straw rather than wood-based particle boards.
9. Use screws instead of glues.
10. Inform staff, vendors, and most importantly visitors about your efforts.



ET: Can you tell us more about the Green Design Wiki?


TM: It is very much a collaborative effort between myself and former design student Alan Wells. Alan had chosen to focus specifically on green design for his undergraduate degree. He has now graduated but remains involved with the site's development and maintenance. I suspect you will hear about Alan and his work in this area in the future. Above and beyond the Design Museum website and exhibitions, the wiki is the most practical resource we can provide to the museum community. It is intended to provide a basic grounding in sustainable design concepts and initiate an ongoing dialogue about greening the exhibition design field. The array of materials and products is rapidly evolving, a wiki-based platform is the best model for having others contribute and for keeping it current.



ET: Have you come across any obvious examples of overselling or "greenwashing" in any particular areas of exhibition design or materials?


TM: Lighting manufacturers are guilty of over-hyping the quality of their energy-efficiency lamps and fixtures. CFL and LED alternatives to MR-16 halogen lighting lack the lumens, color rendering and temperature for track systems in exhibition environments. They do offer advantages (no UV, low heat) for localized case lighting where the intensity of light required is less, but I think the color temperature is not there yet, especially for lighting art objects.

Plastic lumber. Beware of the claims by certain manufacturers regarding their products' recycled content. Some contain little or no recycled plastic and even use PVC, the common belief is that all plastic lumber is made from post-consumer waste plastics and sawdust.

Signage products for banners is probably the most contentious. The profits to be made in this industry are huge, and printers and substrate manufacturers are all grappling for an angle on how green they are, or want to be. The Design Museum uses a biodegradable PVC alternative for traditional vinyl banners-- while certainly a step in the right direction, it still has to be manufactured using raw materials and lots of energy. Ultimately it still has to be thrown away in landfill, where under the right composting conditions it will decompose more quickly. The green exhibit design industry is in its infancy and we are going to see a lot of conflicting messages. Lee Knight from Exhibitor magazine says:

“Today, nobody knows what Green really means — no common standards exist. Each client and supplier provides its own definition to its own satisfaction. To date, the number of reported exhibit-related Greenwashing incidents is almost nonexistent, but this could quickly change as the pressure from management to find Green exhibit solutions continues to grow.”
See: http://www.exhibitoronline.com/exhibitormagazine/feb08/knighterrant0208.asp



ET: I'm particularly interested in green aspects of printing and graphics for exhibitions. Any pointers you could offer in that area?

TM: The offset lithography printing industry has been using recycled paper and vegetable-based inks for some time and there really is no reason not to specify these products. The quality is comparable to traditional printing and with the advent of online printing services such as Greenerprinter.com, it is cost-effective and really easy. The signage and large-format graphics industry has some way to go before it can boast its green credentials. The main challenge facing the large format environmental graphics industry is the small quantities and custom-based design solutions (demand isn't driving change...yet!). Chemical-based processes and finishes are currently the only option given the longevity of a signage product, particularly for outdoor interpretive signage which has to withstand the elements, and depending on the location, indoor signage which needs to hold up to touch.

At the UC Davis Design Museum, we have been using a low-solvent-based ink on recycled paper, with no lamination or glues (they are stapled or clipped onto Homasote (recycled board) for all interior exhibition graphics. We've also printed on easily to recycle fabrics and are currently experimenting with Ecospun (recycled plastic bottles) and some of the natural organic cottons. The past exhibition (GreenStop) was printed on BioFlex (a biodegradable PVC banner alternative) using eco-solvent inks.

There are no alternatives to direct application vinyl lettering that I have found (vinyl not being an environmentally friendly product). We used a stencil (using vinyl and a vinyl cutter) on a wall and then rolled non-VOC paint over it and removed the stencil. It works well for titles and large headings and although you are still using vinyl for the stencil at least the product is removed from the exhibition environment.

Smaller graphics can be printed on colored papers using a laser printer. As long as you avoid foam core and spray mount, and use recycled paper boards and non-toxic glues this is a good economical and green way to produce graphics. Reusable clear acrylic covers rather than Polycarbonate laminates provide the protective covering.

The silkscreen process uses solvent-based inks and other chemicals (although the screens are reused). Exterior graphic/signage panels that use embedded graphics under laminates are very energy intensive and chemical-dependent. The commercial exhibit industry is poised to green itself in a big way (bigger business) and that, I predict will act as the catalyst that the large format graphics/ signage industry needs. Museums will then reap the benefits. 


Thanks once again to Professor Tim McNeil for taking the time to share his views and expertise on green exhibition design! To learn more about Tim and his work at UC Davis you can follow this link.

