A dose of wonder from DC’s museums

Have you been following the tag #5womenartists on social media? The National Museum of Women in the Arts has been running a challenge over instagram et al. to raise awareness of female artists during the month of March, and there have been a lot of neat posts from other museums as well as individuals (including artists themselves). I recommend checking it out if you have time.

When I was in DC at the end of last month for Museums Advocacy Day, I had a little free time, and naturally used it to tour museums (and the Library of Congress, because  librarian’s daughter).

Renwick Gallery (of the Smithsonian American Art Museum): Wonder exhibition review

The Wonder exhibit was a piece of colorful communal paradise on a rainy Sunday. Though I was operating on about four hours of sleep, I was completely enthralled with the show and went through it about 1.5 times because there were several installations I needed to spend just a bit more time with.

Each gallery in the recently restored Renwick was home to one installation, and my favorite thing about this tactic was how thoroughly it changed your experience of the museum from room to room. Patrick Dougherty’s Shindig Stickwork installation made for a mischievous, rambunctious audience experience, as people ducked in and around the swirling stick sculptures, peeking through windows and twirling between them in much the same kind of movement as the twigs themselves. Janet Echelman’s tsunami-inspired net sculpture and its corresponding rug was a much quieter experience, encouraging people to linger as the lights and shadows shifted, to lie down on the floor and just observe. Gabriel Dawe’s Plexus A1 was especially effective in its brilliance against the gray rain hitting the windows behind it; I did pity the guard stationed there who had to keep warning people not to get too close, because that rainbow of thread was as appealing a spider’s web as I’ve ever seen. It was hard to believe it wasn’t itself glowing, just excellent lighting. I admit I was less enthralled than many of the people I saw that day with the room entirely decorated with dead insects, and the sculpture out of tires, while texturally appealing, smelled distinctly of burned rubber and I couldn’t figure out if I was looking at a post-industrial dragon hide or a rejected piece of scenery from Mad Max: Fury Road. That said, the sheer variety of installations on view meant there was something for everyone.

I also found myself taking pictures of a bunch of the labels; not something I usually do unless I’m trying to remember an artist’s name, but the interpretation panels generally and the ‘wonder’ themed quotes they picked were exceptional. I love the idea of defining wonder as ‘a suprise of the soul.’

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National Museum of Women in the Arts review

Firstly, major kudos to the visitor services team. The woman on duty at the front desk actually left her post to give me an extra suggestion and a gallery activity to take along, when I was partway into the galleries. Big points for being helpful and friendly! Said gallery activity was pretty interesting, too; I regretted that I was on my own and had no one with whom to discuss the questions posed for the various highlighted objects.

I had no idea this museum was as big as it is; I did a shamefully poor job on the top floor as I needed to catch my plane back to Boston. I will definitely need to go back. There were works by artists I recognized, and of course dozens upon dozens of works and artists that were new to me. It was a very good day for learning things, and for appreciating the breadth of the collection, from painting to photography to reinterpretations of materials and techniques in craft and design. The Pathmakers exhibit was much more interesting than I expected, in fact (though as with many design shows I found myself wondering for some pieces about where the function had gotten lost along the way to the form).

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The museum has works of art created by women (and often featuring women) since the Renaissance. One of the things which most impressed me, as I suspect the balance was a fine one, was the tone in which the interpretation was presented. Labels, theme panels, etc. did not shy away from talking about the fact that women’s art was traditionally underrepresented in the Western canon, nor that women’s art was often influenced by the materials and roles generally assigned to them, nor that sometimes (especially in the 20th century) women’s art was directly related to political statements about women’s rights. However, these came across as statements of fact without seeming loaded, accusatory, or otherwise negatively charged. In a world that is increasingly emotionally and politically volatile, it was delightful, even restorative, to be somewhere that recognized, remedied, and celebrated instead. It was a great way to end my trip to DC.

Next week I’ll be hitting up historic houses and possibly the Wadsworth Atheneum in Connecticut, so stay tuned for some history-themed posts in the near future!

Media literacy, election years, and museums

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The Massachusetts museum advocates outside Senator Warren’s office, Museums Advocacy Day 2016

Last week was #MuseumsAdvocacy2016, hosted by the American Alliance of Museums down in DC. It was several days of training, talking about museum issues, sharing big ideas, meeting up with old friends and making new ones, and talking to legislators and their staffers about everything from STEM education to charitable giving tax deductions. It was about 250 people participating in the ardent practice of democracy, and it was awesome.

