Tag Archives: design

Inviting Intimate Conversations on Our Fears and Anxieties about the Future

Written by Justina Barrett, Catherine Ricketts, Greg Stuart, and Alicia Valencia

At the Philadelphia Museum of Art during this moment of unprecedented change in the face of the COVID-19, we’ve been thinking about our past in order to grapple with the anxieties we have about our future, as many of those who are reading this in 2020 are probably doing. It’s in this light that a public program we developed, called The Designer Is In, feels remarkably prescient.

In October of 2019, the Philadelphia Museum of Art opened the first stage of the exhibition, Designs for Different Futures, which is a collaboration with our institution, as well as the Art Institute of Chicago and the Walker Art Center. This exhibition explores how contemporary designers imagine, respond to, and ask questions about the future. As we in the Public Programs department were in the planning stages for the exhibition, we were noticing that many of the issues tackled in the exhibition, including climate change, the increasing prevalence of artificial intelligence in our lives, and the heightened role of digital surveillance–just to name a few–were making us feel anxious.

In talking with one of the curators of the exhibition, Michelle Millar Fisher, we envisioned that visitors would need a space to process, relax, and decompress after engaging with this content. This led to the creation of the Futures Therapy Lab, a space where on any given day, visitors could make art, peruse a library of books crowdsourced from staff and community members about themes in the exhibition, respond to questions on a share wall, and just generally hang out.

The Futures Therapy Lab was also designed to be an active programming space, with artist talks, drop-in art-making workshops, a program called SciFi Sundays–in which local science fiction authors would read excerpts of their works–and more.

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Visitors interact with the Futures Therapy Lab’s offerings.

Within the scope of programming we were developing for the Futures Therapy Lab, we felt we needed something more specifically tethered to the world of “therapy,” and in this lab space of experimentation, we wanted to engage visitors on a smaller scale at the level of intimate conversation, and we thought designers could fill this role with our visitors. We were certainly not imagining that they would replicate or replace the role of a trained and licensed therapist, but that if we approached the topic of therapy in a playful way, it could be an opportunity to engage our audiences in the kind of rich conversations we were imagining the exhibition would provoke. We also wanted to go into this project with the idea that a designer may not be interested in solving problems or bringing visitors to a meaningful resolution, but that it was more important to use this opportunity to pose questions and challenge assumptions, much like a good therapist would do.

To meet these goals, we implemented The Designer Is In, bringing designers and visitors together for discussion in the Lab after experiencing the exhibition. The cast of designers who could facilitate a purposeful experience in the Lab was central to the efficacy of this program. The design field is by nature broad, cross-disciplinary, and constantly evolving, and this is especially true in the case of the Designs for Different Futures exhibition which covers an expansive range of themes. Multiple and potentially conflicting ideas may come to mind when imagining the role of a “designer” – how they tackle big questions, work through problems, and test possible solutions. For our purposes, we looked for “designers-in-residence” who could explore these complex impressions together with visitors, and approach speculating about the future in constructive, collaborative ways. We reached out to artists, designers, and practitioners from the Philadelphia area who, not only grapple with similar questions or topics to the ones posed in the exhibition, but also maintain civically minded, people-centered creative practices that depend on the kinds of collaboration and conversations we intended to encourage.

For two hours on Thursdays and Saturdays, a designer-in-residence was available in the lab to speak one-on-one with visitors about the issues and content presented in the show. A total of 10 designers-in-residence participated in the Designer Is In, coming from a variety of disciplines and backgrounds, including Maia Chao of Look at Art Get Paid; Paul Farber from Monument Lab; Yadan Luo from OLIN; Raja Schaar from Drexel University; Michelle Johnson from the University of Pennsylvania; Stephanie Carlisle of KieranTimberlake and Uncertain Terrain; Andrew Wit of WITO; Scott Page of Interface Studio; and Alex Gilliam of Tiny WPA. Our intention was not to have a designer-in-residence speak to the specifics of every object in the exhibition. Instead, each individual was to offer their own perspectives regarding designing and planning for the future, based on what they encounter in their own distinctive practices. We asked designers-in-residence to speculate with visitors about the experience of designing for the future in terms of their own disciplines, and provide deeper dives into specific themes when it made sense given their backgrounds.

