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

Thursday, October 26, 2017

Thinks and Links: Reflecting on the ASTC 2017 Conference


The 2017 ASTC (Association of Science-Technology Centers) Conference just wrapped up in San Jose, California.

As you might expect, given the audience of science-minded folks hunkering down in the heart of Silicon Valley there was much discussion of tech, but I was also left with the feeling that the Science Center field (and perhaps the entire museum and cultural sector) is in a time of introspection and re-evaluation.

Saturday, October 21st, the first day of the Conference, got off to a bit of a rocky start with the looongest opening keynote ceremony ever --- clocking in at over 3 hours!  Despite the mind (and butt!) numbing duration, there were some bright spots including outgoing Board Chair Linda Conlon giving an impassioned speech entitled, Scientific Evidence Is Proving No Match for Emotionalism

The opening ceremonies concluded on a high note --- a conversation with Brendan IribeCEO at Oculus VR, who shared his early experiences and inspirations designing exhibits for the Tech Museum in San Jose. He also discussed his initiative called Virtual Science Center.

Sessions on Saturday continued this tech/society trend with topics ranging from how to use digital games as audience engagement tools to "smart exhibits" to environmental sustainability actions in museums.  I especially enjoyed a practical session called "Under Pressure" all about demonstrations with air.


Paul Taylor shows off the Giant Eye/Air Pressure trick.
Saturday night ended with a smashing party courtesy of our hosts, The Tech Museum of Innovation.  (where we saw The Tech's newest exhibition, Body Worlds Decoded.)

Sunday morning dawned with an interesting experiment, The Distributed ASTC Conference.  This was a live conversation with speakers in San Jose, as well as four Science Centers in the Middle East on the topic of how truth and science have intersected and diverged over time --- a true mix of technology and society!  I applaud ASTC for giving new formats like this a try.

Sessions on Sunday continued a broad range of tech and public-focused topics including STEM Community Partnerships, The Power of Narrative, and Using Role-Playing Games to Build Community Disaster Resilience.

I was fortunate to moderate a set of "Flash" (10 minutes or less) Sessions on "Public Engagement with Scientific Methods" showing creative ways to help communities engage with scientists and data.  One of the presenters, Rik Panganiban from the California Academy of Sciences, provided this helpful link for tips on setting up a Science Game Jam at your museum.

Another new Conference approach this year was a "Side Talks" area set up near the registration desk where session presenters or conference attendees could sign up for blocks of time to discuss current topics of interest with like-minded attendees.  Our Flash Talks presenters moved to the Side Talks area with many attendees from our session to continue the conversations.  I think once ASTC Conference attendees get used to the idea of Side Talks, some very fruitful conversations will happen here. (As we all know, the learning happens outside sessions as well!)

On Sunday afternoon I was delighted to be one of the presenters on panel on Digital Exhibit Fails & Wins.  A great range of wins and fails were shown, but I was struck by three commonalities in all the "winning" examples of digital exhibits and interfaces discussed:

1) Testing and iteration with visitors produced the best digital exhibits.

2) Digital exhibits that promote interaction and conversation are the most popular and memorable.

3) Novel/Surprising Interfaces. (Think non-screen and iPad approaches.)


Dave Patten from Science Museum London shows a slide with the Queen's
Security Detail trying out a new interactive before a Royal opening ceremony.

As is often the case at conferences, there are so many good choices for sessions that you can't get to all of them.  That was certainly my problem on Monday the 23rd.  While I enjoyed the session I attended on "Creative Ways to Engage the Public with Climate Change" (see resource links in the image below) I also would have wanted to attend "Happy Birthday Frankenstein!" about using the 200th anniversary to explore the science and the world behind the classic book, as well as "Closing the Play Gap for Social Change." (Can any ExhibiTricks readers who attended these sessions share some thoughts in the "Comments" section below this post?)

The Closing Keynote Session on Monday provided a dialogue on how Science Centers can better serve their communities and what that really means.  I was especially struck by the challenges presented by Emily Dawson's research (as she Skyped in from the UK.)  

Check out Emily's Twitter account, and also her paper "Social justice and out-of-school science learning: Exploring equity in science television, science clubs and maker spaces."

Emily Dawson Skyping in from the UK

One of my favorite sessions on Monday was headed up by Tom Rockwell of the Exploratorium and dealt with the notion of "hybrid" organizations.  Tom brilliantly illustrated the audience discussion as a wireless microphone was passed around.  (You can see the end results below.)



I managed to finish up my ASTC trip to San Jose by zipping over to San Francisco to see the Exploratorium and SF MoMA before my redeye back to New York.  It was great to see some of the exhibit developers and "shop rats" while at Explo, and none more so than the ever-enthusiastic and resourceful Tom Tompkins who shared one of his latest finds, nullschool.net with me.

Did you attend #ASTC2017?  If so, feel free to share some of your own thoughts and takeaways in the "Comments" section below!



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Monday, November 2, 2015

Museduino: A Contribution to Open Hardware for Exhibits, with ❤ from CTDL


We brought the museduino to ASTC and you’ll never believe what happened next!