And this week was Super Tuesday. (More ardent practice of democracy, for good or ill. I got to the polls 5 minutes after they opened, because when I was little, my parents took me voting with them like it was an adventure. Still is, mostly because I understand the stakes better now.)

Most people say the ads and the terrible behavior of both candidates and supporters are the worst part of election years. While that’s often true, this year I also marked with sadness President Obama’s last State of the Union.  If you missed it, for whatever reason, I do encourage you to check it out, because it was one of his better examples of hopeful oratory. I’ve linked to the White House above because they’ve got a bunch of the quotes, infographics, and other extras that were included in the enhanced livestream, which make for good nuggets around which to build a discussion, should you happen to be teaching civics, graphic design, or media literacy this week. (Please teach some media literacy this week.)

Media literacy has been a long-held interest of mine: an essay I wrote about it was part of the web resources for PEM’s Eye Spy: Playing With Perception exhibit, and elements of those same visual/critical thinking skills ideas also worked themselves into the teacher guide I wrote for middle and high-school based on the same exhibit. In an election year like this one is shaping up to be, where paying attention to the kinds of language candidates use gives you a lot of information about who they are and what they’re trying to do with their platforms, it’s important for educators in both classrooms and museums to step up their game around teaching those critical skills. Otherwise, who’s to notice when one candidate gets an overwhelming amount of media attention for no critically apparent reason?

That’s why I was pleased to find out recently that the Newseum launched a new resource for educators and students centered around the history, roles, and responsibilities of the press, with lesson plans, curriculum links, and activities for both the classroom and trips to the museum itself. I didn’t make it to the Newseum on this most recent trip to DC, but I enjoyed it when I was there several years ago, and it’s on my list for another look next time. (I’ll have reviews of the places I did visit in the next post or two.)

Here are a few recent ‘museums in the news’ articles to get you started, in case you want something other than election coverage to read:

 

 

This Week’s Museum Reads: Multi-Sensory Activation

Museum Reads header image

This is your brain on art (and food!):

The most powerfully engaging works of art appeared to trigger brain regions in the frontal cortex that are involved in introspective thought, as well as nearby regions usually directed at more outward matters. The two areas usually don’t activate simultaneously. “That is a very rare state,” Dr. Vessel said. “It resonates in the shape of your mind.”

Storytelling and STEM:

 

“When you can call a line of code a spell, then you are getting somewhere,” Fruchter said. After all, isn’t computer code basically modern magic?

Fingertips to fossils or the Mona Lisa’s face:

Beyond their beauty, fossils are also physical objects, with heft and depth, contours and textures. These qualities are not easily conveyed across the Internet, which tends to resolve on screens, brightly colored and flat.

The Force is with us, always

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Shoebox card by Brian. (Also an excellent kickoff for a holiday-themed grammar lesson.)

It’s Star Wars week, which is exciting to me right down into my bones. To celebrate Star Wars week here on Brain Popcorn, here are a few of my favorite interdisciplinary ways to be part of the Rebellion.

First Order (of business, not of the Empire!)

First of all, don’t miss out on the many cool ideas and resources available through Star Wars in the Classroom.  They have units and discussions on everything from analyzing themes, finding real-world parallels in natural history, mythology, and history, to coding and understanding CGI. Civics to spaceships, this site for and by educators is more than a match for a good blaster at your side.

Science

The Real Science Inspired by Star Wars  and Visit the Star Wars Universe Without Leaving Planet Earth, both from National Geographic

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R2D2’s projector (not quite holographic, but still cool) by HomeStar Planetarium (http://www.amazon.com/Star-Wars-R2D2-Home-Planetarium/dp/B00564ZFZ0)

Music

Star Wars Medley – Bluegrass Style – If you could remix a Star Wars theme, which one would you pick, and what style would you use?

Literature and Drama

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Puns and t-shirts by Poetry Alive (http://www.poetryalive.com/products/metatshirts.html)

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“Wookie the Chew,” by artist James Hance (http://www.jameshance.com)

I’ve been a fan of the work of artist James Hance for years, and his Wookie the Chew crossover works (including a book) always hit me in the happy place. I think his images would be great as kickstarters for a writing prompt:

Recast your favorite children’s book with characters from Star Wars. How does the story change? How does it stay the same?

Just for Fun

Because who doesn’t want an exploding Death Star lamp?

New Discovery Solves a Mystery of Stonehenge

Archaeology, geology, geography, engineering and a dash of mythology to kick off your Wednesday? A definite “Brain Popcorn”-type post from the folks at National Geographic!

