Showing posts with label museum exhibition design. Show all posts
Showing posts with label museum exhibition design. Show all posts

Friday, December 19, 2025

Three Chatbots Walk Into a Museum...


If you've been following museum tech trends lately, you've probably noticed AI chatbots popping up everywhere. Instead of just reading about them, I decided to roll up my (digital) sleeves and build a few exhibit-focused chatbots to see what all the fuss is about.

Spoiler alert: It's pretty fun, surprisingly educational, and maybe even useful for museums!


Why Museum Chatbots?

Visitors come to museums with wildly different questions, interests, and attention spans. Some want the quick Wikipedia version, others want to dive deep into primary sources, and still others just want to know where the bathrooms are (Pro Tip: chatbots are *terrible* at that last one).

But what if you could give visitors a way to have an actual conversation with a historical figure or topic expert? Not in a creepy uncanny valley way, but in a "here's another tool in your interpretive toolkit" kind of way.


Three Chatbots Walk Into a Museum...

I created three different chatbot experiments, each with a different personality and purpose:


This was my first attempt, and I went straight for the big guy himself. The George Washington chatbot is designed to answer visitor questions about his life, Mount Vernon, and 18th-century America—all while staying in character and citing actual historical sources.

Want to know about his dentures? His relationship with enslaved people at Mount Vernon? His thoughts on political parties? George (or at least this digital version) will chat with you about it. The key here was making sure responses were historically grounded and included source citations, so visitors know this isn't just making stuff up.





Okay, this one's a bit more niche, but hear me out! Ivan Vazov is Bulgaria's national poet, and I created this chatbot to help English-speaking visitors engage with Bulgarian literary history. 

This bot can discuss Vazov's works, the Bulgarian National Revival period, and even translate some of his poetry. It's a great example of how chatbots can make culturally specific content more accessible to international audiences without oversimplifying it.






In the spirit of full transparency, and maybe a little ego, I created a chatbot version of myself to answer questions about museum exhibit design, visitor engagement, and the ExhibiTricks blog. 

This one's less about historical accuracy and more about sharing professional expertise in a conversational format. It's like having a museum consultant available 24/7, except this one never gets tired of explaining why hands-on exhibits shouldn't be overly complicated.




What I Learned

The Good:

• Creating these chatbots was surprisingly quick and iterative. You can test, refine, and improve the personality and accuracy pretty easily.

• They're genuinely useful for handling the "long tail" of visitor questions that traditional labels can't address.

• The ability to cite sources means visitors can dig deeper if they want to verify information.


The Not-So-Good:

• You need to be really thoughtful about accuracy and bias. These tools can confidently state incorrect information if you're not careful.

• They're not a replacement for well-designed exhibits or human interpretation—they're a supplement.

• Accessibility is still a work in progress (think: screen reader compatibility, multilingual support).



Should Your Museum Make a Chatbot?

Maybe! Here are some questions to ask first:

• Do your visitors have questions that go beyond what your labels can address?

• Do you have good primary source material or expertise to draw from?

• Are you comfortable with AI as an interpretive tool, with all its limitations?

• Can you commit to maintaining and updating it over time?

If you answered yes to most of these, it might be worth experimenting. Start small, test with real visitors, and don't be afraid to iterate.


Try Them Out!

All three chatbots mentioned above are live and ready to chat. Click the links above, ask them questions, and see what you think. Are they useful? Gimmicky? Somewhere in between? I'd love to hear your thoughts!






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"

Friday, December 5, 2025

The "Forever Ready" Exhibit


We’ve all seen it. You walk up to a fascinating-looking interactive exhibit, ready to dive in, only to find it in a state of chaos. Pieces are scattered everywhere, the "start" state is unrecognizable, or worse, the previous visitor left it in a "game over" condition that you can't figure out how to undo. (If I see one more already solved “ecosystem puzzle” exhibit at a Nature Center again, I’ll scream!)

In the world of interactive exhibits, the “Reset” is everything.

The "Reset" is one of the most critical (yet often overlooked) aspects of interactive exhibit design. 

If an exhibit isn't ready for the next visitor immediately after the previous one leaves, it's “broken.”

If an exhibit requires a staff member to tidy it up every ten minutes, it’s not an exhibit; it’s a chore. <cough> mini-supermarket exhibits at Children's Museums <cough> 

The Holy Grail of interactive design is creating experiences that naturally return to a "visitor-ready" state the moment the first user walks away. 

Here are three different types of exhibit elements that handle their own housekeeping, ensuring every visitor gets a fresh experience:


1. Gravity to the Rescue!

You can’t beat gravity as a free source of energy (and cleanup). The classic Tennis Ball Launcher is a great example of reset.  The visitor pulls a rope to raise a bowling ball inside a close-fitting acrylic tube. When the ball drops, a stream of air rushes through a smaller connected tube containing a tennis ball. 

Whoosh! The constrained air sends the tennis ball flying! 

When the tennis ball reaches its apogee? Gravity takes over and returns the tennis ball to its original position, ready for the next user.

• Why it works: It uses physics, not staff, to clean up.
• See examples of CW Shaw’s Tennis Ball Launcher here




2. The Magnetic Gear Wall

"Loose parts" exhibits are engagement gold, but they are also a "reset" nightmare. If you have a bucket of small pieces, they can end up in pockets, on the floor, or in the wrong exhibit entirely.

The Magnetic Gear Wall solves this by turning the entire vertical surface into a storage unit. The gears stick where you leave them. While the pattern changes, the functionality never breaks. The next visitor doesn't encounter a pile of junk; they encounter a collaborative work-in-progress that is instantly playable.