I’ve always wanted to open a post with that, although I should have begun by thanking Paul for the generous invitation to guest blog at ExhibiTricks.  

I’m writing from Albuquerque, NM, where in addition to being a professor of Media Arts & Technology at New Mexico Highlands University, I run a small, semi-official lab called the CTDL (Cultural Technology Development Lab) with 5 fabulous collaborators. We hide out in a room behind the Mars Rover exhibit at the New Mexico Museum of Natural History & Science, devising solutions to make exhibits robust, less expensive, more open, and easier to update & repair. Bring us a problem- small museums, larger museums, national parks, libraries, NGOs; and we‘ll come up with something along the proof-of-concept to finished piece continuum.

From this lair comes the museduino, an open-source kit for building robust electronic-based interactive exhibits. Its history lives here and here on Medium, and its schematics, PCB files, tutorials and projects live on WordPress and Github. In this post, I’ll write about our first public rollout, at an ASTC pre-conference workshop on October 17th, 2015.
Museduino pre-conference workshop at ASTC


We were thrilled to have a workshop filled with 12 engaged participants from around the US, Canada, and even Malaysia (we were also handed a 13-person waiting list with no contact information! Please get in touch, waitlisters!) Experience ranged widely - from “I’ve designed my own PCBs”, to “none, but but very enthusiastic”. This diversity is welcome, and why there are four of us in any workshop with more than 6 people.

We began with an introduction on why we care about open hardware for exhibits. Pretty much everyone nodded along while we addressed issues around maintenance, cost, and the need for rapid prototyping and in-house development whenever possible. Rianne and Miles demonstrated museduino projects for Acadia National Park and The Carlsbad Museum, to show pre- and post-museduino implementation. 


Miles setting up the servo motor demo


Fewer cables! Faster data! 
No voltage drop!

Every workshopper was able to set up their museduino kit to extend the pin footprint of the arduino board to an LED. Each table then added a switch, in order to see how the satellite boards could be as far as 30 meters (100 ft) from the main shield with no visible sensor/actuator delay or voltage drop. This is very important if you are trying to cover a lot of distance.  

Museduino shield with a satellite board & LED

When it was time for group projects, we handed out motors, motion sensors, photoresistors, flex sensors, speakers and many LEDs. The group below designed & built (in 45 minutes) a proof-of-concept for a timed-running exhibit; visitors run a distance of ~80 feet; IR Sharps (infrared sensor) sense where they are in the “race”, giving encouragement and collecting data along the way. This version played a victory tune at the finish line.


Rianne setting up an IR sharp detection with a 30 ft cable

Encourage Post-Prototype Thinking  

Maker-based learning was a major theme at ASTC this year (perhaps it is every year, but this was my first time attending the full conference). While maker/tinker/hacker/spaces may have varied pedagogical and logistical approaches, when it comes to electronics and microcontrollers, open source and arduino-based boards reign. What better platform to build a robustifying system for, than the one that young makers grow up learning? Our goal was to allow makers to have an accessible solution available when their tinkering project moves out of the prototype stage and in to a working long term stage. 
The Museduino shield works for most microcontrollers that use the Uno pin configuration (there’s a list in the blog post & WP site); we’re developing an even larger shield & satellite system for those of you that absolutely must use a Mega. 
Have a project that needs some open source attention? Get in touch with us at info.ctdl@gmail.com, or on twitter @arduinogirl 
Your CTDL team in New Mexico,
Miriam, Stan, Rianne, Miles & Bresdin


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Sunday, November 23, 2014

Time + Culture + Tech = Radiooooo.com



Here's a quick one, as I ponder my learnings from the recent NEMA Conference and before I write a post recapping that event,

Radiooooo.com is a website now in beta that aims to present crowd-sourced music based on geographical location and decade.

As you can see by the photo at the top of the post, or by clicking over to the website, you can end up in some interesting combinations of sonic times and places!

But don't take my word for it, head over to Radiooooo.com and give it a listen!



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Monday, June 16, 2014

Exhibit/Design Tech Inspiration: Disney Research



Many museum folks have an inherent dislike of Disney and their theme parks.  But even if you're not a Disney fan, it's worth checking out what the Disney Research folks (and their research partners) are up to.

On the Disney Research website, they show off videos of some of their cool concepts like "Printing Teddy Bears" (a method of using 3D printing to produce soft interactive objects) or Pixelbots (pictured below) which are sort of a combination of interactive graphics and robots!



There are literally dozens of cool ideas (including in many cases info about materials used) on the site that really push you to think of new technological possibilities for your projects. (Paper Electric Generators, anyone?)


Click on over to the Disney Research website yourself --- I especially recommend the Project Videos  and Publications sections as good places to start.



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Saturday, May 31, 2014

Stop-Motion Animation Tools and Cheapbook CONTEST Winners!


At the recent Association of Children's Museums conference in Phoenix, Joe Vena, from the Children's Museum of the Arts in NYC, gave a great workshop about "Art and Technology in Creative Learning" with a focus on stop-motion animation.