National Geographic Education Blog

SCIENCE

New findings have shed light on how some of Stonehenge’s monoliths were extracted and transported. (Nat Geo News)

Use our resources to learn more about stone quarries, or test yourself on your knowledge of Stonehenge with today’s 5-question Quick Quiz.

Teachers, scroll down for a short list of key resources in our Teachers’ Toolkit, including today’s quick quiz and MapMaker Interactive map.

The large sandstone sarsens dominate this gorgeous image of Stonehenge at sunset. Photograph by Kenneth Geiger, National Geographic The large sandstone sarsens dominate this gorgeous image of Stonehenge at sunset.
Photograph by Kenneth Geiger, National Geographic

Discussion Ideas

This lovely diagram of Stonehenge shows the central circular bluestone configuration in blue. Illustration by Adamsan, courtesy Wikimedia. CC-BY-SA-3.0 This lovely diagram of Stonehenge shows the central circular bluestone configuration in blue.
Illustration…

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Authority, Authorship, and Storytelling in Museums

From the library at the Crane Estate, Ipswich. Photo by Meg Winikates, 2015.

From the library at the Crane Estate, Ipswich. Photo by Meg Winikates, 2015.

Earlier this week, Rebecca Herz over on Museum Questions posted an interesting piece in response to the movement for adding more storytelling to museums, wondering if story is as effective as museums wish it to be, and if prioritizing storytelling diminishes the role of museums.  There are already a lot of great comments in the thread there and I encourage you to read the responses; I felt like my reaction needed a little more time and space for thought, so here we are.

In my non-museum life, I am a writer, an English major, and daughter of a librarian and a former theater teacher, so I fall firmly on the side of story. I agree with the power of story to provoke emotion and generate strong memory and help us make connections between things we know and new facets of learning.  I heard Kendall Haven speak and read his book Story Proof, and it made a lot of sense to me.

The questions Rebecca raises are good ones, the most central of which seems to be this: museums are seen as places of authority, and what if the stories we are telling are not the ones people are taking away? what if stories are diluting instead of enhancing what we have to teach?

As someone who reads as many writing resources as museum ones, this concern reminded me vividly of the problem so many authors/creators have with the existence of fandom. An author or poet or TV production team or movie director spends all this effort to create a story and launch it into the world, and every once in a while then throws a fit when people say ‘we love that this is in your story’ and the creator says ‘but that wasn’t there at all! I didn’t want you to find romantic tension between these characters, I wasn’t trying to tell a story about that kind of opression, I was telling this kind of story, not that one.’ (Poets are usually better about this; they understand and intend for people to get more out of a poem than they necessarily put in in the first place. TV writers are notoriously bad about it. If we want museums to have fans/an engaged community, let’s take our cue from poets.)

Steampunked Dr. Seuss: a transformative work found at the Springfield Museums, MA. Photo by Meg Winikates, 2015.

Steampunked Dr. Seuss: a transformative work found at the Springfield Museums, MA. Photo by Meg Winikates, 2015.

Once you put a story out into the world, whether you are an author or a museum, you don’t own it anymore. I heard someone say once, “We are not all watching the same show” or reading the same book.  People will consume the same set of words and images, but how they interpret, absorb, and remember them is influenced inevitably by who they are already and what they bring with them. Trying to control what they take away or turn it into (such as in the varied reactions of people at the Lincoln Museum in Rebecca’s piece) is impossible.

To put it another way: think of a book that hit you just right when you read it, and another that you simply couldn’t appreciate at all the first time; there may be a right time to see a museum exhibit for someone the same way there is a right time to read a book.  When I first read Jane Austen’s  Persuasion, I thought Anne Elliot was a spineless doormat, and boring to boot. I was a teenager. When I re-read that story years later, I fell in love with Anne’s resilience and steadiness, and her belief in second chances. The teenager described in Rebecca’s post who was made so sad by the slave auction diorama that she couldn’t absorb anything else–perhaps she didn’t seek out more information about Lincoln, the Civil War, or civil rights then, but that doesn’t mean she won’t ever take a class on the period in college, or become an activist for social justice in a few years, or a public defender, or an economist.

One cannot tell only one story, and one cannot know how it will affect people, and one cannot fret over it. This is equally important for museums and for authors.

What one can do, in the museum world, is provide scaffolding and a diversity of access points to your story/collections/mission/exhibit. If everyone is hearing a different story, tell a bunch of good ones, complicated ones with multiple narrators and intersecting themes. Lay out your analytical lines for the people who want to follow them, engage with first person narrative from primary sources, supplement with drama and suspense that put your audience in the center of your tricky questions. Get fully on-board the storytelling train and add a theatrical performance to your exhibit, live or recorded.

