New Directions in Exhibition and Environment Design
Transcription
New Directions in Exhibition and Environment Design
Society for Environmental Graphic Design Sixth Annual Symposium on Exhibition Design Cranbrook Academy of Art Bloomfield Hills, Michigan August 13–15, 2009 Karen Abney, Solid Light, Inc. New Directions in Exhibition and Environment Design: Interactivity S y mposi u m C hair David Harvey American Museum of Natural History S y mposi u m L E A D E R S Tom Bowman, Bowman Design Group Ellie Byrom-Haley, Gecko Group Craig Johnson, Interpret Green Paul Orselli, Paul Orselli Workshop (POW!) PARTICIPANTS 2009 Symposium attendees f o u nding S P O N S O R S SPONSOR PARTICIPANTS 1220 Exhibits Edwards Technologies Inc. Craig Dunn 1220 Exhibits SPONSORS Keith Robertson Color-Ad Color-Ad Coloredge Visual Interpret Green iZone Maltbie N.A.M.E. Greenfield Village Dinner and Tour Système Huntingdon/Folia Scholarship Scharff Weisberg ”Right Tech” Seminar N.A.M.E. Leslie Phillips Coloredge Visual Brian Edwards Edwards Technologies Craig Johnson Interpret Green Mike MacEachern iZone Charles Maltbie Jr. Maltbie Michael Platt Scharff Weisberg Stephan Roy Système Huntingdon/Folia Save the Date! August 12-14, 2010 Seventh Annual Symposium on Exhibition Design: Innovation Cranbrook Academy of Art, Bloomfield Hills, Michigan Sixth Annual Symposium 2 Society for Environmental Graphic Design Karen Abney, Solid Light, Inc. Hélène Alonso, American Museum of Natural History Craig Berger, SEGD Tom Bowman, Bowman Design Group Scott Briggs, Lee H. Skolnick Architecture + Design Partnership Ellie Byrom-Haley, Gecko Group Curt Cederquist, Maltbie, Inc. Danae Colomer Brenda Cowan, SUNY/Fashion Institution of Technology Jim Cummings, Showman Fabricators Jonathan Dalin, SUNY/Fashion Institute of Technology John deWolf, The Corcoran Erica Dillon Leslie Gallery Dilworth, SEGD Ken Ethridge, Système Huntingdon/Folia Richard Gronefeld, 1220 Exhibits David Harvey, American Museum of Natural History Mark Hayward, BRC Imagination Arts Tonian Irving, Liberty Science Center Ben Jett, Solid Light, Inc. Jennette Keiser, SEGD Pat Matson Knapp, SEGD Tali Krakowsky, WET Tony Kuehn, 1220 Exhibits Eli Kuslansky, Unified Field Molly Lenore, Moey Inc. Gabriela Lindberg Bill Lockett, Cima Network Jan Lorenc, Lorenc + Yoo Design Mike MacEachern, iZone Paul Orselli, Paul Orselli Workshop (POW!) Roe Peterhans, H.B. Stubbs Companies Michael Roper, Experience Design Jessica Rubenstein, Experience Design Jared Schiffman, Potion David Small, Small Design Firm Christopher Smith, Color-Ad, inc. Joey Stein, Moey Inc. Cynthia Torp, Solid Light, Inc. Steve Wiersema, West Office Exhibition Design How Do We Interact with Our Museums? David Harvey American Museum of Natural History Symposium Chair What is interactivity? Is it always intentional? Is it always observable? Does it always involve technology? The American Museum of Natural History has a long history of introducing novel media and new technology in exhibitions. One of the earliest examples was in 1904, when Dr. Frisch became the first curator to use phonograph records in an exhibition. In 1908-09, we held the museum’s most popular exhibition ever, the International Tuberculosis Exhibit. People waited in lines that wound around the block. In that exhibition, gramophones provided audio commentary. During the 1920s and 1930s, projectors began to appear in exhibitions. In 1969, the museum mounted a groundbreaking exhibition called Can Man Survive? that featured multimedia including slides, films, soundtracks, 3D displays, artifacts, and special lighting treatments. While technology has changed dramatically over the decades, so has visitorship. Today, between two and three out of five people visit a museum each year. We compete for potential visitors with other media, like television, the Internet, video games, and movies, as well as other attractions. But museums continue to be relevant and important to visit because they help frame our understanding of the world around us through the exhibition experience. Sixth Annual Symposium ©AMNH/Denis Finnin AMNH’s Hall of Human Origins was designed to help visitors understand millions of years of hominid evolution. Australopithecines “Lucy” and “Desi” (left) were moved out of their old diorama and placed in floor-level standing vitrines. Their fossilized footprints trail behind them under a glass floor, inspiring a surprising amount of physical interaction. 4 Society for Environmental Graphic Design In 2001, the Genomic Revolution exhibition, timed to coincide with the announcement of the decoding of the human genome, demanded new technological solutions to visualize data and interactively understand the science. We created three large DNA molecules surrounded with touchscreen interfaces that allowed visitors to respond to a national AMNH/Harris Poll about genomic science and the attendant ethical and societal issues. Visitors’ answers were instantly compared to those of both other exhibition visitors and the national polling results. At the “Mutation Station Interactive,” visitors could manipulate genetic material using a physical DNA model and instantly see the morphological mutation of a fruit fly on screen. Capping off the exhibition experience was a commissioned video installation piece by artist Camille Utterback that