Achieving Educational Success through Multimedia and Interactive
Transcription
Achieving Educational Success through Multimedia and Interactive
Achieving Educational Success through Multimedia and Interactive I nstallations in Museums By Julia Wahl i Achieving Educational Success through Multimedia and Interactive Installations in Museums Thesis (Diplomarbeit) submitted August 2003 In partial fulfillment of the requirements for the degree of Diplom-Informatiker (FH) Media and Computer Science Department of Digital Media University of Applied Sciences, Furtwangen, Germany Julia Wahl [email protected] Matriculation Number 910100 Thesis also available at: http://www.juliechoice.com/thesis 1st examiner: Prof. Dr. Ullrich Dittler 2nd examiner: Prof. Dr. Günter Hentrich ii iii Abstract We all have visited a museum at least once in our lifetime, but do we really know what museums are all about? Of course we can look at beautiful, amazing and interesting objects but do we ever think about a museum as a learning environment? Museums are , by definition, places for learning and this thesis concerns itself with different ways museums can transfer information and convey meaning and knowledge to their visitors. I focused my research and analyses on the use of multimedia in museums, which has become a trend in the last few years, especially in science centers and children’s museums, but as this thesis will show not only there. As a result of my research, which included observing museum exhibits and interviewing exhibition designers as well as analyzing different learning theories, I have created a useful guideline for exhibition design companies and museums to develop successful multimedia and interactive exhibits. iv v Acknowledgments I want to thank all of my co-workers at West Office Exhibition Design and especially Andy Kramer, Mark Elliott, Steve Wiersema, Patti Colin and Bill Smith, as well as Phillip Tefft from Ralph Appelbaum Associates, London, for their help and advice. Furthermore, I want to thank my two examiners, Prof. Dr. Ullrich Dittler and Prof. Dr. Günter Hentrich for their cooperation. I also would like to thank my boyfriend, Stewart Way, for his support and for going over my thesis to check spelling and grammar. Last, but not least, I would like to thank my parents for their support during my studies, especially my studies and internships abroad. vi vii TABLE OF CONTENTS ACKNOWLEDGMENTS____________________________________________________ V 1. 2. 3. 4. INTRODUCTION _____________________________________________________ 1 1.1. FOCUS OF THIS T HESIS _____________________________________________ 2 1.2. STRUCTURE ______________________________________________________ 2 1.3. DEFINITIONS______________________________________________________ 3 MUSEUMS___________________________________________________________ 5 2.1. FACTS AND NUMBERS ______________________________________________ 5 2.2. HISTORY OF T RADITIONAL MUSEUMS __________________________________ 6 2.3. HISTORY OF HANDS-ON EXHIBITS ___________________________________ 10 2.4. MUSEUMS T ODAY_________________________________________________ 11 2.5. VIRTUAL MUSEUMS _______________________________________________ 15 EXHIBITION DESIGN _______________________________________________17 3.1. DIFFERENT FORMS OF EXHIBITION DESIGN ____________________________ 18 3.2. CASE STUDY – DEVELOPING AN EXHIBITION ___________________________ 18 3.2.1. Receiving the Commission ___________________________________ 19 3.2.2. Master Plan Phase __________________________________________ 22 3.2.3. Concept Phase _____________________________________________ 23 3.2.4. Design Development Phase __________________________________ 24 3.2.5. Final Design/Working Drawings Phase _______________________ 26 3.2.6. Bidding/Fabrication Supervision _____________________________ 26 3.2.7. Final Art/Computer/Video Production ________________________ 27 3.2.8. Installation Supervision _____________________________________ 28 3.2.9. Ongoing Consultation _______________________________________ 28 THEORIES OF LEARNING___________________________________________30 4.1. EPISTEMOLOGY AND EARLY LEARNING THEORIES _______________________ 31 4.2. INDIVIDUAL LEARNING STYLES ______________________________________ 33 4.2.1. Cognitive Controls __________________________________________ 33 4.2.2. Cognitive Styles ____________________________________________ 34 4.2.3. Learning Styles (in a narrower sense)_________________________ 35 4.3. MULTIPLE INTELLIGENCES__________________________________________ 37 4.4. HYBRIDS ________________________________________________________ 40 4.5. STAGES OF THE LEARNING PROCESS _________________________________ 41 4.6. LEARNING IN MUSEUMS____________________________________________ 41 viii 5. MULTIMEDIA IN MUSEUMS ________________________________________ 46 5.1. DEVELOPING MULTIMEDIA APPLICATIONS FOR MUSEUMS ________________ 47 5.1.1. 5.1.1.1. The Challenge ____________________________________________________ 47 5.1.1.2. The Solution______________________________________________________ 48 5.1.1.3. The Result________________________________________________________ 49 5.1.2. The Challenge ____________________________________________________ 50 5.1.2.2. The Solution______________________________________________________ 51 5.1.2.3. The Result________________________________________________________ 52 World Music Gallery – Horniman Museum ____________________ 53 5.1.3.1. The Challenge ____________________________________________________ 54 5.1.3.2. The Solution______________________________________________________ 55 5.1.3.3. The Result________________________________________________________ 56 CURRENT EXHIBITS AND THEIR INTERACTIVE ELEMENTS_________________ 57 5.2.1. 5.2.1.1. 5.2.2. The Exploratorium, San Francisco ___________________________ 57 Change Blindness ________________________________________________ 58 The Tech Museum, San Jose ________________________________ 59 5.2.2.1. ZapCam __________________________________________________________ 60 5.2.2.2. Communication Gallery___________________________________________ 61 5.2.2.3. The Scene of the Crime ___________________________________________ 62 5.2.3. The ZKM, Karlsruhe ________________________________________ 63 5.2.3.1. The Tables Turned________________________________________________ 64 5.2.3.2. AML (Architectural Music Laboratory) _____________________________ 65 5.2.4. Staatliches Museum für Naturkunde, Karlsruhe _______________ 66 5.2.5. Haus der Geschichte Baden-Württemberg, Stuttgart ___________ 67 5.2.5.1. Deutsche Revolution (German Revolution) 1848 ___________________ 68 5.2.5.2. Wirtschafts-Wunder (Economic Miracle) ___________________________ 69 5.2.6. 5.2.6.1. 5.2.7. Ancient Egypt ____________________________________________________ 71 The Natural History Museum, London ________________________ 72 Impostors!________________________________________________________ 73 5.2.7.2. Staying Alive _____________________________________________________ 75 5.2.8.1. 5.3. The British Museum, London ________________________________ 70 5.2.7.1. 5.2.8. 6. Blood Cell Ride – California Science Center ___________________ 50 5.1.2.1. 5.1.3. 5.2. Bug Buster – Louisville Science Center _______________________ 47 The Science Museum, London _______________________________ 76 Digital Fish Tank _________________________________________________ 77 NETWORKING IN MUSEUMS ________________________________________ 78 THE IDEAL INSTALLATION _________________________________________ 81 6.1. WHAT “INGREDIENTS” MAKE A GOOD EXHIBIT ?________________________ 81 6.1.1. Graphics __________________________________________________ 81 6.1.2. Multimedia ________________________________________________ 83 ix 6.1.2.1. Human Interface Design __________________________________________ 85 6.1.3. Hands-on exhibits __________________________________________ 87 6.1.4. The Total Experience ________________________________________ 88 7. OUTLOOK __________________________________________________________90 8. REFERENCES ______________________________________________________93 9. 8.1 BOOKS AND ARTICLES _____________________________________________ 93 8.2 INTERNET RESOURCES ____________________________________________ 96 EIDESSTATTLICHE ERKLÄRUNG ___________________________________99 1 1. Introduction While we all have visited a museum at least once in our lifetime most of us have visited numerous museums in various cities around the world. A visit to one or more museums is often part of one’s schedule when traveling or was part of a field trip when we were in school. Some visits we remember as being exciting while others were extremely boring, the latter probably being a visit to an art museum during middle or high school. What made certain museums more interesting than others, and why do we still remember some of them, even after several years have passed? After discussing museums with friends and family I realized that most of them consider museums as places for visual entertainment and not for learning. I wondered why that is because I think if presented in the right way many different subjects that are covered in a museum can have an educational effect. After doing my internship at West Office Exhibition Design in Oakland, California, last year, where I started to learn more about developing museums, I decided to concentrate on this field in my diploma thesis. I asked myself, how can I use multimedia and interactive installations to make exhibitions better learning environments with a long term effect on visitors? What kinds of different learning theories are there and could I base my results on them? And, finally, do guidelines for exhibition designers, who concentrate on the educational function of museums, exist? I will answer these and other questions, appearing in this context, in my thesis. This will result in my providing a useful guideline for developing educationally successful and exciting exhibits. 2 1.1. Focus of this Thesis Many museums fascinate us because of their interesting architecture and beautiful surroundings. However, the main reason we remember and enjoy certain museums more than others are the most basic elements of any museum; the exhibits. Exhibits can astonish, enchant, delight, engage, inform and sometimes even shock the viewer. They have the ability to make a lasting impression on their audiences. There are many different ways to display and present objects or to impart knowledge in a museum. In this thesis I will concentrate on a relatively new development in exhibit presentation: the inclusion of multimedia and interactive elements in order to convey knowledge and understanding. First, it is important to understand the varied ways of transferring knowledge to visitors, each of whom have different preferences for collecting and processing information. Because of this, one of the major parts of this thesis discusses different learning theories and styles on which I will base some of my analyses and suggestions. Since most of my research and work on this thesis was done in the United States, my examples are, for the most part, museums and exhibition design there. After returning to Europe, however, I began to include examples from Germany as well as the United Kingdom, where I managed to contact and interview the director of a British exhibition design company. 1.2. Structure To begin with, I will provide some history of museums and then focus on the history of hands-on exhibitions. In addition to that, I will mention another new development: the rise of virtual museums, and then 3 describe, step by step, the work of an exhibition designer using an actual project of West Office Exhibition Design as an example. Since one of the most important parts of this thesis is about learning and learning styles, I have researched the history of epistemology and the development of different learning theories until today, and looked more closely at a few contemporary learning theories by educators and psychologists. I will show how some of these theories are intentionally, and sometimes intuitively, translated into action by going through the development of three separate exhibits, two of them developed by West Office Exhibition Design and one developed by Ralph Appelbaum Associates, London. I will end this chapter with my own observations made in various museums I have visited in the Unites States, Great Britain and Germany and introduce the Canadian Museum of Civilization as an example of a museum with a useful and effective information network. With the different theories and the working methods of exhibition designers in mind I will provide a compendium and guideline for designers and museums for creating educationally successful exhibits. I will close with an outlook of what I think is to come in the near future in museums and exhibition design. 1.3. Definitions I note here that when I’m using the term “exhibit” it can mean either a single installation, like one painting in an art museum or one computer terminal for a multimedia application, as well as the entire exhibit, consisting of several installations. The term “exhibition” usually refers to the gallery or rather galleries on their whole, including all the exhibits. Depending on the size of a museum, it is usually divided into several exhibitions with different themes, which are again divided into galleries, where the specific theme of the exhibition is subdivided even more. 4 Some museums have their own in-house exhibition designers while others commission the same exhibition design company to develop all of their exhibits. Often, though, museums add or exchange exhibits in several year intervals and allow se veral exhibition design companies to compete for the project. The full name of the company at which I wrote my Diploma thesis is “West Office Exhibition Design,” but I will often refer to it simply as “West Office.” In this same way I occasionally refer to another exhibition company mentioned in this thesis—Ralph Appelbaum Associates—as “RAA.” Baden-Württemberg, a state in south-western Germany, referred to in the 5th chapter, will be abbreviated as BW. Two additional definitions I would like to give are those for multimedia and interactivity. Multimedia refers to any combination of two or more media used to present information. This means that even an artifact accompanied with a text label can be seen as multimedia since each represents a different communication medium. In the same way, interactivity can be referred to as experiencing, in a non-linear way, such as a visit to a museum and its exhibits, thus turning the visit to the museum into an interactive experience. In my thesis I will be talking about a different form of multimedia and interactivity. I will be concentrating on the use of new media in museums, such as computers, audio and video. Interactivity will refer to the interactivity of a computer application used to convey meaning and understanding in a museum or to the physical interaction with a handson exhibit. 5 2. Museums Since most of us have certainly visited a museum at least once before, the word “museum” is not a foreign word to us. But even so, I find it important to state several definitions I have collected, in order to describe this institution later in this chapter, and also to give an overview of the long history of museums. This will make the educational purpose and mission of museums more clear and will show that there is still room for improvement in the museum field. 2.1. Facts and Numbers A 1997 study of state museum associations revealed that there are approximately 16,000 museums in the United States. A 1999 report by Lake, Snell & Perry, which gathered infor mation from various groups such as the Sustaining Museums Work Group, states that "American museums average approximately 865 million visits per year or 2.3 million visits per day."1 While working in exhibition design over the past two years I have followe d the constant development of new museums and exhibitions and am certain that the number of museums and museum visits per year has been steadily increasing. Considering that Germany is approximately 27 times smaller than the United States, numbers there are comparably even higher. In 1999 the “Statistisches Bundesamt Deutschland” counted 4570 museums in Germany2—over a hundred more than a year prior —and 96.2 million visits per year—almost 1 million more visits than the year before.3 1 http://www.aam-us.org/resources/reference_library/faqs.cfm#5. 2 Included in this number are also so-called “Heimatmuseen”—literally translated home, or native country museums—which are usually very small institutions that hold a collection of a certain town, county or state of Germany displaying artifacts corresponding to the area’s history and its traditions. 3 http://www.destatis.de/basis/d/biwiku/kult1a.htm 6 Comparing the numbers of museums, and of visitors per year in the United Kingdom, with the United States and Germany, show a slightly different development. There are an estimated 2,500-3,000 museums in the UK but research conducted during the 1990s indicated “a decrease in the proportion of the UK population who visit all types of heritage attractions.”4 But even though there might have been a decrease in British visitors, the number of foreign tourists visiting museums in the UK, especially in London and other larger cities, remains high and continues to rise. It was amazing to see the masses of tourists during the heat wave this summer exploring the, mostly, non-air-conditioned, and thus, almost unbearably hot galleries of the British Museum and the Natural History Museum. 2.2. History of Traditional Museums Derived from the Greek word “mouseion”, which describes a temple dedicated to the nine Muses who served as sources of inspiration for song, poetry, the arts and sciences5, museums have not always been institutions open to the public. As places for displaying objects of material, aesthetic or historic importance or wealth, museums, up until the 16th century, were often created for the pleasure and prestige of their owners. These owners were mostly aristocrats and refused to share their collections of “masterpieces” with anyone other than members of their own social class. Thus, the scholarly study of these objects was left solely to the upper crust of society. Along with these aristocrats, churches and monasteries throughout Western Europe upheld the museum concept by collecting religious relics and icons, but also kept them hidden from “unworthy” eyes. 4 According to Katie Dawson, Information Officer at Museum Associates, London. 5 Koester, Stephanie E. (1993). Interactive Multimedia in American Museums . Archives and Museum Informatics; Pittsburg, PA. p. 4. 7 Finally, as the number of individuals claiming the right to have access to the collections grew, monasteries were overthrown, or opened to the masses by the churches. Of course the operators of these new museums soon saw the economic potential of this development and started to charge fees for the privilege of viewing the artwork. The Imperial Gallery in Vienna introduced this trend and many museums throughout Europe have followed step. Several decades passed, until, later in the 17th century, “museums began to serve the public at large, starting with university museums at Basel 1671 and at Oxford 12 years later.”6 At first the collections of these museums were rather random and unorganized and were mostly run by autocrats who operated the museum without consulting other resources. As the public demand for museums continued to grow, new museums all over Europe opened their doors through the 18th century. The Vatican established several museums around 1750, and the British Parliament opened the British Museum in 1753. A, now world famous, museum opened its doors 40 years later in 1793: the Louvre in Paris, France was hailed as the “Museum of the Republic.”7 Napoleon added to the Louvre’s collections through his conquests and confiscations until his fall from power in 1814. Soon, curators became concerned with display techniques as a way of attracting gr oups of visitors who were, perhaps, not as educated as many of the museums’ initial visitors. It was felt that these people should also have the opportunity to enjoy, admire and appreciate a museum’s collections. As a result, information tools such as labe ls, docents and guide -books became standard in museums. A slower “but more democratic”8 development of the museum concept, in the United States, brought forward its first museum in 1773: the public Charleston Museum, in Charleston, South Carolina. Soon after, 6 Alexander Edward P. (1979). Museums in Motion. American Association for Adult Education; Nashville, TN. p. 8. 7 Koester, Stephanie E. (1993). p. 5. 8 Koester, Stephanie E. (1993). p. 6. 