Mobile Guides to Historic Places in Action and Interaction

apps, interactivity, mobility, museums, Technology

first published in “Museum & Heritage Magazine” (Winter Issue, 2013)

Dirk vom Lehn (King’s College London)

Hannah Lewi & Wally Smith (University of Melbourne)

Museums and Heritage Sites increasingly offer mobile guides and Apps to encourage people to use their smartphones and tablet computers for the exploration of exhibitions, outdoor spaces and buildings. These Mobile Apps provide information in multimedia formats, text, pictures and video-clips. They sometimes also allow people to play games and send emails. In this short article we discuss two examples to highlight some of the opportunities and challenges offered by Mobile Apps.

The information delivered by these apps can draw people’s attention to particular exhibit features, make visible aspects of objects and artifacts that are invisible, hidden or have disappeared over time. Pictures and text shown by mobile guides, such as the ‘Formative Histories Walking App‘, designed by academics at the University of Melbourne, allow people to compare the architectural reality in front of them with information on the device. This juxtaposition of material reality and virtual reality aims to stimulate interest in the architecture and urban history of Melbourne, and provides the basis for people’s sustained engagement with buildings that they might walk past without noticing or appreciating.

The ‘Formative Histories Walking App’ has been designed as part of a project at the University of Melbourne, carried out by the authors, to explore novel ways to engage students with architectural history. In this case, the Mobile App was used as a teaching and learning tool that presented rich visual and oral information on an iPod Touch. Like a human guide, the App takes students on a two-hour walk along Collins Street, a prominent central city axis in Melbourne; the walk involves twenty stops at significant buildings from the nineteenth and early twentieth century. Using a map and menu on the iPod Touch users explore the street and find and examine architectural features in light of the information displayed by the Mobile App. This information is comprised of short text and audio summaries at each stop and a limited number of images that elaborate on aspects such as key buildings set in their historical context, comparative architectural examples from international architects or details of buildings that are not readily visible for the students. In this sense, the information delivered by the app replicates a slideshow similar to those architecture students experience in the classroom; pictures of objects nearby are juxtaposed with objects from different periods or by other architects and designers.

A second exploration of the potentials of the mobile digital guide for heritage, museum and architecture sites has been the design of a prototype iPod guide that provides visitors with information about the Shrine of Remembrance, a significant site and war memorial in Melbourne built in 1934. With this prototype the team aimed to allow people to see the Shrine in relationship to a wealth of currently unseen archival material. The mobile guide encourages visitors to juxtapose images, films and audio-recordings with the reality in front of them. By drawing less on conventional text, and more on visual information presented in innovative formats such as timelines, collages and close-up details the designers were interested in testing how user’s might share the screen with others and discuss the content and their experience of the site. encourage people to share the screen with others and discuss the content. Mobile guides and Apps like the examples briefly described here have great potential to create innovative media in the interpretation of museums and heritage sites that engage people in new ways with exhibits and exhibitions, architecture, gardens etc. They principally replicate two models of guiding visitors through a site that the researchers have found in many new Apps in the cultural and tourism genre :

  • the human guide model: these guide direct people’s exploration of a site with an identifiable guiding voice or presence on a predefined route. A number of stops are planned into the route where visitors are given information about an exhibit, building, plant, etc.
  • the interactive exhibition model: these guides offer a wealth of content in various forms that visitors can use to interpret and features of a site. The route does not have to be preplanned and can be changed, shortened or extended at any point in time.

These models of guiding visitors – which are sometimes mixed together – are often used with a variety of formats of content: chronologies and timelines, spatially-organised information; slideshows offering both highly curated narratives and freedom of choice; archival film; and oral histories.

Our own research in Melbourne and elsewhere suggests that apps designed with the human guide model in mind can be successful in situations with a well-defined visitor route. Elsewhere an interactive exhibition model that offers people the opportunity to self-select what objects and artifacts to examine can be more engaging. In either model, reception is influenced by the way information is structured and presented in the guide, and how this mirrors the physical reality. Text is not very popular with visitors while images, film and oral histories are. Chronologically listed information, for example, does not hold people’s attention when confronted with a rich spatial panorama. A powerful approach is to juxtapose archival images and films with views of the present-day reality; a technique used successfully by the ‘Streetmuseum’ app created by the Museum of London.