depicted visitors as real-time, streaming DNA sequences—literally portraying them as genetic information while within the exhibition. Effective, simple interactives also encourage visitors to create their own stories and memories. In our 2007 Mythic Creatures exhibit, visitors could reconfigure bones to understand historical misinterpretations. Or they could use a “mythoscope” to see how a manatee might slowly morph into a shape that could be mistaken for a mermaid. The most popular interactive in 5 New Directions in Exhibition and Environment Design: Interactivity ©AMNH/Denis Finnin In AMNH’s The Horse exhibit, visitors learn about equine anatomy by interacting with animations and high-definition video at life size. ©AMNH/Rod Mickens For some examples of interactivity, we can look back to AMNH’s 1999 Shackleton exhibition. Its dramatic focus was a central, circular room designed to place visitors inside a 270-degree roiling seascape like that which Shackleton would have seen from the James Caird—the small vessel he used to reach help at Elephant Island. We also recreated his sextant, coupled with a computer interface, to enlist visitors to obtain a critical directional sighting in the midst of that virtual stormy sea. To engage visitors in a tactile way, the entrance to AMNH’s H2O=Life exhibit is through a FogScreen™ of ultrasonic water mist with gobo projections. the exhibition was assembling your own virtual chimeras, or mythic creatures, which could be released into a virtual animated world. These examples illustrate how both hands-on and media interactives can be compelling and facilitate learning. Whether we are inviting them to work on a computer screen, interact with an object, or manipulate their environment, we strive to engage visitors’ senses and fire their imaginations. Science-based institutions rely on technology in research, and are in a favorable position to utilize technology for interactivity in exhibitions. Undoubtedly we all want to be instrumental in developing future collaborative models for both hands-on and mediabased interactive elements that deepen the visitors’ exhibition experience. n www.segd.org Communication, Interaction, and Risk: Telling the Climate Change Story Tom Bowman Bowman Design Group A new set of problems and goals are emerging in our world, and they affect the work we do as communicators. Globalization and population growth have resulted in public health, economic, and environmental challenges, and these challenges must be communicated to the public. There are many barriers to communicating clearly about environmental issues, particularly climate change. For starters, science tends to be confusing and complex, so it’s difficult to synthesize. Psychologically, the ideal of pristine nature doesn’t exist anymore, and this change makes many people uncomfortable. The issue is also very big, causing some to ask, Why bother? Business as usual still feels okay to many people. And we all have the socalled single-action bias: we do one thing and we’re ready to move on to another issue. Change is uncomfortable. And sometimes, museums are afraid to present these issues for fear they’ll turn the public—or their patrons—off. A study by Porter Novelli and George Mason University surveyed Republicans and Democrats about sustainability behavior and beliefs. The responses were predictable, with Republicans and Democrats sharply disagreeing about the urgency of global warming. But when it comes to actual behaviors, they found that both groups do exactly the same things. Padgett and Company Feeling the Heat: The Climate Challenge was a collaboration among world-renowned climate researchers at Scripps Institution of Oceanography, interpreter Debbie Zmarzly of the Birch Aquarium at Scripps, and Bowman Design Group with art director Ed Hackley. It opens with a photo gallery showing rapid changes in mountain glaciers, polar ice, and other climate impacts. (Fabrication: K2 Fabrication) Sixth Annual Symposium 6 Society for Environmental Graphic Design 7 New Directions in Exhibition and Environment Design: Interactivity Padgett and Company The conclusion? Behavior is not driven so much by what we think, but by social norms. We respond in ways that define our places in society, and many of those norms drive us toward more and more consumption, bigger homes, and more powerful cars. Of course, social norms take shape in dialogue among groups of people, not by individuals alone. Therefore, social interaction is a critical mechanism for successful communication programs about sustainability. So how do we harness the power of social interaction in communication campaigns? How do we facilitate the conversations that will lead to changing social norms in museums and elsewhere? How do we use interactive technologies to encourage these conversations? In the case of climate change, people have been hearing dire warnings for at least a decade. They are turned off by the horrendous complexity of the issue. But they haven’t had the opportunity to evaluate the evidence, assess the risks, and reach their own conclusions. As global population, economic growth, and rising greenhouse gas emissions continue, do people understand the risks and the opportunities? Are they confident in their views and do they know how to affect change? Do they understand what it will take to achieve the G8’s goal of a 2-degree global warming cap? To really reach our audiences, we must learn how to tell complex stories in compelling ways. That means quickly communicating some key information: The Timeline wall in the 2,600-sq.