• Why it works: The "mess" is the exhibit. There is no "wrong" state.
• See an example: Magnetic Gear Wall at the Discovery Museum in Acton, MA
(Notice how the gears are always presented effectively, whether arranged in a line or a chaotic cluster.)




3. "Phygital" (Physical/Digital) Exhibits

Sometimes you want the tactile joy of a giant "Lite-Brite" but without the agony of picking up hundreds of little plastic pegs.

The Everbright is a giant grid of dials that change color as you twist them. It satisfies that tactile itch but offers a massive maintenance advantage: Auto-Erase. You can program it to wipe the screen clean with a satisfying ripple of light after a period of inactivity. It’s always a fresh canvas for the next artist.

• Why it works: It mimics a mechanical experience while clever engineering handles the reset instantly.
• See an example: The Everbright
(Their site specifically highlights the "self-resetting" feature as a major perk for staff-less spaces.)




The Takeaway

When prototyping your next interactive, ask yourself: "What’s the Reset?"

If the answer involves a staff member constantly picking up loose pieces or a confused visitor pressing buttons randomly, keep iterating!

 

Have a favorite "auto-reset" exhibit example? Share it in the Comments Section below!



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"

Tuesday, November 18, 2025

The Sound of "Depth Over Dazzle"


Let's talk about that fancy VR headset gathering dust in your exhibit storage closet. You know the one. It was supposed to revolutionize visitor engagement. It cost more than your annual supplies budget. And now? It's serving as a very expensive doorstop because nobody could figure out how to actually integrate it into the story you were trying to tell.

The siren song of "cutting-edge" tech is hard to resist. But something interesting is happening in the museum world, and it's actually making me optimistic about the future of immersive experiences.

The Shift 

Museums are pivoting toward what Experience Designers are calling "depth over dazzle." Immersive environments that blend scenography with smart interpretive strategy, actually delivering on learning goals rather than just entertaining. Exhibit makers are shifting toward intentional technology—solutions that enhance the story rather than becoming the story themselves.

This isn't just some pie-in-the-sky theoretical framework. This shift is happening, and the results are genuinely exciting.


When Sound Tells the Story Better Than Pixels

Take the V&A's DIVA exhibition (which ran through April 2024). Instead of plastering walls with touchscreens or forcing visitors to juggle tablets, the V&A handed out wireless headsets that delivered a completely hands-free sonic experience.

As visitors explored costumes worn by everyone from Maria Callas to Beyoncé, the audio triggered automatically based on their location. Gareth Fry's sound design used 3D spatial audio. So you'd hear Aretha Franklin's voice seemingly emanating from her actual costume, or feel surrounded by the orchestra that Judy Garland would have experienced on stage.

The tech (tonwelt's supraGuide SPHERIC system with ambisonics and 360-degree surround sound) was sophisticated, but visitors didn't experience it as "technology."  They experienced it as being there.
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That's intentional technology.




Shipshape Tech at The Cutty Sark 

Another great example of "intentional tech" is the Cutty Sark Soundscape at Royal Museums Greenwich.

Instead of animated AR pirates or touchscreen ship schematics, the Greenwich team created an immersive ASMR-style audio experience. Visitors choose wind conditions (from light air to near-gale) and hear what the 150-year-old tea clipper would have actually sounded like: creaking wood, waves, wind in the rigging, and tea chests being loaded in the hold.

The technology enabling this (Bluetooth beacons triggering location-aware audio through the Smartify app on visitors' own phones) disappears into the background. What stays with visitors is the visceral understanding of what it felt like to sail this ship.

Feedback has been overwhelmingly positive, with visitors reporting they felt like they were "stepping back in time." One visitor said, "The sounds made the ship's history come alive in a way I never expected."



Why This Matters (Beyond My Personal Pet Peeves)

This "depth over dazzle" approach counters the exhausting "tech for tech's sake" treadmill that's been burning out museum professionals and confusing visitors for years.

How many times have you:

• Implemented a "must-have" tech solution that was obsolete in 18 months?

• Watched visitors skip past your expensive interactive to read a simple, well-written label?

• Spent weeks troubleshooting tech problems instead of refining your interpretive message?

• Justified a technology purchase to board members based on the wow factor rather than learning outcomes?


Instead, the "depth over dazzle" approach says:

Stop. What's the story? What do visitors need to understand, feel, or experience?  What's the right tool to make that happen?

Sometimes that tool is sophisticated spatial audio. Sometimes it's a well-placed bench and a thoughtful label. 


Your Takeaway Questions

If you're planning your next exhibition right now, here's my challenge: Before you say yes to any piece of technology, ask these questions:

1. What's the core experience we're trying to create? (Not: what cool tech have we seen lately?)

2. Does this technology serve the story, or is it the story? (If visitors remember the tech instead of the content, you've failed.)

3. Will this still make sense in 5 years? (Or will it be another dust-gathering VR headset?)

4. Can visitors engage without instructions? (If you need signage explaining how to use your interactive, it's too complicated.)


The sweet spot is when technology becomes so well-integrated that visitors stop thinking about it as technology. They're just having an experience. They're just learning. They're just feeling something.

And that's what depth over dazzle really means. 



What's your experience with intentional vs. dazzle-focused tech? Have you found the sweet spot in your own exhibits? Let's talk about it in the Comments Section below.


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"

Sunday, May 25, 2025

The Hands-On Toolbox: Physical Tools Every Museum Exhibit Developer Should Own


In our increasingly digital world, it's easy to forget that the best museum exhibits still live in physical space. Visitors touch, manipulate, step on, lean against, and occasionally spill coffee on our carefully crafted experiences. While I spend plenty of time staring at screens, there's still no substitute for getting your hands dirty with real materials and actual physical prototypes.