Two of the tools (one hardware, one software) Joe used in the workshop were great low cost ways to play with tech --- and they were new to me, so I'd thought I'd share them with ExhibiTricks readers.

The hardware tool is a relatively inexpensive USB camera to plug into computers to capture imagery called the IPEVO Point 2 View (P2V) Camera.  It's really easy to use and robust enough to hold up to being the primary tool for kids' workshops.

The software tool is iStopMotion by Boinx Software.  The software seems fairly intuitive to use, and a nice feature of iStopMotion is the "live preview" with a semi-transparent onion skinning effect that lets you see what your next step would look like before capturing the frame.

So check out the IPEVO and Boinx websites to grab some tools to get started with your own stop-motion animation projects!


Cheapbooks Greatest Hits CONTEST RESULTS

I recently highlighted the newly released Cheapbooks Greatest Hits in an ExhibiTricks post and held a contest in which two lucky folks would win a free digital copy of this fourth volume of the Exhibit Cheapbooks.

Honestly, after reading the heart-felt stories of existing and emerging museums trying their best to stretch their exhibit dollars, I've decided to award prizes to TEN lucky winners instead of two!   I'll be sending out emails to everyone who entered to let them know whether they won or not.  Thanks again to everyone for entering, and for your interest in the Cheapbooks.

Even if you didn't enter (or win!) the contest, you should order your own copy of Cheapbooks Greatest Hits by heading over to the ASTC website.






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Wednesday, April 16, 2014

Exhibit Designer's Toolkit: SensoryPEN



I recently got to play around with a SensoryPEN, and wanted to share my impressions with ExhibiTricks readers.

SensoryPEN is a way to add audio to exhibit experiences and graphics.  Each SensoryPEN (pictured below) can hold up to 280 hours of audio content in a small lithium ion battery-charged unit. The units can be used indoors or outdoors and come with an earphone port and internal speakers.


Essentially you create a button, image,  or shape that you want to serve as the "trigger" for the SensoryPEN sound file(s).   Then, once a visitor touches the tip of the pen to that audio-enhanced image, the message and sounds play.

The thing I like best (beside the really reasonable cost of each SensoryPEN unit) is that your sound triggers can be printed on a range of materials from simple stickers to more permanent materials like high-pressure laminates, and that you can layer up to 12 audio clips per each sound trigger "code."

So why not head over to the website to find out more about SensoryPEN?  I definitely think its worth a look as a new resource to create more accessible and multi-sensory exhibits.



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Friday, April 4, 2014

Museum Design Inspiration: Olafur Eliasson's "Your exhibition guide"


Artist Olafur Eliasson has developed a free app  called "Your exhibition guide" to accompany the exhibition "The Infinite White Abyss" focusing on the complex subject of the white surface in the works of Wassily Kandinsky, Kasimir Malevich and Piet Mondrian.

If, like me, you are not steeped in art history, or expecting to be in Dusseldorf anytime soon, you could skip directly to downloading the app (on iOS or Android) or checking out the "Welcome" video by Olafur Eliasson (at the top of this post or here on YouTube.)

The app itself is a series of short "exercises" that gets you to think about experiencing an art exhibition (and art museums!) in different ways.  Eliasson asks you to consider such approaches as "non-art", "abstraction" and even experiencing your visit as an asteroid, among other possibilities.  Inside the app, under each video, are additional thoughts and references related to each of the experiential exercises.

The cool, and inspiring, thing to me about what Olafur Eliasson has done here is to create a toolbox for anyone, inside any art museum, to be rewarded for careful observation.  In fact, I'd go as far to say that these exercises could be used outside of art museums as well.



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Friday, January 3, 2014

Life Experience(s). An Interview with Eli Kuslansky


Eli Kuslansky is a principal of Unified Field, an interactive media and experience design company dedicated to leveraging media, art, design and technology to reveal the unseen. I was pleased that Eli was able to share some of his thoughts with ExhibiTricks readers in the interview below.


What’s your educational background?
I have a BFA from Cooper Union where I majored in photography, sculpture, installations and art history. The rest is life experience.



What got you interested in Museums?
I’ve always been fascinated by art, history, science and 19th century sailing ships. My first job was at the South Street Seaport, where I worked as a model builder, exhibit designer and curator. I also did appraisals for Sotheby’s Parke Benet and Christies.

I was then one of the restoration directors at the Texas Seaport Museum in Galveston, Texas. I worked in Piraeus, Greece restoring the “Elissa”, a 19th century sailing vessel, including hand carving its figurehead. Later I worked in architectural and architectural woodworking firms, in an exhibition fabrication firm, and as a designer, cabinetmaker and CAD draftsman.

For three years I was the director of technology for Ralph Appelbaum Associates where I worked on the Holocaust Museum, the Dinosaur Hall at the American Museum of Natural History, the Natural History Museum of Penang and many others.

