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

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.

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.

Stepwise Exploration of Museums: arguments for a linear organisation of exhibits

exhibitions, interaction, museums, public places, visitors

There are long-standing debates in sociology and museum studies as well as amongst museum practitioners as to the layout of exhibitions, i.e. the organisation of exhibits in a given gallery space. For long, exhibits were organised in a linear order, often reflecting the history or evolution of human kind, art, science and culture. Tony Bennett famously discussed the political debates about the history of museums. He mentions that at the time it was thought that people would acquire knowledge about ‘progress’ by slowly walking along gallery walls, from exhibit to exhibit like “waking brains”. Thus, it was assumed people would see and learn about humankind’s progress as they see the advancement of culture and technology at each next exhibit.

In the recent past the linear organisation of exhibitions has come under sustained criticism. Most recently a post by Nina Simon on her Museum 2.0 blog takes up the controversy about the linear organisation of exhibits by looking at online exhibitions. Nina Simon makes a number of interesting points and towards the end wonders: “I’d love to see research on how open and closed exhibition layouts impact visitor dwell time, satisfaction, and engagement. What have you observed?” When looking at the existing body of research on visitor behaviour in museums it is noteworthy that studies  largely focus on visitors’ experience rather than on the organisation of their visit. That is, in the centre of her interest is the outcome of people’s engagement with exhibits, not the practices through which people make the engagement with exhibits happen. There are of course notable exceptions like Stephen Bitgood‘s studies of circulation in museums and his research on the “economy of movement” (with Stephany Dukes) in malls.

In a related way research at the Bartlett School of Architecture conducted by Kali Tzortzi explores the relationship between the choices of curators and the architecture of museums. Amongst others this research suggests that the visibility of exhibits from various locations in museums influences where visitors go when they navigate museums.

wmc_cluster

Space Syntax (Bartlett School)

Surprisingly perhaps none of this research shows an interest in the ways in which visitors organise the navigation of exhibitions and the examination of exhibits in social interaction with others. However there is a growing body of studies that explores the social organisation of mobility in public places. These studies include research on car driving by Barry BrownEric Laurier, Pentti Haddington and Lorenza Mondada, guided tours by Mathias Broth, and my own research on mobility in museums. My studies investigate how people orient to the material and visible environment while practically organising their exploration of a gallery. For example, the studies I have conductd with my colleagues at the Work, Interaction & Technology Research Centre (King’s College London) explore how visitors to an art museum bring the looking at a Rembrandt painting to a close and jointly move on without disturbing companions or others who happen to be nearby. Or they examine how visitors arrive and come to stop at paintings and begin to look at them together while standing-side-by-side. Whilst the activities like the withdrawing from and moving to a next exhibit or the approach of a next exhibit may seem mundane and uninteresting they are critical for the way in which visitors orient to the layout of exhibits in a gallery.

0070401111001 (from vom Lehn 2006)

In particular with regard to the linear organisation of exhibits in museums it is worthwhile highlighting here that for visitors to be able to see the next exhibit and to already know what (kind of) exhibit that next exhibit is, helps them to organise their visit with others. They use the visibility of (the content of) the next exhibit, e.g. “another self-portrait”, to draw their companion’s attention to that exhibit and away from the exhibit they have been looking at previously. Thus, visitors are able to organise not only their own individual museum visit but also to influence the organisation of the museum visit of their companions. It is worthwhile stressing here that visitors are able to organise their visit in this way not only because the exhibits are organised in a linear way but because of the visibility of what (kind of) exhibit the next one is.

Furthermore, visitors can see whether that possible next exhibit is occupied by other visitors. They glance to the side and notice others looking at it. Thereby, they use the visual and bodily orientation of others at the next exhibit to gauge their state of involvement with this next piece. If visitors notice that the others are about to move on they prepare their departure from the current exhibit and orient to that next one.