8 other museums, such as the Peale Museum in Philadelphia, Pennsylvania, in 1782, and the Salem Museum, in Salem, Massachusetts, in 1799, opened their doors to the public. In 1846 the Smithsonian Institution was founded in Washington D.C. and its foremost goal was “the increase and diffusion of knowledge.”9 About 25 years later, three of the greatest American museums opened, one shortly after the other: the American Museum of Natural History and the Metropolitan Museum of Art in New York, and the Museum of Fine Arts in Boston. After the successes of the world fairs and of the Great Exhibition in London in 1851, it became even more apparent that it was necessary to display objects and information in a way that would attract visitors. Museums were now seen as “commercial ventures”10 and had become socially, as well as politically, important. Governments began to consider information about the sciences and the arts important for the citizens of their countries.11 As a consequence of their growing importance, museums had to start competing with each other for visitors and were thus forced to find ways to make their exhibits more attractive. Until this point, curators believed that it would be enough to display as many artifacts as possible in a “cafeteria style” display, a phrase coined by T.R. Adam. He stated that this display style was one in which, “you serve yourself to the information contained in the artifact.”12 But it was soon realized that this form of “open-education”13, where the visitors were supposed to educate themselves just by looking at the objects displayed, was not enough. To simply provide an opportunity for learning to occur, by collecting and displaying objects during scheduled hours, was not the only educational responsibility of the museums. The goal of the curators 9 Alexander Edward P. (1979). p.11. 10 Koester, Stephanie E. (1993). p. 6. 11 Hudson, Kenneth. (1977). Museums for the 80’s. UNESCO, London England. 12 Adam, T.R. (1939). The Civic Value of Museums . American Association for Adult Education, New York, NY. p. 32. 13 Hudson, Kenneth. (1975). A Social History of Museums . Humanities Press, Atlantic Highlands, NJ. 9 became “to increase public appeal of the artifacts by making the past understandable in relation to the present.”14 After World War II, museums began to hire professional designers to assist curators in improving display techniques and to add more informative elements to the exhibitions. Recent research indicates that an increasing number of museums, especially science centers and children’s museums, use more and more elements of entertainment in their exhibits, which seems to have increased these museums’ ability to attract visitors. In this context it is important to mention the term “edutainment,” a concept practiced in many museums today. This term represents a museum’s simultaneous goals of education and entertainment. Some educators are convinced that in order to learn effectively, a certain level of entertainment is required. Stephanie Koester, who published a report on interactive multimedia in American museums, believes that “combining learning and enjoyment helps define the museum as an alternative form of public entertainment that competes with a trip to the movies or other weekend leisure activities.”15 After such a long history, museums have evolved to the point were they are “increasingly being recognized as offering a unique opportunity for people of all ages and cultures to gain information that may not be accessible to them through traditional school channels and practices.”16 14 Booth, J.H., Krockover, G.H. & Woods, P. (1982). Creative Museum Methods and Evaluation Techniques. Charles C. Thomas Publisher, Springfield, IL. p. 10. 15 16 Koester, Stephanie E. (1993). p. 7. Kelly, Robert F. (1992). Museums as status symbols: A speculative examination of motives among those who love being in museums, those who go to and those who refuse to go. In A. Benefield, S. Bitgood & H. Shettel, (eds.) Visitor studies: Theory, Research, and Practice. Center for Social Design, Jacksonville, AL. vol. 4, p. 24-31. 10 2.3. History of Hands-On Exhibits Every year, around the world, new museums are built, while average attendance rises. Consequently, museums have begun to compete with each other for visitors and are now focusing much of their efforts on making exhibits more interesting and appealing, thereby creating a more memorable museum going experience. At the beginning of the 20th century museum directors and curators discovered that, in order to keep visitor interest, exhibits needed to entertain an audience, as opposed to simply educating them. So called “hands-on” or “interactive” exhibits were developed where the visitor not only experienced an exhibit piece visually, but also took part in it so as to gain a better understanding of certain contexts. Tim Caulton writes that, “a hands-on or interactive museum exhibit has clear educational objectives which will encourage individuals or groups of people working together to understand real objects or real phenomena through physical exploration which involves choice and initiative.”17 This hands-on development took place primarily in science museums in the early 20th century, where it was considered essential to actually show what was happening in an exhibit, an improvement over simply explaining it. Therefore, in 1925, the Deutsches Museum in Munich began displaying large operating industrial machines and, in 1937, the Palais de la Découverte, in Paris, began staging chemical demonstrations. In the United States, in 1933, the Chicago Museum of Science and Industry simulated a coal mine into which visitors could descend, while, in 1935, the Franklin Institute in Philadelphia built a two-story walkthrough beating heart. Another museum, which was one of the forerunners of today’s handson science centers, was the Children’s Gallery in the Science Museum in London, which opened in 1935. With its push able buttons and wind able handles it was said to have had more resemblance to a “technological 17 Caulton, Tim (1998). Hands-on exhibitions: managing interactive museums and science centres. London; New York: Routledge, p. 2. 11 amusement arcade”18 than a traditional museum. When later asked, adults attributed a lifetime interest in science and technology to a visit to the Children’s Gallery during their childhood. Inspired by the Children’s Gallery and the Deutsches Museum, Frank Oppenheimer founded the Exploratorium in San Francisco in 1969. It was the first institution with a truly hands-on approach. It was so successful that soon other science centers throughout North America followed in Oppenheimer’s clones of footsteps Exploratorium by constructing exhibits whose “recipes” where provided by the Exploratorium Frank Oppenheimer in so called “cookbooks.” Those types of exhibits have since become commonplace in museums throughout the United States and around the world. 2.4. Museums Today Currently, there are many different approaches to defining what a museum is; here are a few of the more common ones: The American Heritage® Dictionary of the English Language defines a museum as: “A building, place, or institution devoted to the acquisition, conservation, study, exhibition, and educational interpretation of objects having scientific, historical, or artistic value.”19 18 19 Caulton, Tim (1998). p.3. Editors of The American Heritage Dictionaries (ed.) (2000). The American Heritage® Dictionary of the English Language, Fourth Edition; Houghton Mifflin Company, Boston, MA. 12 More detailed definitions are the following: The International Council of Museums (ICOM ) defines a museum as: “A non-profit making, permanent institution in the service of society and of its development, and open to the public, which acquires, conserves, researches, communicates and exhibits, for purposes of study, education and enjoyment, material evidence of people and their environment.”20 The federal government in the Museum and Library Services Act defines a museum as: "A public or private nonprofit agency or institution organized on a permanent basis for essentially educational or aesthetic purposes, which, utilizing a professional staff, owns or utilizes tangible objects, cares for them, and exhibits them to the public on a regular basis."21 Cleary, all of these definitions demonstrate that museums definitely have an educational purpose. Thus, museums have a responsibility to teach their visitors about their collections. Museums, therefore, need to provide ways for their visitors to learn something from their museum visit. Even though I am mostly concentrating on Science Museums and Centers, where the use of multimedia is the highest, there are many exhibit topics for which multimedia exhibits would be well suited. These topics include art, history, natural history, culture, science, technology, 20 http://icom.museum/definition.html. 21 http://www.aam-us.org/resources/reference_library/1whatis.cfm. 13 maritime and children’s. In fact, any topic people might find interesting would benefit from the use of a multimedia exhibit. While at West Office I assisted in the development of the National Cowgirl Museum and Hall of Fame in Fort Worth, Texas. This museum honors “Women of the West”—important pioneers, artists, cowgirls in movies and television, ranch women, cattle raisers and rodeo champions in United States history—displays cowgirl fashion, various cowgirl equipment and covers the history of country music. Set in Texas, where the “Western Tradition” is still very much alive, the museum was well received upon its opening, in June of 2002, and has since become well known throughout the country. Besides the National Cowgirl Museum, which, to Germans, might sound a little unusual, I discovered, during my research, museums that are even more unique: • The Folter Museum in Freiburg, Germany, a museum about the history of torture, specifically dur ing the middle ages, which exhibits numerous torture devices. • The Osterhasen Museum tells the history of the Easter Bunny. This museum is housed in the ZAM, which is a center for unusual museums in Munich; it also houses other museums, such as a “Potty” museum and a museum about guardian angles. • The International UFO Museum and Research Center in Roswell, New Mexico, tells the story of the “Roswell Incident,” which occurred in July 1947, when a UFO was believed to have crashed near the city. This museum attracts large crowds of tourists, including many UFO “freaks,” every year. • The Sulabh International Museum of Toilets in New Delhi, India, is a museum that, according to its website, displays “the evolution of toilets and their various designs.”22 For those who are interested in this exhibit, but who can’t make the trek to New Delhi, there is 22 http://www.sulabhtoiletmuseum.org 14 also a virtual exhibition available online at http://www. sulabhtoiletmuseum.org. • The Glore Psychiatric Museum in St. Joseph, Minnesota, located in a former mental hospi tal, tells the history of the treatment of mental illness. Described as “unsettling”, by its visitors, and titled a “Museum of Madness” in an article in the Washington Post, the museum displays, along with more modern methods of treatment, “replicas of 500-year-old devices—a dunking booth, a cage and a giant hollow wheel in which patients were forced to outrun their insanity.”23 • The Museum of Hoaxes, in San Diego, California, is a museum devoted to uncover “bizarre things that people have been talked into be lieving over the years.”24 • The Museum of Questionable Medical Devices, located at the Science Museum of Minnesota, in St. Paul, displays—as the museum title already suggests—medical devices which in the past were believed to have all kinds of different positive effects on the human body. These methods known as “medical quackery” can be viewed and explored more closely in this museum. • The National Museum of Funeral History in Rock Falls, Illinois, “the home of rare artifacts and interesting historical information about one of our most important cultural rituals.”25 Only to name a few… Also very popular are museums that contain a collection of memorabilia of a deceased celebrity. At the Liberace Museum in Las Vegas, for example, visitors can admire the outrageous costumes and jewelry, antiques, 18 of 39 pianos owned 23 http://www.washingtonpost.com/ac2/wp-dyn?pagename=article&node=&contentId= A99208- 1999Apr4¬Found=true 24 http://www.museumofhoaxes.com/aboutmuseum.html 25 http://www.nmfh.org/historyframe.htm 15 by the eccentric musician26, his numerous awards and his custom car collection. Memphis, Tennessee, the hometown of Elvis Presley, is the sight of a museum honoring this “King of Rock ‘n Roll”, his music, life and legacy. The city of Liverpool, England would be incomplete if there wasn’t a museum for their most famous musical export, The Beatles. 2.5. Virtual Museums Another new development in the museum field is the rise of virtual or online museums and exhibitions. They can exist as either completely independent institutions or as additions to an already existing museum. The websites of the Tech Museum in San Jose or the Exploratorium in San Francisco, as well as many other well known museums—and not only science museums—have scores of permanent as well as constantly changing online exhibits. Completely virtual museums are, for example, the Virtual Museum Canada (http://www.virtualmuseum.ca) about Canada’s history, heritage and its traditions, or the Virtual Diego Rivera Web Museum (http://www.diegorivera.com) making pictures of paintings and murals, as well as some of the films of the great Mexican artist, available online. Special aspects of the online exhibits of the Tech Museum, as well as several other leading science centers in the United States, are the realtime experiments one can conduct, through the internet, as well as classroom activities that teachers can download from the website. They provide another learning experience outside the museum and can even bring the museum into the classroom, thus excellently connecting these two learning environments. 26 Wladziu Valentino Liberace, who lived from 1919 to 1987, started his career as a pianist in the 1940s in New York and became increasingly famous over the following four decades as the musician and entertainer known as Liberace. His unusually glittery costumes, oversized grand pianos and his trade mark glittering candelabra, made him a pop icon to many Americans. 16 Another advantage of virtual museums and exhibits is that people who are interested in visiting a certain museum, but don’t have the time or money to travel there, have the opportunity of viewing pictures of a majority of the artifacts or paintings, or some of the multimedia exhibits from the comfort of their home. Some museum websites even offer virtual tours of their galleries. 17 3. Exhibition Design “Exhibition Design involves a blend of architecture, interiors, graphics, photo graphy, audio-visual media, and theatre. But exhibition work is not primarily about design. It is about communication. For it is content that drives the organization of the space, the selection of media, and the design of the total experience.”27 Albert Woods Larry Klein, the author of “Exhibits: Planning and Design”, writes that exhibition design “can involve the use of virtually every kind of communication technique and appeal to all of the senses” 28. Therefore it is very complex and involves many different fields of design. Besides being good graphic designers, with skills in typography and photography manipulation, exhibit designers must have knowledge of architecture, interior and exterior design, traffic planning, crowd control, furnishings, lighting and acoustics, all types of audio-visual presentation and computer technology. Knowledge about material, construction, and installation methods is also important. An exhibit designer should also have a sense of timing, drama and fantasy so as to imagine what it would be like for a visitor of the museum to experience the exhibit for the first time. Surely, there are not many people who excel in such a wide variety of fields. Therefore, exhibition design companies usually consist of graphic designers, product designers, architects, interior and exterior designers, stage and environmental designers, multi-media specialists, journalists or writers and research personnel. 27 Klein, Larry (1986). Exhibits: Planning and Design. Madison Square Press; New York; p. 8. 28 Klein, Larry (1986). p. 14. 18 3.1. Different Forms of Exhibition Design Even though I will be focusing on exhibitions in museums, exhibition design is practiced in countless other areas. Many exhibition design companies specialize in trade shows, which have become a large and profitable business. More and more companies are employing exhibit designers to help present their company as well as possible. For years trade show booths, such as Apple Macintosh, have been designed by well-known exhibition designers like Eight Inc. in San Francisco. Besides trade shows, other corporate projects, like visitors centers, entrance halls of company buildings, retails stores and even restaurants, are being designed by exhibition design firms. Along with developing museums, West Office Exhibition Design has worked on many corporate projects, such as the visitor’s center for the Levi Strauss & Co. headquarters in San Francisco, as well as retail installations for Levi’s. Furthermore, the expertise of exhibition designers is in demand when developing visitor tours, signage and master plans. In Napa Valley, California’s “Wine Country,” several wineries commissioned West Office to design their master plans and winery tour exhibits. 3.2. Case Study – Developing an Exhibition I will use the development of the exhibition “The World Within Us” for the Louisville Science Center in Louisville, Kentucky, to show how exhibition designers work and what phases a project goes through before the actual opening of the museum or exhibition. The World Within Us, which opened its doors to the public in March 2001, consists of three separate but related galleries, which “reveal the mysteries of the human body’s system, introduce health science careers and professionals, and provide visitors with information and encouragement for their own lifestyle choices.”29 This exhibit was developed by West Office Exhibition Design. 29 http://www.louisvillescience.org/ 19 3.2.1. Receiving the Commission Before they commission an exhibition design company with the development of an exhibit, most large museums ask several leading design firms to compete for the project. Along with West Office Exhibition Design four other companies submitted proposals for the project, each handing in a booklet describing how they would present the exhibit. A competition booklet usually includes floor plans, design directions, ideas for individual exhibit pieces and a price proposal and is often accompanied by a miniature model of a company’s vision of the exhibit. Since the market is very competitive, exhibi tion design companies, such as West Office, invest a lot of work and money into the competition phase and West Office’s efforts in this area have been rewarded with exhibit commissions many times. West Office’s booklet for The World Within Us divided the exhibition into three galleries: “BodyWatch,” “BioLab” and “TimeZone.” While the BodyWatch gallery offered visitors a closer look inside human physiology, the BioLab gallery enabled them to reach (sometimes literally) inside the body and look into the future of biotechnology. The TimeZone gallery focused on lifestyle choices made at key points in our lives.30 In addition to the three galleries, the plan included a time element, introduced by the atrium’s “Body Clock”, which was linked to growth and change and was an underlying theme throughout the exhibit. The following table shows the price proposal submitted by West Office Exhibition Design for “The World Within Us.” It was tailored to the estimated available budget that the Louisville Science Center had for this exhibit and was part of the competition booklet. It is not the final budget plan for the exhibit but it gives an idea of the cost of such a project. 30 West Office Exhibition Design (1998). Competition Booklet for “The World Within Us” an exhibit for the Louisville Science Center, Louisville, Kentucky. 