Elissa, the Official Tall Ship of Texas, Galveston Historical Foundation


How does working with technology to create exhibits inform your design process? 
Part of the reason I started Unified Field with Marla Supnick is that when I was at Ralph Appelbaum, I saw the opportunity through the use of digital media and technology to enhance the visitor’s experiences. While at RAA, I developed a networked model for a 4th generation museum that laid the groundwork for legible cities.

As designers, technology allows us to connect experts' tacit knowledge and passion to visitors’ personal narratives and to rapidly try out designs and test their engineering without risk to the institution. Technology has the flexibility to address different learning styles and cognitive models. It extends the display of collections, helps creates community and cross-generational conversations. Adding the dimensions of social media and personalized content allows us to design experiences that are participatory, active and collaborative.



Tell us a little bit about how your “non-museum” skills/activities inform your museum work?
I am an artist, museum consultant, maritime curator, technologist, chef and musician. From each of these experiences I get different points of views and inspirations. As an artist I am constantly experimenting with creating provocative visual experiences. I am a fanatical reader and life long learner, always exploring a variety of sources and topics. From crewing on a 19th century sailing ship I experienced the power of team, as at sea you depend upon each other for survival. Being a chef teaches me consistency in execution, the small nuances that results in excellence, and the multi-sensual experience of food.


What are some of your favorite online resources for people interested in finding out more about the use of technology in museums?
Many of the online resources we look at are from outside the field. We continually post our inspirations and commentary on the Unified Field blog.

Here are a few of the sites I look at:

Arduino
http://playground.arduino.cc/projects/arduinoUsers

Artcom
http://www.artcom.de

Autodesk Labs
http://labs.blogs.com/august2012/innovation_edge.htm

ECSITE Open Places
http://www.openplaces.eu/

European Smart Cities
http://www.smart-cities.eu/

Gatais Lyrique
http://www.gaite-lyrique.net/en

Ideas in Food
http://blog.ideasinfood.com/

Media Architecture
http://www.mediaarchitecture.com/

Olafur Eliasson
http://www.olafureliasson.net/

Science Gallery Dublin
https://dublin.sciencegallery.com/

SENSEable City Lab, MIT
http://senseable.mit.edu/

Spatial Information Design Lab
http://www.spatialinformationdesignlab.org/main.php

The Museum of the Future
http://themuseumofthefuture.com/

Things that Think
http://ttt.media.mit.edu/

Visual Complexity
http://www.visualcomplexity.com

ZKM
http://on1.zkm.de/zkm/e/



What advice would you have for fellow museum professionals, especially those from smaller museums, in thinking about the best ways to leverage technology in their work?
Most museums realize the potential for technology in areas such as supporting the visit, creating ways to engaging audiences and enhancing visitor’s appreciation of the content, programs and collections. Technology is also used to expand outreach programs, to build communities and strategic partnerships.

Although some museums haves concerns about technology such as keeping up with current technology, being evergreen and maintaining it, there are many proven technologies and processes for integrating media and technology into the museum experience. There are many case studies that illustrate how museums, both large and small, have addressed these concerns and reaped the attending benefits.

Without exception, we find that when media and technology design is at the beginning of concept design the end product is superior. This contemporary design process allows for complete integration of the media into the experience, and rules out unwanted surprises.

Another effective way for museums to leverage technology is to develop experiences that are ambient and transparent in ways that don’t create thematic and historical anomalies in the galleries. One way to do this is by using natural user interfaces. The rationale is that as human beings we experience our world in more expansive ways than “pictures under glass”. There is a great blog post on the topic from an ex-Apple user interface designer.

For small museums with budget restrictions, limited resources or limited internal knowledge, I recommend working with a consortium or partnerships with other museums and/or outside partners. For example, partnering with universities or corporations who support your mission. This opens the possibility for new funding, strategic and content partnerships, and for building internal knowledge and resources. Partnerships can help distribute the risks and costs while sharing audiences. The Children’s Museum in Pittsburgh has such a relationship with the Carnegie Mellon University.




What do you think is the “next frontier” for museums?
There are three major frontiers: the future audience, the evolving smart city, and new technologies for connecting people, content, knowledge and places. 

Rapid demographic, philanthropic, generational and technological changes are impacting museums. One of these changes is Generation Z, true digital natives and the future audience. According to Don Marinelli, who founded the Carnegie Mellon University's Entertainment Technology Center with the late Randy Pausch, Generation Z is experientially focused, has an altered perception of reality that is alternative, augmented, corporeal and virtual and sees little relevance in traditional institutions. This is a challenge as well as an opportunity for museums.

Another frontier is the evolving big data landscape. Big data has a tremendous strategic importance for museums as it can help them fulfill their most ambitious goals. Cultural institutions can use big data for improve operations, better services, visitor’s experiences and to help them establish an important role in the evolving legible city. To give you a sense of the scale this past year alone 850 million people visited cultural centers in the United States, while generating personal and institutional data. We are at a tipping point where cultural associations could create the infrastructure and channels for museums to leverage their big data and offer the experiences that visitors expect.