For a long time, research in the social sciences has argued that people’s experience and learning in museums and heritage sites can be enhanced when they talk, discuss and interact with each other. Therefore an unresolved problem for designers is to develop mobile guides that facilitate and encourage social interaction and discussion between visitors. Our experiments with different kinds of app show that people tend to treat the use of the device as a private activity and experience talk with others as disruptive. Future experiments, maybe using larger displays, will show how devices such as tablet computers might be more conducive to social interaction and conversation.

Authors

Dirk vom Lehn teaches Marketing, Interaction & Technology and is member of the Work, Interaction & Technology Research Centre (King’s College London). His research focuses on the interweaving of technology with social interaction in museums and galleries, optometric consultation and street-markets. Email: dirk.vom_lehn@kcl.ac.uk (http://www.vom-lehn.net)

Hannah Lewi teaches architecture history, theory and design. Her research areas include modern Australian architecture, new media for history and heritage applications, and theoretical inquiry into heritage and conservation. She is the current Chair of Docomomo Australia, and recent publications include Hannah Lewi and David Nichols (eds) Community: Building Modern Australia (Sydney: UNSW Press), 2010. Email: hlewi@unimelb.edu.au (http://www.findanexpert.unimelb.edu.au/display/person25951#tab-publications)

Wally Smith teaches and researches in the fields of human-computer interaction and knowledge management. Recent publications explore the role of commercial demonstrations of information technology, and the connections between stage magic and the history of informational artefacts. Email: wsmith@unimelb.edu.au (http://www.findanexpert.unimelb.edu.au/display/person18782#tab-publications)

Museum Visiting: Slowing Down and the Experience of Art

exhibitions, experience, interaction, museums

There is a renewed interest in museum visiting and the practices of doing so. Only this weekend (October 9th, 2014), Stephanie Rosenbloom published an article in the New York Times that explores “The Art of Slowing Down in a Museum“. Rosenbloom refers to Daniel Fujiwara’s (now Director at SImetrica) study of the impact of museum visiting on people’s enjoyment of life as well as on James O. Pawelski’s work in the area of positive psychology. All these studies are of great interest and very helpful in highlighting the impact of the arts on people’s lives. It would be great if such research that is primarily interested in measuring impact and focuses on individuals as experiencing subjects, would include also the influence of the presence of other visitors in museums, both companions and others. It would seem that in order to follow the arguments and suggestions on how to organise a museum visit would require prior negotiation with those we are with in a museum. Statistics of museum visiting clearly show that people not only primarily come with others to museums but also that one main reason for the visit is socialising and interacting with others, whereby works of art (and other exhibits) providing hubs for concerted activities.

Considering that Pawelski, Fujiwara and others show that spending more time with a work of art increases feelings of happiness and satisfaction and that people enjoy interacting with others in museums, exploring how we can facilitate sustained social activities around works of art and other exhibits in museums seems to be an obvious avenue to pursue.

 

Relevant Literature

Heath, vom Lehn. (2004) Configuring Reception. Theory, Culture and Society Vol21(6): 43-65

Heath, Luff, vom Lehn, Hindmarsh, Cleverly. (2002) Crafting Participation. Visual Communication. Vol1(1): 1-33

Hindmarsh, Heath, vom Lehn, Cleverly. (2002) Creating Assemblies in Public Environment. CSCW Journal Vol.14(1): 1-41

Leinhardt, Crowley, Knutson 2002. Learning Conversations in Museums. Routledge

vom Lehn, Heath 2005. Accounting for Technology in Museums. International Journal of Arts Management Vol7(3): 11-21

vom Lehn, Heath, Hindmarsh 2001. Exhibiting Interaction: conduct and collaboration in museums. Symbolic Interaction. Vol.24(2): 189-216

Museum Experience: individual or social?