-ft. exhibit presents a 650,000-year record from ice cores of carbon dioxide in the atmosphere and a close-up view since the Industrial Revolution began. An interactive asks visitors to estimate how high they think CO2 levels might go. n n n n What is the crux of the issue? Is there an important policy issue? What do informed peopled need to know? What makes the issue feel accessible and close to home? Since there are no facilitators in most museums today, exhibits have to deliver key messages on their own. This makes the challenge even greater. There is broad agreement among experts that in order to tackle today’s enormous sustainability challenges, we need total social commitment, new economic and social relationships, new social norms, and universal public engagement. Think of our efforts during World War II, when people willingly and dramatically changed their ways of living for the common good. This is the kind of revolution that we need to start today. As creative professionals, what is our role in this challenge? n www.segd.org Innovative Interactivity: A Vision of the Future, a Flirt with the Past Hélène Alonso American Museum of Natural History In the future, museums will be a seamless mix of objects and interactive media. We can see how today’s audiences are getting used to personallyactivated content as a natural way to engage with information. How do we keep up with this growing need for touch, for personalization, for a payoff? Our in-house department produces sophisticated videos, animations, and computer-based interactives that employ a great array of innovative technologies. The use of multi-touch tables, infrared sensors, mobile devices or three-dimensional augmented reality could be the core of future exhibitions. These might be the next format of experience enhancement and object contextualization, a form of innovation we are developing in our Prototype Lab. However, integrating this level of interactivity can be very expensive. How can we afford to innovate, with these budgets, in these times? Here is where looking at the past might help. The interactive map in the AMNH’s Silk Road exhibition uses 22 sensors that activate 22 layers of information. Even distribution of the buttons and information create the illusion of continuity in the interaction so that information seems to follow the user along the map. It is easy to forget that the youngest side of our audience has had few interactive experiences outside the computer screen. Also, good old-fashioned interactivity is new for most of our audiences, and by re-purposing it, we bring new experiences to them. Old 3D imagery, stop-motion pictures, scanimations, simple buttons; these are all tools that add interactivity affordably and that, used properly, can look very “high-tech.” Some of these techniques are more than 100 years old and, like the old magicians, offer interactivity that reacts in unexpected ways. We interpret the world through these beautiful devices while increasing visitors’ chances to see something uniquely innovative, something they will be the first to experience. © AMNH/Denis Finnin A good example is our interactive map for the Silk Road exhibition. We wanted to provide a large, multi-user map that allowed everybody to share screens and personalize information at the same time. But the existing technology had several limitations, in size and in price. We came up with a system that served the functions of multi-touch and looked like it, but used an inexpensive old technique—buttons—to accomplish it. The innovation is not in new technology but in the innovative use of an old-fashioned one. n Sixth Annual Symposium 8 Society for Environmental Graphic Design Mediating Reality: New Models for Interactive Media Eli Kuslansky Unified Field The You the Experience exhibit at the Museum of Science and Industry Chicago includes 15 interactive exhibits to explore the body, mind, and spirit. Here, visitors build a virtual plate of food they consumed and join that with previous visitors. Visualizations of real-time and historical data reveal food consumption patterns, and data can be saved for retrieval online. Thinc Design (Exhibition design: Thinc Design. Concept and graphic design, programming, custom hardware, installation: Unified Field) Museums are struggling with visitorship and facing a host of new challenges. They fear losing their audiences to video games and Disney, losing funding, and becoming irrelevant in the face of new technology. But museums have a set of assets that can’t be matched on a video screen. They are accredited experts, repositories of culture, and legitimate sources of information (unlike some online sources). In addition, in the form of their artifacts and collections, they hold “the power of the real,” an aura that, as Walter Benjamin said in his 1936 treatise The Work of Art in the Age of Mechanical Reproduction, is not transportable. Today, and for that very reason, museums remain as relevant as ever. (The AAM estimated 850 million visitors per year at U.S. museums between 2006 and 2008.) New and emerging technologies such