In light of these observations it might be worthwhile reconsidering the critique of the linear organisation of exhibits:

– The linearity of the organisation of exhibits in the gallery coupled with a visibility of information about next exhibits can support visitors in aligning their organisation of the navigation of a gallery with that of other people.

– It is not only the visibility of next exhibits that people use to navigate museums but also they use the visibility of exhibits coupled with the visibility of other people’s actions at these exhibits to fashion their own action at the current exhibit.

– A practical viewpoint of research in museums highlights how the organisation of exhibits can help people with little or no preconception of the detailed layout of the exhibition to (practically) organise their museum visit.

for more on the research go here

There are various attempts by science museums to bring to life some of the hidden ways in which the Internet works. When I visited the Science Museum in Chicago about 10 years ago there was an exhibit where I took a photograph of myself that then was transmitted to the other end of the gallery and displayed on a screen; the transmission of the picture was visualised on a wall where small packages moved along to where the screen was.

A few months ago in late March the National Media Museum’s Internet Galleries in Bradford opened together with Life Online that pursue a similar goal; making the development and functioning of the Internet intelligible.

Now in late July 2012, the Science Museum in London together with Google launched Chrome Weblab, “a series of interactive Chrome Experiments made by Google that bring the extraordinary workings of the internet to life”. The exhibition is in the basement of the Wellcome Wing. When I visited the gallery had just opened to the public and was already heaving with people.

Weblab is comprised of five ‘experiments’ people can engage with by using a Lab Tag and the various interfaces and systems displayed in the space. On entering the gallery each visitor can draw a Lab Tag from a computer system that is used as an identifier through which visitors’ engagement with the individual experiments is recorded and made retrievable from home. From here on the route took me into the gallery and a first large screen, the Data Tracer.

On entering the gallery I heard musical sounds which apparently came from the centre of the space but I had no idea who or what produced them and why. On closer look I saw a number of machines that looked like musical instruments that made sounds without anybody in particular playing them. I was intrigued but before I got to move to one of those instruments a person at the exhibit in front of me left the computer system and I engaged with the Data Tracer.

  

Data Tracer is comprised of three or four small screens connected to a large display showing a map of the world. On arrival I waited for a few minutes until a small screen become available and then fed my Lab Tag into an interface. I then was confronted with a number of thumbnail images showing objects and photographs of faces; on selecting one of the thumbnails a large copy of the image appeared on the large screen opposite locating the physical place where the image is stored and then drawing lines from there back to the Science Museum; thus, the exhibit visualizes the transformation of the image into data packages and their ‘journey’ to the Science Museum. Like the old exhibit at the Chicago Science Museum this Weblab experiment makes visible the process of using Google search engine. 

Having experimented with the exhibit for a while by tapping on two or three of the thumbnails I noticed other visitors waiting behind me and moved on to the next experiment, the Sketchbotswhere robots draw faces captured by a webcam of physical visitors in the gallery and online visitors in sand.

Only few people stopped for longer than a minute or so at the robots and often moved on when noticing that at the next lot of robots they can have their own faces or those of their children drawn.

http://www.youtube.com/watch?v=CkzXSZnDs1E&feature=player_embedded

The process fascinates people. Having taken a picture they observe the robot at work and their image appearing. They take pictures on their cameras or film the process with their mobile phones, commenting on the delicate strokes the machine makes in the sand. People also exploit the possibility to take pictures of others as a means to engage their (small) children with the exhibit who otherwise may not stay with the experiment for long. They lift children up in front of the camera, take the picture of their face and then show them that the robot is drawing that picture of their face in the sand; the activity keeps the children engaged with the exhibit for considerable time.

From the robots my visitor journey took me to the Teleporter, an exhibit that uses periscopes connected to the web to look at location around the world pre-determined by the designers. For somebody on their own the use of the periscope can feel a bit strange, as you pull the system in front of your eyes and loose awareness of what is happening around you.