I spent years as a kid going to the Museum of Science in Boston and vividly remember the theater program Lynn Baum describes in her comments to Rebecca’s original post. The Bog Girl, the cowardice of the Titanic‘s owner (“He did not look back.”), and the possibilities of international space exploration on a mission to Mars (“Don’t eat the samples!”) are burned vividly into my mind, and so are lifelong interests in archaeology (including marine archaeology), Celtic history, geology, and space exploration. To Rebecca’s point about emotion potentially interfering with analysis, I admittedly don’t remember a ton about the specific chemistry of why peat bogs are great for mummification (something about acidity and submersion protecting things from oxidization?), or the exact range of years from which the Bog Girl originated, but I was, and remain, interested in going to other museum exhibits and reading other National Geographic articles and finding other historical fiction that will tell me more about her world.

For that matter, I rarely manage to see a quilt without being reminded of another piece of museum theater I saw on a family trip as a kid, called Quilters, which was all about women’s experiences as frontier settlers (“Sunbonnet Sue getting bitten by a rattlesnake!”). It didn’t make me want to quilt, or settle on the prairie, but it gave me an intense appreciation for the efforts of women who did either or both. Stories may not always have the *intended* effect, or an immediately obvious one, but they always do *something:* inspiration, fascination, curiosity, aversion, imagination, irritation, sorrow. And that something–intended or accidental, analytical or emotional– is still so, so much better than nothing.

What catches your imagination? Detail image of a dressing table, RISD museum. Photo by Meg Winikates, 2015.

What catches your imagination? Detail image of a dressing table, RISD museum. Photo by Meg Winikates, 2015.

Museums are used to being perceived as authorities, to having this role as expert, as treasure vault, as teacher. Letting go of that kind of control is a little nerve-wracking (see all the drama in the last few years over crowd-sourced exhibits and participatory events and people quitting over ‘the death of real curation,’ etc.), and it’s hard.  Maybe museums are not all natural storytellers. It’s probably easier for some museums than others, and some of us might think we’re telling great stories, when we’re actually that guy in the corner of the party who’s as compelling as six-day-old dry toast. (See the aforementioned ‘nothing.’)

Let’s not be toast.  Let’s be a taco buffet, with lots of options for our guests to choose among; soft or hard-shelled, full of protein or mostly toppings, spicy or mild, simple or complex as individual taste demands. Everyone ends up with something that the host can recognize as a taco (exhibit message), and no one goes away hungry (bored). Offer a bounty of stories with lots of ways to get at them (interactives, tours, audio, visuals, touch points, story books, creative response invitations) and enjoy the various voices and viewpoints that result. Make it a potluck taco buffet and invite other tastes/voices in.  In the 21st century, fewer and fewer people want the voice from on high dictating the one story, so let’s tell lots of them instead.

Exhibit Review: The Science of Pixar at the Museum of Science, Boston

I will freely admit I am a Pixar fan. I also volunteered once upon a when at the Museum of Science, back when I was in high school and didn’t know museums were eventually going to take over my professional life. I have to believe, however, that even if neither of these things were true, I would still be really impressed with this exhibit.

We did not enter at 12:20. We entered at 9:20, and this is when we were leaving.

We did not enter at 12:20. We entered at 9:20, and this is when we were leaving.

I can never decide whether I love or hate timed-entry shows; as I’m usually an early-bird, it’s nice to know that I’ll have a little time with lots of space and chances to play with the interactives before things get crowded, but I am not sure how much it helps with traffic once the exhibit gets busy later. (Anybody know if someone’s done a crowd-pattern study on timed vs. untimed entry?)

There’s a lot to like initially on entry: there are a fun set of facts to read if you’re stuck waiting in line, and the entry movie is cool as much for the behind-the-scenes peek at the Pixar offices as it is for the intro to the steps of the computer-graphic-animated-movie-design process. (I especially loved the office that looks like the fuselage of an old plane wreck in the jungle.)

Once inside, as dark as the walls are, it still feels lightsome, as there are big gorgeous graphics of Pixar concept art all over, life-size models of various familiar characters, and brightly lit interactive islands throughout. I’m not a fan of the dark-hall design in general, so I was impressed at how not-dark this one was.