20 Phase I: Design Research Role Staff Hourly Rate Hours Total a. Project Director Andy Kramer $100 120 $12,000 b. Design Director Bill Smith $ 85 160 $13,600 c. Senior Project Designer Mark Elliot $ 75 480 $36,000 d. Researcher/Developer Nancy Olexo $ 65 240 $15,600 e. Staff Designer/Modelmaker Wendy Ong $ 55 160 $ 8,800 $86,000 Phase I: Expenses Item Frequency Cost Total Travel to LSC 8 person trips $450 $3,600 Per diem expenses 16 days $ 50 $ 800 Rental Car 4 trips $ 50 $ 200 Communication 4 months $100 $ 400 Reproduction 4 months $ 50 $ 200 Research Materials 4 months $ 50 $ 200 $150 $ 150 $ 50 $ 200 Model Materials Shipping 4 months $5,750 Phase II: Detailed Design Services Design Development – 5 Month Stage Role Staff Hourly Rate Hours Total a. Project Director Andy Kramer $100 176 $17,600 b. Design Director Bill Smith $ 85 200 $17,000 c. Senior Project Designer Mark Elliot $ 75 800 $60,000 d. Multi-media Designer Morgan Schmidt $ 75 200 $15, 000 e. Researcher/Developer Nancy Olexo $ 65 400 $26,000 f. Sr. Graphic Designer Henni Aengenendt $ 65 200 $13,000 g. Staff Designer Wendy Ong $ 55 800 $44,000 h. Modelmaker Jim Magee $ 45 200 $ 9,000 $201,600 21 Final Design/Working Drawings – 4 Month Stage Role Staff Hourly Rate Hours Total a. Project Director Andy Kramer $100 128 $12,800 b. Design Director Bill Smith $ 85 160 $13,600 c. Senior Project Designer Mark Elliot $ 75 480 $36,000 d. Multi-media Designer Morgan Schmidt $ 75 160 $12,000 e. Sr. Graphic Designer Henni Aengenendt $ 65 640 $41,600 f. Staff Designer Wendy Ong $ 55 640 $35,200 g. Staff Designer II John Seeley $ 55 640 $35,200 h. Staff Graphic Designer Alexandra Donlan $ 55 640 $35,200 $221,600 Fabrication and Installation Monitoring – 6 to 8 Month Stage Role Staff Hourly Rate Hours Total a. Project Director Andy Kramer $100 112 $11,200 b. Design Director Bill Smith $ 85 110 $ 9,350 c. Senior Project Designer Mark Elliot $ 75 320 $24,000 d. Multi-media Designer Morgan Schmidt $ 75 120 $ 9,000 $53,550 Phase II: Expenses Item Frequency Cost Total Travel to LSC 30 person trips $450 $13,500 Per diem expenses 60 days $ 50 $ 3,000 Rental Car 16 trips $ 50 $ Communication 15 months $100 $ 1,500 Reproduction 15 months $150 $ 2,250 Research Materials 15 months $ 50 $ 750 $500 $ 500 $100 $ 1,500 Model Materials Shipping 15 months 800 $23,800 22 Summary of Costs: Design Fees Expenses A. Phase I: Design Research B. Phase II: Detailed Design Services 1. Design Development $201,600 2. Final Design/Working Drawings $221,600 3. Fabrication and Installation Monitoring $ 53,550 TOTAL $562,750 A. Phase I: Design Research $ B. Phase II: Detailed Design Services $ 23,800 TOTAL 3.2.2. $ 86,000 5,750 $ 29,550 31 Master Plan Phase For West Office, the master plan phase lays the groundwork for everything that follows by establishing the project storyline and identifying the overall organization of the museum. The goal is to develop a conceptual approach that will push the museum experience and design beyond existing creative boundaries. Master planning begins with a workshop that allows key personnel from West Office to meet with the client and discuss design parameters, such as project goals, target audience and architectural issues. Exhibit parameters, the location of the exhibits, technical feasibility and cost implications and the general circulation plan are also developed. Time Frame: 2-3 months Deliverables: Workbook, master plan document outlining blueprint for development Meetings: Workshop and 1-2 subsequent meetings Approval: Client signs off on initial concept 31 West Office Exhibition Design (1998). Competition Booklet for “The World Within Us”. 23 The figure to the right shows a so called “Bubble Plan,” a preliminary space plan of one of the during galleries the developed master-planning phase. It shows how the space will be divided into different areas of subject-matter. It gives the client an idea of which subjects are going to be addressed and shows expec- Bubble Plan of the BodyWorks gallery ted traffic flow through the gallery. In this case, guiding the visitors from, for example, “Creating Life”, though “Controlling Life” to “Defending Life.” 3.2.3. Concept Phase During this phase, West Office becomes one big research lab/think tank where ideas are bounced off the walls and concepts are nurtured. The concept phase begins with a fact-gathering workshop that includes West Office and the client team. Following this meeting, exhibit topics and possible artifacts are identified, ideas are elicited, exhibit guidelines and criteria are established and a research/acquisition process is initiated. Exhibit development begins with the production of concept drawings, created to document preliminary exhibit ideas and to provide a sense of what visitors will encounter as they move through the exhibit spaces. If included, front-end evaluation or informal visitor surveys commence during this phase. Time Frame: 5-6 months Deliverabl es: Content outlines, concept book with sketches of exhibit ideas, organizational diagrams, exhibit vocabulary studies, rough scale model Meetings: 2-3, regular conference calls in the interim 24 Approval: Formal Concept Development Content & Design Review. Client sign-off required Concept sketch for Bone Gym exhibit The drawing above shows a concept sketch for the “Bone Gym” exhibit in the BodyWatch Gallery. The skeleton in the glass case will mimic the visitor’s motions showing how one’s bones move when working out. 3.2.4. Design Development Phase The design development phase involves the fleshing out of the exhibition storyline and turning each of the accepted preliminary concept ideas into a three-dimensional form, from modeling to space planning. This phase moves the process from concept to preliminary design drawings, incorporating the architectural elements of the museum space. These drawings are then utilized to obtain cost and fabrication feasibility reviews. Selected exhibits are mocked up and presented as samples to the target audience. Preliminary exhibit text is also written and submitted for review. All computer/video and film programs, if required, are story boarded for design review prior to production. Exhibit artifacts are identified, gathered and integrated into the design. Outside 25 consultants or “experts” may be drawn into the process to assist with specialized content development and to respond to technical questions. Time Frame: 5-6 months Deliverables: Design Development book with an exhibition narrative, elevation drawings and descriptions of exhibits, organizational plan showing all exhibition components, exhibit text, artifact list Meetings: 2-3, regular conference calls in the interim Approval: Formal Design Development Content & Design Review. Client sign-off re quired The graphic below shows a concept drawing for the “Freeze Frame” exhibit. It is a rotating sculpture serving as the focal point of the BodyWatch gallery. The sculpture consists of molded “action figures”. An LCD monitor is embedded in each figure disclosing one of the seven featured body systems. A monitor embedded in a skateboarder’s knee reveals his skeletal-muscular system; a pregnant woman’s reproductive system is shown in a monitor on her belly while the other systems are disclosed on various other figures, molded into the sculpture. Concept drawing for Freeze Frame exhibit 26 3.2.5. Final Design/Working Drawings Phase In this phase West Office completes a final set of drawings providing fabrication specifications for each exhibit and planning drawings that integrate the exhibits with the building. These drawings are used as documents to bid on the project and serve as a basis for fabrication. Certain exhibits are bench-tested for mechanical functionality in the Fabricator’s shop. Designs are adjusted in response to cost estimates. All exhibit text, storyboards, accompanying images, and scripts for graphics, computer/video, audio and film programs are finalized and submitted for review. Time Frame: 6-7 months Deliverables: Regular shipments of construction drawings and final text Meetings: As required, regular conference calls Approval: Formal Final Content & Design Review. Client signoff required 3.2.6. Bidding/Fabrication Supervision When final design drawings and specifications are complete, the project is sent out for competitive bid. West Office coordinates the work of the fabricators, assisting in developing fabrication contracts, approves fabricator shop drawings and reviews pr ogress as the project develops. Time Frame: 6-8 months Deliverables: Periodic reports on fabricator selection, progress Meetings: As required, fabrication site visits as necessary, regular conference calls Approval: Formal Final Content & Design Review. Client signoff required 27 West Office sent out the World Within Us project for bidding and received bids from roughly 15 firms for exhibit fabrication, A/V and software production and hardware integration. Some firms submitted bids for various combinations of the three. Design Craftsmen, Inc. of Midland, Michigan got the contract for exhibit fabrication; Chedd-Angier of Watertown, Massachusetts got A/V and software production and Video Solutions of Louisville, Kentucky got Hardware Integration.32 3.2.7. Final Art/Computer/Video Production This stage in the design process includes graphic design and production of exhibit panels as well as the completion of image and artifact acquisition. All of these tasks will take place simultaneously as the exhibit is being built. A/V programming is usually done internally or is developed in consultation with the client. Time Frame: 6-8 months Deliverables: Regular shipments of graphic panels (hard copies or digital files) Meetings: As required, fabrication site visits as necessary, regular conference calls Approval: Formal Final Graphics Review w/clients – sign-off required. WOED and client review any contracted A/V programs. As mentioned earlier the A/V production for this particular project was not done internally by West Office but by Chedd-Angier of Watertown, MA, who was commissioned to do A/V and software production after bidding successfully for the project. 32 According to Mark Elliott, Project Manager for the World Within Us from West Office 28 3.2.8. Installation Supervision During final installation, West Office assists in coordinating the installation of the various exhibit components, helps the fabricator with on-site difficulties and reviews and approves the final installation. After the installation process was complete it was discovered that some graphics had been installed incorrectly, a problem that was taken care of quickly. The photograph to the left shows the completed installation of the Freeze Frame exhibit in the BodyWatch gallery shown earlier Freeze Frame exhibit in the BodyWatch gallery 3.2.9. as a concept drawing Ongoing Consultation After completing a project, exhibition design firms, like West Office, often offer to make periodic inspections and/or consultations in order to monitor operations and revise or update exhibit elements based upon the needs of the museums. Often unexpected problems occur even after an exhibit’s opening; a monitor or a projector might blow after only a few weeks of use or parts of the hands-on exhibits break and need to be replaced. The Bone Gym, shown earlier in a concept drawing, worked well in the shop and on opening day but later broke and had to have all of its joints upgraded. In another area of the exhibit a microscope slide didn't have adequate resolution and had to be replaced as well. So there typically are some design modifications that need to be done to address issues that come up after opening. 29 Overall the people in charge at the Louisville Science Center were very pleased with how the exhibition turned out, it has actually won several local awards. Mark Elliot, from West Office, the project manager for the World Within Us says that the project director of the museum was an unusually gracious client and was much more appreciative of West Office’s work than many of their other clients. Due to their good cooperation with the Louisville Science Center, West Office has won the competition for another project at the museum, the development of the exhibit “The World Around Us” which will open in 2004 and will address the external influences on human beings, animals and the environment. It is always wise to make sure that the museum is happy with the result of the exhibit and to stay in contact with them even after the opening to make sure everything works as planned. Often, like in this case, it results in the procurement of future projects at the museum for an exhibition design company. 30 4. Theories of Learning In order to formulate an idea for an interactive application which will effectively convey meaning and knowledge, in other words an application from which the user will learn something, we need to know more about the process of learning itself. One of the first scholars to occupy himself with Epistemology, “a branch of philosophy that is concerned with the nature of knowledge,”33 was Plato (427-347 B.C.) and was followed, a few years later, by his student Aristotle (384-322 B.C.). Plato was a so-called “nativist” and “rationalist,” believing that knowledge was strictly innate and that to draw out this knowledge “possessed by the soul in previous existences”34 was a major function of learning. He also believed that the soul of a human being knows everything before entering the body and he considered sensory information misleading. Aristotle had a so-called “empiricist” point of view, because he saw sensory experience as resulting in knowledge. Most learning theories developed later, especially theories of “behaviorism,” are based on Aristotle’s point of view and agree that one can learn from experience. All of our senses, our eyes, ears, nose, sense of taste and touch, can be used to collect information. Each individual, though, has a different preference for which sense organ or organs to use while learning. Consequently, different people learn better in different ways and can learn more than others while processing information under the same conditions. Lesser reasons for this difference are motivation, previous knowledge, and the personal intellectual skill one has. Theories about different learning styles and the different needs of an individual in order to learn effectively have long been debated. In this chapter I will first 33 Hergenhahn, B.R., (1976), An introduction to Theories of Learning . Prentice-Hall, Inc., Englewood Cliffs, New Jersey. p. 32. 34 Warren, H.C.A. (1921). A History of Association Psychology. Scribner, New York, NY. p. 24. 31 summarize the development of epistemology and learning theories since Plato and Aristotle and then cover more current learning theories, including those of David Jonassen & Barbara Grabowski, David, A. Kolb and Howard Gardner. I will then show how these theories can be applied to learning in museums. 4.1. Epistemology and Early Learning Theories After Aristotle’s death, Plato remained one of the most important influences on early Christian thought. It was believed, at this time, that the use of human beings for scientific investigation was immoral, making the study of human behavior, such as learning, impossible. Since human beings and, thus, the human body could not be experimented with, anatomical misconceptions remained unresolved until many years later. “Plato’s views concerning the nature of knowledge were incorporated into Christian dogma, they could not be challenged.” 35 It was more than 1,500 years before Aristotle’s writings were rediscovered, an event which led to the beginning of modern psychology. One of the first philosophers to occupy himself with the subject of knowle dge and learning in this period was René Descartes (1596-1650), who saw the human body as a machine controlled by the mind, a belief that finally made the human body accessible for scientific study. Other philosophers were Thomas Hobbes (1588-1679), who “speculated on the function of associative factors in learning,”36 John Locke (1632-1704), George Berkeley (1685-1753) and David Hume (1711-1776), who took Hobbes’ and Aristotle’s points of views even further, and Immanuel Kant (1724-1804), who tried to “correct the impractical feature of both rationalism and empiricism.”37 35 Hergenhahn, B.R., (1976), p. 38. 36 Howe, Michael, J.A. (1980). The Psychology of Human Learning. Harper & Row, Publishers, Inc., New York, NY p. 31. 37 Hergenhahn, B.R., (1976), p. 40. 32 During the following century the most famous influences on psychology were Charles Darwin (1809-1882), Sigmund Freud (1856-1939) and Hermann Ebbinghaus (1850-1909), known for his “nonsense syllable s,” showing how the memory works. Over the next hundred years, some of the major learning theorists were Ivan Petrovich Pavlov (1849-1939), who won a Nobel prize in 1904 for his well known behavior experiments with dogs, Edward Lee Thorndike (1874-1949), who also studied “learning in animals systematically, using an apparatus that he called a puzzle -box,”38 and Burrhus Frederic Skinner (1904-1990), probably one of the most celebrated psychologist since Sigmund Freud. One other learning theorist of the last century I would like to look at more closely, is Jean Piaget (1896-1980). He had earned his Ph.D. in biology by the age of 21, but after observing and analyzing the behavior of sparrows and molluscs for many years, the “intellectual abilities of children”39 began to interest him and he later helped to standardize intelligence tests at Binet Testing Laboratory in Paris, where he worked for several years. He started to study the behavior and development of children by observing his own children. In his theories he tried to describe the processes that children go through to comprehend their role in society and their environment, which eventually makes them gain resemblance to adults. Piaget’s theory basically explains the cognitive development of human beings40. Piaget’s extensive work, he wrote about 30 books and 200 articles, “has greatly helped to sensitize and improve our perceptions of the ways in which children think.”41 38 Lieberman, David A. (1993). Learning Behavior and Cognition (2n d Edition). Brooks/ Cole Publishing Company, Pacific Grove, CA. p. 59. 39 40 Hergenhahn, B.R., (1976), p. 267. Lefrancois, Guy R. (1972). Psychologie des Lernens . Springer Verlag, Berlin Heidelberg. p. 122. 41 Skemp, Richard R. (1979). Intelligence, Learning, and Action. Unwin Brothers Ltd., The Gresham Press, Old Woking. p.221. 33 I will return to Piaget later in this chapter after I have discussed theories about different learning styles which should be paid attention to when developing a museum exhibit. 4.2. Individual Learning Styles Personal characteristics and preferences while learning are often called “individual learning styles”. David Jonassen and Barbara Grabowski42, professors in Learning Technologies and Education, describe individual differences in: • Cognitive Controls • Cognitive Styles • Learning Styles (in a narrower sense) While cognitive controls and cognitive styles are considered unique to each individual, learning styles are thought of as different types of people’s preferred ways of learning. 4.2.1. Cognitive Controls Cognitive controls refer to the regulation of behavior and thought. They are personal characteristics, which control and influence the perception of our environment. They have a more direct effect on learning than cognitive styles and are closely connected to one’s individual mental capabilities. The environment can influence the perception and understanding of information to different degrees. Herman Witkin distinguishes between field dependence and field independence. Witkin defines field dependence as “a tendency for the organization of the field, 42 Jonassen, D.H., Grabowski, B.L. (1993). Handbook of Individual Differences, Learning, and Instruction. Lawrence Erlbaum; Hillsdale NJ. 34 as a whole, to dominate perception of its parts,” and field independence as “a tendency for items to remain discrete from the organized field in which they are contained.”43 Field dependent learners are more willing to accept the facts they are presented with. They need to be directed, often have problems locating information in a complex environment and prefer working with facts provided for them. Social interaction is much more important to them than it is to field independent learners, therefore they are externally oriented. Field independent learners tend to need less direction and are able to reorganize and restructure information that they have received for themselves. Social interaction is not that important to them, they require less direction while working conceptually and are more willing to experime nt. Children are predominantly field dependent and tend to become more field independent as they grow older. 4.2.2. Cognitive Styles Cognitive styles are more general characteristics than cognitive controls and describe typical approaches to collecting and organizing information. It is assumed that each learner adopts a certain learning style and will continue using this style whenever he or she learns something new. When defining the method of information collection we differentiate between an individual’s preference for visual or tactile extraction of information (visual/haptic). Education psychologists also categorize such information collecting into two groups: visual and verbal receptiveness 43 Witkin, H.A., Moore, C.A., Goodenough, D.R. and Cox, P.W. (1977) Field-Dependent and Field-Independent Cognitive Styles and their Educational Research. Review of Educational Research. 