On the third “frontier”, there are many interesting technologies that can expand the connectedness of the museum experience. This include gesture interfaces, cloud services, image based social media, augmented reality, tagging systems, and interconnected media experiences both inside and outside the museum.  Augmented reality can expand the context of collections for visitors by connecting the physical collections with its information and interpretation according to learning style. Other technologies worth tracking are opt in tagging systems for digital way finding, data collection, and expanding beyond the museum’s walls.

Accurate gesture based technologies such as Leap Motion, real-time data visualizations, near field communication, new type of mobile appsand indoors tracking systems like iBeacon,  are helping museums be the next frontier in experience design. As Alan Kay said “the best way to predict the future is to invent it”.

NextGen Science Center Model



What are some of your favorite museums or exhibitions?
Aside from the ones we worked on, there are many exhibits and museums I truly admire. Here are a just a few. The Children’s Museum in Pittsburgh is wonderful for its adventurous, quirky and brilliantly unique experiences. I especially like their Waterplay room as it is ambient, witty and offers opportunities for kids and their parents to get really wet. I also like that they are starting to experiment with embedded technologies that merge physical and virtual experiences.

The BMW Museum in Munich, Germany incorporates elegant and magical use of media that appears behind frosted surfaces with mesmerizing animated stainless steel ball sculpture.  The Alexander McQueen show at the Met was surprising, brilliantly curated and fascinating. Others include the Renzo Piano’s design for The Centre Cultural Tjibaou and the Constitution of Culture in New Caledonia. I also liked the Google's Web Lab at London's Science Museum.

Olafur Eliasson’s "The Weather Project" at the Tate and his 'Your Rainbow Panorama', a permanent elevated structure that provides a 360º view of the city of Arhus, Denmark are brilliant. I like the Tech Museum in San Jose for their forward thinking. For a classic science museum I like the Museo Nazionale della Scienza e della Tecnologia Leonardo da Vinci in Milano. I also like the BIG Maritime Museum in Denmark. I could go on and on.


Can you talk a little about some of your current projects?
We have a wide range of projects from museum interactive exhibits, digital branding environments, digital way finding and tagging systems, narrowcast networks, large-scale real-time displays, websites and mobile apps. A sample of our current projects include interactive gaming visualizations for Liberty Science Center’s upcoming Beyond Rubik’s Cube exhibit; data visualization display and universal digital messaging system for the new Foster + Partnership designed Yale School of Management building; programming the interactive experiences and technology for the upcoming Franklin Institute’s Brain exhibit; multi-channel media installations on innovation and achievement for GE’s Crotonville Executive Learning Center and an interactive patient education tool for a major hospital system that will transform their doctor patient communications.

GE American Competitiveness Exhibition, Mellon Auditorium, Washington DC


If money were no object, what would your “dream” exhibit project be?
We don’t take projects we don’t believe in so in many ways we are already developing our dream projects. We would like work on a new science center model that builds the 21st century skills that we all need for a thriving economy and that makes smart use of big data, visualization, gaming, tagging systems, digital fabrication and digital media convergence labs. We would love to transform an entire city as a legible city model for the future. In the art realm we have several concepts in development for a 3D light emitting diode array art installation.

LED Installation concept  for the State Historical Society of North Dakota


How can “intelligent objects” or interfaces between physical objects and digital objects be used in museums?
At the moment museums are using “intelligent objects” as RFID tags for personalization and connecting to their websites and fiducial markers as physical interfaces on touch tables. Another technology museums are using is the Arduino boards with the Processing software language in place of computers.

There are a lot of other cool things museums can do with “intelligent objects”. There are interesting uses of transparent screens with image recognition to overlay media on views of physical objects. Wi-Fi enabled technologies like accelerometers, or transcoders can be embedded inside of an object, to create experiences that connect physical activities to virtual gauges and visualizations.

Some off the cuff ideas for children’s museums are intelligent objects that can be carried from room to room to change the environment, imagery or even lighting or air currents. They can be used to update classic exhibits by adding intelligent “blocks” and toys to water tables with different types of embedded sensors to measure water temperature, flow and wave patterns and send them through a Wi-Fi connection to real-time read out. For other museums interfaces between physical objects and digital objects can help them create programs that create stronger links to outside events.

Sony Wonder Technology Lab, Music Maker multitouch table


What might North American museums learn from the “Smart Cities” concept or the European “Places” program? 
In North America museums and science centers are attraction-base leisure-time venues that are repositories of culture and learning overlaid with educational activities. In Europe similar institutions are more embedded in the culture and community. I think in this way European museums are both ahead and behind North American museums. As pointed out in Ray Oldenburg’s The Great Good Place, North American culture suffers from the lack of the third place, a neutral environment that is neither home nor work and a place to connect with people in community and relax. In France they have cafes, in England pubs and so on.

This is relevant because museums and science centers are experimenting with being the third good place as a community resource in addition to their traditional roles in society.  Smart Cities and the Places program allows access to these new roles for cultural centers.  Unlike the neutral journalistic approach that some American institutions take, the Places program is a three-way conversation between science, policymakers and society. Through it European institutions take on an advocacy role.