After decades of building everything from delicate artifact mounts to robust interactive stations that can withstand the enthusiasm of 10,000 schoolchildren, I've assembled a collection of physical tools that have earned their permanent spots in my workshop. Some are obvious, others might surprise you, but all of them have saved my bacon more times than I can count.



The Almighty Hot Glue Gun (And Its Professional Cousin)
Let's start with the humble hot glue gun, the most underappreciated hero of exhibit development. Before you dismiss this as amateur hour, hear me out. Nothing beats the speed and versatility of hot glue for rapid prototyping, temporary installations, and those 11:00 PM fabrication emergencies.

I keep both a basic craft-store version and a professional-grade Surebonder model in my kit. The cheap one is perfect for quick mockups and brainstorming sessions where you're gluing foam core to test spatial relationships. The heavy-duty version can handle everything from securing cable runs to creating temporary exhibit labels that need to survive opening night.

Pro tip: Invest in different temperature sticks. Low-temp is for delicate materials, high-temp is for structural work, and specialty formulations are for specific materials like fabric or metal.




Foam Core and the Tools That Love It
If hot glue is the duct tape of exhibit development, then foam core is the bread and butter. This lightweight, easy-to-cut material lets you build everything from scale models to full-size mockups with minimal investment and maximum flexibility.

However, the quality of foam core is only as good as the tools used to cut it. After years of fighting with dull X-acto blades and wonky rulers, I've learned that quality cutting tools aren't just nice to have—they're essential for maintaining one's sanity.

My go-to setup includes a 48-inch metal straight edge (the aluminum ones found at art supply stores or Amazon), a rotary cutter with fresh blades, and—this is crucial—a self-healing cutting mat large enough to handle full sheets. 

I've used foam core mockups to test everything from visitor sightlines to wheelchair accessibility. Nothing beats walking clients through a life-size cardboard version of their future gallery to help them understand spatial relationships and traffic flow.


The Measuring Arsenal
Museum exhibits live in the real world, where precision matters and "close enough" can mean the difference between a seamless visitor experience and a costly fabrication do-over. My measuring toolkit has evolved over the years, but these items have proven indispensable:

A 25-foot tape measure is the workhorse—long enough for gallery spaces but compact enough to fit in a tool bag. I prefer the Stanley FatMax for its standout length and durability.

But the real game-changer is a good laser measure. The Bosch GLM 100 has revolutionized how I document existing spaces and check installations. Point, click, done—no more wrestling with tape measures in awkward corners or trying to measure ceiling heights with a stepladder.




Clamps: The Unsung Heroes
If you've ever tried to hold two pieces of anything together while the glue dries, you understand the joy of owning good clamps. But clamps do so much more than just hold things—they're positioning tools, assembly aids, and sometimes the only thing standing between you and a complete fabrication disaster.

Quick-grip clamps are ideal for rapid prototyping sessions where you frequently adjust and reposition components. I keep 6-inch Irwin Quick-Grips in my workshop for everything from holding foam core assemblies to temporarily positioning lighting fixtures.

For serious work, invest in some quality bar clamps. The Bessey K-Body series might seem expensive, but they'll last forever and provide the kind of pressure and precision that makes professional-quality work possible.

Secret weapon: Small spring clamps are perfect for managing cables, holding temporary labels, and about a thousand other little tasks that pop up during installations.




The Power of Paper (And Cardboard)
Before you build anything permanent, build it temporary. I keep a stockpile of different paper weights and cardboard types specifically for prototyping and testing ideas.

Regular cardboard is great for rough mockups, but corrugated plastic sheets (Coroplast) are a real star for functional prototypes. They cut like cardboard but behave more like the acrylic or wood you'll eventually use for the final version. 
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Human-Powered Hand Tools
Sometimes the simplest tools are the most reliable. A good hand tool doesn't need batteries, won't crash, and works exactly the same way every time you pick it up.

A quality utility knife with breakaway blades handles 90% of cutting tasks. The Stanley 10-499 is virtually indestructible and accepts standard blades you can buy anywhere.

Needle-nose pliers are perfect for working in tight spaces, bending wire, and retrieving dropped screws from impossible locations. I also keep a set of flush-cut pliers for trimming zip ties and wire cleanly.

A small pry bar set might seem like overkill, but when you need to disassemble something that was "temporarily" installed three exhibitions ago, you'll be grateful to have it.





The Philosophy of Physical Tools
After decades of making things with my hands, I've learned that the best tools aren't necessarily the most expensive ones, but they are the ones you'll actually reach for when you need them. 

A $20 tool that lives in your kit and gets used regularly is infinitely more valuable than a $200 tool that sits in a drawer because it's too precious to risk damaging.

Buy quality where it matters—cutting tools, measuring devices, and anything safety-related deserve your investment. However, don't be afraid to supplement with more affordable alternatives for tasks that don't require precision or longevity.

Most importantly, remember that tools are amplifiers, not substitutes, for good thinking. The most sophisticated fabrication equipment in the world won't fix a poorly conceived exhibit concept, but a well-thought-out idea can be realized with surprisingly simple tools.

The physical act of building prototypes, testing interactions, and iterating with real materials teaches you things that no amount of digital modeling can reveal. How heavy should an interactive element feel to seem substantial but not unwieldy? How much force will a 4-year-old apply to a button? What happens when coffee gets spilled on your interface?

These are the questions answered in the workshop, which includes physical tools, real materials, and prototypes that visitors can touch, break, and use.



What tools have earned a permanent spot in your workshop?  

I'd love to hear about the physical tools that have made your exhibit development process better, faster, or just more enjoyable. 

Drop me a line, or leave a comment below, and let's keep the conversation going.
 



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"

Monday, January 13, 2025

Public Work -- A Cool Museum/Exhibit/Design Tool



Public Work is a search engine for public domain content -- especially images (like the ones shown in this post.) 