35 (visualizer/verbalizer). The “visualizer” is more visually oriented while the “verbalizer” focuses more on spoken or written information. The actual organization of information is often categorized based upon the degree of detail orientation. “Serialists” concentrate at first on details and then construct a general concept using the so-called “bottom-up” method. A serialist uses a linear approach to organizing received information and tends to overlook important interconnections. The “holist” is more globally oriented and usually looks at different aspects simultaneously. Holists use a “top-down” method when organizing received information and do not look much into details. Dr. Chaomei Chen and Roy Rada also distinguish between an “active” or “passive” cognitive style.44 4.2.3. Learning Styles (in a narrower sense) David A. Kolb’s well known theory of learning styles differentiates between the understanding and the transformation of information45. Kolb sees people as abstract, concrete, active or reflective learners. Abstract learners primarily develop understanding through conceptual information while concrete learners do that through direct, hands-on experience. Active learners are experimental while reflective learners tend to be more passive and observant. According to Kolb a mix of these styles results in four groups of learning types: 44 Chen, C., Rada, R. (1996). Interacting with Hypertext: A Meta-Analysis of Experimental Studies. in: Human-Computer Interaction; Vol. 11; Lawrence Erlbaum; Hillsdale NJ, p. 140. 45 Kolb, David A. (1981). Learning Styles and Disciplinary Differences. In Chickering, A.W. and Associates, The Modern American College, San Francisco, Washington, London: Jossey- Baß Publishers, pp. 232-305. 36 • Diverger (concrete/reflective), • Assimilator (abstract/ reflective), • Converger (abstract /active) and • Accomodator (concrete/active)46. Visualization of Kolb’s Learning Styles As visualized above Kolb also showed that learning styles could be seen on a continuum: • concrete experience: being involved in a new experience; • reflective observation: watching others or developing observations about the own experience; • abstract conceptualization: creating theories to explain observations; • active experimentation: make decisions. 46 Kolb, David A. (1981). p. 238. using theories to solve problems, 37 Kolb associates a series of characteristics, as well as weaknesses and strengths, with these four types. He also found a close connection between a person’s learning style and his or her chosen profession. The Diverger learns through practical experience and reflective observation. He comes up with new ideas, is emotional and he is interested in other people. Divergers often become philosophers, advisors or staff executives. The Converger prefers abstract understanding and trying things out actively. He likes to get clear and precise answers for his questions and is interested in Technology. Convergers often become engineers or technicians. The Assimilator also leans towards the abstract, but prefers observation to hands-on experience. He often constructs theoretical models for a problem to which he seeks the answer. He enjoys natural sciences and mathematics. Assimilators often work in the field of research or strategic planning. The Accomodator likes to realize plans and experiments. He likes taking risks and gets impatient easily. We often find Assimilators in the practical and technical business field, for example in Marketing or Sales.47 4.3. Multiple Intelligences In addition to the earlier mentioned theories we find the different cognitive or learning styles classified in the following groups: 47 • the visual type • the auditory type • the haptic type http://www.stangl-taller.at/ARBEITSBLAETTER/LERNEN/Lernstrategien.shtml. 38 • the olfactory type • the abstract verbal type • the media-oriented type • the interpersonal type • the intrapersonal type Similar to this classification Howard Gardner divided the groups into seven different “Intelligences”. Gardner defines intelligence as "the capacity to solve problems or to fashion products that are valued in one or more cultural setting."48 Basically Gardner expanded the concept of intelligence to include such areas as music, spatial relations, and interpersonal knowledge in addition to mathematical and linguistic ability. In his “Multiple Intelligence Theory”, he proposes these seven intelligences to be: • Visual/Spatial Intelligence = ability to perceive the visual These learners tend to think in pictures and create vivid mental images in order to retain information. They enjoy looking at maps, charts, pictures, videos, and movies. • Verbal Intelligence = ability to use words and language These learners have highly developed auditory skills and are generally eloquent speakers. They think in words rather than pictures. • Logical/Mathematical Intelligence = ability to use reason, logic and numbers These learners think conceptually in logical and numerical patterns making connections between pieces of information. 48 Gardner, H., & Hatch, T. (1989). Multiple intelligences go to school: Educational implications of the theory of multiple intelligences. Educational Researcher, 18(8), 4-9. [http://www.ericfacility.net/ericdigests/ed410226.html]. 39 Always curious about the world around them, these learners ask many questions and like conducting experiments. • Musical Intelligence = ability to produce and appreciate music Musically inclined learners think in sounds, rhythms and patterns. They immediately respond to music, either appreciating or criticizing what they hear. Many of these learners are extremely sensitive to environmental sounds (e.g. crickets, bells, dripping taps). • Bodily/Kinesthetic Intelligence = ability to control body movements and handle objects skillfully These learners express themselves through movement. They have a good sense of balance and hand-eye coordination. (e.g. ball play, balancing beams). Through interacting with the space around them they are able to remember and process information. • Interpersonal Intelligence = ability to relate and understand others These learners try to see things from other people's point of view in order to understand how they think and feel. They often have an ability to sense feelings, intentions and motivations. They are good organizers. Generally, they try to maintain peace in group settings and encourage cooperation. They use both verbal (e.g. speaking) and non-verbal language (e.g. eye contact, body language) to open communication channels with others. • Intrapersonal Intelligence = ability to self-reflect and be aware of one's inner state of being These learners try to understand their inner feelings, dreams, relationships with others, and strengths and weaknesses.49 Bernice McCarty suggested another classification for different learning styles. Her so-called “4MAT system” describes four different types of learners: 49 http://www.ldpride.net/learningstyles.MI.htm. 40 • The imaginative learner learns by feeling, watching, listening and sharing ideas. These learners try to make connections by seeking personal associations. The key question they ask is “Why.” • The analytic learner learns by listening to information and thinking through ideas sequentially. These learners are interested in learning what experts think and then try formulating their own ideas. The key question they ask is “What.” • The common sense learner learns by testing out theories. These learners gain understanding by conducting experiments, which results in them being able to apply their own ideas. The key question they ask is “How.” • The experimental/dynamic learner learns by trial and error and self discovery. These learners are explorer types and seek hidden possibilities. The key question they ask is “If.”50 Even though Gardner, McCarthy and other psychologists may disagree on the number of existing learning types or intelligences, comparing the different theories shows that they are actually not that different from each other. 4.4. Hybrids All of the scientists and scholars whose theories I have presented so far agree that no person is ever solely “one type ” or “one intelligence.” Every individual is a hybrid of several types with one type dominating the others. Therefore exhibit designers don’t necessarily have to keep every single learning type in mind when developing an exhibit, but should cater to two or three learning types per exhibit and trust that this hybridism will also address a dominantly different learning type. 50 http://www.aboutlearning.com/aboutlearning/4MATsys.html 41 4.5. Stages of the Learning Process Another theory that is important to know is that of the three stages of the learning process: introductory learning, advanced learning and expert learning.51 Introductory Learning occurs when one is confronted with easy to understand key information and is able to memorize this information well. This means that the learner will have a general orientation to the subject presented. For Advanced Learning a certain amount of previous knowledge and practice is necessary to be able to handle the presented information. It “emphasizes the context-dependency of information.”52 Expert Learning is the highest stage of the learning process, requiring extensive experience and leading to wisdom. 4.6. Learning in Museums Many of the theories I have covered so far can be applied when developing exhibits for a museum and I believe that it is possible to learn some things better from a museum visit, than through other channels like school or books. In addition to that, I found that people are beginning to have different expectations from a museum visit, in that they want to either learn something new or learn more about a subject that interests them. This can’t really happen just by looking at a displayed artifact. Tim Caulton writes, that museum visitors “are no longer satisfied simply gazing at worthy displays of exhibits in glass cases. They expect to be actively involved, to learn informally and to be 51 Spiro, R.J., Feltovich, P.J., & Anderson, D.K. (1988) Cognitive Flexibility Theory: Advanced Knowledge Acquisition in Ill-Structured Domains (Techn. Rep. No. 441). University of Illinois, Center for the Study of Reading. p. 357-377. 52 Alsford, Stephen (1991) Museums as Hypermedia – Interactivity on a Museum-wide Scale. In D. Bearman (ed.) Hypermedia and Interactivity in Museums – Proceedings of an International Conference. Archives and Museum Informatics; Pittsburg, PA. p. 9. 42 entertained simultaneously.”53 If they haven’t done it yet, museums have to become aware of these expectations from their visitors and must begin to redefine their role in society by accommodating the needs of their visitors. Alfred Bork writes in an article, that learning should be interesting and active, as well as individually paced.54 He was referring to the advantages of CBTs (Computer Based Training Programs), but all three attributes of effective learning—interesting, active and individually paced—can apply to learning in a museum as well. The subjects covered in a museum should be interesting to the visitor, by using hands-on and interactive exhibits the visitor can be actively involved, and he or she can spend as much time as needed with the exhibits. Piaget, who also agrees that learning should be an active process, argued that “learning occurs as a result of direct interaction with the environment,” 55 and that learning happens through actions rather than passive observation. Of course, he was mostly referring to the learning processes of children, who were the subjects of his research and, naturally, children are the target audience of most of the hands-on interactive museums. An interesting metaphor coming up in this context is the idea of seeing “children as scientists,”56 which refers to children as being active learners, that like to learn by exploring, and thus act like little scientists. Museums, especially science museums, can support this behavior perfectly, by providing interactive and hands-on exhibits, where children can conduct experiments to understand certain contexts of, for example, physics, like at the Exploratorium in San Francisco. 53 54 Caulton, Tim (1998). p.1. Bork, Alfred (1992). Learning in the Twenty-First Century Interactive Multimedia Technology. In M. Giardina (ed.) Interactive Multimedia Learning Environments – Human Factors and Technical Considerations on Design Issues. Springer-Verlag Berlin Heidelberg New York. p. 2-18. 55 Caulton, Tim (1998). p.18. 56 diSessa, Andrea A. (2000). Changing Minds – Computers, Learning, and Literacy. A Bradford Book. The MIT Press, Cambridge, MA. p. 254. 43 Another learning theory, the “Taxonomy of Learning” by Benjamin Bloom, is applicable to learning in museums. Bloom suggested, that there were three areas, or domains, of learning: Cognitive learning, for developing mental skills like knowledge and understanding, affective learning, for developing feelings such as attitudes, interest and motivation, and psycho-motor learning, for developing physical skills of manipulation and coordination.57 Applying this theory to museums and its elements, Tim Caulton writes, that interactive exhibitions provide “a framework that meets the three areas of learning identified in Bloom’s Taxonomy of Learning” 58 In order to motivate their visitors to learn something, museums also have the ability to make their audiences curious about the subjects covered in the museum. For many psychologists, curiosity is also the basis for the development of intrinsic learning motivation.59 The Russian psychologist Lev Vygotsky wrote that “a young child will make connections when facilitated by peer groups, group interaction, hands-on practice, and by means of "scaffolding," a process by which a new concept is linked to one just mastered, with degrees of difficulty ascending in stair-step fashion.”60 This means, learning requires social interaction and is “culturally mediated”61 by contact to people and media. Again, this group interaction and hands-on practice that Vygotsky finds necessary for effective learning can be made available at museums. A positive effect that museums as learning environments have, when compared to schools, is that the visitors, especially children, don’t feel as though they “have” to learn or study something in the museum and are not tested on their knowledge later, as they would be in school.62 57 http://academic.udayton.edu/health/syllabi/health/lesson01b.htm 58 Caulton, Tim (1998). p.19. 59 Seel Norbert M. (2000). Psychologie des Lernens. Ernst Reinhardt Verlag München Basel. P. 81. 60 http://www.xplana.com/whitepapers/archives/mind_makes_meaning_part1 61 Caulton, Tim (1998). p.22. 62 Hense, Heidi (1985). Das Museum als gesellschaftlicher Lernort – Aspekte einer pädagogischen Neubestimmung. Extrabuch Verlag in der pädex Verlags GmbH, Frankfurt. p. 166. 44 Museum visitors are usually not engaging in purposeful learning behavior, but I believe a museum visit can still have an indirect learning effect. This learning process usually happens more playfully and indirectly, but is still effective, since learning about things that are of interest to oneself is often easier than tryi ng to comprehend subjects, covered in school, that may seem boring. In the next chapter I will concentrate on the use of multimedia in museums. Most literature about learning with multimedia analyzes and evaluates learning with CBTs and there is not much literature on the specific use of multimedia in museums. But, as I mentioned earlier, some theories that apply to learning with learning software also apply to multimedia applications in museums that are supposed to convey meaning and understanding. Max Giardina writes that multimedia environments “can increase our ability to process information in the field of education”63 At the end of this chapter about Learning Psychology, I would like to briefly mention a relatively new and somewhat amusing learning theory. Even though it doesn’t apply to my thesis I still would like to mention it because I thought the idea was very interesting. Theories about music, being able to enhance learning, have been discussed for several years, but Gordon Shaw of the University of California in Irvine, claims that listening to Mozart’s Sonata for Two Pianos in D Major “could make you smarter.”64 This theory was the result of the so-called “Mozart Effect Experiment”65 he conducted in 1993 with psychology students at U.C. Irvine, which showed that students improved their scores on spatial-temporal tests after listening to a recording of this Sonata. 63 Giardana, Max (1992). Interactivity and Intelligent Advisory Strategies in a Multimedia Learning Environment. In M. Giardina (ed.) Interactive Multimedia Learning Environments – Human Factors and Technical Considerations on Design Issues. Springer-Verlag Berlin Heidelberg New York. p. 48. 64 Shaw, Gordon L. (2000). Keeping Mozart in Mind. Academic Press, San Diego, CA. p. 163. 65 Shaw, Gordon L. (2000). p. 162. 45 Certainly I wouldn’t suggest that museums, except for perhaps music museums, play Mozart as ambient sound in their galleries in order to improve the learning effect of their exhibits. However, I think that the positive effect music can have on people should not to be scoffed at. 46 5. Multimedia in Museums When I visited the American Museum of Natural History in New York a couple of years ago with a friend of mine’s five and seven year old sons, I was unable to get them away from the computer terminals which allowed them to navigate through the earth’s history. Even though they didn’t quite understand, at first, how the computers worked, these programs held a strong attraction for them and they soon figured out how to use the interface to navigate. For the five year old it was more like a game and he was interested in seeing things move on the screen after he hit a button. His older brother, who was already able to read, was actually able to extract some information, from the application about dinosaurs, that interested him very much. For most people, especially children, multimedia installations in museums hold a strong attraction and it is not unusual to see museum visitors waiting in line to use them. In this chapter I will first describe the development of three separate interactive multimedia exhibits in three different museums that I, unfortunately, was unable to visit myself, but had the chance to talk to the exhibition designers about. I will first discuss the “challenge” each exhibit presented for the designers because of the educational goals they were required to follow. The ideas the designers came up with will be explained in the “solution” part and then I will present the “result”—the finished exhibit and how it was received—at the end. In addition to these three exhibits I will also cover some visits I made to several museums in the United States, Germany and Great Britain and describe and analyze the observations I made of a number of interactive exhibits. 47 5.1. Developing Multimedia Applications for Museums With almost 20 years of experience in exhibition design, the designers of West Office began, early on, to include interactive exhibits in the museum experiences they created. They have begun to use more and more multimedia installations in their exhibitions over the past few years, thus it was easy to find two examples of West Office’s work with which to analyze the development of successful multimedia exhibits. The third example is an exhibition developed by the London branch office of another acclaimed exhibition design company, Ralph Appelbaum Associates. 5.1.1. Bug Buster – Louisville Science Center The Louisville Science Center in Louisville, Kentucky, was founded in 1871 as a natural history collection. Since then it has grown to become Kentucky’s largest hands-on science center, serving more than 550.000 people annually. To affirm its role as the region’s leading resource for hands-on science education, the Louisville Science Center is currently undergoing a complete transformation called “The World of Wonder,” which includes three new permanent exhibits: “The World We Create,” which opened in 1997, “The World Within Us,” which opened in 2001 and “The World Around Us,” which will open in 2004. As mentioned in Chapter 3, West Office Exhibition Design was commissioned to design the World Within Us exhibition at the Science Center. 5.1.1.1. The Challenge The “Bug Buster” exhibit was developed for the BodyWatch gallery and is part of a group of exhibits about the body’s immune system. 48 The communication goal desired by the museum for this specific exhibit was as follows: “Many types of cells in your immune system work together to protect you from disease causing microbes that slip through other body defenses.” The task was now, to create an exhibit that shows which of the cells in the body are responsible for keeping the immune system running and how they work. Of course the subject had to be simplified so that even children could understand the basic concept of the immune system. 