exhibitions, interaction, interactivity, mobility, museums

I have just come back from a workshop at a museum where we discussed the use of labels and mobile systems, PDAs, Audioguides, or mobile phones to support or even enhance people’s experience of exhibits and exhibitions. As in other museums, the managers and curators still largely think of abele and electronic systems as information sources for individual visitors. Hence, information is written or recorded for an individual visitor to retrieve. This is somewhat surprising for a number of reasons, including the observation of the same managers and curators that devices and systems like movie phones, touch-screen systems, PDAs and Audioguides encourage people to spend more time with the systems than with with exhibits. When managers and curators report their observations in exhibitions they talk about visitors reading labels and looking at the screens of digital systems for considerable time whilst spending considerably less, sometimes no, time with the works of art hung along the gallery wall.

Research conducted over the past 20 or 30 years confirms the observations by these managers and curators about the distracting impact of information sources in museums. Together with recent research in the learning and cognitive science also suggests that if one wishes to enhance people’s experience of and learning in exhibition that there is not a need for more or more complex information sources and system but for information delivered in a way that encourages social interaction and discussion between people. Quasi-experimental studies and naturalistic, video-based studies of visitors’ interaction in museums suggests that it is not only the design of systems, i.e. the small screens and interfaces that undermine social interaction but also the content and the structure of the content delivered by labels and electronic systems. What would be required are naturalistic experiments with label content and the content of audio-guides that through questions, references to exhibit features and maybe game-like activities that involve more than one visitor in concerted and collaborative forms of looking, examination and experience.

If anybody has seen examples like this, please let me know.

Relevant Literature

Heath, vom Lehn. (2004) Configuring Reception. Theory, Culture and Society Vol21(6): 43-65

Heath, Luff, vom Lehn, Hindmarsh, Cleverly. (2002) Crafting Participation. Visual Communication. Vol1(1): 1-33

Hindmarsh, Heath, vom Lehn, Cleverly. (2002) Creating Assemblies in Public Environment. CSCW Journal Vol.14(1): 1-41

Leinhardt, Crowley, Knutson 2002. Learning Conversations in Museums. Routledge

vom Lehn, Heath 2005. Accounting for Technology in Museums. International Journal of Arts Management Vol7(3): 11-21

What Might Museums Look Like in the Future? NMC Virtual Symposium

museums, Technology

Dana's avatarArt Museum Teaching

Submitted by Alex Freeman, Director of Special Projects, New Media Consortium

The New Media Consortium’s upcoming Future of Museums Symposium will bring together a collaborative global conversation around issues of technology, museums, and the future. This free, online Virtual Symposium will be held on Wednesday, July 23rd, 2014, and will feature keynote speakers and crowdsourced presentations by your peers.

unnamedAs its name suggests, the Symposium looks toward the future: what might the museum world look like in five years? Ten? Further out? Technologies and practices that are just beginning to show promise in an educational or social context may well be commonplace in that time frame. In this day-long event, we are bringing the research and work behind the NMC Horizon Report 2013 Museum Edition to the greater museum community. The Horizon Report’s advisory board participates in thoughtful discussions about an array of museum technology topics, trends, and challenges in the museum wiki that…

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Small Printer Speaks to Large Issues: Online Reviews and Research Epistemology

interaction, Marketing, online reviews, social media marketing, Technology

Amy Bruckman's avatarThe Next Bison: Social Computing and Culture

Are online reviews fair? Consider these reviews of a small printer, the Canon Pixma MG6320 on the Consumer Reports website. At the time I am writing, there are three reviews, and all three writers gave it one star out of a possible five—the worst possible rating. The review titles are:

  • “Piece of junk”
  • “Unreliable and unbelievably expensive”
  • “The worst printer ever.”

 On the other hand, on Amazon.com the same printer currently has 464 reviews, and it gets an average of four out of five stars. Sample review titles include:

  • “Amazing printer”
  • “Made a great gift”
  • “A very good buy”

There are also negative reviews of course (“I wish I could give it minus stars”), but the consensus is four-star positive.