Logistical and Floorplan Choices

This is an exhibit that doesn’t really have an A-B-C flow; given the amount of bouncing around one has to do to find a free monitor or interactive once it gets busy, that’s a good thing. It is initially a little hard to figure out, but once you hit the ‘process in the round’ area that shows you how often elements of a movie move back and forth between the steps (from character design to rendering to animation to sets back to character design and then to lighting, for example), it makes the forth-and-back of the exhibit ‘map’ less troublesome.

I’ll cover interactives in depth next, but from the logistical standpoint they made some excellent choices. Most interactives were in sets of 2-4, so that each island had multiple opportunities for people to play, reducing waiting time and also making the overall density of the exhibit less overwhelming (“oh, these three are all the same, good, I can move on to the next thing”). There was also nice variety in the interactives; some low-tech in amidst all the high-tech, some very simple and others quite complicated, some large-scale that made it easy for multiple people to see/interact together, and some that rewarded close individual attention. There was something to appeal to almost every kind of learner, and several things which were clearly designed with universal accessibility in mind.

Interactives

There were a number of choices I admired in the interactive design of this show. The digital effects were almost always paired with a nearby example of how such a concept works in ‘meatspace,’ and the controls were on the whole intuitive and remarkably sturdy. (I don’t want to know how much programming turns sliding knobs and a choice of less than 5 buttons into easily digestible visible changes on screen, but I am willing to be impressed even without knowing the ‘how.’)

All the screens were captioned, and all the signs had audio wands. Several of the interactives had tactile handles that were the physical embodiment of the shape you were generating on screen. In terms of design for accessibility, I thought this exhibit did really well.

The only time I thought their physical-embodiment of something being described on screen *didn’t* work was in the reconstruction of the coil-within-coil physics of Merida’s hair. The two sets of springs they modeled were equally non-springy, and didn’t really emulate the physics being illustrated at that station. I wanted some dangling slinkies to play with of different materials and construction, instead of standing coils that didn’t move. Otherwise, the physical/virtual pairings were quite impressive.

This station allowed you to play with camera angles from several different cameras, and also allowed you to physically climb underneath for a literal bug's eye view of the constructed set. Simple, effective, great presentation value, and a nice way to tie in both the research Pixar did ahead of A Bug's Life and the directorial choices available when all your cameras are virtual.

This station allowed you to play with camera angles from several different cameras, and also allowed you to physically climb underneath for a literal bug’s eye view of the constructed set. Simple, effective, great presentation value, and a nice way to tie in both the research Pixar did ahead of A Bug’s Life and the directorial choices available when all your cameras are virtual.

A recreation of the paper house that Pixar lighting designers created to test lighting of Carl's house for Up. Behind this were digital interactives that let you play with the virtual lights the same way one could play with physical ones here. There was lots of cool context about the vocabulary of lighting design (ie 'temperature,' etc.) as well as the purpose (emotional effect, helping to pick out the main character in a scene, indicating transitions).

A recreation of the paper house that Pixar lighting designers created to test lighting of Carl’s house for Up. Behind this were digital interactives that let you play with the virtual lights the same way one could play with physical ones here. There was lots of cool context about the vocabulary of lighting design (ie ‘temperature,’ etc.) as well as the purpose (emotional effect, helping to pick out the main character in a scene, indicating transitions).

This was the low-tech version of mapping a surface onto a wireframe object. There was a very simple (frustratingly so, for adults) virtual interactive that allowed you to 'paint' a car hood with different projections, but I actually liked this better, for any number of reasons including the fact that different surfaces on the same shape create very different objects, and because it showed at least a little what kinds of deformations and folds you need to make in a surface texture when putting it on a 3D object.

This was the low-tech version of mapping a surface onto a wireframe object. There was a very simple (frustratingly so, for adults) virtual interactive that allowed you to ‘paint’ a car hood with different projections, but I actually liked this better, for any number of reasons including the fact that different surfaces on the same shape create very different objects, and because it showed at least a little what kinds of deformations and folds you need to make in a surface texture when putting it on a 3D object.

This animation station was one of the few where it helped to have paid attention earlier in the exhibit, to the 'rigging' section. It focused more on speed and range of motion, but was also influenced by the rules of how the character's arm moved, based on the virtual bones and flexibility it had already been given.

This animation station was one of the few where it helped to have paid attention earlier in the exhibit, to the ‘rigging’ section. It focused more on speed and range of motion, but was also influenced by the rules of how the character’s arm moved, based on the virtual bones and flexibility it had already been given.

I loved this. It required teamwork, it had enough variability that even though the arc of the jumping lamp was prescribed, the attitudes and 'energy' of the lamp were all adaptable, and it led to a lot of discussion (albeit also some frustration from impatient parents). The replay function was also very satisfying, as your 'movie' was over very fast!