5.1.1.2. The Solution There are many different ways to explain the functions of the body’s immune system, but since mostly children were the target audience of the museum, everything needed to be, as I mentioned before, simplified and made easy for every visitor to understand. As the communication goal already suggests it is a very active process that happens in our body when our immune system is at work. The designers of West Office thought that an interactive computer game would be suited best for explaining this context. Visitors would be engaged in a multi-player game, since there are different cells in the body working together to protect our body, and take on different roles— “Macrophage,” “Helper T-cell,” “Killer T-cell” and “B-cell”—to prevent outside attacks from diseases. West Office’s headline for this exhibit in their concept book, which they handed over to the museum to review, was: “Players join forces to kick some microscopic butt!”66 The people in charge at the museum were delighted. For the design development book, the exhibit and its functions and goals needed to be developed further and explained in more detail. The description read: “Take part in a multi-player game to see how your body uses white blood cells to stave off disease-bearing alien invaders. Using a 66 West Office Exhibition Design (1998), Concept Book for “The World Within Us”. 49 joystick and push-buttons, send your bacteria-busting T- and B-Cells and macrophages into the fray. Learn how the different invaders work together to provide the last line of defense.”67 The concept for Bug Buster along with most other exhibits in the concept design book for the World Within Us was accepted by the museum, allowing the fabrication to begin. 5.1.1.3. The Result After final installation, the game is down-projected onto a round screen around which three players can stand, operating joysticks to control their T-cell, B-cell or macrophage. Enlarged models of these “defense systems” of our body are attached to the wall and text panels near the exhibit explain the functions of our immune system further. The exhibit was well received by the museum as well as the visitors, who enjoy playing this action-packed computer game. Bug Buster at the Louisville Science Center 67 West Office Exhibition Design (1999), Design Development Book for “The World Within Us”. 50 5.1.2. Blood Cell Ride – California Science Center The roots of the California Science Center go back to the beginning of the 20th century and it has played an important role in the history of Los Angeles ever since. Formerly known as the State Exposition Building it displayed agricultural and natural resources. Renamed the California Museum of Science and Industry, in 1951, the California Science Center is now aspiring to become the largest science center in the western United States. In 1987, a master plan was developed to turn the museum into a state -of-the-art science education facility, designed to respond to the needs of diverse communities and a state that continues to grow and evolve. Once again, the museum was renamed the California Science Center, a change which was intended to reflect the redesign and ambitious goals. The master plan was divided into three phases, with phase two currently underway. As part of phase one, West Office was commissioned to design the permanent exhibit “World of Life” for the California Science Center. As one of four major theme areas of the California Science Center, the World of Life explores the life processes shared by all living things, from single -celled organisms to 100-trillion-celled human beings. One highlight of the World of Life is a 15-minute production in the, so-called, “Bodyworks Theater,” starring a 50-foot long, anatomically correct dummy called “Tess”, who demonstrates how the body maintains homeostasis. 5.1.2.1. The Challenge The Blood Cell Ride exhibit is located in the “Supplying Life” gallery, one of five life process galleries at the World of Life exhibition. The overall communication goal given by the museum for this specific gallery was to show that every living thing takes in nutrients—like food, oxygen, water and minerals—and gets rid of waste. By exploring the gallery, visitors 51 learn about this supply process and what keeps these nutrients moving through the body. The “Key to Life”, which included additional communication goals that led to the development of the Blood Cell Ride, was provided by the museum as follows: • Materials move in and out of a cell by diffusion and carriermediated transport; these processes are too slow to move materials between the environment and the cells inside complex organisms. • Complex organisms developed bulk-flow systems to deal with these limitations. Respiratory systems deliver oxygen into the organism, excretory systems remove wastes, and circulatory systems provide the transport system that ties these and other organ systems into an integrated whole. 5.1.2.2. The Solution With these educational goals in mind the designers of West Office had to come up with an idea for an exhibit that would communicate this information in a way that was both fun and easy to understand. The development of the exhibit was a joint project between West Office and the museum’s curator, who provided most of the content. In order to make the subject easy to understand for the average visitor this content needed to be simplified by West Office. Since supplying life and energy to our body is a very active process the idea of adding a kinesthetic element to the exhibit was decided upon. This life supplying process would be best explained by a video or animation, which would be controlled by visitors, thereby allowing them to become active in the exhibit. The idea the designers had was to build a navigation station in front of the video screen with which the visitor could control the application. This application was supposed to become an animated ride, on a blood cell, through the human body with hot spots such as the heart, where more information about what exactly was going on there could be accessed by 52 the user. The navigation station for the application should look like a huge red bl ood cell, which was to be a tipping platform on which the visitor could stand and ride like it was a wakeboard. By leaning forwards, backwards and sideways the visitor would control the movement on the screen, going up, down, right or left in the body. Hand railings should support the users balance and there should also be a button that could be pressed when one of the hotspots was reached to provide more information on the screen. Design Development drawing of the Blood Cell Ride 5.1.2.3. The Result The concept was realized as planned and in the finished gallery the Blood Cell Ride represents the centerpiece for the circulatory systems area and is accompanied by other interesting exhibits, including life animals and life plants, exhibits about the blood and heart relationship, blood pressure and other subjects in this context. The Blood Cell Ride has been very well received by the museum and its visitors and especially attracts kids because of its fun and unusual navigation technique. 53 5.1.3. World Music Gallery – Horniman Museum The Horniman Museum in Forest Hill, London, opened in 1901 after the private collection of historical artifacts of Victorian tea trader Frederick John Horniman had gotten too large to continue to be displayed in a part of his family’s house that he had opened to the public. The museum’s construction had been arranged and paid for by Mr. Horniman and this, plus the land surrounding the museum, was his gift to the people of London.68 Over the last 100 years the collection of the museum has expanded immensely and several new additions to the original building have been built. In 1999 some of these additions were demolished to make way for a larger extension. This new, so-called, “Centenary Development” opened in June 2002. Some of the current exhibitions at the Horniman Museum are: African Worlds, which is the “first permanent exhibition in Britain dedicated to African art and culture,”69 the Aquarium, a vast fascinating underwater world accompanied by the so-called Vivarium, housing reptiles and amphibians, the Hands On Base, a hands-on center with over 3,700 objects to handle and the Music exhibition, a collection with over 7,000 musical instruments, including a collection of the sounds that most of the collected instruments make. Altogether, the collections of the museum include approximately 135,000 objects that are displayed in the World Culture, Natural History and Music galleries. Besides those collections there is also an education handling collection, and a library collection with text and items related to the main colle ction. According to the museum’s website “the collections have been recognized as being of national importance with the Ethnography and Music collections having designated status.”70 68 http://www.horniman.ac.uk/more/history.cfm 69 http://www.horniman.ac.uk/exhibitions/current.cfm 70 http://www.horniman.ac.uk/collections/index.cfm 54 Besides the exhibitions the museum also offers events and activities such as story telling and art and craft sessions for children. In contrast to my discussion of the first two exhibitions, in which I focused on a single exhibit in a gallery, I will first examine the World Music Gallery as a whole and then concentrate on one of the multimedia elements in the exhibit. 5.1.3.1. The Challenge The Horniman Museum commissioned Ralph Applebaum Associates to redevelop the Musical Instruments exhibit that they were planning to move to a new addition in the museum. In the original exhibit, 1,500 of the 7,000 instruments in the collection were on display. They had electronic labels and visitors could learn more from a small touch screen. However, the information about the instruments was narrow and not very animated. In addition to that, visitors could listen to the sound of some of the instruments over headphones and occasionally were provided with live presentations where musicians would show and play some of the instruments. Besides wanting to be able to display as many instruments as they could in the new gallery the museum also wanted RAA to find a way to connect the instruments to the people that made and played them, as well as allowing visitors to hear and touch as many instruments as possible. This accessibility posed a problem to the conservators, one of the stakeholders of the project, whose task is the conservation of the collections, who would rather lock the artifacts away from daylight than make them available for everyone to look at and touch. But, of course, other stakeholders of the museum, like the directors, educators and curators welcomed some of the ideas of accessibility as a way of engaging the visitors with the exhibition. 55 So, at first, it was important to find a balance and a way to make all the stakeholders happy and satisfied while still creating a successful exhibit and a memorable experience for the visitors. Another thing the designers of RAA had to keep in mind was that the Horniman Museum’s historically valuable collection attracts many academics in addition to the regular museum crowd. This made it important to create a balance between formality and playfulness so as to engage both parties in the museum experience. 5.1.3.2. The Solution Ralph Appelbaum Associates decided to try a new approach of providing information and knowledge in this exhibit. Instead of developing separate exhibits about the same subject, each geared for a different learning type, they came up with the idea of dividing the gallery into so-called “experiential bands.” This meant that the exhibits would be organized by way of experiencing. While one wall would only use videos that show some of the instruments being played in their own culture, another area of the gallery would be reserved for hands-on experiences, where the visitors could touch some of the instruments and even attempt to play them. In yet another area of the gallery, live performances and talks with musicians would be held. To fulfill the museum’s desire to show as many instruments as possible RAA designed a 28 meter long glass wall, behind which about 1,000 of the collection’s instruments would be displayed, organized typologically by the curator. A multimedia exhibit was developed to bring the different instruments closer to the visitors and to help them learn more about their use and the sounds they make. Tables on which the multimedia application could be projected were designed, with each being responsible for an area consisting of approximately 300 instruments. 56 5.1.3.3. The Result The multimedia pr ogram turned into a very elegant, yet easy to use application. What seem to be floating pictures show the instruments as they are organized on the wall and can be scanned through by pressing right or left buttons and selected by pressing another button. A screen provides further information about the instruments and, if available, plays the sound the instrument makes. Instruments whose sounds are available are marked with a different color label so the visitor can systematically search for different sounds. User tests showed that the navigation of the application is very clear and easy to understand and use by people of all ages. Other parts of the gallery, especially the “Walk through life,” an area with videos about instruments and their use during different stages of life in five different cultures, show what an important role music plays in every culture and during our whole life. Today the World Music Gallery provides a place where different kinds of interest groups, scholars as well as amateurs, can spend a lot of time studying the collections, listen to their sounds, touch and try to play them and learn more about their history and use. 71 World Music Gallery, Horniman Museum and Gardens, London 71 Credits for the picture: Exhibition and Media Design : Ralph Appelbaum Associates Photograph: Peter Cook at View 57 5.2. Current Exhibits and their Interactive Elements I will now go over a number of exhibits I analyzed in museums I visited in three different countries. Interestingly enough, the style of today’s exhibits, especially in science museums, is very similar in all three countries. Since I only visited museums of the Western culture it is hard to say if this trend includes the rest of the world, but I would say it probably applies to the larger museums in any other culture. A majority of the museums I visited were discussed in Chapter 2 because they played an important part in the history of museums. Since I believe that all three exhibits I talked about in the past few pages were educationally successful and very well designed, it is also important to describe, besides other educationally successful exhibits, a few, that failed in my opinion to provide a learning effect and explain why I think that is. 5.2.1. The Exploratorium, San Francisco As mentioned in an earlier chapter, the Exploratorium was founded by Frank Oppenheimer in 1969 and was the first truly hands-on science center in the world. I have visited the Exploratorium many times and each time I have found new things to see and explore. The facility has a permanent exhibition where interesting and unusual aspects of basic physics are explained. The visitor is encouraged to conduct experiments and to try out all kinds of different things, either by themselves, or in pairs or even groups. The multimedia use, though, in the permanent exhibition is very limited. But, there is also a space for constantly changing temporary exhibits where the use of multimedia has become more common. 58 The last exhibit I saw there was the “Seeing Exhibit,” which was about how humans perceive things visually, optical delusions and tricks our eyes and mind play on us. One of the exhibits using multimedia, however only basic multi-media, is an exhibit called “Change Blindness” in the “Seeing & Attention” section of the Seeing gallery. 5.2.1.1. Change Blindness In this exhibit a photograph projected onto a large screen on the wall shows a street with shop fronts, parked cars, a couple of trees and a trashcan. Every few seconds, a black screen disrupts the picture for a fraction of a second. The picture seems the same as before but a panel with text and three buttons on it reveals that the picture has changed slightly and explains why most viewers won’t notice that change. With one of the buttons I could see the last change that had been made to the picture: the small trashcan on the sidewalk was suddenly a different one. And now, without the disruption to the photo, that change was quite obvious. Another button would make the picture go through all the changes without disruption and the third button showed the picture before all Change Blindness exhibit at the Exploratorium changes. The exhibit explains in a simple and easy to understand way, that a blink of our eyes can prevent slight changes that occur in that instant from attracting our attention. The use of multimedia is, as I mentioned, very basic: there is only one graphic, no audio, three buttons to push and some text. But, since this exhibit is visually based, I don’t believe that audio or other media are 59 necessary to make even non-visual learning types understand the simple principle that is explained here. Even though it seems to be an older exhibit, the idea still works and even visitors who are used to more dazzling multimedia experiences stop to check out the exhibit and are amazed when they realize they didn’t notice that the car in the front of the picture has been swapped and spend a good five more minutes concentrating, attempting to notice any of the other changes. The only negative thing I noticed about this exhibit, and most other exhibits at the Exploratorium, is the lighting conditions in the museum. The building, which looks like a hangar, has extremely high ceilings, making effective lighting almost impossible. Several areas in the museum are, in my opinion, too dark. Dark exhibit halls are not always bad, especially if you want to emphasize a specific artifact or object by spotlighting it, but in such hands-on museums it is necessary to provide enough light for the visitors to be able to at least read all the explanatory text panels and carry out the experiments without any problems. 5.2.2. The Tech Museum, San Jose Located in San Jose, in the heart of Silicon Valley, the exhibits on display in this museum, as the name might suggest, focus on technology. Even though the idea for the Tech Museum was born in 1978 it took 12 more years before a prototype of the museum was opened in a 20,000 square -foot space in the city’s old convention center. Today, the new building of the Tech Museum holds 132,000 square feet of exhibition space with more than 250 exhibits; it includes an IMAX Dome Theater, an educational center with media and science and technology labs, a retail shop and a cafeteria. The exhibits are subdivided into four major theme galleries— Communication, Exploration, Innovation and Life Tech. There is also an area for changing exhibits where new technologies can be explored, thus the name for this area: “The Center of the Edge .” 60 According to the museum’s website “the projected annual attendance is 650,000.”72 There are several exhibits of the Tech Museum worth mentioning and I will begin with a temporary exhibit in the Center of the Edge area called “Zap! Surgery Beyond the Cutting Edge,” which explores and explains new, less invasive technologies used in a hospital’s operating room. 5.2.2.1. ZapCam “ZapCam” is a 15 person cabin simulator ride, common to those in amusement parks, which takes the visitors on a journey through a human being’s body. Before entering the cabin a video explains what is going to happen: similar to the 1987 movie “Innerspace” with Dennis Quaid and Meg Ryan, the visitors will be going on the “first manned test mission” inside the body and will be shrunk to fit in the tiny ZapCam, a remote-controlled camera that can travel through the body and can record surgeries that are taking place from vantage points inside the body. During the exhilarating ride through the body’s arteries the visitors observe the different surgeries that are going on in the body at that moment: a kidney stone is broken up through the use of ultrasound, an eye undergoes laser surgery to correct its vision, while a tumor in the brain is treated with cryosurgery. After leaving the cabin, I recovered from my mild nausea and thought, “Boy, this guy had some pretty big health issues!” I then had the opportunity to apply what I had just learned on various interactive hands-on exhibits, like, an exhibit called Endoscopes – Virtual O.R. were I could use a high frequency scalpel in a virtual operation. In addition to that I learned even more about the different new less invasive surgical technologies by reading about them on numerous text panels around the 72 http://www.thetech.org/ 61 gallery as well as watching the videos that each hands-on exhibit was equipped with. ZapCam is the centerpiece of the Center of the Edge and rounds out the total experience of this gallery well, by providing a good knowledge base for the various hands-on exhibits throughout the gallery and by making it easier to understand these new operating technologies by visualizing them and showing when and where they are used. The fun and entertainment factor of ZapCam is for visitors very high since it reminds them of amusement parks but on the other side it has high educational value as well. Even though the rough ride might not be suitable for every visitor, since it could make some of them feel sick, it is, in my opinion, a very successful exhibit and proves that by having been well received by its visitors. 