What is going on here? You could speculate that it’s just a matter of randomness and numbers—the three reviews are too small of a sample to matter, and…

View original post 872 more words

Museums and Technology

exhibitions, experience, interaction, interactivity, museums, Technology

This week Roger Highfield, Director of External Affairs at the Science Museum in London, made a strong case for the use of technology to enhance visitors’ experience of museums. In his article published in London’s Evening Standard Highfield writes

“When used wisely, computers and interactives have a role in showing our visitors that science is more than just a collection of cold, hard facts, arcane theorems and grey metal boxes. With a little digital magic, all these facets can now all sparkle. This is important for all museums, for London and for the nation’s high-tech industry. We never seem to have enough scientists, mathematicians and engineers. The same goes for designers and the creative industry and, yes, classicists too. Museums need to use all the tools at their disposal to inspire the next generation.”

I could not agree more. Luckily, these days there are plenty of excellent examples of technology in museums that intrigues visitors, allows them to see science, art and design in novel ways, and maybe not at last, attracts people to look at museum objects who without technology would find them boring, uninteresting and maybe also inaccessible. In these cases, technology is an invaluable tool that facilitates and enhances access. Moreover, as Highfield points out in his article technology can make visible aspects of science, art and design that otherwise could not be shown. Examples for such phenomena are miniscule molecular processes processes or the ways in which old objects like the famous washstand by William Burges in the Victoria & Albert Museum would have been used by its owners.

The effectiveness of these technologies in museums has variously been shown. A Special Issue of  Curator: the Museum Journal (2004) elaborated some of the opportunities offered by technology and interactivity in museums, highlighting that technology can facilitate new forms of engagement and learning occurring in museums. Robert West however also pointed at the potential costs of interactivity in museums. Aside from momentary costs West also points to the danger that technology when broken or difficult to use can spoil the museum experience for visitors and that some people for various reasons are intimidated by technology in exhibitions.

This latter point is echoed in a recent research paper by Susie Scott and colleagues that has recently been published in the journal Symbolic Interaction. In their paper “Goffman in the Gallery” the authors elaborate on the emergence of situational shyness at interactive exhibits and explicate ways in which visitors cope with their uncertainty of using an exhibit or hesitation to approach it because they fear they might find themselves in an embarrassing situation unable to use the technology. Amongst other points that Scott and colleagues’ paper makes it suggests that one solution that people find to overcome “situational shyness” is to learn from others. People observe others and use their actions as “replacement scripts”.

The importance of mutual observability in museums for people’s exploration and sense making in museums has been a topic since the inception of the modern museum. Tony Bennett in his well-known “The Birth of the Museum” as well as Norman Trondsen in a paper from the 1970s “Social Control in the Art Museum” have highlighted how the design and layout of museums facilitates mutual observation that allows people to learn @proper conduct@ from observing others, and in turn people behave ‘properly’ because they are aware that they might be observed in their actions in museums.

Robin Meisner has taken this argument one step further by explicating how visitors embellish their actions at exhibits. Their interaction with exhibits becomes a performance that invites others to become an audience. The result are shared experiences at exhibits, that on occasion surprise even those who have designed the exhibits. Meisner’s research has a range of other papers that have been published over the past decade or so highlight the importance of social interaction in museums. People enjoy museums as places for sociality and sociability. They visit them with friends and family and meet other people who are there at the same time.

When social interaction is so important for museum visiting it is rather surprising that we still find so much technology in museums that encourages individuals’ engagement whilst not supporting and sometimes undermining social interaction. Examples for studies highlighting the difficulties that visitors find in interweaving the interaction with technology and the interaction with other people. The trouble is as we have shown in our research that design of misconceives interactivity as facilitating interaction. Examples for technologies that often create interactional difficulties between visitors of museums are conventional touch-screen exhibits and interactive guides like PDAs and mobile phones that prioritise the interaction of an individual with the technology over the collaboration between visitors.

Highfield suggests in his article to use technology “wisely” when deploying systems and devices in museums. So far we know relatively little about what “wise” technology design for museums looks like. However, it is clear that it needs to take into account that museum visiting is a social occasion. Designers of systems and novel exhibitions therefore might need to rethink interactivity and develop assemblies and configurations of objects and artefacts that allow people to embed (some of their) their features within their social interaction. Collaborations between museum experts and technology companies, like the one that led to the recent exhibition of Chromeweblab at the Science Museum, have proven quite successful.