as wireless sensor networks, augmented reality, inexpensive multicore processor clusters, social networks, ultra thin large-scale displays, and real time 4D visualization provide museums the tools to tell stories in new and compelling ways. By combining their bricks-and- 9 New Directions in Exhibition and Environment Design: Interactivity mortar presence with the flexibility and capacity of the Internet, museums can create the best of both worlds. Technology is the infrastructure that makes it possible. One of the ways that technology works best in museums and other public settings is when it mediates reality. The Sony Wonder Technology Lab is a media and technology museum now in its second generation. We actually created a virtual museum inside the museum, inhabiting the space with the high-tech communications created by museum visitors. Visitors log in and create digital profiles that follow them around the space, broadcasting the information they wish to share on walls, ceilings, floors, and screens. They can perform virtual open heart surgery using haptic (touch) technology, create real-time 3D visualizations, program wireless robots, and work in a state-of-theart high-definition TV studio. All of these activities are done at the touchscreen level. Future-focused museums will become centers for new ways of storytelling, using technology to help visitors analyze and make sense of a fast-changing world. n www.segd.org Design Charette: The Framework Design teams of 6 to 8 workshop participants (each including designers, fabricators, and media developers) were given 30 minutes to design a solution, then 5 minutes to present it to the overall group. Ellie Byrom-Haley, Gecko Group Craig Johnson, Interpret Green “Any sufficiently advanced technology is indistinguishable from magic. (Clarke’s Third Law)” –Arthur C. Clarke, 2001 A Space Odyssey The Assignment Prepare a conceptual design for one interactive component of the traveling exhibit The Life Cycle of Toilet Paper: Where Does it Come From and Where Does it Go? The total exhibit takes up 3,000 sq. ft., but this specific component is allocated 900 sq. ft. Ceilings can be up to 20 ft. high, with all electricity and Internet connectivity provided. Core Exhibit Components Create an immersive, interactive environment to tell the story of toilet paper from planting trees all the way to sewage treatment plants. Core interactive features should include: 1. Dynamic media landscape. Illustrate/explain how the exhibit will integrate dynamic media to present the sequence, scale, and complexity of the life cycle of toilet paper. The displays could be responsive to user input via physical proximity, touch, speech, collective movement, etc. 2. Social interaction. Illustrate/explain how the exhibit will facilitate group interactions, using such devices as multi-touch tables, multi-station touchscreens, or group mechanical interactives that engage visitors. 3. Participatory media. Illustrate/explain how the exhibit will utilize and integrate visitor-contributed content, knowledge, stories, options, questions, raves, rants, comments, etc. 4. Extending the visitor experience. Illustrate/explain how the exhibit will extend the learning environment beyond the direct interpretive experience via the Internet, blogs, social networking, cell phones, Tweets, online games, online expanded content, etc. Groups earned extra credit if their exhibit provided visitors a sense of the scale of the “TP industry.” Background The groups were provided research/background information on the life cycle/historical use of toilet paper. n Sixth Annual Symposium 10 Society for Environmental Graphic Design Putting Social Interactive and Participatory Media into Action Symposium teams came up with a wide array of creative solutions for The Life Cycle of Toilet Paper exhibit, ranging from audio/visual effects triggered by pulling paper from the roll to a game that allows visitors to digitally “roll” someone’s house using Google Maps. Another team conceived a Facebook application, while another focused on a time-lapse digital reading that displayed the number of rolls of toilet paper consumed during an exhibition visit. 11 New Directions in Exhibition and Environment Design: Interactivity www.segd.org iPhones and the Interactive Landscape Craig Johnson Interpret Green Interactive technologies—and the new ways they enable communication—are reshaping the museum and visitor center experience. Dynamic media are responsive to user input via touch, speech, or physical proximity. Social interaction allows shared experiences in a collaborative environment. Participatory media creates user-generated content (shared text, pictures, audio, video). And the Internet (websites, blogs, and social network media) extend the visitor experience beyond the building. The iPhone (and similar products such as the Google Android) represents a new paradigm of interface for accessing content and facilitating social interaction. iPhone technology will inspire more fluid applications in museums, away from the “Here is an interface and here is the content” dichotomy. It’s a perfect model for museum interactives in that it provides: n Easy, intuitive, fluid interface n Dynamic content via multiple apps n User-created and socially shared text, pictures, video n Mobility n Rapidly expanding