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In 2009 , students built a participatory exhibit from scratch. Thirteen students produced three projects that layered participatory activities onto an exhibition of artwork from the permanent collection of the Henry Art Gallery. As one participant said, "the museum feels friendly in a way it usually doesn't."
Submitted by Nina Simon, publisher of Museum 2.0. I’ve had it with museums’ obsession with open-ended self-expression. When I talk about designing participatory experiences, I often show the above graphic from Forrester Research. And yet many museums are fixated on creators. This is a problem for two reasons.
A man walks into a museum. Two years ago, we mounted one of our most successful participatory exhibits ever at the Santa Cruz Museum of Art & History: Memory Jars. There were no written instructions, just a mural that suggested what to do and labels that prompted people for their name and memory. He shares a story.
There are many artistic projects that offer a template for participation, whether a printed play, an orchestral score, or a visual artwork that involves an instructional set (from community murals to Sol LeWitt). One of the things I always focus on in participatory exhibit design is ensuring that everyone has the same tools to work with.
I’ve had it with museums’ obsession with open-ended self-expression. When I talk about designing participatory experiences, I often show the above graphic from Forrester Research. And yet many museums are fixated on creators. Museums see open-ended self-expression as the be-all of participatory experiences.
In the spirit of a popular post written earlier this year , I want to share the behind the scenes on our current almost-museumwide exhibition at the Santa Cruz Museum of Art & History, Santa Cruz Collects. This exhibition represents a few big shifts for us: We used a more participatory design process. We had some money.
This is the third in a four-part series about writing The ParticipatoryMuseum. This post covers my personal process of encouraging--and harnessing--participation in the creation of The ParticipatoryMuseum. As the participatory content review progressed well, I started looking for other ways for people to help.
This question is a byproduct of the reality that most participatory projects have poorly articulated value. When a participatory activity is designed without a goal in mind, you end up with a bunch of undervalued stuff and nowhere to put it. Are you making that shift in your thinking about participatory project design?
I'm thrilled to share this brilliant guest post by Marilyn Russell, Curator of Education at the Carnegie Museum of Art. In a straightforward way, Marilyn explains how her team developed a participatory project to improve engagement in a gallery with an awkward entry. It is great to feel more of a part of the museum!" "All
The Leading Change Summit was more intimate (several hundred people), participatory and interactive, intense, and stimulating. Good instructional design to create an environment for peer dialogue begins with good on boarding and for people to connect with something they already know or believe.
When we talk about making museums or performing arts organizations more participatory and dynamic, those changes are often seen as threatening to the traditional arts experience. What if historic arts experiences were actually a lot more participatory? But what if the "traditional" arts experiences is a myth? I can't wait.
Earlier in 2013, I was amazed to visit one of the new “Studio” spaces at the Denver Art Museum. The Denver Art Museum is no stranger to community collaborations, but we’ve been dipping in our toe a little more deeply when it comes to developing permanent participatory installations. Does it matter?
I hope to share some simple and fun ways to create "shoulder-to-shoulder" instructional media for the panel on Screencasting at NTC I'm doing. How do you create good instructional media in a reasonable amount of time and do a good enough job that helps people learn something by viewing it? and follow the instructions.
We've been offering a host of participatory and interactive experiences at the Museum of Art & History this season. I loved Jasper Visser's list of 30 "do's" for designing participatory projects earlier this month. SETUP Cut your instructions down to as little text as possible. This isn't even participatory.
Over the past year, I've noticed a strange trend in the calls I receive about upcoming participatorymuseum projects: the majority of them are being planned for teen audiences. Why are teens over-represented in participatory projects? Teens are a known (and somewhat controllable) entity.
Museums have been grappling with this question for years ( here's a 2007 roundup of such projects ), most aggressively in zoos and natural history museums where staff hope to inspire conservation and in history/concept museums that focus on civic engagement and activism. No small task for a museum exhibition.
How do you find your way around a multi-faceted museum? I spent some time playing with this question last week at the Milwaukee Art Museum, a large general museum that is moving toward redesign of the permanent galleries. The instruction becomes a kind of social object that gives people something to talk about.
