In this paper, Paulette M. McManus, museum and heritage consultant, outlines the history of visitor studies from the beginning in 1890 through today. McManus also examines some "unhelpful" notions professionals may be taking forward into the future as well as some current foci of visitor study interest.
DATE:
TEAM MEMBERS:
Paulette M. McManusVisitor Studies Association
This paper discusses the "Growing Up and Away" project at the Glenbow Museum in Calgary, in which a team consisting of a curator, programmer, designer and project team leader, developed a family-friendly exhibit that showcased the vast diversity of Glenbow's collection of artifacts related to childhood. This paper outlines the team's approach to development, front-end evaluation, formative evaluation, advisory groups, and related programs.
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.
In this article, Florence Bramley-Hill, independent consultant and creativity couch, presents brainstorming techniques that can be used as a tool for enhancing creativity and problem-solving.
DATE:
TEAM MEMBERS:
Florence Bramley-HillVisitor Studies Association
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.
DATE:
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.