Experiences and Museums

drawing sound

One of the more interesting effects of the merger between the digital and physical worlds is our ability to “read’ or “interpret” various mediums into completely different forms and to do so with simplicity and elegance.

A perfect example of this is the Colour Chaser, by Yuri Suzuki. While originally conceived in 2010, it recently was expanded to become an interactive sensor, sound and robotic installation called Looks Like Music for the Mudam, or Musée d’Art Moderne Grand-Duc Jean.

 

 

 

Here, as you can see, visitors can draw their own paths of color to engage the robot and, in essence, create a musical march for the robot. The simplicity of the approach, the straightforwardness of the interactive outcomes, and the possible creativity all make this incredibly attractive. It incorporates and engages science and art simultaneously.

Here is an example of something we might seek to embed in more technological exhibits in our field -

the idea of not trying to burden every exhibit with the full story but rather to create more exhibits that break the digital/physical interplay into bite-sized chunks…. discrete experiential chunks that can “sing” through a simpler design.

Where have you seen examples like this? How do you imagine using techniques like this to expand the possibilities?

 

 

 

 

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Drone Experiences

An emerging technology that feels like it has the potential to offer some interesting experiences for specific installations is the drone. One example of the capabilities of these devices is this home movie of Niagara Falls created by a drone owner.

 

 

 

 

Some opportunities we in the museum field might explore with drones include giving visitors access to places they can’t physically explore and providing rare or inaccessible viewpoints. Just last week, while we were in the Pacific Northwest, the Woodland Park Zoo staff (avid readers of this blog) sent us an invitation to discuss their philosophy and approach to interpretation. The Zoo has award-winning experiences within large natural environments that mix species as they would be mixed in their natural ecosystems. The downside of this approach is that, at times, the animals are far away from the visitors.  One of the ideas we brainstormed involved drones: Imagine letting visitors fly a drone out to find animals and observe them from a distance.

In addition to their function as remote viewers, drones also offer interesting insights into robotics, and they can provide excellent maker/tinkering opportunities. They offer a way for mobile device and their cameras to be used. Finally, they also provide a timely, relevant, and accessible experience through which to spark discussions about societal issues of technology, privacy, and information access.

Drones seem to be a ripe technology and medium for experience prototyping and designs.

We would love to hear your ideas about how drones might be used. Share your thoughts here.

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the coming interactive surface revolution

With its capacity to detect a user’s movements, the Microsoft Kinect system stands ready to change how the museum and themed entertainment field might consider where an interactive experience occurs and what the interactive medium might be. As shown recently here in our blog over two months ago, water can serve as an interface location. In fact, recently this same story again surfaced across the web – for example here and here.

Certainly, the next step is developing more sophisticated augmented reality experiences based on this ability. While the water example shows some rudimentary possibilities, an application (came out last year) that certainly could have potential impacts – educationally and otherwise – is shown here. In this one sand is sand to as our medium and simulate water and water flow.

 

A further refined version is being worked on or is finished through the work Oliver Kreylos of UC, Davis, the Tahoe Environmental Research Center (at UC, Davis), and the Lawrence Hall of Science (at UC, Berkeley) for ECHO Lake Aquarium and Science Center in Burlington, Vermont. Here is video of that piece.

 

 

Thinking back on past projects where we wanted to create a physical interactive six or seven years ago about watersheds and drainage, had this been around, we might have jumped on it.

But this technology, along with things such as our posting two weeks ago on motion tracking systems and cameras/projection, means that as we think about exhibitions, there is a vast opportunity to add an additional digital dimension if necessary. This applies even to some our most tried-and-true interactive examples.

Take a gravity well. When we will see the first one where, as the ball travels down the well, the acceleration figures, the projected path, or force vectors are projected on the surface of the gravity well itself?  How about projection on an erosion table? The list of possibilities is endless. Additionally, all of this digital information can be saved, taken home, shared on personal devices, and distributed through the cloud. We are just beginning to explore how this could change the ways physical interactives can link together with our lives outside of the walls of a museum.

But there are dangers, and at times we don’t want this extra layer.  It might detract from the innate beauty, simplicity, or emotional and learning impacts of the physical interactive.

The key will be figuring out when to add this ability and when to leave the physical reality of a phenomenon alone.

We here at the studio can already imagine the debates and conversations that will erupt as we move forward with these evolving abilities. Those are going to be some good conversations around the conference bar! Meanwhile until then we remain on the lookout for new examples. Do you know of any? What do you think of the coming revolution?

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time piece

Sundials are one of the most popular features that museums place outside. They demonstrate astronomical concepts and at times are used to convey anthropological or archeological content as well.  That said, the idea of using shadows to tell time is elegant.