It however might be worthwhile thinking about the inclusion of social scientists in such developments who might help to focus on social and interactional configurations emerging at and around technology on the exhibition floor. Moreover, natural laboratories on the exhibition floor, similar to those the Exploratorium in San Francisco uses, might be a worthwhile investment for museums to enable experiments with new configurations of technology and people in exhibitions.

Notes from “Goffman and the Interaction Order: 30 Years on” Conference in Cardiff

interaction, sociology, symbolic interactionism

the below I posted earlier on the SSSI Blog

http://sssiorg.wordpress.com

—-

“I have no universal cure for the ills of Sociology. A multitude of myopias limit the glimpse we get of our subject matter” (Erving Goffman, 1983: 2)

On September 27th, a conference was held at the University of Cardiff where participants discussed the influence of Goffman’s concept of the “interaction order” on sociology and related disciplines. Four speakers, Paul AtkinsonGreg SmithRandall Collins, and Susie Scott explicated the origin, application and further development of Goffman’s concepts and analytic devices.

Atkinson delivered a performance that would better be shown as a video-clip than summarised in a written paragraph. He began by highlighting that Goffman’s interest was interaction as it happens and he demanded from his students to “go out and uncover something”, rather than to concern themselves with theory and concepts. By drawing on short video-clips from masterclasses for a tenor Atkinson illustrated some of the aspect of the “interaction order” and highlighted that for Goffman it was important to unpack the intrinsic properties of situations without attributing them to individual participants. This of course is not unproblematic as situations are loaded with a history that can hardly be understood from the situation at hand alone. The sociologist therefore needs to embed themselves within situations, make observations and conduct interviews to be able to understand the events. Thus, they will be able to make sense of how the participants refer to and draw on the history of the situation to go about the action at hand.

Smith illustrated his talk “Interaction Order Controversies” with photographs he had taken on the Shetland Islands where Goffman had gathered the data that form the basis for his PhD and for what we know today as “The Presentation of Self in Everyday Life.” It is the original PhD thesis where Goffman uses the term “interaction order” for the first time. Then however it took until 1982/3 before he again uses the term to highlight the myopia of contemporary sociology. In the time he deployed concepts like “copresence” and “small behaviours” to denote the organisation of conduct in situations. Aside from exploring the origin and use of “interaction order” and related concept in Goffman’s writings Smith also discussed how the concepts sits within the micro-/macro debate that has been ongoing since sociology was founded as a discipline. Aside from talking about Goffman’s work, Smith also talked about Goffman as an academic who at his time was one of the best paid sociologists in the USA; he obviously was very much aware of his value and was able to use it to advance his career.

This leads us to Randall Collins’ talk who drew relations between Goffman and Garfinkel as well as to other areas of sociology that often are described as macro-sociology; Giddens to mention but one representative, used Goffman and Garfinkel to underpin his structuration theory. In his talk Collins drew attention to some curious aspects of Goffman’s work, such as his heavy reliance on codes of conduct as resources for his studies whilst at the same time in the 1960s young people were distancing themselves from just that order and the related rituals described in these books. He pointed out however the richness of Goffman’s work and how he addressed the micro-/macro-question by explicating the ingredients of interaction rituals and their link to social structure; for instance, he showed that different people deploy different greeting rituals, wear different clothes etc. displaying their ‘place’ in society. Collins, of course, is very well known for his studies of violence and conflict. In his talk he showed how that research links in to Goffman’s studies of interaction rituals in that people when being violent manage the impression they give of themselves.

The final talk was delivered by Susie Scott whose interest in Goffman is known for example through her work on Total Institutions and Shyness. In her talk she elaborated on four facets she sees in Goffman: the hero, the detective, the villain and the magician. She brought these four images of Goffman to life by referring to her research on shyness, intimate deception,  and others. At various points her talk showed close relationships to the points raised by the talks by Atkinson, Smith and Collins. In particular her reference to Goffman the villain linked nicely into Smith talk that touched on the sometimes not easy character of Goffman and his very well known ‘unusual’ behaviour at social gatherings.