I loved this. It required teamwork, it had enough variability that even though the arc of the jumping lamp was prescribed, the attitudes and ‘energy’ of the lamp were all adaptable, and it led to a lot of discussion (albeit also some frustration from impatient parents). The replay function was also very satisfying, as your ‘movie’ was over very fast!

This was one of the interactives where I thought the handles for controlling the interactive were more interesting than the activity itself. Each handle was the same shape as the line on the screen which one rotated to make a 3D shape. Very clever!

This was one of the interactives where I thought the handles for controlling the interactive were more interesting than the activity itself. Each handle was the same shape as the line on the screen which one rotated to make a 3D shape. Very clever!

A simple and very familiar interactive (assemble magnetic body parts, this time for robots) with new context; using a certain number of base parts, Pixar designers could generate X number of unique robot combinations (and therefore how many can you?) Context is everything, and some good ideas stay good, even if they feel like they've been done to death.

A simple and very familiar interactive (assemble magnetic body parts, this time for robots) with new context; using a certain number of base parts, Pixar designers could generate X number of unique robot combinations (and therefore how many can you?) Context is everything, and some good ideas stay good, even if they feel like they’ve been done to death.

Telling the Story

At heart, I’m a story person. Pixar is very good at story, of course, and fortunately, this exhibit does a pretty good job of it as well, especially in letting individuals who work at Pixar tell their stories. As much as I enjoyed the interactives (especially before it got too busy!), I really responded to the video interviews with people of all ages, ethnicities, and backgrounds who work at Pixar. They talked about loving or hating math at school, how they got interested in art or computers or both, their geeky hobbies, the ways their jobs and their coworkers inspired them, and generally put not just one human face on the movie making process, but dozens of them. It was adorable and inspiring and hilarious and eyebrow-raising in turns, and it made for good storytelling.

The process of creating Pixar stories, however, was a little muddled. The emphasis of this exhibit was more on the how-it-all-gets-built and not on how-it-all-begins or how-it-all-fits-together, but I did wish for a little more on the inspiration/imagination at the start of the process.

This circular exhibit element allowed you to track the evolution of a scene through the elements of the design and implementation process, but while visually engrossing was a little short on the 'concept and storyboarding' section.

This circular exhibit element allowed you to track the evolution of a scene through the elements of the design and implementation process, but while visually engrossing was a little short on the ‘concept and storyboarding’ section.

A Few Lingering Wishes

The biggest thing missing from this exhibit, my traveling companions and I all agreed, was that there was no point at which they really addressed when and where sound was added, and how it was that that affected the design process. This was a very visual-heavy exhibit, but the visuals only tell part of the story, and we all wanted something that touched on the dialogue and music. How cool would it have been to be able to have a partner exercise where one person reads out and records a set of familiar lines, and the other person has to control the speed at which the character’s mouth moves in order to sync up with the words? What about pairing different lighting scenarios with different underlying music–what’s the difference between sad and creepy? Happy and manic? Dramatic and silly? The lighting might be similar, but the music sets the literal and figurative tone.

(Also, I wanted a full-size Merida to pose with. I settled for Dory.)

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All told, it was a fun three hours, and I don’t think I’ll look at Merida’s hair, Nemo’s reef, or Wall-E’s post-apocalyptic trash heap the same, which is the mark of an exhibition well-done.

ETA: Another excellent behind-the-scenes exhibit write up can be found here, and it’s well worth the read.

Meet me on the Holodeck

Because when you're an interplanetary starship captain, all you really want is to be a city-streets private eye.

Because when you’re an interplanetary starship captain, all you really want is to be a city-streets private eye.

I often say I grew up in museums, which is true.  I also grew up on Star Trek and PBS.  This means I have a lot of awe for sci-fi technology and a burning desire to know if we can get there, and if so, how it all works. I’ve accepted that beaming to a ship in orbit’s not going to happen in my lifetime, but every once in a while I hear about something cool that makes it feel like we’re one step closer to the United Federation of Planets. 3D printing food, for instance, is not yet quite so cool as a replicator, unless everything from the replicator tastes like mashed potatoes. (I think there was an episode where that happened, actually…)

Free air sensations can be delivered to a user that map to a wide range of textures. Here a user can control a virtual character moving over textures such as water and grass. (Photo and caption credit Disney Research, see link above)

Free air sensations can be delivered to a user that map to a wide range of textures. Here a user can control a virtual character moving over textures such as water and grass. (Photo and caption credit Disney Research, see link above)