Looking through the periscope I saw the inside of an aquarium located in Cape Town and could turn around to get a 360 degrees view of the space. On occasions I pressed a button at the top of the periscope to take a photograph that with the help of the Lab Tag was saved on my account. As I discovered when leaving the periscope on the wall behind the exhibit my picture was displayed on small digital photo frames together with those taken by others. The picture bears a time-stamp and can be discussed with others who had no access to what I was looking at while using the system.

One of the potentially most exciting exhibits is the Universal Orchestra, a robotic orchestra made up of eight instruments simultaneously operated by people in the gallery and on the Internet. The instruments are located in the centre of the gallery, each equipped with a computer system that people can use to create sounds. You touch different notes on the screen, the information is fed to the robot that then creates the sound.

Arriving here helped explain the soundscape I had been hearing on entering the gallery. As with some of the other exhibits I was a secondary user of the exhibit, experiencing how to use the systems and what they do before I gained access to one of the instruments. The interaction with the system kept me busy for a while, as I tried to figure out how my actions on the computer screen relate to the sounds made by instruments. Also, the exhibit is described as a “real-time collaboration with people across the world” but because it is difficult to make out who creates what sound the use of the notion of “collaboration” to describe the events is problematic.

http://www.youtube.com/watch?v=jCXX02dFbIM&feature=player_embedded

Finally, I went to a workstation where the Lab Tag is used to retrieve information about the activities a visitor has engaged with during their visit to the Weblab. The Lab Tag is slotted into the system and the computer screen shows what exhibits the visitor has been at and what they have accomplished there; for example, the photograph taken with the periscope or the sounds produced as part of the Universal Orchestra can be revisited. Seeing on the screen what I had done and what I had missed doing encouraged me to return to the gallery and conduct some further experiments with the Universal Orchestra before then leaving the exhibition.

Having arrived back home I booted my computer to visit the Online Chrome Weblab. I typed in the web address given on the back of the Lab Tag, scanned in the tag and immediately arrived at my Lab Report. The site shows my activities in the galleries on at the Science Museum, and allowed me to conduct the same experiments online. When opening for example, Online Sketchrobot, a site opens that shows live footage from the gallery before opening a screen that looks very similar to the one in the gallery. I took a picture of myself which then was processed ready for the robot to draw in the sand.

I then typed in my email address through which the system later notified me that the robot had completed its job.

The other exhibits work in a similar way. The Online Data Tracer invites visitors to ask the system to use for a physical location of an image file. I typed n my Twitter handle and the system located the associated picture in Isenburg, a small city in the German federal state of Hesse. TheOnline Teleporter allows the user to click on an image and obtain a live view into the bakery in North Carolina, the miniature exhibition in Hamburg and the aquarium in Cape Town. And the Online Universal Orchestra facilitates access to the eight instruments; one can view events in the gallery and play the instruments in the gallery from a remote location, audible to visitors in the museum and remotely. The played music can be recorded and then like the activities at the other exhibits, is retrievable from the Online Lab Tag Explorer.

Chrome Weblab is a fascinating experiment of an exhibition. It tries to make intelligible that the Internet connects remote locations on the planet. And this connectedness involves much more than the accessibility of information through search engines and web browsers but also allows for the possibility to act and interact with machines and people across the world in real-time.

The exhibition invites visitors to engage and participate with exhibits in the gallery and remotely and discover for themselves the relationship between the Internet and the social world in the gallery and remotely. It is successful in engaging people for considerable time with the topic of the Internet and creates an awareness for the connected world we are now living in; robots can be operated remotely, people in remote locations can “collaboratetively” make music, we can have a peek into the world of others from remote locations.