The Art of Participation provides a retrospective on participatory art as well as presenting opportunities for visitors to engage in contemporary (“now”) works. As the museum's website puts it, "this exhibition examines how artists have engaged members of the public as essential collaborators in the art-making process."
There are lots of museums (and organizations of all kinds) looking for ways to inspire users and visitors to produce their own content and share it with the institution online. The World Beach Project is managed by the Victoria and Albert Museum in London with artist-in-residence Sue Lawty. The ask is clear.
I've long believed that museums have a special opportunity to support the community spirit of Web 2.0 This month brings three examples of museums hosting meetups for online communities: On 8.6.08, the Computer History Museum (Silicon Valley, CA) hosted a Yelp! Me: Have you ever been to this museum? meetup for Elite Yelp!
Another idea – create an exit survey at your museum that asks simple questions like “what’s your favorite exhibit” or “how many times have you visited the museum.”. Give your supporters resources like The Top 3 Things to Do After Making A Fundraising Page that gives step by step instruction on the best way to get your message out.
This week, the Denver Art Museum (DAM) opened a new temporary exhibition called The Psychedelic Experience , featuring rock posters from San Francisco in the heyday of Bill Graham and electric kool-aid. It is an incredible museum experience. All of the instructions are handwritten on paper or cardboard.
I’ve long admired Improv Everywhere , the NYC-based participatory public art group. The MP3 experiment is an exercise in following instructions. He explains that you will have to follow his instructions to have “the most pleasant afternoon together.” Two and a half minutes in, the “omnipotent voice” Steve introduces himself.
For example, when we held community meetings about the development of a new creative town square next to our museum, a group of middle/upper-class moms talked about not feeling safe downtown. The best book I've read on the topic is Facilitators Guide to Participatory Decision-Making by Sam Kaner.
The gym staff aren’t offering instruction or serving as users’ partners; instead, they facilitate connections among the users. I got thinking about this the other day with regard to museums. Floor staff are limited by time—they can’t possibly interact with all or even most of the people in the museum at any given time.
I've written before about techniques for talking to strangers, looking at how buttons , buses , and dogs and can all be tools for participatory design. I used that instruction recently to kick off a meeting at a museum planning a participatory education space. Interestingly, at the City Museum in St.
When I talk about the hierarchy, I use the theoretical construct of an issue-based museum exhibit. At level one, the museum preaches to visitors about the issue. Last week, I visited a museum with an exhibition that powerfully illustrated the barriers that prevent people from jumping from level three to level five.
For many museums, visitor research--how people use the museum, navigate exhibits, and understand content--may be an equally important arena in which to adopt groundswell listening techniques. I spent an hour this morning "brand listening" to what the online world says about one of my favorite museums, the Exploratorium.
s Hawaiian son as applied to museums. Consider these two stories of museum-related wikis that struggled. In May of 2007, Woody Sobey released a wiki for science museum educators to share their demos. Woody had seeded the site with about 12 demos from his own museum, but the wiki never took off. What's a wiki?
There are lots of great science museum resources, but not where these kids can walk after school. And then the fee for service is mostly school districts that contract with the Workshop for science enrichment/science instruction. Any big museum has barriers and limitations to full community ownership. Geography is key.
They demonstrate that the blog is a more participatory vehicle than other kinds of media. Museum 2.0's The top three most commented-on posts on this blog are: What I Learned on My Summer Vacation (or, I am an Elitist Jerk) Warning: Museum Graduate Programs Spawn Legions of Zombies! They prove that the conversation is two-way.
And that makes it feel much more participatory. They also are an instructive model of the fusion of the old and the new, a gentle voiceprint of a world where new and traditional technologies come together without posturing or fear. They make radio a discussion, not a tutorial.
Games are already highly participatory, but over the last few years game designers have been giving players more control over the gameworld and experience. Spore is a chemistry set without instructions, and only some of us are motivated to invent our own experiments. What does "game 2.0" What does the ultimate "game 2.0"
And so, one of the most successful, accidental, and fraught participatory projects of the past decade comes to an end. No one planned the love locks, but their success is rooted in the same principles that make all the best participatory projects work: it requires no instructions beyond its own example. Nor are they historic.
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