You can explore over 100,000 copyright-free images from The Met, The New York Public Library, and many other sources.



Public Work is a great resource for museum/exhibit/design folks.



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"

Tuesday, August 6, 2024

Is "Inspiration" Hazardous to Exhibit Design?



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

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

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

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

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

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



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"

Friday, July 26, 2024

Blowing the (Red) Whistle on Bad Ideas in Museum Practice.


I was tickled to receive a red plastic whistle in the mail last week.

I have been awarded membership in the "Red Whistle Club" by Serrell & Associates for "outstanding achievements in unfailing vigilance to audience needs and unhesitating readiness to blow the whistle on bad ideas in museum practice."

I will, of course, wear (and use!) my red whistle proudly.



Do you have someone in mind who would make a fine member of the Red Whistle Club?  

If so,  just send the nominating information below to Beverly Serrell via the email address found here.

Submit an application with the following information:

1. Name
2. Title
3. E-mail address
4. Reason or rationale for nomination—What makes this person worthy of a Red Whistle Award? How did he or she “blow the whistle”? (maximum 300 words)
5. Who is submitting the nomination? (you may submit yourself)
 
Awardees receive an official certificate and an actual red whistle.  

GOOD LUCK!



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"

Saturday, May 4, 2024

Is Your Museum In A Rut?


Why is there such a desire to touch things in an art museum? Does all that concentrated looking create a pent-up demand to use our other senses? Or do we long to get a better sense of how an artist created something and the materials they used? 

I was thinking about these things after a recent Art Museum visit.  But then I took a step back and wondered why so many Art Museums and galleries are so often composed of repeating "white boxes" for their displays.

I don't mean to pick on the Art Museum in question, but the galleries there (and in many other art-oriented museums) often seem to lose track of the intellectual and design values of variety in their exhibit environments. Visitors to Art Museums are often faced with the classic "pure white box" style gallery repeated over and over. Within each pure white space, artworks are arranged linearly or in grid patterns on the walls or floors. Couldn't an occasional gallery wall be painted red or blue? 

Different genres of museums tend to get into these stylistic and design "ruts."

My children once remarked on a History Museum exhibition as being a "bunch of old brown things" because the furniture, textiles, and documents on display were all old and brown! The visual rhythm of "brown" and "old" became a sort of unvarying rut that overwhelmed the designers' ultimate content goals. Each object in every glass case was also set on sepia or earth-toned backgrounds.

Have some museum genres become like particular radio stations for both exhibition designers and visitors?  Tune into pristine white spaces on the Art Museum channel and the dimly lit galleries full of "old brown stuff" on the History Museum station?

Are the typical design "ruts" of many science centers -- filled with bright colors and wildly varying architectural forms really conducive to thinking deeply about scientific content?

How can we, as exhibition creators, push ourselves out of the ruts and vary our exhibition design approaches to create more interesting museum spaces and content-driven experiences for our visitors?


Please share your own experiences or examples of "rut-breaking" exhibition spaces in the "Comments" section below!



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, March 7, 2024

Small Museum Spaces = Big Visitor Experiences



On a recent visit to the Museum of Fine Arts (MFA) in Boston with my family, I was impressed by not only the big exhibition galleries and art but also some smaller, more intimate exhibition spaces.

In particular, the Musical Instruments gallery was a perfect "right-sized" museum experience.  As you can see by the section of the museum map from the MFA below, the space is barely bigger than the nearby ticketing desk area.



However, while small, every aspect of the Musical Instruments gallery was polished to jewel-like perfection.

To begin with, the space was slightly off the main entrance and easily missed if you were rushing into some of the special exhibition galleries.  Unlike most of the galleries in the MFA, Musical Instruments was sealed by a heavy glass door that blocked out the sound from the rest of the museum.  This was highlighted by the soft music playing inside the gallery --- very appropriate considering the subject of the gallery's contents!

The instruments on display were unusual and interesting (like the ceremonial trombone pictured at the top of this post). Because the space was small, with only a few other people inside, it rewarded careful observation and concentration. Minute details that might otherwise be glossed over in the hustle and bustle of larger MFA galleries were instead admired and appreciated.



The Musical Instruments gallery experience felt like an exhibit oasis in the middle of the MFA.  As a visitor, I appreciated the respite and felt recharged to explore some of the bigger, busier galleries.

So here's to small museum spaces!  How might you add a small or quiet moment to your museum or to your next exhibit project?




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"

Monday, August 21, 2023

Halls or Malls?


What kind of exhibition spaces (and, by extension, museum experiences) do you want to create for your visitors -- Halls or Malls?

HALLS

Many large museums (like the Louvre or the American Museum of Natural History) can feel like an endless procession of hallways. You sense that the gallery themes and spaces are changing around you as you walk along, but the experience feels a bit like one long, continuous march.  It can also be difficult for first-time visitors to gauge the length of their visit and how to break their time into manageable chunks. You will often pass weary-looking tourists who seem determined to walk through every square foot of gallery space because "who knows when they will come back to this museum again?"

MALLS

Other museums, even though they might be quite large -- like the Indianapolis Children's Museum, for example -- break up their exhibition spaces into discrete areas akin to the way malls are divided into different shops. It becomes easier for visitors to orient themselves and "dip into" a gallery and decide how much time to spend there before moving to the next space. These differentiated spaces also build up a physical and conceptual rhythm as part of the museum experience.


So maybe instead of overwhelming our visitors with exhibition halls, we might be better served just trying to "whelm" them with exhibit malls.







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

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Tuesday, August 1, 2023

"Old School" Exhibit Inspiration


A friend recently shared this super cool article about the development of the "Zenith Space Command" television remote control (pictured at the top of this post.)