Over the past 10 years or so I had the opportunity to study visitors participating with technology in museums, including the Science Museum and the Wellcome Wing. Therefore, for me visiting Chrome Weblab was interesting also to see how features of  exhibits in Who am I? and Digitopolishave been further developed by the design team of Chrome Weblab. For example, the replacement of the flaky fingerprinting mechanism to save visitors’ activities with exhibit on a server by the physical Lab Tag is a huge improvement.  The tag works well and without problems with webcams at home (and at work) and also is a nice memorabilia from the visit. However I could imagine that in the future the Lab Tag is transferred to a mobile phone as people tend to loose or forget about items they take away from visits to museums. Also, the taking of photographs of people’s faces that has been a critical feature of exhibits in Who am I? has been improved. The interface is much more flexible and adaptable to use pictures visitors take.

There are three aspects of the exhibition that I believe might be worthwhile exploring further for the design team and google when revising the galleries. First, I think the key message of Weblab, i.e. the interconnectedness, is not coming through clearly enough. The relationship between people’s action in the gallery and remotely need to be made more intelligible and obvious. For example, at the moment it is unclear who plays what note at the instruments of the Universal Orchestra; at Data Tracer the actions on the small screens could be made visible, and at Sketchrobot more needs to be done to make the activities by the remote participant visible to give this part of the exhibit more prominence in the gallery.

Second, as the gallery is described as a laboratory the design team and their research staff might use it not only as a laboratory to experiment with technology but also as a space where they can experiment with human behaviour in technology-rich spaces. For example, it has been a common problem for museums that display a large number of computer-based exhibits that the number of interfaces is often much lower than the number of visitors who wish to participate with the exhibits at any one time. This leads to long waiting-times and queues at exhibits, people being secondary users rather than experiencing exhibits first hand, and unfortunately also people leaving disappointed because they did not get a chance to use an exhibit first-hand. Being setup as an experimental space the gallery would allow the design team to experiment with different ways to manage the flow in the galleries and to mange access to exhibits.

And third and maybe most importantly, considering that many visitors come with friends and family the design team could use the space to experiment with the provision of resources that facilitate and encourage collaboration at computer-based exhibits. The observations at the Sketchrobots where parents provide their children with access to the exhibit illustrate that visitors are interested in experiencing the exhibits together, yet the interfaces often prioritise individual users over collaboration. It would be fascinating to see experiments with novel interfaces that encourage visitors to collaborate with others in the gallery, and also with people in remote locations.

References

Heath, C., & vom Lehn, D. (2008). Configuring Interactivity: Enhancing Engagement in Science Centres and Museums. Social Studies of Science38(1), 63-91.

Heath, C., & vom Lehn, D. (2004). Configuring Reception: (Dis-)Regarding the “Spectator” in Museums and Galleries. Theory, Culture & Society21(6), 43-65.

Heath, C., Luff, P., vom Lehn, D., Hindmarsh, J., & Cleverly, J. (2002). Crafting participation: designing ecologies, configuring experience. Visual Communication1(1), 9-33.

Hindmarsh, J., Heath, C., vom Lehn, D., & Cleverly, J. (2005). Creating Assemblies in Public Environments: Social interaction, interactive exhibits and CSCWJournal of Computer Supported Collaborative Work (JCSCW)14(1), 1-41.

vom Lehn, D., Hindmarsh, J., Luff, P., & Heath, C. (2007). Engaging constable: revealing art with new technology. Proceedings of the SIGCHI conference on HumanComputer Interaction (pp. 1485-1494). San Jose,CA: ACM Press.

vom Lehn, D. (2010). Generating experience from ordinary activity: new technology and the museum experience. In D. O’Reilly & F. Kerrigan (Eds.), Marketing the Arts. A fresh approach (pp. 104-120). Abingdon: Routledge.

vom Lehn, D., & Heath, C. (2005). Accounting for new technology in museum exhibitions.International Journal of Arts Management7(6), 11-21.

vom Lehn, D., Heath, C., & Hindmarsh, J. (2001). Exhibiting interaction: Conduct and collaboration in museums and galleries. Symbolic Interaction24(2), 189–216.

@dirkvl

http://www.vom-lehn.net

 

interaction, interactivity, museums