The presentations together with the discussions during sessions and in breaks showed how relevant and influential Goffman still is for sociology. As time goes by his influence is growing beyond sociology and reaches into performance studies, management and marketing as well as into various areas engineering including the design of virtual worlds and social networking sites.

The conference was organised by Martin Innes and William Housley. A Twitter stream accompanied the event managed by Robin Smith. With the #socsigoffman you can trace some of the information of the event.

Recent Articles in Symbolic Interaction related to Goffman

Phil Strong: The Importance of Being Erving

Susie Scott et al. Goffman in the Gallery: Interactive Art and Visitor Shyness

Chris Conner’s Review of Stigma Revisited

@dirkvl

Robots and Interaction

interactivity, interactivity, museums, Robots

A couple of years ago I visited Laurel Riek at the computer-lab in Cambridge. Laurel introduced me to some of the stunning humanoid robots she was experimenting with. One application for those robots, she said, could be homes for the elderly or homes where people live on their own; those robots could keep these ‘singles’ company.

At a recent meeting of the Digital Sociology Study Group (British Sociological Association) I met Ciara Garattini (@LifeDeathTech) who runs a blog called Life, Death and Technology. On the blog you’ll find a curious collection of items from a link to a photography collection by David Lynch to a notes on a Seminar on Death at Columbia University.

chen

The item that drew my interest was an art installation by Dan Chen, “A Robot that Comforts you at Death’. Like the robots I encountered at the lab in Cambridge this robot is designed to replace human intimacy with technology. Although Chen said he had no plan to commercialise the robot the deployment of these kinds of technologies seems attractive.

Related work has been undertaken in robotics, where for example, Kobayashi and colleagues (2011) developed robots “that provide assisted care, such as serving tea to the elderly in care facilities. They (2011) also experimented with a robotic wheelchair that automatically moves alongside the caregiver. The motivation for the development of such a device is to facilitate easy communication between the person sitting in the wheelchair and the caregiver. At the same time, the caregiver who now can walk alongside the moving wheelchair is not so much seen as the person caring for the wheelchair user but as someone who is with the wheelchair user.

The development of technologies like the robotic wheelchair demonstrates a growing concern in robotics and human-computer interaction to develop technologies that facilitate and support social interaction between people. Another example for technologies designed to enhance cooperation and interaction can be found in museums. For long, technology designers have focused on enhancing the experience of exhibits for the individual viewer or spectator; examples for such ‘individualising’ technologies are audio-guides and PDAs as well as many touch-screen systems. Fairly recently however, technologies have been deployed and experimented with in museums that facilitate cooperation, interaction and discussion. At the Tate Britain the exhibition of Constables landscape paintings was augmented by a large-scale projection that allowed multiple visitors to real the X-Ray image underneath one of the paintings and discover features that Constable had hidden by painting them over with bushes and treas.

In a very way, and this brings us back to the use of robots in museums, Yamazaki and colleagues (2009) deployed a robot in a major art museum in Japan. The robot was designed to draw visitors attention to particular features of a painting and encourage them to examine those features. The robot thereby monitored visitors’ responses to the information it was giving and produce subsequent actions in alignment with the actions of the visitors.

We therefore see two parallel development that might be worthwhile observing over the coming years as they might dovetail as robotics and human-computer interaction take further notice of sociological research of the organisation of interaction: first, there is the development of robots, robotic devices and other interfaces that facilitate interaction of individuals with technology. And second, there are developments that attempt to situate technologies like robots, gesture interface, and the like within social situations. These novel systems and devices are designed with particular care to fit in emerging social interaction, rather than interrupting it.