Unlike modern remote control units that use infrared light, the Space Command did not even need batteries to function! 

Instead, when you clicked a button on this "old school" remote, a little hammer struck a tuned aluminum rod that created a slight audible click, but that also sent out an ultrasound tone to the receiver unit inside the television that controlled functions like volume and changing channels!

(You can see the operation of a typical Zenith Space Command remote by watching this YouTube video.  Below is an image from that same video giving an end-on view of the metal rods inside the remote's case.)


Since we so often default to digital or electronic solutions to exhibit design challenges, the Space Command is a reminder that often ingenious mechanical or analog exhibit design solutions await.

Here's to "Old School" Exhibit Inspiration!



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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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Friday, June 23, 2023

Touching, not Touchable, Experiences


I was speaking with someone recently about my work and said I develop "interactive experiences and environments." To which they immediately responded, "Oh, so you make hands-on exhibits."

Well, yes and no.  Certainly many, if not most, of the things I help create involve tactile elements.

But there are some very compelling museum experiences that are never meant to be touched by visitors.

Optical illusions (like those shown throughout this post) are examples of "touching, not touchable" (TNT) experiences, that I would still characterize as "interactive."

"Touching" in the emotional reaction sense, and "Interactive" in the sense of "things influencing or having an effect on other things."






Other museum experiences I would place in the "touching, not touchable" category include dioramas, dollhouses, and similar miniature models and environments.  All these TNTs also tend to slow people down and reward them for careful observation. In the case of dioramas and dollhouses, visitors often mentally "step inside" those exhibits as they experience them.

I'd say any exhibit-driven museum experience (whether it's called "interactive" or not) that can get visitors to slow down, be rewarded for careful observation, and respond emotionally is just the type of thing I like to make for museums and like to experience inside museums myself.



What got me thinking about Optical Illusions, TNT, and Interactives in the first place is this super interesting (and interactive!) website called, "151 Visual Phenomena & Optical Illusions
with explanations"   Definitely worth checking out!







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

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Sunday, March 12, 2023

Please, WAIT.


If I only could say one thing to someone finishing an installation and about to open a new exhibition or an entire museum building, it would be: 


"Please, resist the urge to make changes and WAIT."


In the emotion-charged weeks leading up to opening day, it is amazing how often well-meaning board members, staff members, or funders will offer all sorts of suggestions for last-minute changes to carefully planned exhibits, graphics, and environments that have often gone through months (or years!) of planning, design, and testing. Most of the time this hand-wringing and teeth-gnashing happens before a new museum or exhibition has even been formally opened for business.

It's human nature, I suppose, to view everything through the hyped-up lens of "perfection," but take a minute, take a breath, and just get ready to observe what actual visitors will do when your project actually opens.

There are two specific instances before opening when you should NOT wait to make changes:

1) When there are clear Safety Factors at play -- exposed electrical elements or sharp corners at little kids' face height, for instance.  If there is an aspect of a new installation or building that raises safety concerns, those things need to be addressed right away.

2) When Functionality is in question. When an exhibit or building element is clearly not working properly -- an exterior door doesn't close, a video monitor doesn't properly display content -- those are also the types of things that clearly can't wait.

But there are many other things that fall outside of Safety and Functionality concerns -- in those "gray area" cases, please do yourself (and your project!) a favor and WAIT until after you see how things really play out once you are open for business.

As a former executive director once told me, "Once the museum's open, it's open forever!"  

You will need time after opening to continue to thoughtfully consider how to change, improve, and evolve what has been set into motion. But that process should be informed by careful observation and consideration, not knee-jerk reactions fueled by pre-opening jitters. 

Please, WAIT.



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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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Wednesday, March 1, 2023

A Better Box?


You always hear museum folks say, "Think outside the box!"

But what if we just need better boxes?  This came to mind recently as I encountered the "better box" that my mother-in-law's new blue iMac computer came in.

Once you opened the exterior brown cardboard shipping box, the white box inside containing the actual computer started us down a delightful little design path.  

First off, as you spun the box around, each section was printed with a photographic view of the iMac inside -- as if you were seeing "through" the box to view the front, back, and sides (see images at the top of this post and below.)  the box practically begged you to open it!




When you flipped open the iMac's box, the very first thing you were greeted with was the word "hello" printed on the removable paper screen cover.  A friendly welcome to the set-up process and a clever throwback to the opening screen message on the very first Macintosh computer.  




Those two arrows on either side orient you and show you what to do next -- to reveal the computer inside like opening the curtains on either side of a stage.



Once you lift the computer out of its cardboard cradle, you see some clear graphic indicators of where your peripherals, like the mouse and keyboard and cables, are located.




But did Apple just throw all the loose peripherals into a cardboard void?  Of course not!  Each component is carefully placed into sections arranged like a Bento box.




Initial delight followed by an orientating welcome capped off by clear, clean graphics showing thoughtful directions and details?  

I think that's just the sort of  "better box" that can frame all sorts of visitor interactions inside museums -- from the lobby entrance sequence to the labels and graphics inside a highly-interactive exhibition space.


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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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Friday, November 25, 2016

Coloring Outside The Lines: Exhibition Journal's New Look


NAME (The National Association for Museum Exhibition) has recently renamed and redesigned its journal, now called Exhibition.

The latest issue is entitled "Coloring Outside the Lines" and contains some fascinating articles that detail unique approaches toward exhibition development practice. NAME makes available two articles from the current issue of Exhibition online, as well as complete digital access to past issues via the Exhibition Journal's online archive. Check out the current free articles by clicking these links: "A Journey into the Uncharted: A Theatrical Collaboration Between Punchdrunk and the National Maritime Museum" and "Create. Connect. A History and STEM Mash-up."

