Experiences and Museums

wonderful web play

These days here at the studio, we are always on the hunt for innovative and engaging ways to interact with the digital environment. This certainly applies to how visitors might interact with something that has a screen. After all, resorting back to traditional interfaces and imagery seems pointless in a world where our home digital world is complex.

A recent source of inspiration is the developing portal/palate of experience created by Jongmin Kim of Form Follow FunctionOne note: From video this site appears to be designed first for the iOS. Try you iPad if you have one. We found at times that our Chrome browser had problems working the site. You might need to use IE or Safari. It’s a little wonky at times.

form follows function

While we suggest you spend some time experimenting and exploring these (all of which we found to be great fun), there are certain ones that felt instantly transferable to some of the content we are often trying to portray.

 

Surface Waves

Triangulation

 

 

 

 

 

 

 

 

Try “Color Pixelated,” “Surface Waves,” and “Ripples on the Green” to name a few. And as you will see, there are more experiences coming!

We were instantly struck by how interesting some of these might be if projected in a large format, or represented so visitors could interact with their whole bodies rather than just a mouse or finger. What this also goes to show is that, often, we try to use computers in exhibits to cram in lots of information while, instead,

these make the interactivity laser-like in focus – a nod to the idea that simplicity can make for better and more engaging experiences.

 

We suggest you also look at Jongmin’s other work on his site.

One note: We found at times that our Chrome browser had problems working the site. You might need to use IE or Safari.

Let us know your thoughts and reactions!

 

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light shadow mirror: viewpoint – weekly inspiration

A recent rash of projects that are definitely making us think includes works by these two artists.

 

The first set is by Rashad Alakbarov who hails from Azerbaijan. He recently displayed these works at the De Pury Gallery in the show called Fly to Baku. Here is a write-up from art wednesday.

 

 

The second set, which has also gotten some recent press, is by Jonty Hurwitz.

What both of these have in common is their powerful exploration of the importance of one “viewpoint.” Certainly, we know that whether it be looking at past moments in history, interpreting art, or even discussing science (just consider the observer impact in quantum mechanics), where one observes and when one observes have powerful effects on experience.

In thinking about exhibitions and museums, it appears at times that we concentrate too much on restricted singular views of subjects from particular institutional types: art in the art museum, science in the science museum, history in the history museum. What has gotten us thinking is how subjects like “viewpoint” can be a fascinating and intriguing way of blending all of these.

This may be fertile ground for many museums to really stress the cross connections. These pieces are just two powerful examples of art and science coming together.

We are now on the hunt for more interesting takes on “viewpoints” and we think there is an exhibition that could take shape. Look for more examples over the coming weeks and please feel free to send us yours.

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non-gravity gravity well : weekly inspiration

The interface between the digital data and modeling world and the 3D world will certainly be one of the richest areas of innovation – in our everyday lives and, as a result, in exhibition design, too. The latest inspiring effort that we found is Zero N by from the Tangible Media Group at MIT’s Media Lab, created by Jinha Lee in collaboration with Rehmi Post and Hiroshi Ishii

What struck us immediately is the almost magical but realistic-looking modeling of gravity and other physical aspects such as the progression of the sun around the earth. While certainly in its early stages, the technology found here offers the ability to model other aspects of physics in a new way that may, in fact, be more effective for visitors. I’m sure others out there can come up with an exciting list of possible uses.

True to our name as ALCHEMY studio, we are continually trying to document, think about, use, and riff on new developments such as these. As home entertainment systems, computers and mobile devices rapidly evolve, the digital information and digital interfaces that museums employ will need to change.

Certainly, one direction that museums must explore is making experiences (exhibits, events, special installations, programs) that utilize new ways in which the actual physical world interacts with the digital world.

So, whether it is an interface/model such as ZeroN made possible by computers, or the interplay of projection, data and spandex in Firewall, our efforts to engage visitors will need to stretch to create experiences that aren’t possible at home.

 

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floating on a bubble

A museum/gallery experience that has been making the rounds a while in the studio is Tomás Saraceno’s On Space Time Foam.

 

We are excited and intrigued with the opportunity it gives visitors to actually float in or step on a mega scale bubble/foam structure. This certainly fits into our whole fascination with scale.