This week, however, it was the announcement that Disney Research was unveiling Aireal, which they describe as “Interactive tactile experiences in free air.” Lest that sound like a Cirque du Soleil experience, what it boils down to is that it can make you feel the impact of a virtual butterfly or a soccer ball or a hand, without needing to wear any kind of virtual reality suit. Pair it with good hologram technology like is already in use in places like The Forbidden Journey at The Wizarding World of Harry Potter, with the interactivity of digital puppets like Turtle Talk with Crush, or with other 4-D movie experiences like It’s Tough to be a Bug, and you’re 2/3 of the way to a holodeck already.It works with directional nozzles that create targeted vortexes of air (watch the video, it’s really cool), and can be paired with sensors that allow the nozzles to track the movement of a virtual object–or the user him or herself.

When my favorite anonymous source shared this with me, the first thing we said was “Wow!” and the second was “how could museums use this?”

Looking at the image above, it’s clear that providing tactile experiences of objects too fragile to touch or too expensive to recreate is one option: possibly the same scanning processes that can be used to create 3D image files for printing could be used for haptic feedback as well.  This would be fantastic for accessibility, as well as general visitor engagement. Or imagine a historic setting brought to life with projected details, like the butterfly in the video–a Jurassic era bug, for instance, or a flight simulator in the cockpit of a historic plane. Pair it with a wall of sound and get the sensation of conducting a symphony orchestra. Play a game of Mayan basketball (without the beheading). Get rained on without getting soaked. [The options for a haunted-house experience are also numerous!]

The challenge remains in deciding when and where tech is the better option, compared to a living history re-enactor or a replica or a low-tech texture panel. It seems to me that it’s the imaginative quality that is most likely to be the deciding factor (bringing to life beings that no longer exist or haven’t existed yet, creating an immersive art experience) and the conservation possibilities as a secondary factor (allowing the sensation of touch where things are too delicate for direct interaction).

How would you use a technology like this in your museum? Share your best holodeck fancy in the comments below.

For further exploration on the topic:

Selfies, Speed Dating, and Museum Ethics

program goalsRelevant. Engaging. Fun. Viral. Entertaining. Educational. Hip. Innovative. Creative.

A daunting set of words to have as goals for any museum program or exhibition. Museums all over are looking for ways to tap into the trends of the day to help reach those goals, and sometimes they succeed and sometimes they slip up; so what is it that makes for a successful event or engagement opportunity, and what are the commonalities among things that are likely to fall flat at best, and land you in the mud at worst?

The scene is complicated by entities like the highly popular Museum Hack, a team of outsiders that creates (with the permission of the host organization) museum experiences that ‘disrupt’ the usual expectations of a museum tour. They have raised a few eyebrows among museum professionals, but have also received a warm welcome for bringing a fresh set of experiential ideas to widespread attention. That said, what seems to be ‘okay’ on a Museum Hack experience can seem problematic when attempted by museums themselves.

Let’s look at a couple of recent examples:

“Science Meets Speed Dating” at the American Museum of Natural History, from the Wall Street Journal

This sounds, from this article, like a really successful event. They took an easily recognizable style of event, the concept of which is clear even if you’ve never been to a speed-dating evening, and gave it a twist to suit their context. I know that in my past museum jobs evaluations showed that ‘meeting the expert’ events, be they artists, scientists, authors, whatever, were always a big draw, and this capitalizes on that pull to create a really entertaining evening. I can imagine contexts in which speed dating would not work so well as a framework–Speed Debate with the Founding Fathers? Maybe not. Still, there was content to back up the concept here, and it shows.

“Kimono Wednesday” at the MFA

There’s been a lot of  ink spent on the protests surrounding this event already, and I’m including the links below of some of the interesting reads. I’m more interested in looking at the program structure than debating the larger issues.  The original intent of the kimono-selfie-prompt was not malicious, but it certainly seems to have suffered from an insufficiency of forethought. It was also (quite properly, in my opinion) criticized for lack of context. The discussion around culture-as-costume seems to only be getting louder (again, quite properly imho); in Canada a music festival just banned the wearing of First-Nations-inspired headgear, for instance. In that environment, promoting an opportunity for self-promotion through kimono-selfies seems oblivious, not to mention a tad dated/derivative. As one insightful person I spoke with put it, “Once they’re selling selfie-sticks in Walgreen’s, it’s over.”