Of course the very best way to access (and support!) Exhibition is by becoming a subscriber.  You can find out how to become a subscriber by clicking this link (and you do not need to be an AAM member to become an Exhibition subsciber.)

Last, but not least, if you've recently seen an exhibition that you'd like to share with colleagues via my "Exhibits Newsline" column, just send me an email for details, so we can get your contributions into a future issue of Exhibition!


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Thursday, April 21, 2016

Exhibitionist Changes To Exhibition


The National Association for Museum Exhibition, otherwise known by the acronym NAME, has just released the newest issue of its journal, which is published twice a year.  It is a thematic issue about the power of words in every aspect of exhibitions --- written, spoken, and designed.

Every article is filled with thoughtful information that anyone involved in the exhibition process will find valuable.

And there are big changes afoot with each part of NAME's journal. First the name has been changed from "Exhibitionist" to "Exhibition."  (There are many reasons for the name change, not least of which include unfortunate Google search results, but "Exhibition" is the new name.)

Exhibition has been entirely redesigned and has gone to a full-color format.  Having just received my own copy of Exhibition, I can attest that the graphic and organizational design is beautiful, and the inclusion of color exhibition images is a great leap forward. (In fact, here's a link to a PDF sample of what you can find inside the newly revamped Exhibition journal.)






NAME's journal was previously only available to AAM members, but now any museum/exhibit/design professional can subscribe to Exhibition.  I may be a little biased since I write the "Exhibits Newsline" column in every issue, but I truly believe that Exhibition is the best professional museum journal available.  If you are already a subscriber, I'm sure you agree!

If you are not already an Exhibition subscriber, what are you waiting for?  Click this link now to subscribe and move your professional practice forward today!



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Tuesday, January 6, 2015

What is Innovative Exhibition Design?



As often happens at museum conferences, some of the most interesting conversations and ideas come about outside the formal presentations and sessions.  A few months ago at a conference, Axel Huttinger (of Kurt Hüttinger GmbH & Co. in Germany) and I spoke briefly about my blog post “What's The Big Idea?”

Afterwards Axel kindly sent me the unpublished (until now!) abstract below, entitled "What is Innovative Exhibition Design?" which he says he wrote while sitting in a "rubbish" planning meeting for the most terrible project he's ever worked on!  With that build up,  I hope you enjoy reading Axel's piece as a great way to kick off your own exhibition design process in 2015.


What is Innovative Exhibition Design?

What, in fact, is really good? As clichéd as the question may sound, it hits the nail squarely on the head of our dilemma as exhibition makers. Is an exhibition innovative and, therefore,  good if it goes into the subject in depth?  Is it good if it offers fun to the visitors?  Does it touch the visitors if or because it is the place where they encounter the original?

None of these questions make any sense if one does not start doing something where one actually wants to achieve something, i.e. with our actual clients, the visitors.  Unfortunately, the exhibition designer seldom (in most cases, never) has the opportunity to make use of this approach in his real life, because we as exhibition designers do not usually depend directly (financially) on the visitors. As a rule, exhibition designers are paid by the client. The latter, in turn, are financed by corporations which are usually subject to other contingencies than orientation towards the needs of visitors. Apart from that, it is in the nature of projects of this kind that the paying client usually gets the opportunity only once in his lifetime to implement a large exhibition project.  This fact, in turn, has, of course, an effect on the conduct of the client in the course of the project.  I will disregard this reality and take a normative point of view, i.e. I will describe the world as it ideally is supposed to be.

“Know your audience.”  I heard this sentence with a certain insistent emphasis from an American exhibition designer for the first time. This statement has left a lasting impression with me. Of course, this statement is of no particular interest for a museum curator who has received a thorough scientific education, let alone whether it would fit in his view of the world.  The latter has, of course, other worries, for instance, whether using the academic degree should be common practice when addressing people in the daily museum routine. At least, people are certainly discussing this issue at some length on public e-mail lists.  Orientation towards the needs of visitors is a lesser issue on the list of topics in this context.

Nevertheless, the sentence about the visitors is worth to be taken seriously, even though it seems a little trite on first sight. A popular-science exhibition in a museum, science centre, children’s museum or in a scientific visitor centre is not a scientific publication. The “exhibition” is the worst possible medium for communicating the required depth of scientific content directly with the audience. An exhibition is just a little sequential medium. An exhibition should and can pursue only one single aim: It is designed to motivate people in WANTING to understand and learn. To this end, it must, however, give them a sense of security and a certain amount of self-confidence. It should give people the impression that they are taken seriously and that they have understood, or can understand something. The nuclear physicist and founder of the Exploratorium, Frank Oppenheimer, once said with reference to an exhibition organized by him that nobody must leave the room with the feeling that he is “more stupid than another person.”

As an exhibition designer or scenographer, if one favours this term, one is faced with the question of how far one should go regarding depth of content, without giving the visitors the impression that they are “stupid.”  Pages of books, copied on text boards and charts in exhibitions are not exactly the optimum means of giving people a good or motivating feeling.  Personally, I think that I am relatively well educated.  Middle-class general knowledge has always played and still plays an important role in my life as a result of my upbringing. Yet I feel bored, if not to say a little annoyed, in an exhibition with charts containing texts which are longer than 3 or 4 sentences. If I want to read a book this is something one should rather do at home in peace and quiet.  If, by contrast, you attend an exhibition, I expect the use of other or additional mediа for transferring knowledge.  I, therefore, doubt that the intellectual target group -- educated classes leaves an exhibition with enthusiasm, in which pictures are pinned up on the walls. Incidentally, the educated classes in Germany are about to become extinct and do not offer themselves as the main target group for exhibitions anyway.