CFP: ‘Researching audiences in digital mediated and interactive experiences’

interaction, interactivity, museums, Museums, Technology, visitors

Participations: Journal of Audience and Reception Studies

 

Special Issue: ‘Researching audiences in digital mediated and interactive experiences’

Part of the AHRC Funded Project http://affectiveexperiences.com/

Co-editors:

Irida Ntalla (Schools of Arts, Cultural Policy and Management, City University)

& Dirk vom Lehn (Department of Management, King’s College London)

Participations is the online Journal devoted to the broad field of audience and reception studies, and has been running for ten years now, to be found at www.participations.org.  It aims to bring into dialogue work and debate across all fields involved in examining all areas of media and culture.  Participations has pioneered a system of open refereeing for all contributions, designed to encourage open, critical debate among researchers.  This has been widely welcomed by contributors to the Journal.

Call for Papers

New media technologies and digital mediated environments bring histories and events close to audiences by offering a wide range of resources that provide them with opportunities for social, cognitive and emotional participation and engagement. At the heart of the development of new media technologies is “interactivity”, a characteristic ascribed to objects and systems that engage people in ways that go beyond traditional feedback procedures. These technologies facilitate sustained engagement and participation, allow for the communication of information and multimedia content, and often encourage people to produce and curate digital content.

Such interactive technologies and environments have become a familiar feature of many cultural institutions, such as in museums, galleries and science centers. Interactive exhibits, immersive installations, digital interactives, virtual games and online platforms engage cultural audiences in new ways and at the same time challenge the concept of the audience per se and their experiences; for example, they invite visitors not only to view and examine curated content but increasingly involve visitors in the production and curation of it to create personal museum collections, user generated content, etc.

These technological developments therefore challenge the relationship of audiences with artists, curators, museums and heritage sites’ professionals, educationalists as well as exhibition and interactive designers. Their effectiveness as tool for interpreting and representing exhibits and as educational technology is often argued for but also ever so often challenged and criticized. Evaluations of new media technologies in cultural institutions arrive at contradictory findings, some arguing for their ability to increase people’s engagement and participation with content and exhibits whilst others warn that they distract from the original objects and disturb the sacred relationship between visitor and object, user and content. Indeed, research suggests that at times these technologies become the reason for people’s frustration and disorientation in online and physical environments.

This Special Issue will contribute to these discussions about the increasingly complex technological mediation of the relationship between social practices, cultural institutions, their cultural offerings and their audiences. The issue aims to add to debates in a range of disciplines such as audience and visitor studies, marketing, digital humanities, interactive design as well as museum studies and practices. The co-editors invite submissions of papers that investigate the relationships between audience, cultural institutions and content and the ways in which these relationships are being influenced by the increasing pervasiveness of new media technologies. We particularly welcome critical considerations of the concept of the audience and the user as well as of interactivity in cultural institutions and encourage the submission of short articles and reports that reflect professional and practical experience of technology deployed and used in exhibitions.

Amongst others, we hope the contributions will address questions like:

  • what are the issues of interactivity in relation to participation and engagement for online and offline audiences?
  • how does interactivity and interactive technologies in these settings influence the experience of visitors, audiences or users?
  • which are the elements that constitute and influence these experiences?
  • how are interactive technologies used to represent and interpret information, histories and narratives in cultural institutions?
  • what is the relationship of academic research on audiences, interactive media and professional practices?
  • how does a researcher capture interactive audience experiences? Which are the research methods used in the various disciplines?
  • what does “effectiveness” mean for different stakeholders in cultural institutions, and what are suitable research methods to evaluate, assess or measure the “effectiveness” of technology deployed to interpret cultural objects and enhance people’s experience and learning from these objects?
  • how different users such as specialised audience utilise online material, information and personalised collections?

The Special Issue will be constituted of research papers, theoretical and methodological investigations as well as of relevant reviews, short articles and reports by cultural institutions’ professionals, designers and consultants.