That said, the fact that the museum immediately changed gears, added context, and is assembling a symposium to discuss issues of cultural sensitivity and appropriation is admirable. Listening to the people in your space is important. That they continue to voice their upset is a mark more of the level of frustration and voicelessness felt by certain segments of the population than it is a reflection on the museum’s actions. The MFA is in the same boat as the presidential candidates at this week’s Netroots Nation event; they happen to have provided a stage for people who haven’t had one. That the MFA is planning on leaving open that space and continuing the discussion is great.

“MFA recasts kimono days after complaints of stereotyping” at the Boston Globe

“Confused thinking behind the protests at the Boston Museum of Fine Arts” on Hyperallergic

“MFA’s kimono controversy should spark deeper conversation” at the Boston Globe

Flag Creation and the ‘Hate vs. Heritage’ Argument

Participatory spaces in museums, facilitated and non, are a growing staple of museum engagement.  In an activity inspired by Bastille day, one museum educator ran up against some unexpected uncomfortableness when some visitors chose to re-create versions of the Confederate flag to hang on the activity wall–and had to face questions of editing, engagement, and ethics in deciding whether or not to take the flags down:

“When do we edit participation?” at Museum Questions

Thinking, again, about this as a program design, there’s not a lot to criticize here. Could some of the issue been averted by having an educator in the space? Possibly, but possibly not. Could more or different signage have helped? Again, possibly, or possibly not. It’s a problematic balance between access and resources; sometimes the staff just doesn’t exist to keep spaces like this staffed. I would argue that audience participation is always enriched by the chance to interact with a museum educator. (This is where I am not putting my thoughts on how all museum staff, regardless of department or background, should spend a certain amount of time per month on the exhibit floor, because that’s a whole different post waiting to happen.)

Should museums have a stated policy their staff can refer to about the things they will or will not accept as ‘leave-behinds’ for display? That would probably help. After all, most museums will remove random scribbles and profanity from their comment books; if the National Park Service has refused to let their concessionaires sell merchandise with the Confederate flag on it, that’s enough back-up for me.

There is a place for conversations about heritage, symbolism, and the visual language of oppression, but it’s not the unfacilitated kids’ art zone. Everyone deserves to feel comfortable and welcome in that kind of space; let the difficult conversations happen where there are no safety scissors around.

So tell me what you think: why are selfies as prompted by Museum Hack ‘okay’ (if they are)? What other kinds of gallery-disruption do you favor or dislike? What would you do if someone left a Confederate flag (or other controversial image) in your art zone? When is a kinetic experience learning and when is it a ploy?

The Modern Life of a Bronze Age Woman

I love it when I run across someone who’s assembled an Ideabox-style post for me! National Geographic’s done a brilliant collection of interdisciplinary resources (geography, chemistry, archaeology, etc) surrounding the Egtved Girl (and bog bodies in general!)

I have pretty vivid memories of the Museum of Science in Boston’s Bog Girl exhibit, including a wobbly platform you could walk on that mimicked the consistency of a peat bog, so maybe you’re not as excited about bog bodies as I am, but you should be! Check out Nat Geo’s links below:

National Geographic Education Blog

SCIENCE

The stunningly well-preserved remains of a 3,500-year-old woman reveal her travels as a high-status woman of her day. (Nat Geo News)

Learn more about the Egtved Girl and her “bog body” cousins with our video.

Teachers, scroll down for a quick list of key resources, including today’s MapMaker Interactive map, in our Teachers’ Toolkit.

Still a teenager when she died, the remarkably fashionable Egtved Girl was laid to rest about 3,500 years ago. She was buried dressed in a cropped wool bodice with flowing sleeves, a short skirt, and bronze bracelets and earrings. The large bronze disc on her woolen belt probably represented the sun. The Egtved Girl was buried with a birch-bark box containing an awl, bronze pins, and a hairnet. A bark bucket in her coffin revealed traces of Bronze Age beer—made with wheat, bog myrtle, berries, and honey. Illustration by FinnWikiNo, courtesy Wikimedia. CC BY SA 3.0 Still a teenager when she died, the remarkably fashionable Egtved Girl was laid to rest about 3,500 years ago. She was buried dressed in a cropped wool bodice with flowing sleeves, a short skirt, and bronze bracelets and earrings. The large bronze disc on her woolen belt probably represented the sun. The Egtved Girl was buried with a birch-bark box containing an awl, bronze pins, and a hairnet. A bark bucket in her coffin revealed traces of Bronze Age beer—made with wheat, bog myrtle, berries, and honey.
Illustration by FinnWikiNo, courtesy Wikimedia. CC…

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