5.2.2.2. Communication Gallery This interesting and up-to-date gallery exhibits hardware and software to capture, manipulate, and network sound, images and text and makes work stations and computer programs accessible and easy to use for visitors of all ages. The gallery includes a local area network, which connects the different workstations for video capture, video editing, sound editing, animation, a photo studio and a printing station. The work stations can be accessed by bar code cards provided at the entrance of the gallery. An additional exhibit explains binary basics and a visitor can also get an insight of a studio network by peaking through glass walls that reveal the extensive network behind the exhibition. With the bar code cards, each visitor can create a personalized virtual world, in which he or she can add pictures, sound, an animation and a video by using the specified workstations. Before leaving the gallery it is even possible to print out some of one’s creations, for example a digitally manipulated picture of oneself at the supplied printing stations, which are providing a good opportunity to take home a souvenir and to remember the visit to the Tech Museum later. 62 Only basic computer knowledge is necessary to make use of this exhibit. An avatar leads the visitor through the programs and additional text panels offer more information. Different addressed senses by the are different elements of this exhibit: the eyes by the pictures, video and animation, the ears by the soundtrack of the video and animation, and the sense of touch when creating the animation through a motion capture method. Thus, many different learning types are addressed at the CommuniVideo Editing Station in the Communication Gallery cation Gallery. Upon observing this gallery I found nothing negative to say about it and feel it is a good example for including elements for various learning types, who will all be able to extract certain knowledge from a visit to this exhibit. 5.2.2.3. The Scene of the Crime In this exhibit the visitor is confronted with an unsolved murder that needs to be solved by using classic forensic techniques. The police have two suspects and the visitor can examine evidence from the crime scene and compare fingerprints, clothing fibers, and a hair that has been found near the body with those of the suspects’. In addition to that there is a video of an eyewitness account available that shows a janitor who, it turns out, hasn’t really seen anything worth mentioning. 63 In the end the visitor has to decide whether or not the deceased had actually been murdered, and if so name the killer, or had simply died of natural causes. Although this exhibit uses little multimedia it is still an interactive exhibit and I felt it was important to mention because it’s a good example of a “bad exhibit.” It is interesting to see how the police work and to be able to apply some of these forensic techniques yourself, but the insufficient lighting made it almost impossible to compare the three fingerprints provided. As well, since the exhibit seems to be comparatively old, the magnifier was full of scratches, thereby compounding the fingerprint viewing problems. Even the fiber samples of the two suspects’ clothes, and the ones found at the scene of the crime looked the same to me and the DNA samples left me guessing. As mentioned earlier, it was also hard to extract any information from the eyewitness account. What was most frustrating, though, was the final video, which is supposed to show what really happened, but still doesn’t make it clear to the visitor. Was the victim murdered or did he die of a heart attack? 5.2.3. The ZKM , Karlsruhe The ZKM, the Center for Art and Media, in Karlsruhe, Germany housed in a former munitions factory, opened its doors in 1997 after the idea for the center had been born over 16 years prior and had been developed and supported by the state of Baden-Württemberg and various other resources since then. The Center is unique because it “responds to the rapid deve lopments in information technology and today's changing social structures. Its work combines production and research, exhibitions and events, coordination and documentation.”73 73 http://www.zkm.de/ 64 Consisting of seven departments: the Museum for Contemporary Art, the Media Museum, the Institute for Visual Media, the Institute for Music and Acoustics, the Institute for Basic Research, the Institute for Net Development and the Institute for Media and Economics the ZKM is constantly developing and evolving by staging in-house tests and experiments and by working closely with the State Academy for Design in Karlsruhe as well as other institutes. Even before it opened in 1997 the ZMK drew attention to itself and its work by staging events series such as “ZKM in the Factory” and the “Multimediale,” a media art festival with the Siemens Media Arts Award. Even though most of the exhibits at the ZKM are multimedia art installations and, thus, have a more aesthetic as opposed to educational purpose, I was still able to find two installations of educational value. 5.2.3.1. The Tables Turned The Tables Turned is an installation made up of two parts placed in two different areas in the museum—upstairs and downstairs—and is connected by a headset with an attached microphone with which the visitors can communicate. The installation in both areas consists of a table with chairs, a headset, a fixed camera and three monitors. The upstairs installation has a blue screen behind it, is carpeted blue, has a blue table and blue chairs. Visitors in this area can try on blue gloves or a blue coat and see the effect on the monitors: the parts of their body that are covered in blue are invisible on the screen. The downstairs table is a regular brown table with no blue surroundings, but with several objects on the table, such as a plastic hand. The camera records what is happening on both tables from the same angle and the two pictures are overlapped on the screens making it look as though the people using the installation upstairs are sitting at a 65 table with the people downstairs. With the help of the headset they are able to interact with each other. This exhibit not only has a strong artistic value, but also makes some of the principles used for special effects in movies understandable and comprehensible. 5.2.3.2. AML (Architectural Music Laboratory) AML is an audio-visual computer application that shows what certain sounds played in different rooms sound like. The user can choose a certain sound, for example a human voice, an orchestra playing, or a sound of nature, such as fire or water drops, a mechanic sound, or can record his own voice. Then the room in which the sound should be played can be selected. Some of the rooms available are a Architectural Music Laboratory at the ZKM church, a theater, a philharmonic hall, a stairway, a roman theater or a bathroom. In addition to that, it is also possible to choose between different forms like a sphere or cube, in which the sound can be played. Through headphones it is possible to listen to the result. With a slider in the middle of the screen the user can also change the distance to the sound source or the size of the selected form. Scientific room measurements were adapted for the AML in order to imitate the sonic room properties. According to the info obtainable from the application, the goal of this installation is not an accurate room simulation, but rather to experience the specific sonic properties of the rooms in relation to the sounds. 66 Like the other exhibits at the ZKM the foremost goal of this exhibit is not an educational one, but, like The Tables Turned, it does have some educational value. It makes clear that we perceive a sound differently depending on what type of room it is played in as well as the distance we are from the sound source. 5.2.4. Staatliches Museum für Naturkunde, Karlsruhe The Natural History State Museum in Karlsruhe dates back to the 18th century when the nobles of Germany used to collect curious objects and minerals and other natural resources. In this case it was the effort of Countess Caroline Luise, between the years 1752 and 1783, that helped the collection expand to a considerable and valuable scientific collection. In 1784 the collection was moved to the court library and was opened as a museum to the townsfolk for the first time. About one hundred years later the museum, including the library, was moved, once more, to a new building. During World War II the building housing the museum was partly destroyed by bombs in 1942 and a large portion of the valuable collection was lost. In 1972 the museum was rebuilt and is today one of the largest institutions of its kind in Germany.74 Today the museum houses permanent exhibitions about geology, the history of the Earth, mineralogy, fossils found in southern Germany, insects, native plants and animals, Africa, polar regions and it has a large “vivarium” with numerous life animals, mostly fish, insects, amphibians and reptiles. Even though none of the galleries in the museum has a multimedia element I wanted to mention this particular museum be cause it still has some educational interactive aspects and offers a variety of children’s activities, including children’s birthday parties, as well as guided tours where the visitors are allowed to touch and handle some of the artifacts 74 Historical information was taken from the museum’s flyer 67 on display. The museum has its own pedagogic department responsible for these activities. At the entrance to the museum, parents and teachers can purchase work sheets that have questions about the museum’s collection as well as little quests on them that the children can solve while exploring the galleries. Some of the quests include reading, on small chalkboards, about different birds native to Germany and then trying to figure out which footprints imprinted on a clay surface belong to which of the mentioned birds. By pulling out a drawer beneath the clay plate the right answers can be revealed. Another good thing that the museum provides is a variety of children’s science books that are available to read in designated reading areas throughout the museum. 5.2.5. Haus der Geschichte Baden-Württemberg, Stuttgart In December 2002, approximately 15 years after the idea to create a museum about southwest Germany’s history was born, the “Haus der Geschichte BW,” literally translated “House of History BW,” opened its doors, in Stuttgart, Baden-Württemberg’s state capital. The museum covers the dramatic history of Baden-Württemberg during the past 200 years. I would first like to mention that my visit to this museum was one of the most exciting and interesting I have ever had. Because this museum is brand new it is thoroughly modern in every respect. I was amazed by Atelier Brückner’s innovative exhibition design, which is used in the various galleries throughout the museum. The museum presents topics on three separate floors including, the territorial revolution from 1790 to 1815, the years leading to the German Revolution in 1848, the Revolution itself, the formation of the German National State, the two World Wars, and the development of BadenWürttemberg and its political system up to the present. 68 Other galleries introduce innovations and inventions in science and technology made in Baden-Württemberg as well as the economic potential of the state. They also cover the largest cities in BW, religion, the stories of emigrants and immigrants, relations with the state’s western neighbor, France, and the people of Baden-Württemberg who are introduced through an interesting collage of old and new photographs of weddings, christenings and families. The exhibit that fascinated me the most was one in which visitors can literally explore the Black Forest, a national forest in BW. The “Kunststück Schwarzwald” gallery (in English: Masterpiece: Black Forest) is filled with real tree trunks that have been cut up into slices and put back together again to house display cases. The displays are revealed by opening up secret doors in the trunks. Some of the wooden slices are used for text panels and can be pulled out and viewed. Some of the trunks also have embedded monitors that show videos, or have tree holes through which the visitor can peek at old slides of the Black Forest. Throughout the museum, the history of Baden-Württemberg is presented in an appealing and extremely interesting manner. The exhibition also includes various multimedia installations that support the facts presented and which add to making a visit to the Haus der Geschichte Baden-Württemberg, a memorable experience. 5.2.5.1. Deutsche Revolution (German Revolution) 1848 In almost every gallery of the museum, the visitor can find a computer terminal with general information about the subject covered in that part of the gallery. The terminal consists of a touch screen monitor embedded in a wall and is equipped with a slider adjacent to it that can be use d for further navigation. One of these terminals covers the events during the German Revolution between 1848 and 1849, which began in Mannheim located in the northern part of Baden-Württemberg. 69 The user can retrieve general information about the German Revolution from the “Info” screen and then can select different cities of BadenWürttemberg by typing in the name of the city or by selecting one from a scroll down menu. He or she can then read about what happened there during this two year period. The user can also view a map of Baden-Württemberg and can move an arrow on the screen along a timeline by moving a slider next to the screen. This movement highlights the areas and cities where revolutionary activities occurred depending on where on the timeline the arrow is placed. It took me a while to figure out what the sliders were actually for, but once I did I was able to access information at all the other terminals. A tremendous amount of information can be retrieved from these applications. At the terminal about the German Revolution for example, a visitor could spend hours going through every single city’s historical account of events between 1848 and 1849. 5.2.5.2. Wirtschafts-Wunder (Economic Miracle) The Economic Miracles gallery introduces the many products that Baden-Württemberg exports. These exports play an important part in the state’s as well as the entire country’s economy. Behind two opposing glass walls the visitor can view a display of the various products that have been and are currently being produced and those that were invented in Baden-Württemberg. Some of the objects displayed are devices made by Bosch in Stuttgart, artifacts from DaimlerBenz in Stuttgart, an accordion by Hohner in Trossingen, clocks by Junghans in Schramberg, a model railway by Märklin in Göppingen, Teddy Bears by Steiff in Giengen and many other products from well known BW companies. Attached to a rail in front of each wall is a small computer monitor that can be pulled along and up and down the wall. It has a camera on it’s back which faces and records the displayed objects in front of it. A 70 window on the right side of the screen shows what the camera sees. Once the camera focuses on an object in front of it information, and occasionally a video, about the product and the company that distributes it pops up on the screen. Even though the information content may be interesting without having much educational value, I found this method of information retrieval very innovative and fun to use. Growing up in BadenWürttemberg, I had no idea that all these products, including some that are distributed and well known throughout the world, actually originated in my home-state. 5.2.6. The British Museum, London Celebrating its 250th anniversary this year, the British Museum is one of the oldest operating museums in the world. According to the museum’s website “the collection is one of the finest in existence, spanning two million years of human history.”75 Upon his death the physician, naturalist and collector, Sir Hans Sloane (1660-1753) bequeathed his large collection of approximately 71,000 objects, his library and herbarium to King George II with the wish that his collection be kept together and made available for study and observation. A body of trustees was appointed to manage the collection and the idea for the British Museum was born. Over the next few years many more objects and other collections were added and King George II donated the “Old Royal Library” to the museum. First housed in the 17th century mansion Montagu House, which was later demolished and on whose grounds today’s building was built, the British Museum opened its doors to the public on January 19th 1759. Since the collections belonged to the nation, the admission to the museum was to be free and open to all. 75 http://www.thebritishmuseum.ac.uk/aboutus/about.html 71 “With the exception of two World Wars, when parts of the collection were evacuated, it has remained open ever since, gradually increasing its opening hours and moving from an attendance of perhaps 5,000 a year to today's 5 million.”76 Today the British Museum is one of the most visited public buildings in London. The extensive library in the museum’s reading room also attracts a large number of scholars and students doing research. Many objects in the collection have played a role in allowing scholars to learn more about history and assisted them in making new discoveries. After acquiring the Rosetta Stone from the French in 1802, scholars at the museum successfully unlocked Egyptian hieroglyphic script by studying this artifact.77 In the galleries of the museum itself one hardly finds any multimedia exhibits save for some videos and general information computer terminals. But, in addition to the extensive Egyptian exhibition, the computer terminals provide the visitor with a virtual exhibit about Ancient Egypt, which is also available through the museum’s website at http://www.ancientegypt.co.uk. 5.2.6.1. Ancient Egypt Through this virtual exhibit the user can learn more about life, geography, gods and goddesses, mummification, pharaohs, pyramids, temples, time, trades and writing in ancient Egypt. By clicking on these links the user can go deeper into each subject and can choose again between three more links: story, explore and challenge. The story link leads to a page that tells a story of a person in ancient Egypt—such as a person that performs mummifications if you chose the mummification link before. The explore link lets the user find out more about the subject, for example, by looking at a timeline after choosing the 76 http://www.thebritishmuseum.ac.uk/visit/history.html 77 http://www.thebritishmuseum.ac.uk/visit/history.html 72 time link, while the challenge link is usually a game the visitor can play by using the knowledge acquired through the other links. These games are usually very easy to solve but are, nonetheless, entertaining and, to a certain degree, educational. In my opinion, this virtual exhibit is a useful addition to the rather “dry” collection of mummies, Egyptian jewelry and other objects from ancient Egypt. It engages the younger audiences more by involving them in enjoyable activities, like Ancient Egypt application of the British Museums 5.2.7. computer games. The Natural History Museum, London Originally part of the British Museum, the Natural History Museum of London became independent after separating from the British Museum in 1963. Its roots trace back to the middle of the 18th century when the collection of Sir Hans Sloane was housed in the British Museum. The collection included a variety of paleontological objects, dried plants, animal specimens, skeletons, rocks and minerals, books and other historical objects that Sloane had collected over the years. Over the next hundred years this natural history collection grew after acquiring specimens and artifacts from other “private collectors, voyagers and explorer-scientists.”78 Another addition was the Banks Herbarium, which was donated by Sir Joseph Banks, who had accompanied Captain Cook on his voyages on board the Endeavour. In 1856 talks began to move the natural history collection to its own building and land for the new museum was bought in London’s South Kensington district. 