In this paper, Janet Kamien, former director of exhibits at the Field Museum and principal developer on the "Life Over Time" exhibit, Eric Gyllenhaal, primary developer for the exhibit, and Jeff Hayward, director of People, Places & Design Research and visitor researcher and evaluation advisor for the exhibit, present reflections on the process of creating "Life Over Time" and exhibits in general. These reflections include "Voices of Doom" or predictions of disaster that swirl in the heads of designers and developers as they build exhibits.
This report presents front-end evaluation findings at the North Carolina Transportation Museum. The study was conducted to assist with the formidable task of programming the 110,000-square-foot roadhouse and to provide data for researchers and exhibit designers. Front-end evaluation goals included: (1) determine if pre-existing or natural traffic flow patterns were present in the roundhouse; (2) evaluate visitor interest in proposed research topics; and (3) obtain visitor reactions, insights, attitudes and expectations concerning proposed roundhouse programming.
The focus of this summative evaluation report is the Shark Encounter exhibit at Sea World of California, which opened in June 1992. The design concept was to display the largest collection of sharks in the world. Visitors are transported to the "tropics" to view sharks from above, and then venture into the sharks' environment as they travel through an acrylic tube placed on the bottom of the habitat. The goal of the evaluation was to determine the overall effectiveness, or success, of the exhibit
In this paper, Britt Raphling from the Adler Planetarium discusses how evaluation can be used to help focus interactive multimedia options so that exhibits meet both content objectives and visitor experience objectives. This paper outlines an "ideal" evaluation process tailored specifically to the challenges of developing interactive multimedia elements in museums. It requires exhibit developers, programmers, visitors and the evaluator to participate in a series of five steps designed to ensure the most effective possible outcome.
This paper discusses recent efforts of zoos and museums to develop exhibits that place a greater emphasis on the uniqueness of natural areas and on what visitors can do to preserve these ecosystems. Specifically, this paper focuses on a recent project at the Brookfield Zoo to create an outdoor adventure game called Quest to Save the Earth and includes details of the design process and findings from a formative evaluation process.
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TEAM MEMBERS:
Kate IrvineCarol SaundersJohn Scott Foster
In this paper, Margaret M. Ropp of the Michigan State University Museum discusses a study that explored visitors' experiences with the exhibit, "Ethiopia: Traditions of Creativity" and the role that the video interpretation played. The exhibition team was concerned that African art is often seen as primitive, anonymous, and devoid of creativity, so they developed individual videos for the 11 featured artists in an effort to counter those stereotypes. The major finding is that the videos helped the visitors who watched them to connect the creative process, the artist and the final product
In this paper, Robert C. Webb, of Suffolk University, presents literature related to much-debated topic about using music in an exhibit. In particular, Webb discusses four topics of interest to museum professionals: (1) the complexity of the term "background music" (2) the roles and uses of mood created by music (3) the use of music to cue appropriate behavior and perceptions and (4) the influence of background music on the comprehension of verbal material.
In this paper, the Exploratorium's Kathleen McLean discusses her concern about the quality of what museums offer visitors. McLean airs a number of assumptions, attitudes and misconceptions she frequently encounters in the process of designing and creating exhibits, basing much of her findings on her experience at the Exploratorium.
In this paper, Robert C. Webb of Suffolk University analyzes the role of cognitive and affective interaction in museums. Webb explains how a person alternates between high and low modes of cognition. Topics include central and peripheral routes of processing, levels of processing theory, and techniques for reaching low-involved visitors. Webb argues that more exploration and measurement is needed to study the affective nature of the museum experience.
In this paper, Harris Shettel, museum evaluation consultant, examines the rise of controversial museum exhibitions. Shettel argues that controversial subject matter should not be avoided, but rather presented in exciting, interesting and challenging ways that avoid controversy. Shettel points to the "Prisoners of War: Soviet Prisoners in Germany - German Prisoners in the Soviet Union" exhibition as an exemplar. The various ways exhibit evaluation studies can play an important role avoiding controversy are also identified.
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TEAM MEMBERS:
Harris ShettelVisitor Studies Association
In this paper, researchers from the University of North Carolina at Asheville, Denver Museum of Natural History (DMNH), and Colorado State University, present findings from two studies that established a link between certain design features commonly found in museum environments and the state of psychological flow. Study one observed visitor behavior in a museum hall at DMNH before and after renovation. The study found that after the design changes, visitors attended more to the exhibits. Study two, a post-hoc survey analysis, investigated which design features in particular are responsible for
This paper presents background information, methodology and findings from an exploratory study conducted in 1996 by researchers at Colorado State University, Department of Natural Resource Recreation and Tourism. Researchers examined museum home page format and suggest criteria for future assessment of WWW home pages and their effectiveness. The appendix of this paper includes the Home Page Evaluation Criteria Template form used in the study.