An artist that has taken this to a new level is Conrad Shawcross’ with his new work, Time Piece,  an amazing time installation.

 

 

 

 

 

Using the mechanism, lighting, a gnomon which is about thirteen feet high, and the architecture of the London Roundhouse (a steam engine repair shed turned into a cultural venue) the piece is an operating clock.

Not only is this a beautiful piece but the programming the Roundhouse is putting on in conjunction with the piece is compelling as well.

Here is just one artist and their previous performance for another piece:

Wayne McGregor | Random Dance

Sun 11 & Sun 25 Aug, 2pm-5pm / Pay What You Like
Performed interventions from acclaimed choreographer Wayne McGregor will juxtapose dancers with the installation.

Shawcross’ piece and the Roundhouse points out several things that many institutions might think about. Whether it be sun dials or Foucault pendulums there has always been an interest in presenting the passage of time.

What is clear that imaginative approaches to portraying time will always be fascinating.

Certainly this piece really raises the bar.

In addition, other museums might want to explore the concept of programming around a timepiece. Such programming could allow science museums and similar informal learning environments, which commonly have timepiece devices, to expand how they integrate art/culture content into their offerings. In fact, this simple idea is applicable to many other “signature” pieces – not just time pieces.

What great time pieces have you seen? What kinds of programming have you experienced that expanded on a signature installation? How else does this piece inspire you?

 

 

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Follow the Ball

In previous posts we mentioned how changing one’s viewpoint can offer new opportunities for experiences in an exhibition. A new technology just crossed our desks here at the studio, and we think it’s pretty amazing.

Here is the Dynamic Target Tracking Camera System.

 

 

This is work being done by the  University of Tokyo at the Ishikawa Oku Lab

The way the tracking systems follows a moving object has sparked our thoughts about how such a system might be applied to a wide variety of science center experiences. It would be interesting, for example, to combine this system with a gravity well and observe the arrival of the hole rather that the ball. Also, one could launch several balls into a well and track each independently by projecting a unique number on each. We could advance that even further by projecting the speed of the ball directly on the ball itself as it accelerates toward the hole.

A similar concept could be used in a Rhodes Ball Machine – but one in which you get to project your face on a ball as it moves through the machine. That’s just one way to personalize this type of experience. Of course, this technology could be used for many sports exhibits, too – like following a pitcher’s curve ball or tracking a golf ball trajectory.

Let your imagination run wild. How else might this be applied in the museum field?

What about outside the museum field? How could you imagine using this technology in other ways?

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clandestine museum

The idea of museums that speak about what a museum is, what it means to collect, and how museums interpret the world is not a new idea. There are several out there – one, for example, is the Museum of Jurassic Technology. Here at ALCHEMY studio, we find these very thought-provoking… evoking reflections and offering inspiration about what we do as a field.

The latest is the secreted or hidden Museum.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

This experience is found in an abandoned freight elevator on Cortlandt Alley in New York City. As the museum’s web site states:

“Life exists around us, and the proof of our existence is both beautiful and absurd. Our footprint, which is often overlooked, dismissed, or ignored, is intriguing, and always worth exploring.”

In addition, there is no interpretation of the objects visible in the Museum. Rather, each object has a number code and you call a toll free number (888-763-8839), enter the object’s code, and receive information about the object.

So, here we have a fascinating example of a “hidden discovery” experience like the UNESTS we blogged about before. Imagine the impact of discovering this experience – a simple, perhaps extreme, instance of using mobile devices in a museum. Makes one wonder about trying this in a larger context.

Finally, an interesting take on bringing the museum to the neighborhood.

Today, their website says there will be a store and café this weekend. (Museum expansion!)

So, what “museum” might you create in an abandoned freight elevator? What other kinds of hidden museums would want to discover?

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The Tapioca Interface – Physical and digital – part deux

Recently we blogged about the merging of the physical and digital worlds and how this phenomenon offers some very engaging and potentially stronger ways for exhibitions to use digital media to create more impactful experiences. Under the tag physical and digital, you can check out several blog entries that present some unique approaches to this physical/digital convergence.

 

This week, we came across a new example of this design approach. Take a look at DIRTI for the iPad, created by Userstudio.

 

 

The testing pictured happend at La Maison des Petits. Using translucent material (including ice cream if you watch the second video!) and a simple web cam along with Raspberry Pi, you can create an effect that’s determined by your movements and changes in the material’s density and transparency.

This is a simple but elegant example of how a physical medium can be used to create and direct a physical link to a digital world.