Let us know your own approaches to green exhibition design, or share some of your own favorite resources in the Comments Section.

Wednesday, March 19, 2008

The Myth That Museums Support Themselves

Martin Filler wrote an excellent article in Architectural Record,
entitled " Debunking a myth about museums that pay for themselves."

Mr. Filler raises several excellent points, but one main takeaway for me was that museum boards, in their quest for the next "Bilbao" oftentimes sacrifice important, if not essential, aspects of buildings like on-site storage.

Creating a new museum building clearly shows the values that the institution's stakeholders hold dear. Does form truly follow function, or do the design stylings of a "starchitect" reign supreme? Does your new museum serve as a gateway to your community or a playground for the elites?

Unfortunately, monumental architecture does not have a great track record for engendering ongoing community support. Mr. Filler highlights recent projects in Toronto, Milwaukee, and Denver that failed to live up to the promise of creating "economic engines" for their respective regions.

An unfortunate corollary to this "edifice complex" in the museum community is the notion of architects serving as both building designers and exhibit designers for new projects. This is generally a bad idea, especially when it comes to museums with high numbers of interactive exhibits. You wouldn't hire an exhibit developer to design a new building (would you?) So why do some museums hire architects to design interactive experiences? Instead of a blending of architecture and experience design, most museums with architect-designed exhibits seem like the interactive equivalent of "LegoLand" with mini-buildings or "design statements" inside a larger shell.

Of course, the economic realities of starting up and maintaining a museum have always been with us. But in the end, true passion, not ego, not finances, is what drives excellent institutions. To paraphrase Mr. Filler, "Do what you love...if you make a profit, good for you. If not, good for you, too, because you’ll have been enriched by living with a thing of beauty."

Sunday, February 10, 2008

Disneyland 2.0: A Lesson for Designers?


This interesting article in the New York Times outlines the plans for upgrading Disney's California Adventure park, which one critic characterized as having a “cheap strip-mall stucco aesthetic" into a more polished, and participatory, experience for visitors.

The article details the costs and plans for creating a new interactive Toy Story ride that lets visitors compete against each other with video game type elements.

While most museum designers will never encounter the enormous budgets employed in this project, there are several key lessons that apply to any new museum project:

1) Make sure you don't "cheap out" on initial construction and materials. Try to use project resources to create environments that use materials that provide long-term value and maintainability. The NY Times article highlights how much more expensive it has been, in time and money, to go back after the initial construction. It would have made better long-term sense to have taken the time and money to do things right the first time. Too many museums are guilty of this "we'll make it better once it's open" mentality.

2) Prototype, prototype, prototype! The article gives a nice snapshot of the lengths Disney goes to in testing out people's reactions to every aspect of the new Toy Story ride. (My favorite is the description of the down and dirty plywood ride vehicle in front of a projection screen used to gauge visitor response.) Why should Museums "prototype like the mouse?" Because its a lot cheaper to fix or modify things at the plywood and duct tape stage than after the fact.

3) Let visitors be part of the action.The article points out that not even Disney can get away with just pretty "eye candy" for paying customers to gawk at. Customers, especially those who have grown up with MTV, video games, and the Internet, demand more opportunities for interactivity and instant gratification. (There are some interesting details about how many different types of resources Disney is employing to keep people happy while they are waiting in line.)
Museums should always ask "how can I create another opportunity or design element to help visitors engage with this exhibit? "

Saturday, January 26, 2008

The End of Human Body Exhibitions?

This article from the LA Times reports that the California State Assembly voted 50 to 4 to approve legislation to ensure that the people whose remains are on display consented to be part of such exhibits.

Generally the bodies are dissected and preserved in a process called plastination. "Although plastination was intended to advance medicine and science, many entrepreneurs are using plastination to make outrageous profits by dissecting, mutilating and parading unwilled bodies around the world and in our state," the bill's sponsor, Assemblywoman Fiona Ma (D-San Francisco), said during Assembly debate. "Asking for consent and verification is not too much to ask."

Presumably, the Assembly's concerns arise from allegations that the "provenance" of bodies from China used in some human body exhibitions can not be adequately verified.

Personally, I found the traveling Body Worlds exhibition fascinating, if a little creepy. However, no matter what your feelings about the particular content of certain exhibitions, should governments really be determining whether a museum should present a particular exhibition or not?

Wednesday, January 16, 2008

WD-40, The Museum Exhibit Developer's Friend!

Of course you know about WD-40, but have you really unlocked all it's potential as an exhibit problem solver?