user base The DuPont Environmental Education Center is a 13,500-sq. ft. facility on the edge of the 212-acre Russell W. Peterson Urban Wildlife Refuge in Delaware. The site used to be a brownfield and dump. It took 15 years to restore it to health. The center was designed to provide orientation, but primarily to get people out to explore. The real measure of success is the experience people have outside the building. Interactive media are used to connect visitors with the content but also to connect them with themselves and acknowledge the loss of nature. The center’s Nature Now station was designed to help people understand what’s happening right now in the wetland marsh outside. All the content, whether static or dynamic, is designed to let you know the real exhibit is outside the building. It harnesses the power of user-generated content and shared experience. The center is working with a binocular company, which provided binoculars with built-in, 3-megapixel cameras. Visitors use them to observe and take pictures, then share their images at the Nature Now station for everyone to enjoy. People can also take pictures with their cellphones and dial a number that uploads the images to the station. n Sixth Annual Symposium 12 Society for Environmental Graphic Design Graduate Exhibition Design: 13-Month Foray into Madness Brenda Cowan We come out of a profession that SUNY/Fashion has historically been an apprenInstitute of tice model. So as chairperson of Technology the graduate Exhibition Design program at FIT, I have to consider what students can get from a graduate program that employs the fundamental values of an apprentice-style model, while FIT Graduate Exhibition Design students The program begins in the sumproviding experiences that can’t Jonathan Dalin and Danae Colomer mer with two intensive courses be garnered from direct engageand the completion of an entire ment in a museum or design firm. exhibition including content Our students already have careers research, narrative and story in design and are making major development, audience study, professional changes to be in this structural design, branding, enviprogram. They want to become ronmental graphics, and lighting. multi-faceted designers who work in many different disciplines to In the fall, we cover audience, create an experience unique to narrative, planning, environmenexhibitions. As part of this multal experience, graphics, lighting, FIT students at work tidisciplinary education, we also and exhibition types. instill a sense of stewardship: if For fall semester projects, we have actual clients. you’re going into exhibition design, you need to know Sponsored projects have included signage and that you’ll be responding to the visitor’s needs first wayfinding for the National Museum of the American and last. You’ll exit the program understanding that Indian and the New York Botanical Garden, showyou’re part of a profession that is constantly evolving, rooms for Procedes Chenel, trade shows for Moen but that at its core is about culture and communicatand Earthbound Farm, and permanent exhibitions ing with the public. Exhibition design is not about making a lot of pretty shiny stuff! for the National Museum of American History. Our students learn to achieve certain objectives: The program ends with a six-week internship. Stun Embrace chaos; let go! dents also complete a thesis project/capstone, with n Think with your hands, eyes, and ears the final thesis adjudication done as a seminar. Their n Work with others and like it work is on exhibition and they defend it before more n Don’t run away from your background, run than 30 professional judges. n toward your future n Explode (EXPLODE!) what you already know n Be humbled and see where you humble others 13 New Directions in Exhibition and Environment Design: Interactivity www.segd.org Low Tech? High Tech? Right Tech! Social Engagement vs. Technology Paul Orselli Paul Orselli Workshop (POW!) With the dizzying array of technological tools available to designers, how do we find the “right tech” for our exhibition projects? To me, it’s about the Three S’s (stories, stuff, and social engagement) versus Mr. T (marketing and technology). I’m a big fan of technology that just sort of disappears. The best and most memorable experiences, whether in nature or in museums, are when all artifice falls away and we share something with other people. The need for a good story has never gone away, but increasingly sophisticated audiences have given audio-visual technology a much greater role in the museum world. Architecture has had an uneasy role in this trend. The great desire today is for the flexible black box that can be turned into anything. Even Frank Gehry has gotten into the act, designing art museum spaces focused on flexibility and advanced A/V technologies. But technology has not changed things that much. The technologies we use on projects today are just more advanced versions of the same communication devices. Of course we all want to use the Internet and podcasts, but they are still not the main approach. The most important thing we can do is to use technology to facilitate connection among museum visitors. Fun and technology are a winning combination every time. n Sixth Annual Symposium 14 Society for Environmental Graphic Design Design Exercise: In This Together In Paul Orselli’s “Right Tech” seminar, attendees were divided into teams, given a box of paper clips, and asked to create an interactive art exhibit. Teams made multimedia sculptures created when members added elements sequentially, a performance piece using the paper clips as musical and visual instruments, a provocative text-based piece, and another additive piece using cellphone cameras. All the exhibits demonstrated the importance of social engagement and the “magic” that happens when people work together. 