One can imagine this is what it is like to be miniaturized and walk amongst a soap bubble cluster.

Obviously this experience could be an incredibly powerful additional component to a bubble area.

But more intriguing is to use such an experience to communicate something about materials, or about the very structure of the universe. Just imagine finding this experience in a space or planetarium institution. It would be an exhibit that might change the very nature of what people expect in institutions such as this.

What other connections does it suggest to you?

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firewall – inspiration weekly

The first thing that has captured our eye this year is this engaging and beautiful piece called Firewall:

It’s both artistic and musical and has an almost magical feel. It certainly would fit into many of the institutions we know. This was created by Aaron Sherwood created in collaboration with Michael Allison.

In addition, the experience has made us “riff” off of this piece for new experiences we might be part of, including:

-          explaining topography

-          exploring earthquakes

-          physically demonstrating sound waves

-          creating an illusionary environment

We would love to hear your ideas!

Meanwhile, back in October we were captured by the work of Antonin Fourneau and the Water Light Graffiti system. So now we have both fire and water. We just need to add earth and air and we’ll have the alchemy quattro.

 

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Isaac Newton vs. Rube Goldberg – Inspiration for the Holidays

As we are fully in the holiday season, here is a little gift of inspiration.

Some of our favorite concepts and experiences – ones that, to us, always reflect a bit of alchemy – are Rube Goldberg devices. We recently came across this latest version by 2D House, a Toronto-based photography studio.

It’s a wonder we don’t see more of these in our museums and science centers. Here’s an idea: We would love to engage with someone on a Rube Goldberg exhibition. Imagine the “tinkering” space that could be added to this type of exhibition.

Lets have a Rube Goldberg movement

We hope you enjoyed this video as much as we did. By the way, want to see more? Take a look here at some of 2D House’s other work inspired by Rube Goldberg.

Happy Holidays for 2012 from alchemy studio

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“Maker” Science Spaces

Recently, there has been intense interest in the idea of Tinkering Spaces or Maker Spaces in the museum filed, especially science centers. This interest stems from the success and undeniable energy and innovation occurring at such events as Maker Faires, which we have experienced and attest to from personal visits. These spaces in museums have some characteristics that we have described earlier as “evolving experiences” where activities and content change constantly.  These “maker” spaces often have a workshop-like environment, where the design aesthetic is thought about but intentionally does not looked over-designed. They must certainly be functional for the activities.  Finally, the content tends to focus on technology, engineering to some extent, and often also morphs into art and creative expression.

Recently we visited the Cabrillo Marine Aquarium, in San Pedro California and fell in love with several of its spaces. The images below show what we saw there.

 

 

 

Immediately what leapt to mind was these were what we termed “Maker” Science spaces. A “Maker” Science space is focused more on science content than technology but has some of the same characteristics and attributes as the original. Here we were tinkering with biology and marine sciences. There was certainly an authenticity and a reflection of constantly changing content that marks an “evolving experience.”

The use of the dry erase boards, the real tanks, and full expression of operating life support systems to study the wildlife are all part of this approach. Certainly, white PVC piping never looked more purposeful and in keeping with the space’s intent.

This has inspired us here at ALCHEMY studio to wonder how we might create more and design more “Maker” Science spaces. Especially in museums and science centers where there is actual research occurring. We would love to work with institutions interested in “making” this happen. (Sorry for the pun!)

We would love to hear of any other spaces that you feel capture this same quality as a science space. Let us know.

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Inspiration – Water Light Graffiti

Having been a part of doing a digital “graffiti” wall in an earlier project for the Liberty Science Center, this new form of a digital “graffiti” wall that uses water is a new source of inspiration.  This is the Water Light Graffiti system

 

Check out the video

This project was project done under the Digitalarti Artlab by the artist Antonin Fourneau in Paris.  This graffiti wall uses a large wall of LEDs that are activated by moisture sensitive sensors. Participants can use a variety of tools to participate. We love the way this could add a bit of art/digital to water spaces in museums and science centers.

Part of the Wayne LaBar, ALCHEMY studio inspiration set at the ASTC session “Design Inspiration” being presented Tuesday.