Certainly, the key aspect of this experience is what the physical manipulation of the material actually corresponds to in the digital realm.

That said, this points to yet another example of elevating the impact of information and experience on a digital screen by closely correlating the interface and the medium.

While ice cream or tapioca may make for a creative music and color experience, here water (or maybe slime!) or some other substance might allow for an entirely different experience.

What ingredients would you want to use?

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From the Dark Side

Please take our title light heartedly. Often in the museum world, sometimes in particular between staff departments, the marketing department is seen as the dark side of the “force” compared to the supposed content and educational driven exhibitions and educational departments. In reality when operating in tandem and in harmony they both lean on, learn from and include aspects of each’s field.

In that light here are some recent innovative marketing approaches that have some unique aspects that all good exhibits/exhibitions should have.

The first is the Talking Window done for Sky Go mobile services by BBDO Germany

 

 

In this example, high-frequency transmitted sound vibrates the window and then propagates and conducts through bone to stimulate a person’s hearing.

The second is the Hearing Eye Test by DraftFCB

Here, disguised as a free public eye test, is a hearing test. As you get closer, to ostensibly test your eyesight, you should hear an annoying sound. If you don’t, then you have a hearing problem!

The final example are some Escher like advertising by DDB Tribal for Ikea

 

 

 

These play on the fascination we have with the impossible diagrams we are so familiar with.

While each of these has actual physical aspects that could be parlayed into actual exhibits, there are more fundamental features that make them powerful examples of playful interactivity.

They foster behaviors such as inquisitiveness, investigation, curiosity, observation, and a bit of playfulness. In addition, they result in surprise, engagement, interactivity, and, at times, contemplation, too.

These are the same characteristics that are essential to good experience development and design. So, there are lessons to be learned from these examples. Meanwhile, to our marketing compatriots in the museum field – how wonderful would it be if museum and science center marketing actually embodied and provoked the same behaviors we want to inspire in visitors through the museum experience itself? Then there would truly be no dark side.

What do you think? Please share other examples like these!

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Wonderful Illusion

With this being a holiday week here in the US this week’s inspiration takes on a whimsical and playful turn.

We recently ran across this wonderful illusion experience that would be at home “as is” in so many places we have worked with. This is the Dalston House by Leandro Erlich done for the Barbican.

 

The shear elegance of the concept is amazing. Certainly the basic idea of this experience could be replicated for so many other “environments” and could be themed in ways that reflect different content.

But one of the key points of this experience is its “instagram” moment. (Perhaps in some bygone area we might call it a “Kodak” moment or “Polaroid” moment – by the way, when did a bygone era mean in our lifetime J )  Certainly used in theme park design but at times not used enough in exhibition design is creating a viewpoint, a moment where visitors can memorialize their experience. This beautiful example is a wonderful reminder of this.

In today’s digital photo, anytime world, creating these moments are a powerful experience on many levels.

Share with us where you see these in exhibitions you visit.

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Real Time Experiences

Some ideas reappear over and over again in exhibition design. One recurring theme is the idea of displaying information or events in real time. Instances we’ve discussed in the past include aircraft in the sky, internet traffic, cars on the NJ turnpike, and many other element of modern life. Now, it’s even possible to track some of these on your cell phone.

This week we wanted to point out a couple of examples we’ve recently run across that might interest anyone trying to provide visitors an understanding of how we are using communication technology today.

The first is a piece call Pirate Cinema, produced by Nicolas Maigret and Brendan Howell.

 

 

In this piece, viewers are treated to a cinematic montage of media segments being shared in peer-to-peer networks through BitTorrent. It provides a real-time sneak peek at an activity taking place throughout and across the world that is fundamentally changing many industries and even changing societies as a whole.

The second examples is the website Tweetping by Franck Ernewein.

 

 

Check it out!

Here, one can watch the world of Twitter just wash by across the planet. It can be mesmerizing to see subjects and topics sweep across the globe. These experiences seem to capture a live display of the state of the planet, and they share some important points that might be relevant to exhibition planning and design:

First, they are real. Here are digital media experiences showing real phenomena or technology. They are about real data.

One could argue, too, that these show real phenomena in the same way that, say, a pendulum exhibit demonstrates an actual physics phenomenon.

The second important point is that these experiences makes the hidden, the unseen visible in a dynamic way – and, in these cases, in ways that allow us to look back at ourselves.

Exhibits that explore the hidden parts of being human are always fascinating.

What new ideas do these examples spark for you?

One interesting idea might be to have an exhibition where all of the experiences provide a similar kind of living pulse of our planet.

What would you want to see in such an exhibition?

 

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