15 New Directions in Exhibition and Environment Design: Interactivity www.segd.org Interactive Media, Placemaking, and Transformative Experiences Jessica Rubenstein and Michael Roper Experience Design Our greatest interest is in creating exhibits that use interactive media to highlight social issues. Developing a strong sense of place is the first step, so we have to make clear decisions about creating the overall space. Then we overlay the dynamic elements in a way that’s compelling and engaging to visitors. For the New Jersey Historical Society, we developed an exhibit to commemorate the historic Newark race riots. We began with a multimedia timeline that sets the context for the overall exhibit. The combination of images, sounds, and movement are a great way to hook visitors and set the right tone for the exhibit. We created a full-scale version of the timeline six months before it opened so the museum could use it to generate funds. Following the timeline, we told the story of the Great Migration through projected media and a dynamic map on the floor. The museum has a deep archive of oral histories. We treated them similar to artifacts, setting up a series of listening stations. These have not only created wonderful personal experiences, but have also fostered conversations among people listening at different stations. We let visitors add their own voices so they can become part of the exhibition. Sixth Annual Symposium Experience Design At the New Jersey Historical Society Museum, Experience Design wanted to reflect the chaotic, cacophonous nature of the infamous Newark riots. A dynamic, multimedia triptych “explodes” the series of events in the form of a bulls-eye, reinforcing the non-linear nature of the events. 16 Society for Environmental Graphic Design Experience Design The new Holocaust Resource Center at Queensborough Community College in Queens includes video stations where students share the insights they gained from interviewing Holocaust survivors. An important part of what we do, whether we use technology or not, is making places where people can interact with one another, places people can use to transform their understanding of themselves. Our Slavery in New York exhibit at the New York Historical Society told the stories of the 400-year history of the Atlantic slave trade. We designed the interactive media to inspire people to re-imagine the past. Central to the exhibit is a well that visitors look down into. Rather than seeing their own reflections, they see the faces of slaves going to the well to get water for their masters. We also developed some interactive document translators that magnify key passages that illuminate the slave trade. And we designed a game that helps visitors learn about the laws that were used to help free slaves. We put listener response centers in three locations in the exhibition so visitors could share what they’d learned in the exhibit to talk about contemporary issues. After the exhibit was installed, the museum had the highest attendance in its 200year history. 17 New Directions in Exhibition and Environment Design: Interactivity A transformative space also needs to incorporate the lived experiences and realizations of its audience/participants. We recently completed exhibits for the new Holocaust Resource Center at Queensborough Community College in Queens. A key aspect of the exhibition was integrating the architecture, 3D design, and media exhibits. They all work together to provide multiple entry points into the story of the Holocaust and its continuing relevance to the genocide and ethnic hatred still happening today. Our goal with this project, as always, was to help people discover history, but also to learn something new about themselves. For example, in Students Speak, students who have interviewed Holocaust survivors talk about their experiences meeting someone who lived through the Holocaust and how this has shaped their understanding of the past and present. If all goes as planned, visitors take over these spaces and get a chance to re-imagine the past, learning something new about themselves in the process. n www.segd.org Designing for the Human Experience Jared Schiffman Potion Which is more complex, a galaxy or the human brain? A forest or the human brain? A banana or the human brain? You get the idea. The reality is that reality is infinitely complex. And our experience of reality is always tangential to it. At the very most, we’re shaving little bits off the tip of the iceberg. Grasping at leaves as the wind blows them by. Remember This 1. Assume that at least 95% of the information will be forgotten. 2. Modulate information with distance. Provide more detail on approach so visitors receive more information only by choice and through deliberate action. 