The phrase “Know your audience” is misinterpreted as “Know yourself” by the majority of curators, but also by so-called scenographers. At the last European Hands-on Conference in Vienna in November 2005, the forum for European children’s museums, the Dutch social researcher, Fritz Spangenberg, has politely pointed out to the designers of children’s museums that one should always keep in mind who one is actually working for. This reproach is certainly paradoxical, for it should be self-evident that, when planning a facility for visitors, it should be modelled exactly for them. It is, however, apparently necessary to clarify the orientation towards the needs of visitors in relation to the programme. And still, it usually is difficult to concentrate on one target group. Irrespective of whether the investor, the designer or the curator find it difficult or not, in the end, there is no other choice: No matter, whether one works for a children’s museum, a science centre or a traditional museum, the facility cannot and will not be a success if the question for whom the facility was designed has not been clarified in an honest, pragmatic way. “First of all, we clarify the scientific content and then we try to find a good scenographer who fuses everything into a popular exhibition architecture.”  This, in my opinion, is the wrong approach, if not to say a naive one.

An exhibition is an emotive medium. A good exhibition can generate so-called aha experiences. Factual knowledge can be conveyed at exhibitions only to a limited extent. What part should and must the design proper of an exhibition play?  Designers, who have specialized in scientific communication, can work successfully only if they have a sufficient degree of freedom. In my opinion, it is our task to plan a public venue that is authentic and generates real physical experiences which can be experienced with all senses: “Real things and real processes!”  Ideally, an exhibition is a public laboratory, in which the visitors themselves become researchers and scientists.  Laboratories that give people a good feeling: “It is, after all, not all that difficult and, what’s more, I have understood everything.”  In Anglo-Saxon countries this hypothesis is paraphrased as “hands-on, minds-on or hearts-on.”  And this hypothesis plainly applies not only to science centres and children’s museums.

Exhibition design, particularly in Germany, is strongly determined by interior architecture and design. Scenery design and stage design are other important components. Their use marked the preliminary culmination in the Expo design in Hanover in 2000. Unfortunately, as a rule, specific learning theory and psychology play a minor role in relation to formal exhibition designs.  Negative examples exist in large numbers and celebrating failures is also fun, after all.  However, the primary aim should be to learn from one’s mistakes committed in the past. With many projects, the design was not given adequate significance. Often it was worked out or interpreted in competition to the object or to the interactive exhibit, thus becoming an artistic end in itself, being rather a means of drawing attention to objects, for getting oneself in the right frame of mind for something emotionally, for sensitizing one’s senses or for motivating visitors in connection with exhibition design to deal with a topic interactively.  Best of all, everything taken together.

A prerequisite for designing successful exhibitions is the knowledge of human psychological mechanisms that play a role when visiting an exhibition.  First of all, we are talking about quite simple everyday problems that become a must for enjoying an exhibition “intellectually.”  Just imagine a family with two children after a nerve-racking journey that lasted several hours. Car journey, looking for a parking space, standing in a long queue to buy tickets, “mummy I need the loo.”  These are stress factors which are not very likely to let the visit proper to an exhibition start in a really funny way, let alone reading a book in eight-point type in dark-grey on light-grey. The old motto to “pick up people where they are at a particular moment in this context means to give people – and the children – a feeling of security, the avoidance of the said stress factors having, of course, been given adequate attention in the design of the external setting of the exhibition.

“I know what it is about“, and this I know straight away.“  No eccentric artistic installation should demand too much of the visitor intellectually, no matter which target group he belongs to. The best example of a pleasant discovery tour that I have ever seen was in the Natural History Museum in Lyon. At the entrance of the special exhibition there was hung a huge picture of an aesthetic photo of a desert with the caption “Sable” (Sand) extending over the whole wall.  Simple – yes, that’s right, but exactly this degree of simplicity is brilliant as a start.  Every visitor, no matter to which cultured class he belongs, now knows what the topic is: Namely, sand.  The complexity of the theme can then still be explored to a sufficient degree. The lead-in to the topic must, however, be associated with the conveying of a feeling of security, otherwise it will be very difficult to achieve the desired learning effect.

To remain with the example of a successful dramaturgy, an example with which the human psychological mechanisms are taken so wonderfully seriously,  I would like to briefly describe the further arrangement of the exhibition rooms of the said exhibition.  In the next room, the walls were used for displaying small test tubes filled with a wide range of sand samples. In the centre of the room there were microscopes, with the aid of which the visitors were able to examine a range of different samples of sand. Microscopes are one of the most “unproblematic” means of interaction as far as wear and “disarranging things” are concerned. For the use in schools they are usually very robust, so that trouble-free operation is nearly always guaranteed. On first sight, the room can easily be surveyed like the first one and yet gently gives people an understanding of the complexity of the topic. The experience of the microscope stations is the preliminary highlight of the mis-en-scène, which is designed to generate this feeling of security. That is the reason one can now dare to go deeper into the content of the exhibition in the following rooms. In the special exhibition “Sable”, traditional ways of representing things, such as stuffed animals in showcases, are used, even graphics boards were installed. A critic would refer to the information depth of the special exhibition as homoeopathic.

By contrast, I see it as pragmatic in a visionary way. And exactly this assessment is true regarding the entire exhibition: Adequately detailed, but not overloaded content-related information with a tremendously exciting and varied focus on different fields of life and knowledge, in which the exhibit, sand, is shown. In the following rooms and installations of the special exhibition, the topic is sand in art and culture.  In terms of design, the topic now manifests itself in scenographic installations such as, for instance, in a mini-cinema, where sequences from Hollywood films are shown: A cursing Will Smith, who in the film “Independence Day” drags a shot-down alien through the desert.  At another place, the visitors are confronted with a “glass-sand-sculpture.”   The conclusion of the exhibition is a collection of interactive exhibits concentrated in space, picking out the physical phenomenon sand as the central topic. The impressive thing about the exhibition was definitely not the specific design. The purely structural implementation in terms of quality and durability was also not world class. The way the visitors were being dealt with has made a lasting impression on me.  In no place were the visitors overburdened with prefabricated concepts and metaphors. Everything hit the heart at the right time.