One of my favorite unexpected uses of WD-40 from my Children's Museum days was to use it to easily remove crayon marks from exhibit gallery walls!

Well, the fine folks who make WD-40 have created the "Offical List of 2000+ Uses" for WD-40. Check out their webpage or handy downloadable PDF.

The WD-40 website lists all sorts of fun information for exhibit-minded folks including the reason why the stuff is called WD-40 in the first place!

Wednesday, December 12, 2007

Vischeck: A Colorblindness Design Tool


Vischeck is a cool website that allows you to simulate (as well as correct for) colorblind vision of documents and websites.

A nice way to be aware of another segment of our audience.

Thursday, November 15, 2007

Metal for the Masses!


A quick tip via Make Magazine:

If you need a small quantity of metal(s) for your prototypes or projects check out Speedy Metals

They are happy to handle small orders!

Saturday, October 20, 2007

SketchUp for Exhibits


If you don't already know about SketchUp, the free** tool from Google, temporarily stop reading this post and point your browser to the SketchUp site to download your favorite flavor.

(Once you start using SketchUp, their blog is well worth checking out as well.)

I know a fellow exhibit developer that calls SketchUp "AutoCAD for Dummies." While SketchUp may have a much more straightforward learning curve than other 3D programs, the results are beautiful and professional even for a clod like me. (The drawing above is a simple SketchUp rendering that I created for a museum project.) So download SketchUp and give it a whirl!

I'd be interested in setting up a network for sharing SketchUp models and projects related to exhibits and museums. Is anyone else interested?

**Once Google bought the original SketchUp company they started offering a free "basic" version, and charging for the "pro" version (although non-profits, like museums, can get the pro version at a reduced rate.)

Wednesday, October 10, 2007

Idea-A-Day


Sometimes even the most creative exhibit developers get stumped.

How about a fun website or e-mailing service that gives you an "idea-a-day"? OK, OK, not every idea is a keeper, but it's still a quick jolt for your designer brain in the morning that doesn't involve caffeine!

Go to the idea-a day website to find out more.

Saturday, September 15, 2007

Exhibition Design: Why Your Project Costs Too Much


I've just gotten the details on another RFP that I've been short-listed on. Whoopee!

Unfortunately, my enthusiasm has waned now that the actual exhibition scopes and budgets have been released.

I'm all for inexpensive exhibits and production budgets that are frugal, yet allow for creativity. (There's a reason I edited The Cheapbooks for ASTC!)

That being said, it is clear from following the time and money trails backward, that a large part of the client's funding that could have gone into "hard goods" (that is to say ACTUAL EXHIBITS) instead were frittered away on fancy master plans and consultants.

Let me pause the blog to state "THE EMPEROR HAS NO CLOTHES!"

Clearly, every exhibition project needs money and often fundraisers and consultants to help raise that money. But you have to wonder when the majority of a project's funds go into overhead, consultants, fancy fundraising packets, etc. rather than the exhibits and programs for visitors.

If you want great exhibits, spend your time and money on the exhibits!

Friday, August 31, 2007

Instructables.Com = Exhibit Inspiration


If you don't already know about "Instructables.com" check it out!

This site gives step-by-step instructions for all sorts of cool and wacky projects ranging from a Giant Match(!) to simple mechanical devices and technology hacks.

If you ever get stuck for exhibit inspiration or programmatic ideas this site is a great resource.

Have fun ... and be careful!

Tuesday, August 21, 2007

Road Posting: Ann Arbor Hands-On Museum


A quick posting from the road, as my family and I vacation in Michigan.

We had fun visiting the Ann Arbor Hands-On Museum, a great museum that started out in a historic 1882 Fire House and has continued to expand to take up most of the block and adjoining buildings in the past 25 years. Well worth a visit!

Monday, August 13, 2007

Two Music Tools From Apple


Here are two music-related tools available from Apple that should be of interest to exhibit developers. I could imagine either program being fun to noodle around with in a Music Gallery or a Multi-Media Lab.

The first tool, Logic, is actually a tool that's been around since the Atari days and has recently been acquired by Apple. Some people have described Logic (or its current incarnation, Logic Pro) as "Photoshop for music." I suppose that's because there is a strong visual underpinning to how Logic works. In any event, it seems like a great tool to let museum visitors play around with.

The other music tool (coincidentally with a strong visual component as well) is the new part of Apple's GarageBand program called "Magic GarageBand." Magic Garage Band lets you move visual representations of musical instruments on or off a "stage" to build up (and then record and/or transcribe) musical compositions. It's just been released, so I've only just started fooling around with Magic GarageBand, but it seems to hold great potential.