3. Associate information with the senses. The more senses we engage at the same time, the “stronger” the experience in the brain will be. 4. Connect information to emotion. More so than any external input, emotion has the greatest influence on memory. 5. Abandon information to space. Do not assume things need to be “in order” because humans perceive things that way. As designers we want to be organized. But nature is not organized. So load the space; turn it into a forest. So, what does this imply for our understanding of experience? What is the brain really doing while we’re experiencing the world around us? Here’s one way of looking at this process. The brain is constantly deconstructing and reconstructing reality through the conduit of memory. When we experience the present, our brain is taking in just the essential bits and storing those in a compressed format in memory for later on. When we recall those memories, they come back somewhat blurry and with large chunks missing. We don’t know why our memory is incomplete or what makes certain memories last while others fade away. The truth is, we perceive just a small number of the vast set of data points out there, and we recall much less than that. In the production of media, there are always too many details to include. So how do you decide what to put in and what to leave out, and how do you organize it? What parts of the media experience will people absorb and what parts will stay with them for years to come? Given this understanding of the brain, memory, and our experience of the world (and media in particular), how do we design for it? I offer a few suggestions (see sidebar). Take these suggestions with a grain of salt and reflect on how they relate to your practice. Or take them with a tablespoon of salt, and then you’ll surely never forget them. n 6. Defy expectations. A label placed next to a piece of art is expected, not memorable. Find another way to convey the information. If the media is novel, the brain will take note, and memories will last much longer. Sixth Annual Symposium 18 Society for Environmental Graphic Design In High Spirits: Maker’s Mark Distillery Tour Kentucky is known for two things: horses and bourbon. Our project for the Maker’s Mark Distillery Tour in Loretto, Ky., is all about the bourbon. Cynthia Torp Solid Light Two unusual factors made this project especially fun. First, we were working directly for the decision-maker, and he’s a risk-taker. Second, Maker’s Mark has a very clear view of its brand and could communicate that to us. They had three goals for a new distillery experience: they wanted it to be THE standout distillery experience in the U.S., they wanted to double visitorship, and they wanted the tour to stay under one hour, including a 15-minute tasting experience. To accommodate the increased attendance, we turned the existing 1,500-sq.-ft. Visitors Center (the original distiller’s home) into a boarding/welcoming center and added a new space for the tasting experience and gift shop. Realizing that much of the tour time was taken up by guides explaining the brand history, we decided to incorporate some of this information into a self-guided experience. We transformed the center into a 1950s-era house and used the rooms to tell the brand story, from how Bill Samuels concocted the recipe in the family kitchen to how his wife came up with the famous Maker’s Mark brand packaging (complete with a chicken fryer for handdipping the red seal wax) in the library. Weekend visitors can’t see the bourbon actually being bottled because the line is closed on the weekend. Solid Light recreated the experience with a multi-screen theatrical show that actually provides them closer views of the process. The brand personality is all about humor and surprise, so we added a few surprises of our own. One of the most popular is the Portrait Gallery, which includes photos of family members that actually “talk.” Visitors are surprised, then amused when they hear the funny sound bites from family members. The photos are actually display screens activated by motion sensors when people enter the room. We did a lot of prototyping, using actors reading scripts, to make sure this would work the way we planned. We found that the short audio pieces actually grab people’s attention and cue them to listen and learn. A bonus is the social interaction that results. n 19 New Directions in Exhibition and Environment Design: Interactivity www.segd.org World of Wonder: Sony Wonder Technology Lab Scott Briggs Lee H. Skolnick Architecture + Design Partnership The Sony Wonder Technology Lab is an interactive learning museum funded by the Sony Corporation of America. It’s located at Sony’s Manhattan offices and is free and open to the public. It first opened in 1994. In 2001, Sony asked us to change the concluding experience of the tour, which is located on the lowest level of the space. In 2004, they asked us back to work on a total renovation of the four-story, 14,000-sq.