What North American museums might learn from the “Smart Cities” concept or the European “Places” program are which models to experiment with to find out what would work best for American institutions and society. This is especially true for science centers as “contemporary societies rely on science and technology for economic growth, political stability, social well-being and progress.

Whatever we think, like or dislike about big data and smart cities with their promises and threats, big data and smart cities are happening now and happening fast. This is really an exciting time as there are many opportunities for museums across the world to explore.



Thanks again to Eli Kuslansky for sharing his insights with ExhibiTricks readers!  To find out more about Eli's work, check out the Unified Field website.





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Friday, June 21, 2013

Technology's Kaleidoscope --- Reflecting on the HCI+ISE Conference


"You should always think about what you really want to accomplish first, before you start thinking about the technology you want to use."  This became a common refrain at the HCI+ISE (Human Computer Interaction in Informal Science Education) Conference that happened just last week in Albuquerque.

The why before the how, if you will.

However, "technology" is a slippery term, as is the implementation of technology in informal learning environments.  And everyone who uses (or creates) technology, especially digital technology, tends to view its uses through a very personal lens --- like a kaleidoscope that shifts and changes depending on who is using it.  I still see so much cringe-worthy digital technology deployed in exhibitions that I wonder if the WHY really does happen before the HOW in the most museums.

But rather than concentrate on the bad examples of tech implementation, I wanted to share some things that resonated with me in a positive way from the HCI+ISE Conference.  I'm honestly still mentally unpacking lots of meaty conversations and ideas to try to make better sense of it all.  But here, in no particular order, are projects, people, and ideas that stuck out for me:

Accessibility, and accessible technology, was a big part of the HCI+ISE conference.  Folks who are doing really interesting work in this regard include the Boston Museum of Science's "Creating Museum Media for Everyone" team.  Some interesting things that came out of these discussions included ideas about "sonification" --- the idea of supplementing, or augmenting, traditional visual approaches with additional sonic cues and layers.  (Check out the work of the Georgia Tech Sonification Lab.)

One of the Conference's participants and presenters was Sina Bahram.  He spoke about looking for ways to create standards for accessibility interfaces and the notion of creating graphic overlays where each layer could relate to different learning abilities and modalities.  (Imagine a sonic layer over a traditional iPad interface for people with visual impairments, for example.)  You should definitely check out Sina's website for more ideas in this regard.

We spent a bit of time at the Conference articulating differences between "digital" and "physical" exhibits and environments, including the social aspects of those differences.  I liked the discussions about:

• The differences between wall-based and table-based multitouch units and how visitors use them

• How do the types of devices used shape visitor expectations.  (Does every touchscreen now have to act like an iPad --- to be able to pinch or expand screens, or to sweep through images?)

•  Does NUI (Natural User Interface) only "work" if the objects don't "misbehave"?

Geeky, but good, stuff!  Which naturally led the Conference conversations and presentations into interlocking conversations about AR (Augmented Reality.)  There's a lot to say about this topic, but one of the HCI+ISE projects using AR that I really like is the NSF-funded ARIEL (Augmented Reality for Interpretive and Experiential Learning) Project out of the Franklin Institute in Philadephia.  One of the goals of ARIEL is to make "invisible" forces more visible (like the magnetic field exhibit pictured below.)


Also, I liked one of the ARIEL team member's quotes that exemplified their team's willingness to take risks:  "Everytime something worked, it was a happy accident."

Check out the ARIEL website --- there are lots of good resources there.


Seb Chan highlighted the cool things happening at the Science Gallery in Dublin, an edgy, program-heavy place programmed with temporary exhibits on current science that only allows visitors over the age of 16 to visit their space.  (They had me at Blood Wars, a program where blood is drawn from different visitors to have their white blood cells fight in a "death match" !)


Erika Kiessner was feeling a bit conflicted about "usability" but articulated three key aspects of good usability for visitors in exhibits, either with or without digital technology.

Good Usability:

• Is comfortable (physically appropriate)

• Does not make people feel dumb

• Puts people in control (with no obvious limits)


Dave Patten from the Science Museum of London, spoke about the many possible uses of digital technology in a large, object-based museum (and showed some cool experiments involving projection-based media) but I couldn't help but fall in love with a deliberately low-tech artist intervention called the Cockroach Tour!


Some other things that are still bubbling up in my mind from the HCI+ISE Conference include:

• The role of digital technology in "Citizen Science" projects.
( iNaturalist.org is a good website to check out in this regard.)

Funky Forest --- an interactive/tech ecosystem where children create trees with their bodies and then divert the water flowing from the waterfall to the trees to keep them alive. The health of the trees contributes to the overall health of the forest and the types of creatures that inhabit it.  Check out the video!

• The book Consumer.ology about the "myth" of Market Research sounds fab!