78 http://www.nhm.ac.uk/info/history/begin.html 73 After many difficulties with a variety of architects, the German Romanesque style building faced with terracotta finally opened its doors to the public in 1881 and two years later the move of the remaining collection was complete. The blue and buff terracotta into which numerous animals and plants are molded “contributes to making the Museum one of the most striking buildings in London.”79 Current permanent exhibitions include the Life Galleries, the Earth Galleries and the new Darwin Centre, which offers free talks and discussions with scientists and guided tours through the collections. An interesting part of the Life Galleries is called “Investigate” in the Clore Education Centre in the basement of the museum. It is a small hands-on gallery containing several workstations and scientists’ tools, like magnifying and measuring tools. School groups and, in the afternoon and on weekends, regular visitors with children can use the facilities to examine and explore hundreds of specimen provided by the museum. The collection of the Tring Zoological Museum is also part of the Natural History Museum, but most of the collection remains housed in its old building in Hertfordshire. A Wildlife Garden, next to the Natural History Museum’s building, was landscaped and planted with native British flowers in 1995 and, since then, “has developed into a haven for wildlife, from dragonflies to foxes.”80 5.2.7.1. Impostors! Impostors! is a multimedia exhibit in the form of a computer game in the Human Biology section of the Life Galleries. It explains the first rules of genetic inheritance, showing that there are always genetic instructions from both the father and mother that control features such as our eye and hair color. 79 80 http://www.nhm.ac.uk/info/history/build.html The Natural History Museum (2002). Souvenir Guide (6 th Edition). Printed by Witherbys, London. p. 51. 74 The visitor helps a girl named Amber from planet “Zell” find her real parents from whom she’d been separated from at birth. Before being able to play the game the visitor has to click through several screens which explain that similar rules of human genetic inheritance apply to the inhabitants of Zell: their skin color for example can be either blue, yellow or green. A pair of blue Explanatory screen for Impostors! instructions make blue skin color, a pair of yellow instructions make yellow skin color and a mix of one blue and one yellow instruction make green skin color. During the course of the game the user also learns that similar rules apply to the shape of the Zellnian’s ears—pointy, pin or round—as well as their hair—straight, curly or wavy. At the beginning of the game, the user learns that Amber, who is green, has pointy ears and straight hair, has offered a reward to anyone who helps her find her real parents. Five different couples with various hair, ear and skin color characteristics claim to be her parents and the goal of the game is to find Amber’s actual parents and expose the impostors after ruling them out by using the rules of genetic inheritance just learned. Even though it looks like an older computer game, it is still applicable, fun and easy to use. It may be a bit boring for adults though, because most are already familiar with the principles of genetic inheritance and would like to play the game straight away without reading the detailed instructions. However, it explains these principles well to children and forces them to use their new knowledge immediately by comparing the different couples and their characteristics with those of Amber. After finding the real parents, an additional screen explains more about the principles of genetic inheritance with human beings, showing DNA strings and explaining that often it is not only one but several instructions that control one characteristic like the shape of our nose. An additional text panel next to the computer terminal explains these principles even further. 75 The graphics of the application could be worked over a little bit, which is only an aesthetic suggestion, but I think this exhibit is very valuable and certainly serves the educational purpose of the Natural History Museum well. 5.2.7.2. Staying Alive Staying Alive is also a computer game in the Human Biology section. It is made up to look like an arcade game with a small cabin to sit in, which adds to the game’s attraction for its visitors. Sitting inside the little cabin with a compute r screen, the visitor learns that, in order to function, the body needs to keep the proper level of oxygen, the right temperature and the proper level of water. If these levels get too high or too low your virtual body may collapse and possibly die. In the game the user has to control these vital body systems and keep the right levels by adding water, sweating more or sweating less and breathing more or breathing less. The user controls these functions by pressing appropriate buttons below the screen. There are three different stages of difficulty in the game; the user can choose to either walk, stride or run, with running being obviously the hardest to control the body systems. When playing the game I started with the easiest and chose to control the body systems while walking. Constantly checking all three figures showing the progress of the different levels on the screen while alternately pressing five different buttons below turned out to be a difficult task. I made it through the 10 to 15 seconds of walking, though, without letting the levels get too low or too high. Striding, however, turned out to be much harder to handle, and controlling the levels while running was impossible, resulting in my runner’s death from overheating within just a few seconds. At first it seemed frustrating that it was so hard to play the game, because it is almost impossible to concentrate on all the different things that are going on and the different tasks that need to be completed 76 simultaneously. But, a screen at the end poses an interesting question: “Imagine what it would be like, if you had to think about keeping these systems running all the time?” and it makes it very clear to the visitor how amazing it is that the body can handle all these tasks by itself making sure it doesn’t, for example, overheat too easily. So, in a way it can be useful, and may even have a learning effect to make the visitors frustrated. Visitors may spend more time with the exhibit, trying to see if they can keep their runner alive . I’m sure some of the more experienced computer game players might succeed, after a while, but they will still take with them the knowledge of some of their body’s functions and may even respect and appreciate the daily performance of their body more. 5.2.8. The Science Museum, London The Science Museum’s roots date back to the middle of the 19th century. Today it is, together with the National Railway Museum and the National Museum of Photography, Film & Television, part of the National Museum of Science and Industry. In the mid 19th century a movement to improve scientific and technical education was started, largely supported by Prince Albert, which also resulted in the Great Exhibition in 1851. Six years later the South Kensington Museum was established. The museum housed a large art collection and a growing science collection. Some of the objects in the science collection were taken from the Great Exhibition, while many others were drawn form various other sources. Some of the most interesting and valuable objects are from the stock of patent models of the Patent Museum, which passed these artifacts on to the Science Museum in 1884. In 1909 the two collections were divided into the Science Museum, housing the science collection and the Victoria & Albert Museum, housing the art collection. In 1928 a new building to house the Science Museum was opened by King George V.81 81 http://www.sciencemuseum.org.uk/visitors/history.asp 77 Since then the collection of the Science Museum has grown steadily and today the museum sees its function as displaying objects to “represent the development of western science, technology and medicine from around 1700 to the present day.”82 Over the past 20 years more galleries, especially interactive and hands-on galleries, which are housed in the new Wellcome Wing of the building, have been added to the museum and contribute to a memorable experience for visitors from around the world. 5.2.8.1. Digital Fish Tank The Digital Fish Tank is an exhibit in the Digitopolis gallery in the Wellcome Wing of the museum. Its goal is to explain the principles of programming code. On the screen, an avatar, in the form of a little fish, explains that it has built its own Digital Fish Tank. The fish in the tank are only virtual and are programmed by a certain computer code and their color, size and speed as well as what they are doing can be manipulated by Digital Fish Tank in the Digitopia Gallery changing the computer code. The user gets to choose between five different fish swimming around in the tank and can manipulate different parameters, such as the size, color and speed of the fish and how many times it swims, eats and sleeps. The program code on the touch screen is always visible and the fish tank remains on standby until the user has changed the parameters and run the code to view how his or her fish looks after having changed it. On the bottom of the screen there are sliding scales for each parameter and the user can change these parameters by hitting plus or minus. 82 http://www.sciencemuseum.org.uk/collections/about/what_we_collect.asp 78 Every time the user changes anything the code lights up and shows which part of the code has been changed. The little fish avatar also makes suggestions as to which parameters to change, but leaves the user to choose for himself after a while. After changing a few parameters the user can hit the “Run Code” button and can look at the changed fish in the tank and compare the code with the fish’s actions. The basic idea of the exhibit is very good because many people have never seen actual computer code before and don’t know what it is or does. I doubt, though, that a visitor will have a much stronger understanding of this subject after using this application. No more hard information is provided and this fact also applies to every other application in the gallery; there is no textual information available anywhere. The gallery is more like a digital playground, where the visitors can try out different things without really knowing what they are doing. Another problem this specific exhibit has is its hard handling. Of course almost everybody has used a touch screen before and should feel comfortable using one, but the buttons I hit only reacted after I pressed my finger on the screen for several seconds, if at all. An application that should have taken me a couple of minutes to go through turned into a frustrating 10 minutes. As I mentioned earlier, I doubt anyone will learn much from this exhibit. This is because I don’t believe anyone will spend the time to use this application without walking off in frustration due to the slow reaction time of the buttons. 5.3. Networking in Museums In order to provide a good flow of information through the museum it needs to have an effective and well working network. Certainly, most of the installations I have mentioned in this chapter are stand-alone applications and are not controlled by a museum-wide network. Howe ver, many museums are beginning to see the need for such a network. It would not only control certain multimedia elements, 79 such as information terminals or interactive exhibits, but would also connect the staff of the museum with each other. A museum equipped with such a network is the Canadian Museum of Civilization in Gatineau, Quebec, just across the river from Ottawa. Derived from the Museum of Man, whose history began with the foundation of the Geological Survey of Canada in 1841, the Museum of Civilization opened in 1989.83 The museum is concerned with the history of Canada and addresses the different cultural groups making up the population of Canada. According to Stephen Alsford, of the Canadian Museum of Civilization, it is important to first establish “the infrastructure for information delivery,”84 meaning an intelligent, wide-bandwidth network, instead of devoting time to creating stand-alone multimedia systems. For this reason, in the 1980’s, as the building in which the collection of the CMC was going to be housed was under construction, it was wired with coaxial, twisted-pair, and fiber-optic cables, arranged in a star topology. More than 1,200 outlets are distributed throughout the building and are linked to high-speed switching equipment at the Infocomm Centre, a room that houses file servers, laser disc players, computer-controlled VCRs, and a CATV system. This network provides the means to connect every area of the museum, from staff computers to multimedia terminals throughout the building, and information can be exchanged and distributed effectively and quickly. Another museum following CMC’s example is the National Museum of American History, part of the Smithsonian Institute, in Washington D.C. The highly interactive exhibition, Information Age: People, Information & Technology, is also controlled by a museum-wide network. In this exhibition the network also helps the museum learn about their visitor’s behavior. It monitors visitor activities by making them log-in at different 83 http://www.civilization.ca/cmc/ihisteng.html 84 Alsford, Stephen (1991). p. 10. 80 computer terminals throughout the galleries. This happens through a bar-code on the “interactive brochure” the visitors receive when they enter the museum.85 As I said earlier, museums are beginning to see the need for such museum-wide networks and I am certain they will be common in most large museums in the future. 85 Allison, David K. & Gwaltney, Tom (1991). How People Use Electronic Interactives – “Information Age – People, Information & Technology”. In D. Bearman (ed.) Hypermedia and Interactivity in Museums – Proceedings of an International Conference. Archives and Museum Informatics; Pittsburg, PA. p. 62-73 81 6. The Ideal Installation Looking at a single exhibit, such as the Blood Cell Ride or the Bug Buster, you can always think of a learning type that was not considered during the development of the exhibit. But, looking at a gallery as a whole, I think you can call some of them ideal, for there needs to be diversity in the group of exhibits covering a specific subject. While a verbal learning type may have had problems learning about his body’s immune system while playing the Bug Buster game, he or she has the option of reading about it on panels alongside the exhibit. It is difficult, if not impossible, to develop an exhibit that truly addresses every single learning type. The exhibit would be so overloaded with text, sound, visual images, buttons to press, handles to turn etc. that the visitor would encounter sensory overload, causing the loss of the learning effect. 6.1. What “Ingredients” Make a Good Exhibit? On the following pages I have put together some guidelines for developing a successful exhibit. I will cover the development of a single exhibit and its components as well as the role of the exhibit in context to the overall museum experience. I have collected these “ingredients” for my “cookbook for successful exhibition design” through evaluating my own observations, interviewing several exhibition designers, as well as researching books on the subject. 6.1.1. Graphics Even though I have focused on the use of multimedia and its effect in museums, graphics also contribute much to the success of an exhibition 82 and can play an important role in the development of a user interface for a multimedia exhibit. Graphic text panels alongside the different exhibits are, in my opinion, important because they can provide additional information on the subject. While a verbal learning type may have problems learning about a certain subject by using a predominantly kinesthetic method, he or she has the opportunity to read about it on the accompanying text panels. This results in easier information processing by the learner and leads to a more complete understanding of the subject. These graphic panels also act as advertisements for the exhibits, since they are one of the first things visitors notice when walking through a gallery. Therefore, the panels are considered indispensable in creating initial visitor interest in an exhibit. Often, a catchy title or interesting picture, seen from afar, can also help to create spectator curiosity. The design of these graphics, which are usually accompanied by text, needs to be clear-cut, appealing and should not be too “funky” or crazy, even though occasionally this style may be used when appropriate. Since graphic and text panels will be placed throughout the museum, each exhibition should have a clear design concept, meaning that a specific design or style should be applied throughout the entire exhibition, or at least each individual gallery room. An effective way of distinguishing between different galleries is to color code them, keeping in mind, however, that their design concept should mesh with the overall concept of the exhibition. The basic rules of graphic design also apply to graphics in exhibition design—meaning graphics on panels, as well as the graphics in a multimedia application. For example, the rules to keep it simple, to not use more than three different colors at the same time, to use harmonizing colors, and not to use more than two different fonts on one text panel etc. are also valid in exhibition design. Many design guidelines for multimedia development, especially those for human interface design, can also be applied to graphic design. 83 6.1.2. Multimedia Even though most people have used a computer before, not everybody has a lot of practice or a strong grasp of how computers actually work. Consequently, it is important to make multimedia applications in museums as simple and easy to use as possible, taking care not to confuse the user with complex navigation techniques or structures. Based on my earlier discussion of different learning stages a multimedia installation in a museum should certainly be on the introductory learning level. Many visitors, though, are experienced computer users, or already have a basic knowledge of the subject presented and may want to obtain further information through the use of an advanced learning technique. In this case it would be useful to install a certain amount of depth to the computer application. This can be done either by simply adding a button, through which further information can be retrieved, or by adding additional levels if the installation is, for example, in the form of a game. Sometimes museums offer deals, such as family tickets good for a whole year, in order to motivate visitors into making a return trip. The chance of guest revisits is another reason for providing options for advanced learning. Further information that perhaps wasn’t looked into during the first visit, could be explored more, leading to the possibility of one learning more about a subject, thereby enhancing the excitement of a return visit. I believe that the Communication Gallery at the Tech Museum in San Jose is popular, because designers make the exhibits personally relevant to visitors. The creation of a personalized virtual world engages a visitor because it is something unique and something they created themselves that has a personal relevancy. It is not always possible, when designing a multimedia application for a museum, to make it as personal for the visitor as this specific exhibit does, but I feel that this should be a goal of exhibition designers. Another way of making a multimedia exhibit more relevant to the user is to provide some sort of reward for using the application. Steve Wiersema, a designer at West Office, states, “a reward 84 can be anything as long as the visitor values it.” In the case of the Communication Gallery it is the print out of the pictures created at one of the stations, which the visitor can take home. In the case of the Impostors! exhibit at the Natural History Museum in London, it is the reception of additional information regarding the subject of genetic inheritance after successfully playing the game. It is important, when developing a multimedia application, to not overload it with too many different media and impressions, such as audio, video, images and action. As I mentioned at the beginning of this chapter, too many simultaneous impressions overwhelm the visitors, causing the possible loss of the learning effect. As with regular computer applications, multimedia exhibits for museums also have to go through a thorough debugging and test phase. Many people with different degrees of knowledge of computers applications should test the appl ications to see if they can be used intuitively, without instruction. This also helps to rule out programming mistakes and possible misconceptions leading to an inability to understand the functionality of the application or the content that it is meant to convey. Since computer illiterates will be among an application’s users, it is more important to make it foolproof than when developing a computer program that requires a high level of computer literacy. I have stated that multimedia applications should be able to be used intuitively. Some exhibits I have seen, though, seemed really modern and unusual and used new methods of navigation. However, they still had parts to them that were familiar to me and I soon figured out how to use them. Andrea diSessa writes about multimedia applications, that “showing some familiar functional aspects is a classic way of making a device initially comprehensible, no matter how new or exotic it may be.”86 It is modern and “cool” to use multimedia in museums, but an exhibition shouldn’t be overloaded with too many different multimedia exhibits. In a gallery, or exhibit, “stuffed” with multimedia or a computer 86 diSessa, Andrea A. (2000). p. 143. 