-ft. space. At the Sony Wonder Technology Lab, visitors create personal digital profiles that follow them through the space. Signal Stations recognize the guest’s profile, greet the guest personally, and guide him or her through various activities to manipulate profile data, then broadcast it to other stations or to huge transparent projection screens for all to see. Sony wanted the space to reflect how technology enables creativity, connection, and communication. Our concept was a self-contained, completely immersive environment formed by the communications that visitors create within the space. It’s a glossy white envelope whose surfaces are embedded with media, from floors and ceilings to walls and display cases. Visitors enter the museum on the ground floor, then take glass elevators to the fourth floor, where they log in and create personal profiles, which are recorded on RFID cards they use throughout the space. They work their way through the museum down a series of ramps. As they collect experiences during their visit, bits and pieces of their profile data are manipulated, shared, tweaked, and broadcast in the space itself. Sony Wonder Technology Lab/Lee H. Skolnick Architecture + Design Partnership Because the project was so technology and interface-intensive, our project team included media experts, technology integrators, and programmers that we consulted very early on in the process. Having this kind of expertise is essential on a project like this one. The museum employs several technologies that have never existed outside the R&D laboratory. Visitors use haptic (touch) technology to perform virtual open heart surgery, generate digital profiles with integrated–circuit smart cards using RFID technology, create computer animations using real-time 3D visualization, program robots, and work in a state-of-the-art high-definition TV studio. n Sixth Annual Symposium 20 Society for Environmental Graphic Design 2010 SEGD 2010 EDUCATIONAL OPPORTUNITIES C A L E N D A R TELE-CONFERENCES WORKSHOPS DATE PROGRAM TITLE THEME DATE PROGRAM TITLE THEME Jan 21 Wayfinding Month—Beyond Signs: Print and EGD Wayfinding Month—Beyond Signs: Web and EGD Wayfinding Month—Beyond Signs: Dynamic Wayfinding Ethics and RFPs (Free Course!) Documentation and the Bid Process: Getting the Low Bid Documentation and the Bid Process: Getting the Qualified Bid Value Engineering for Complex Projects EGD and Historic Preservation: Theory and Practice The Fabricator/Designer Relationship (Free Course!) Exhibition Strategy in Visitors Centers Branded Environments: Dynamic Branding ADA State Update 2010 LEED and Your EGD Strategy Developing More Profitable Proposals Business Strategy in a Changing Economy (Free Course!) Building Modeling Wayfinding Feb 12 Sign Codes Wayfinding Feb 26 ADA Certificate Program (South Florida) Identity, Brand, and Experience Design: Dynamic Identity (Chicago) Third Annual Transportation and Airport Workshop (Atlanta) Canadian ADA Summit (Toronto) Documentation and the Design Process (Philadelphia) Education Summit Kent State Summer Workshop (Kent and Cleveland, Ohio) Jan 26 Jan 28 Feb 2 Feb 23 Mar 2 Mar 25 Apr 27 May 4 Jun 22 Jul 20 Sep 1 Sep 21 Sep 30 Oct 7 Oct 18 Nov 18 Dec 2 Dec 16 Experience Research for Healthcare, Retail, Urban Design, and Transportation Dynamic Wayfinding and Information Systems New Opportunities and Innovations (Free Course!) Wayfinding Mar 25-26 Business Practice Documentation and the Design Process Documentation and the Design Process Materials and Fabrication Brand and Identity, EGD Benchmarks Documentation and the Design Process Exhibition and Experience Design Exhibition and Experience Design Sign Codes Sign Codes Business Practice Apr 16 Apr 30 Jun 2 Jun 14-25 Jun 24 Jul 15 Jul 29 Aug 12-14 FOR MORE INFORMATION Documentation and the Design Process Materials and Fabrication Exhibition and Experience Design Sign Codes ADA Certificate Workshop (Atlanta) Oct 14-15 Healthcare Wayfinding Business Models (Los Angeles) Wayfinding, Legibility and Human Factors Nov 11-12 Dynamic Environments (Las Vegas) Dec 9 Documentation and the Design Process (Chicago) Exhibition and Experience Design, Brand and Identity Documentation and the Design Process Business Practice Wayfinding, Brand and Identity Materials, Process, and Green Design (New York) Cranbrook Symposium Wayfinding, Legibility and Human Factors Sign Codes, EGD Benchmarks Documentation and the Design Process EGD Benchmarks Wayfinding, Exhibition and Experience Design Sign Codes Sep 24 Business Practice Documentation and the Design Process Legibility and Human Factors ADA Certificate Program (Minneapolis) Documentation and the Design Process (Denver) Wayfinding, Brand and Identity ANNUAL CONFERENCE Jun 2-5 Annual Conference + Expo (Washington, DC) visit www.segd.org call 202.638.5555 Dinner and Tour of Henry Ford’s Greenfield Village Symposium attendees were treated to dinner and a chartered tour of Greenfield Village, the setting for Henry Ford’s vision of the world as it was in the mid 19th century. Stepping into horse-drawn carriages, attendees saw Ford’s recreations of the home where Noah Webster wrote the first American dictionary, Thomas Edison’s Menlo Park laboratory, and the courthouse where Abraham Lincoln practiced law. The Village embodies Ford’s appreciation of the people “whose unbridled optimism came to define modern-day America.” At the Village’s authentic tavern-style restaurant, attendees relaxed, socialized, and shared their experiences from the day of presentations and workshops. n Symposium attendees enjoyed a night out at Greenfield Village and dinner at the tavern-style restaurant on the grounds. 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