I guess the mark of a great conference (and interesting conference participants!) is that I'm still thinking and sorting ideas that I encountered in Albuquerque.  I may revisit some of them here on ExhibiTricks in the future, but for now I'll leave you with a quote from one of those interesting participants, Beck Tench:

"At home I want to use tech to make time, not waste it."



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Friday, June 7, 2013

Is This Tech Necessary?



I often have a fraught relationship with how technology, especially digital technology, gets used in museum exhibits. The devices we choose so often seem to overpower the messages they are presenting.

I've been thinking about technology and museum visitor experiences a lot lately, since I'm an advisor on a project funded by the National Science Foundation called HCI+ISE.  The acronym stands for Human Computer Interaction in Informal Science Education.

Next week,  HCI+ISE will hold a conference in Albuquerque, New Mexico that will bring together 60 museum exhibit designers and developers, learning researchers, and technology industry professionals to explore the potential impact of new HCI technologies in ISE settings. The conference will explore the balance between exhibit technology and the visitor experience.  I'm really looking forward to some meaty conversations! (Which I certainly will report back on in a future ExhibiTricks post.)

As I've been preparing for the HCI+ISE Conference, two previous ExhibiTricks posts kept bubbling up in my mind.  The first, Are Screens Killing Museums? continues to generate lots of passionate responses from people (in fact, it's still my only post that generated hate mail!) but I think the issues inside are still worth thinking about.

The second, Screened Out: Preferences for Technology in Museums reports on research that wrestles with whether museum visitors are as entranced by technology as we think they are.

I'm sure these (and many other!) tech-related topics will come up in Albuquerque, so stay tuned for updates here on the blog or on my Twitter feed (@museum_exhibits)


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Sunday, December 2, 2012

ReWind: MaKey MaKey and Scratch and HCI+ISE



Recently I've been thinking about (and playing with!) materials and resources broadly related to HCI (or Human Computer Interface) matters.  So, what follows below is a "ReWind" (or "encore") version of a previous ExhibiTrick post about a cool (and relatively inexpensive) system called MaKey MaKey.

In that vein, I just wanted to make you aware of two other things that fit under the broad HCI umbrella:  The first is a cool project and conference supported by the National Science Foundation that I'm an advisor to, called HCI + ISE (Human Computer Interface + Informal Science Education.)

If the thoughtful use of technology in museums and exhibits is of interest to you, check out the HCI+ISE website, and apply to attend the conference in June 2013 in, and around, Albuquerque.

The second thing may be a bit of "old news" to some folks, but it's new to me!  Scratch is a simple programming language that makes it easy to create your own interactive stories, animations, games, music, and art -- and share your creations on the Web.  Scratch was developed by the Lifelong Kindergarten Group at the MIT Media Lab.  I've just started working with Scratch myself and working on exhibit development and prototyping projects with kids and it's really been productive and fun!  I'll be writing a more in-depth ExhibiTricks post on Scratch in the future, but in the meantime, enjoy this ReWind post about MaKey MaKey!



I was a Kickstarter backer of a neat project called MaKey MaKey.  In exchange for backing the MaKey MaKey guys (two MIT Media Lab students) I received a set of stuff like that pictured below (a MaKey MaKey board, a USB connector, and a set of alligator clips) to connect my computer to the real world with real objects (like bananas, PlayDoh, coins, or anything else that is at least a little bit conductive.)




Basically you can make a physical object act like a computer key (hence MaKey MaKey) to cause other things to happen. Watching the video at the top of this post (you can also watch it on YouTube) gives you some fun examples like an electronic piano using bananas as keys.

This is all great news for exhibit designers who don't want to become computer geeks or code monkeys.  (Even though the MaKey MaKey board is built using Arduino, an open-source way of connecting computers with the physical world.)  The idea of using physical objects as HCI (Human Computer Interfaces) isn't new, but MaKey MaKey makes it much easier and cheaper than before.  In addition,  MaKey MaKey boards are a great tool for prototyping exhibit ideas that involve electronics, computers, or other digital media.

You can find out more about any of the groups or things mentioned in this post by clicking on any of the links above, but for now I'm off to start playing with my MaKey MaKey!  (I'll show off some of my own MaKey MaKey projects in future ExhibiTricks posts, or feel free to email me if you're doing cool stuff with MaKey MaKey that you'd like to share as well!)

P.S. Even if you weren't a Kickstarter backer of MaKey Makey, you can pre-order a basic kit via their website.



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Thursday, June 28, 2012

PO-MOtion Interactive Software and a CONTEST!




I'm a bit of a skeptic in terms of how technology is applied (or more often mis-applied!) in museum exhibitions, as most people who read this blog know.

But occasionally I come across a clever person or company who makes me appreciate more of the possibilities inherent in applying technology in a thoughtful way to museum environments.   So I'm happy to introduce you to just such a person ---  Meghan Athavale, the CEO of PO-MO, a company based in Winnipeg.

Meghan was kind enough to tell me a little about her company's PO-MOtion software which lets even non-tech whizzes create low cost, easy to use interactive floor and/or wall projection environments.  (You can see the software in action by watching the video at the top of this post or by clicking here.)