The question posed at the beginning (of my paper) “what, in fact, is good”,  can now be answered at least by 50 percent, drawing attention to the clever and well thought-out human psychological mechanisms. In terms of “disciplines” it is, first and foremost, a challenge for the designers or the so-called scenographers, for the space configuration produces an immediate and direct effect on the visitors.  And it is exactly this, what matters: The creation of speaking scenarios, in which the visitors move and interact with the exhibition. Our American colleagues express it like this: “Environments that truly connect with people”. The longer-term aim of an exhibition, however, is the knowledge transfer in a highly conventional sense. The visitors are supposed to leave the room knowing more than when they entered it. We are doing all this “not for fun”, i.e. we are not designers of leisure and theme parks, which first and foremost want to amuse people and must make money.  Thus, our seemingly cumbersome educative approach, in my opinion, is the second part of the answer to the question posed:

An exhibition is only good if “learning” really takes place.  In America, experts have been trying for decades to evaluate this, for most of their funding commitments are linked with a positive answer to the question whether people learn something. With his treatise “Learning in the Museum”,  George E. Heim has written a standard work, in which he appeals to the designers of museums and exhibitions: Create a “Constructivist Museum.”  His theoretical approach is modelled in a simplified form on the diverse theories of (Neo)constructivism in literature and social sciences and is really very helpful and quite fascinating. Visitors should not experience knowledge as something strange, but construct it in their heads themselves. For us as exhibition designers this means that the exhibition must become a laboratory, in which there virtually are no prefabricated results which the visitors are served.  Results should rather be generated individually by the visitors themselves.  At first glance, this requirement is a contradiction to the usual scenographic approach. A walk-on stage setting is static and “worn” after one visit.  It may please, but it expresses nothing else than the knowledge which the scenographer puts into effect, and is, therefore, not any better than a push-button exhibit version of the year 1890.

What we, on the contrary, are passionately striving for is true interaction in an emotional exhibition with open platforms to experiment that do not provide results in advance. A few years ago, in 1971, Simon Nicholson published the book “Theory of loose parts.”   In it, he said  "In any environment, both the degree of inventiveness and creativity, and the possibility of discovery, are directly proportional to the number and kind of variables in it."   In simple terms, this theory means that the amount of knowledge transferred is directly proportional to the number of loose parts in an installation. The more things are lying about, the more one can play with them, the more creative occasions for interaction arise. Ideally, the implementation of this idea or theory would not be a problem, were there not the objections of the exhibition operators - which can be understood from a sheer practical point of view - who are always anxious to keep the running costs as low as possible. That is why glass showcases and graphics boards are so tremendously comfortable … The only thing that wears away at this design are the ravages of time, but definitely none of the “creative” hands of visitors, who sometimes have unbelievable ideas for disarranging things.

Let me be provocative for a moment: The true opponent of effective learning in exhibitions is the operators’ unwillingness to take risks. Very few of them are willing to be faced with the “totally normal chaos” of true interaction, i.e. the danger of higher design and maintenance costs.  Although again and again we see that loose parts or fragile stations for carrying out experiments cause people to feel: “Here I am taken seriously and people trust me”,  this kind of exhibition design is not very popular. Owing to the fact that nowadays a minimum of “interaction” is needed so that one can say that one is up-to-date, the exhibits are planned individually, which is an “idiocy” in the true sense of the word [for the word “idiot” is derived from the Greek word “idiotes” – individual, private]. Everything must work as maintenance-free as possible, as if the exhibits were standing there “privately”, not wishing to have anything to do with anybody, so that, ultimately, everything is reduced to mere demonstration models, i.e. push-button exhibits.  What a waste of money and what a missed opportunity to make something really good! For us exhibition designers this means that, in the long term, we do not have a chance of fulfilling George E. Hein’s hypothesis.

At a museum conference, once, an English client under the influence of alcohol said to me that “the Germans are getting on my nerves.” The latter are having discussions, you know, which the others (i.e. the Britons) had as long as 20 years ago. This statement has a virtually brutal political background.  In the eighties the former Prime Minister, Margaret Thatcher, reduced the budget for museums drastically, thus forcing the museums to re-define and re-appraise their mission.  The concentration on collecting, research, and publishing shifted markedly in the direction of “show collections” and the idea of the so-called “Public Understanding of Sciences.”  In Germany, the latter is readily misinterpreted as “Disneyfication.”  What an unbelievable ignorance and arrogance this is to bring orientation towards the needs of visitors into discredit in such a way!?  Of course, in the wake of such a pioneering change, which has taken place in England and which should take place also here in Germany, one will sometimes overshoot the mark and make mistakes.  Nevertheless, static stage sets or glass showcases with neat shelf details are no alternative!  In order to create something really good – as always – everybody must move. However, in this case, the saying is true: “The fish starts to rot from the head.”  But the head includes those who finance us bidders. Of course, we do almost everything for money,  because we are subject to the usual financial burdens and constraints.  However, we would enjoy our work a lot more, and our motivation to achieve something would increase tremendously,  if we were given an opportunity of helping to change the world.



Thanks again Axel, for letting ExhibiTricks publish your essay!

What do you think of what Axel had to say?  Share your thoughts in the "Comments" Section below!


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