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web of engagement

Recently, at the Giant Screen Cinema Association conference, we here at ALCHEMY studio were asked to speak on how to maximize the educational impact of giant screen films while still reserving the entertainment aspect of this impressive medium. The thinking we shared is one that we feel is applicable to exhibitions as well as films, since we work in both mediums. While there clearly are differences between large screen films and exhibitions, there are some similarities that tie them together in terms of impact and entertainment.

  1. They both try to be impact-driven as well as meet  leisure time entertainment goals.
  2. They are mass communication mediums – they are for the general public, taken in by large numbers at the same time.
  3. Increasingly, there is a desire by either the medium or the institutions exhibiting these experiences to impact not only  the mass public but some very targeted groups including policy makers, and even those who don’t usually interact with these mediums.
  4. To various degrees, the experience is determined by the designer/producer, not by the visitor/viewer.
  5. And finally, perhaps most importantly, exhibitions and giant screen films are both storytelling mediums.

  But in our world these mediums and the stories they tell no longer sit in a vacuum. With the rise of social media and the ever-growing sophistication of the devices that we use while on the move – ipods, smart phones, eyeglass interfaces, etc. – the audience expectations of  who, how , when and with whom interactions occur is changing.   This means that, to be successful in both in impact and storytelling (entertainment):

we as designers and producers must incorporate all mediums – the “web of engagement” – that now surround us.

This clearly comes through in the recent research being done by Latitude Research. We really recommend reading their short summary. Their recent work in the future of storytelling is a clear sign that as we develop our stories in either exhibitions or films, we need to use this web of engagement if we are to meet the desires and the place where our visitors and viewers are. They target four ”I’s” to think about: Immersion- instant access to deeper information, provide context, different viewpoints, heighten the sensory experience, extend the story Interactivity – change the plot, interact with virtual and real characters and ideas, interact with others taking in the story, heighten the sensory experiences Integration – integrate the real/my world into the story, seamless interaction between media, use location, time, environment Impact – empowering action from the audience, self-improvement, commercial and philanthropic All of these require using the ubiquitous web of information and the anytime, anyplace technology.  Imagine these scenarios (taken, in this instance, from upcoming giant screen films):

  • What was/is school like for a Muslim in Jerusalem?
  • Can we direct where the tornado hunters go today?
  • Can you give me live “news updates” on the wildebeest migration?
  • Can we use Kickstarter to start a sequel?
  • When is the cosplay Dragon gala ball across the country?

These are just a few examples of the kinds of things the new generations are asking for from their stories. And, again, it’s not just films on the receiving end of this need – it will include exhibitions and other storytelling mediums (transmedia) as time moves forward.

                                                                                                Flow Media

We need to break out of our model of thinking of siloed one media projects when we start on a subject from the beginning.

We should let the story tell us what media to use to create which impacts.  This is the future of film and exhibitions that really make a difference. 

Clearly, as we design experiences, all of us must think across multiple mediums and determine which impacts and what parts of the story should be told where and how. These modes should be synced from the start because our audiences will be looking for that seamless coherence and alignment.

illustration from Latitude

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Fun with scale (part 3) – the city as a canvas

So over the past few weeks there has been another set of playing with scale that caught our eye and perhaps some of this blog’s readers since they may have seen them in person. The examples continue the theme:

The unexpected and almost whimsical use of scale attracts attention, inspires levity and whimsy, and can often bring a point home.

A future blog post will cover the subject of levity but we here at ALCHEMY studio feel that this often an underused tool in our collective experience tool box. The first scale example some readers may have seen in Chicago is by the artist or artists named Bored.  Here are some examples cited by Nate Berg of the Atlantic, several people on Reddit. Check out the messages on the cards!

 

 

We would love to see more so please send us links to pics if you have some.

A second is the “lego” work don by Megx. Here using a little paint and imagination a bridge in Wuppertal, Germany is transformed.

 

 

 

 

 

 

 

Both of these examples suggest also that museums and cultural institutions could possibly extend both brand, experience and a small bit of perhaps a lighthearted aspect of their mission (play, science is cool, arts all around us, etc.) by engaging in imaginative ways with the city canvas.

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