Better yet, Meghan let this tech skeptic "test drive" the software for myself.  I can say from experience that the software is simple to set up, straightforward to use, and FUN!  The software works with Macs or PCs, and there is even an IR version that interfaces with the X-Box Kinect sensor.  (I was even able to make the PO-MOtion software work with my 5 year old laptop!) 

Two things that set PO-Motion apart from similar projection environments you might have seen are: the low-entry point, price-wise, for creating a complete hardware/software set-up, and the ease of using your own internal staff to put either "prepackaged" scenes, or your own custom scenes, into action.

Now, here's where the CONTEST comes in!

Meghan and PO-MO are offering one grand prize winner a custom designed scene (valued up to $1,000.00!)  Not only can you create a cool tech space in your exhibit halls, but you'll get to create something with Meghan and the PO-MO crew that is unique to your museum.


Anyone can enter in three easy steps:

1) Download the free 30-day trial software and two demo scenes from the PO-MOtion website.

2) Publish a public video of yourself using PO-MOtion on YouTube. The video must have the words PO-MOtion Interactive Floor and Wall Software in the title.

3) Email the YouTube video link to: info@po-motion.com with the subject line I Love PO-MOtion.


Legalistic boilerplate: 

• The contest is open until July 31st, 2012

• The video with the most views by July 31st, 2012 will win a custom designed scene, valued up to $1,000.00

• The contest is open to museums anywhere in the world. Verification will be required prior to issuing any prize.

• The grand prize winner will be announced August 5th, 2012. 


So what are you waiting for?  You've got a month to strut your stuff and have a chance to win a cool prize for your museum!


Thanks again to Meghan and PO-MO for offering this opportunity to ExhibiTricks readers.


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Wednesday, September 22, 2010

Exhibit Design Inspiration: LEGO Box Augmented Reality



Imagine holding up a building toy to a "magic screen" to find out what the completely assembled LEGO structure would look like --- even with animated mini-figures!

That's what LEGO and augmented-reality (AR) company Metaio came up with the "LEGO Digital Box" (LDB) program.  A user just holds and turns a box in front of a screen to see the "augmented" image of the finished toy appear on top of the box they're holding.

I really like the potential of doing installations like these in museums related to collections objects. (Hopefully if they build enough "LEGO boxes" the price of the technology will come down into museum range.)

So head out to a LEGO or big-box toy store near you to try out this cool AR idea! (Or check out the YouTube video below that shows the LDB in action.)




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Tuesday, August 31, 2010

Become A Customer Superhero

Why would you wait over three hours in line if you didn't have to?  I was thinking about that on a recent trip to the Six Flags Great Adventure amusement park with my three sons.

One of the main reasons we went to Six Flags was to ride the amazing roller coasters.  (Who doesn't love being shot 45 stories into the air or spun around at 80 miles per hour?)  Of course most of the other people in the park want to ride those coasters as well --- which causes loooong lines, sometimes lines that can take over three hours to move through at each of the most popular rides.

This is a recipe for disaster on a hot day in a crowded place filled with fidgety people, so Six Flags offers an upgrade to your ticket called "The Flash Pass" (named after the DC comic book superhero who speeds around with  Batman and Superman.)

The Flash Pass is a fist-sized electronic gizmo that lets you reserve a place in line without having to physically stand in line, so you can just come back and get on the ride when the Flash Pass shows it is your turn.  That way you can spend the majority of your time in the park playing, not waiting.  For me and my sons, The Flash Pass worked great, and was worth every penny.

So what does this have to do with your museum or design business?  Just this --- if you can find those annoying bottlenecks that make it harder or less enjoyable to engage with you, and then find ways to remove or alleviate those problems (through technology, or changes in policies or procedures) you'll become a real superhero to your customers!


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Thursday, July 8, 2010

Grassroots Design: The Civil War Augmented Reality Project


How can we get people interested in important (but let's face it, sometimes a little boring) historical sites?

The Civil War Augmented Reality Project may be one way to answer that question.

Jeff Mummert, who teaches history at York College and Hershey High School in Pennsylvania, is part of a group of educators that is trying to leverage technologies like GPS-enabled smart phones or tablet-type computers to enhance the experiences of visitors to Civil War sites.


Their idea is to give visitors opportunities to interact with 3D models or historical photos, for example, in the historical context of particular geographical locations.


A nice twist of the project is the intended use of the traditional "pay binocular" station as a mechanism to engage users who either do not have access to tablet PCs and smart phones, or who are too "technology shy" to be willing to try out such devices.  Instead, such users can use the more familiar binocular interface to experience some AR aspects of the project.


It seems like the group is off to a great start!  You can find out more about the project, including how to support their efforts, via their blog.

Don't miss out on any ExhibiTricks posts! It's easy to get updates via email or your favorite news reader. Just click the "Free Updates" link on the right side of the blog. P.S. If you receive ExhibiTricks via email (or Facebook or LinkedIn) you will need to click HERE to go to the main ExhibiTricks page to make comments or view multimedia features (like videos!)