 

Deadlines

Paper Submission: 1st November 2013

Acceptance Notice: 19th December 2013

Final Submission: 21st March 2014

Final Publication: End of May 2014

Submission Guidelines

http://www.participations.org/submission_guidelines.htm

Please submit your papers to:

Dirk.vom_lehn@kcl.ac.uk

Irida.Ntalla.1@city.ac.uk

Has anyboy met a brain in a museum lately?

exhibitions, experience, interaction, museums, Phenomenology, visitors

There is an interesting piece by the Nobel Prize Winner (2000) Eric R. Kandel in the New York Times.Titled “What the Brain Can Tell US About Art” Kandel’s piece contributes to discussions about art that have been going on for at least a decade now in the ‘science of the brain’. I remember vividly coming across Ramachandran and Hirstein’s article “The Science of Art” that pursues a similar argument as Kandel’s essay: by studying processes in the brain we can learn something about art itself. Kandel discusses some aspects of the emergence of this idea by briefly discussing the concept of the “beholder’s involvement” or “beholder’s share” as developed by Alois Riegl of the Vienna School of Art History, the teacher of Ernst Kris and Ernst Gombrich.

As part of the argument Kandel suggests that the brain completes  incomplete information s/he has received from the outer world. Interpretation of art therefore is a cognitive process through which the ‘beholder’ “recapitulates in his or her own brain the artist’s creative steps”. Furthermore, he argues that because our brains develop in much the same ways we are able to “see the world in pretty much the same way”. He thereby lodges intersubjectivity within  individual brains and presumes that intersubjectivity is a result of processes in the brain. Whilst he acknowledges that individual differences between people exist due to their individual life experience (“memories”) he ignores the situation in which people encounter works of art or other objects and how the specifics of that situation influences how people make sense of the pieces.

One situation in which people often encounter works of art are exhibitions in museums and galleries. When they examine a piece they are often with friends or acquaintances and in the presence of other people who spend time in the same gallery at the same time. The actions of all these people are perceiveable by all those in range and influence how they explore the galleries, what they look and for long and how they see and make sense of it. In museums, the individual spectator or ‘beholder’ is a myth that we rarely meet. For example, people stop at and examine works of art together. They stand with a companion side-by-side and sometimes, ‘independently’, at least for a short while, look to the piece. As their eyes cross the canvas, for instance of a famous Rembrandt portrait, something like Kandel’s version of interpretation might happen. But often already after two or three seconds one of them will refer to and comment on a particular exhibit feature that then for a short moment becomes the focus of the interaction between the pair. They briefly talk about the feature and then either return to an ‘independent’ inspection of the piece or leave the exhibit to continue with their exploration of the museum elsewhere.

The short moment when the two people align their perspectives to look a particular exhibit feature together and discuss it is when something is produced, momentarily, that we might call intersubjectivity. It is not lodged inside the people’s brains but the product of their oral and bodily actions. A moment later when the action stops the intersubjective sense making of the piece dissolves and the people continue their visit of the museum.

When calling the examination of the piece prior to the interactional engagment ‘independent’ I did not presume that the actions at the exhibit-face were arising separate from each other. Rather while the eyes cross the canvas of the painting the visitors are aware of each other and attend to even slight changes in posture and head direction as well as even to slight movements of the legs and feet that may display or foreshadow a shift in activity. ‘Independent’ and ‘individual’ therefore are not appropriate terms to describe even those moments when people  stand and look at exhibits while standing side-by-side without talking.

Essays like Kandel’s or Ramachandran and Hirstein’s article reflect how we think about looking at and interpreting art. “Beauty is in the eyes of the beholder” has become a folk description of aesthitic judgments. Interestingly however the statement is often used to account for differences in aesthetic judgment and not to display intersubjective agreement about aesthetics. Kandel’s point also resonates with us as readers who sit there individually ‘interpreting’ a text that in this moment is not available to others. I read the piece in an armchair while nobody else was around in the house. Imagine the article printed on a large poster or series of posters and being read by people in pairs. Maybe like those visitors facing Rembrandt’s portrait they would stop half-way through, discuss and maybe disagree about Kandel’s claim that intersubjectivity arises in our brains.

Essays and books like Kandel’s (2012) “The Age of Insight: The Quest to Understand the Unconsciousness in Art, Mind and Brain, From Vienna 1900 to the Present” are fascinating reads. However, I wonder when the time will come that this kind of brain science will leave the laboratory and be made relevant where ‘the rubber hits the road’ or where people with brains, bodies and the ability to communicate and interact face works of art.