85 terminal that offers several useful possibilities, the attention of the visitors can be drawn away from other exhibits, or multimedia elements in the same area. The evaluation of user activities at the National Museum of American History in Washington D.C., showed, that “the most and least popular items were on the same station.”87 It is necessary to find a balance in the museum’s galleries of multimedia and information provided by other means. Multimedia applications should be practical and easy to understand, but that doesn’t mean they can’t be aesthetic. Phillip Tefft, from Ralph Appelbaum Associates, mentioned that his goal when developing any exhibit, not just a multimedia exhibit, is always to make it beautiful. By beautiful he means that it has to have an elegant design as well as the ability to create a memorable, beautiful experience for visitors during their museum visit. The exhibits should have, as I would call it an “Ahhh-effect,” meaning that the visitors walk away from the exhibit with a sense of wonderment. 6.1.2.1. Human Interface Design The rules for human interface design for multimedia applications used in museums are not too different from other computer applications. Most of the principles of human interface design that Apple has come up with may be applied to the development of a multimedia exhibit and its graphics in museums as well: • Simple design is good design • People deserve and appreciate attractive surroundings. A mess is acceptable only if the user makes the mess. • Good design must communicate, not just dazzle. • Objects should look like what they do so that the user can recognize them. 87 Allison, David K. & Gwaltney, Tom (1991). p. 65. 86 • Consistency should be valued over idiosyncratic cleverness. • The transfer of skills is one of the most important benefits of a consistent interface. • The environment should appear to remain stable, understandable and familiar. • There should be little or no difference between what the user sees and what the user gets. • The user, not the computer, should control the action. • The interface should stimulate the feeling that the user is in charge of the system, and it should be fun to use. • The user should be kept informed of what’s going on via messages (presented in dialog boxes). • The user should be allowed to do anything reasonable and be forgiven if a mistake is made. • Generally the interface should use metaphors. • These metaphors should be supported with audio and visual effects. • Animation, when used sparingly, is one of the best ways to draw a user’s attention to a place on the screen. • There should always be a way out.88 It is a good idea to take a look at these principles when developing a multimedia exhibit for a museum in order to exclude potential mistakes and misconceptions. Andy Kramer, the director of West Office Exhibition Design, says about human interface design for multimedia exhibits: “the best interfaces are those that once you understand how they operate, they disappear into the background.” 88 Iuppa, Nicholas V. (1997). Designing interactive digital media. Focal Press, Butterworth- Heinemann; Woburn, MA; pp. 65-66. 87 6.1.3. Hands-on exhibits Since hands-on exhibits, as the name suggests, are handled a lot by visitors, they have to be built for use. This means that they have to be sturdy and a little harder to break than regular installations and should be easily replaceable in case they are broken. It is also very helpful to build a model of the hands-on exhibits and have them tested by persons of different ages prior to the exhibit’s opening. These tests not only show whether or not the exhibit is sturdy enough to withstand repeated use, but also if the concept of the exhibit is clear and if the test person thoroughly understands how it works. Like multimedia applications, hands-on exhibits should also be able to be used intuitively. If they are not, it is necessary to accompany them with clear directions, such as directions on a text panel or a video or an audio recording. Often, it can also be useful to have a person of the museum staff, ideally a trained educator, stationed in the gallery, to supervise the hands-on exhibits and to help the visitors use them. As I mentioned earlier, in chapter 4, contact with a trained staff member can also have an educational effect for the visitors, if they are a learning type that understands a context better, such as when someone else explains how something works and when they can ask questions. Mark Elliot, from West Office also stated that when he develops an exhibit, hands-on as well as any other exhibit, he always tries to put himself into the position of the viewer. He asks himself what he would find interesting and fun and starts designing from there. While developing the exhibit, he tries to see things about it that may confuse the visitor and then attempts to rule out these problems. While it is nice to have exhibits that dazzle and engage visitors in fun and entertaining ways, designers must never forget that an exhibit’s first priority should be its educational value. 88 6.1.4. The Total Experience When looking at the gallery as a whole it is more important to provide several smaller exhibits tailored to different learning types than one large exhibit that may attract only one or two types. This can either happen through mixing the exhibits for the different types throughout the gallery, or, as I have shown in the World Music Gallery at the Horniman Museum, through developing “experiential bands,” and basically reserving different areas of the gallery for each learning type. As done in the exhibition Zap! Surgery Beyond the Cutting Edge, at the Tech Museum in San Jose, it is useful to first provide a basic overview of the subject, such as that given by the ZapCam exhibit, and then explain it further, as was done for different surgical technologies. This can also be done through the use of videos, such as the ones employed at the hands-on exhibits surrounding ZapCam. At the end, giving the visitor the opportunity to apply what they have just learned, such as is done at the Endoscope – Virtual O.R. exhibit, reinforces the new information. William Kessen and George Mandler suggested, that it would be advantageous to have the opportunity to practice newly learned activities.89 A museum can easily provide an opportunity to learn something new and then apply this fresh knowledge. Another thing I found very important when I visited museums was the general atmosphere they provided. It is imperative to feel comfortable in order to learn something, thus the museum should have a nice, comfortable atmosphere. Some museums I visited were either too dark or too bright causing me to feel less relaxed than I otherwise would have. Something else that contributes to the atmosphere is the placement of the exhibits. It is better to use less exhibits in a gallery, than to make it feel confined. On the other hand, the exhibits shouldn’t be scattered across the gallery. It is important to find a balance in between. 89 Kessen, W. & Mandler, G. (1961). Anxiety, pain and the inhibition of distress. Psychological Review, 68. p. 396-404. 89 Many museums offer live -presentations, such as speeches or forums with scientists, and display and allow the actual use of new technologies. The Darwin Center at the Natural History Museum in London often invites scientists or makes the in-house scientists available for presentations and talks with visitors. Most of these talks are taped and can later be downloaded from the museum’s website. The Tech Museum in San Jose often has life-presentations where they show the functionality of certain objects, for example a robot or the newly invented Segway™ Human Transporter, corresponding to the body movements. Visitors usually get the chance to try out these new technologies while supervised by the museum staff. Museums, especially science and children’s museums, definitely offer live-presentations to actively involve the visitors. should 90 7. Outlook An increasing number of museums, especially science centers and children’s museums, have already transformed, or are on the verge of transforming, into mostly hands-on educational institutions. Personally, I think this is a good development, since hands-on experience, in addition to visual and verbal information, is essential for learning and understanding certain aspects of history, nature, science, and many other things we come across in our lives or simply have interest in. It is not unusual, that, today, in the 21st century, multimedia plays an important role in these new hands-on interactive museums. The usability of multimedia applications is becoming easier and more comfortable and museum visitors, especially kids, are not afraid, and usually have the basic knowledge, to use them. I am sure that the usage of multimedia in museums will continue to increase because many people, especially younger generations, have come to e xpect it. Through the increasing use of multimedia in museums, as well as the increasing computer literacy of the curators and museum staff, I believe, as I mentioned in chapter 5, that an information system network, like the network at the Canadian Museum of Civilization, will be an integral part of most museums in the future. It will make the work of the curators and museum staff easier and most applications could be controlled from a central unit. Paleontologists are continuing to make new discoveries, history is constantly revised and new technologies are developed, which is creating seemingly never-ending opportunities for the development of new exhibitions. It is important to engage the public in these subjects and to instill an interest in history and the sciences in younger generations. Through my research and work I realized that museums are a source of knowledge that, at times, cannot be obtained as well through institutions like schools. A class about dinosaurs can never put students in as much awe as standing in front of a skeleton of a T-Rex does. Reading a book about anatomy may be too hard for a child to comprehend, but looking at 91 the anatomically correct model of “Tess” at the World of Life helps to understand what our body actually looks like inside. The functions of the body’s systems can also be effectively explored further in the different galleries. I believe that many of the museums today understand their role as “edutainer” and are taking their educational duties very seriously. They hire museum educators and attempt to connect activities offered at the museum with activities in the classroom. They invite school classes to take closer looks on guided tours or to conduct experiments in specially equipped rooms, like the Investigate Gallery at the Natural History Museum in London, thus turning part of the museum into a classroom. This development of including the visitors and, especially, children into the museum experience contributes to a broader general knowledge as well as to a greater scientific interest. Therefore, I believe that occasional museum visits should be part of a child’s upbringing and education. As the history of museums continues to evolve I am sure that we will see more new developments as well as more fascinating results of research conducted in this field. 92 93 8. 8.1 References Books and Articles Adam, T.R. (1939). The Civic Value of Museums. American Association for Adult Education, New York, NY. Alexander Edward P. (1979). Museums in Motion. American Association for Adult Education; Nashville, TN. Allison, David K. & Gwaltney, Tom (1991). How People Use Electronic Interactives – “Information Age – People, Information & Technology”. In D. Bearman (ed.) Hypermedia and Interactivity in Museums – Proceedings of an International Conference. Archives and Museum Informatics; Pittsburg, PA. p. 62-73 Alsford, Stephen (1991). Museums as Hypermedia – Interactivity on a Museum-wide Scale. In D. Bearman (ed.) Hypermedia and Interactivity in Museums – Proceedings of an International Conference. Archives and Museum Informatics; Pittsburg, PA. p. 7-16 Booth, J.H., Krockover, G.H. & Woods, P. (1982). Creative Museum Methods and Evaluation Techniques. Charles C. Thomas Publisher, Springfield, IL. Bork, Alfred (1992). Learning in the Twenty-First Century Interactive Multimedia Technology. In M. Giardina (ed.) Interactive Multimedia Learning Environments – Human Factors and Technical Considerations on Design Issues. Springer-Verlag Berlin Heidelberg New York. Caulton, Tim (1998). Hands-on exhibitions: managing interactive museums and science centres. London; New York: Routledge . Chen, Chaomei & Rada, Roy (1996). Interacting with Hypertext: A MetaAnalysis of Experimental Studies. in: Human-Computer Interaction; Vol. 11, 1996; Lawrence Erlbaum; Hillsdale NJ. Compania Media (Hg.) (1998). Neue Medien in Museen und Ausstellungen — Einsatz – Beratung – Produktion — Ein Praxis-Handbuch. transcript Verlag, Bielefeld. 94 diSessa, Andrea A. (2000). Changing Minds – Computers, Learning, and Literacy. A Bradford Book. The MIT Press, Cambridge, MA. Editors of The American Heritage Dictionaries (ed.) (2000) . The American Heritage® Dictionary of the English Language, Fourth Edition; Houghton Mifflin Company, Boston, MA. Falk, John H. & Dierking, Lynn D. (2000) . Learning from Museums – Visitor Experiences and the Making of Meaning. Altamira Press; New York. Gardiner, Margaret M. & Christie, Bruce (eds.) (1987). Applying Cognitive Psychology to User-interface Design. John Wiley & Sons; New York. Gardner, H., & Hatch, T. (1989). Multiple intelligences go to school: Educational implications of the theory of multiple intelligences. Educational Researcher, 18(8). Giardana, Max (1992). Interactivity and Intelligent Advisory Strategies in a Multimedia Learning Environment. In M. Giardina (ed.) Interactive Multimedia Learning Environments – Human Factors and Technical Considerations on Design Issues. Springer-Verlag Berlin Heidelberg New York. Hense, Heidi (1985). Das Museum als gesellschaftlicher Lernort – Aspekte einer pädagogischen Neubestimmung. Extrabuch Verlag in der pädex Verlags GmbH, Frankfurt. Hergenhahn, B.R., (1976). An introduction to Theories of Learning. Prentice -Hall, Inc., Englewood Cliffs, New Jersey. Hopper-Greenhill, Eilean (ed.) (1995). Museum, Media, Message; Routledge; London. Howe, Michael, J.A. (1980). The Psychology of Human Learning. Harper & Row, Publishers, Inc., New York, NY. Hudson, Kenneth. (1975). A Social History of Museums. Humanities Press, Atlantic Highlands, NJ. Hudson, Kenneth. (1977). Museums for the 80’s. UNESCO, London England. Iuppa, Nicholas V. (1997). Designing interactive digital media. Focal Press, Butterworth-Heinemann; Woburn, MA. 95 Jonassen, David H. & Grabowski, Barbara L. (1993). Handbook of Individual Differences, Learning, and Instruction. Lawrence Erlbaum; Hillsdale NJ. Kelly, Robert F. (1992). Museums as status symbols: A speculative examination of motives among those who love being in museums, those who go to and those who refuse to go. In A. Benefield, S. Bitgood & H. Shettel, (eds.) Visitor studies: Theory, Research, and Practice. Center for Social Design, Jacksonville, AL. vol. 4, p. 24-31. Kessen, W. & Mandler, G. (1961). Anxiety, pain and the inhibition of distress. Psychological Review, 68. p. 396-404. Klein, Larry (1986). Exhibits: Planning and Design. Madison Square Press; New York. Koester, Stephanie E. (1993). Interactive Multimedia in American Museums. Archives and Museum Informatics; Pittsburg, PA. Kolb, David A. (1981). Learning Styles and Disciplinary Differences. In Chickering, A.W. and Associates, The Modern American College, San Francisco, Washington, London: Jossey-Baß Publishers. Lefrancois, Guy R. (1972) . Psychologie des Lernens. Springer Verlag, Berlin Heidelberg. Lieberman, David A. (1993). Learning Behavior and Cognition (2nd Edition). Brooks/Cole Publishing Company, Pacific Grove, CA. Seel Norbert M. (2000). Psychologie des Lernens. Ernst Reinhardt Verlag München Basel. Shaw, Gordon L. (2000). Keeping Mozart in Mind. Academic Press, San Diego, CA Skemp, Richard R. (1979). Intelligence, Learning, and Action. Unwin Brothers Ltd., The Gresham Press, Old Woking. Spiro, R.J., Feltovich, P.J., & Anderson, D.K. (1988). Cognitive Flexibility Theory: Advanced Knowledge Acquisition in Ill-Structured Domains (Techn. Rep. No. 441). University of Illinois, Center for the Study of Reading. The Natural History Museum (2002) . Souvenir Guide (6t h Edition). Printed by Witherbys, London. 96 Warren, H.C.A. (1921). A History of Association Psychology. Scribner, New York, NY. West Office Exhibition Design (1998). Competition Booklet for “The World Within Us” an exhibit for the Louisville Science Center, Louisville, Kentucky. West Office Exhibition Design (1998). Concept Book for “The World Within Us”. West Office Exhibition Design (1999), Design Development Book for “The World Within Us”. Witkin, H.A. Moore, C.A., Goodenough, D.R. & Cox, P.W. (1977). FieldDependent and Field-Independent Cognitive Styles and their Educational Research. Review of Educational Research. 8.2 Internet Resources 24 Hour Museum, the National Virtual Museum http://www.24hourmuseum.org.uk/ About Learning http://www.aboutlearning.com/ American Association of Museums http://www.aam-us.org Ausstellungsmedium Computer (AMC) http://ausstellungsmediumcomputer.de Bildungsbörse http://www.111er.de California Science Center, Los Angeles, CA http://www.casciencectr.org/ Canadian Museum of Civilization http://www.civilization.ca/ Educational Resources Information Center http://www.ericfacility.net/ Exhibit Builder http://www.exhibitbuilder.net/index.asp 97 The Exploratorium http://www.exploratorium.edu/ Haus der Geschichte http://www.hdgbw.de Horniman Museum http://www.horniman.ac.uk Humboldt Universität Berlin (Museum Pedagogic) http://www2.rz.hu-berlin.de/museumspaedagogik/ The International Council of Museums http://icom.museum/definition.html LD Pride Online http://www.ldpride.net Liberace Museum Las Vegas http://www.liberace.com Louisville Science Center http://www.louisvillescience.org/ The Museum of Hoaxes http://www.museumofhoaxes.com/ National Museum of Funeral History http://www.nmfh.org/Index.html Natural History Museum, London http://www.nhm.ac.uk/ Science Museum London http://www.sciencemuseum.org.uk Staatliches Muse um für Naturkunde Karlsruhe http://www.smnk.de Stangl, Werner http://www.stangl -taller.at Statistisches Bundesamt Deutschland http://www.destatis.de/ Sulabh International Museum of Toilets http://www.sulabhtoiletmuseum.org Tech Museum http://www.thetech.org/ Unusual Museums and Strange Collections http://www.museumstuff.com/museums/unusual.html 98 University of Dayton http://academic.udayton.edu Virtual Diego Rivera Web Museum http://www.diegorivera.com Virtual Museum Canada http://www.virtualmuseum.ca The Washington Post http://www.washingtonpost.com XPlana http://www.xplana.com Zentrum für Kunst und Medientechnologie http://www.zkm.de/ 99 9. Eidesstattliche Erklärung Ich erkläre hiermit an Eides statt, dass ich die vorliegende Diplomarbeit selbständig und ohne unzulässige fremde Hilfe angefertigt habe. Alle verwendeten Quellen und Hilfsmittel sind angegeben. Pforzheim, den 27.8.2003 Julia Wahl