To structure this experience, and further suggest therapeutic engagement, we designed an “intake form” for visitors to fill out before meeting with our designers-in-residence. The intake form included brief Likert scale questions to gauge a sense of confidence or apprehension in what design can accomplish. Below these initial questions, we included a brief description of the designer-in-residence present in the Lab that day, and a few different topics specific to their practice which could act as starting points for discussion, such as “Public Art and Belonging”, “Walls and Bridges”, and “Youth-Designed and Built Placespaces.” As part of the development process, we knew we needed to have outside collaborators working with us on the intake form and experience of The Designer Is In, so we partnered with Josephine Devanbu from Look At Art Get Paid and Paul Farber from Monument Lab. Devanbu and Farber helped us think through the experience of the interaction between a visitor and a designer-in-residence from start to finish, and with their input we designed an intake form that could provoke questions, start a dialogue, and guide the conversation.

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The designer is in fact “in,” and ready for visitors. Photo by Raja Schaar.

Now that we had built and designed the program, would visitors participate? Certainly, this is a question that precedes every public program, but we were dipping our toes even more into the unknown than usual. Fortunately, from the very beginning, we found that our designers-in-residence were almost continually engaged with visitors during their two hour stints, and visitors were spending as much as a half hour talking with them.

We collected reactions from visitors on the back page of the Intake Form, asking, “What’s one thing you want to take with you from your experience today?” Some expressed their reactions to the exhibition itself, which ranged from “Terrifying,” to “Yolo baby!” Those who felt tense after seeing the exhibition reported that they appreciated the opportunity to talk through that tension. At the end of their Designer Is In sessions, one wrote, “I feel better. Interesting collaborations and innovations. There really is good here!” Others, after seeing the exhibition, expressed a desire for human interaction: “I just want to connect, be in touch;” “Where is the human element amid so much technology?” Designer Is In offered just such an opportunity, and elicited responses like, “A pleasure to discuss this exhibit with a designer. [It made] this exhibition personal.” In addition to the personal nature of the program, visitors appreciated its informative quality: “Important to have experts communicating a well-informed perspective about design rather than reactive or overly optimistic models. Thank you for having experts present to interpret this exhibit,” wrote one visitor.

We concluded each designer’s residency with open-ended follow-up questions. One theme in their feedback was the benefit of this program to the designers’ own practice. The opportunity to speak about their work with a diverse cross-section of visitors sparked new ideas and offered fresh perspectives. For instance, designer-in-residence Raja Schaar reported having spoken to a neuroscientist, an international diplomat for climate change and women’s rights, a banker, a software developer, recent design graduates, kids in STEAM magnet schools, videographers, and dancers. These conversation partners offered her “a totally new perspective” and “a new strong argument point for [her] research.” Often, designers’ work is very specialized, and the Designer Is In program allowed our collaborators to test ideas and to practice discussing their work with the general public, proving mutual benefit.

Now that this program is finished, we’ve been asking ourselves what lessons we’ve learned, and how can these lessons be applicable to the broader museum community, regardless of whether this exhibition travels to your site or you have a dedicated programming space like our Futures Therapy Lab.

Communication is hard. Communication is crucial.

One of the challenges that we faced in developing this program is how to communicate what the program even is to visitors. While the experience of therapy might be one that many of our visitors share, it’s not expected in a museum setting, and it took a lot of explication, both on the part of our Futures Therapy Lab staff–educators who were on the front lines of communicating with the public in the space–and on the part of the designers-in-residence themselves. We could have done more to better communicate the nature of the program at the outset, and even–after some helpful feedback from one designer-in-residence–at the start of the exhibition before visitors even entered the Futures Therapy Lab.

A more positive outcome regarding communication around this program was the internal communication engendered amongst us as staff. Even though the four of us all worked in Public Programs at this time, we all have different programs we are responsible for, and somewhat different audiences. It was a nice opportunity to break down even the small silos that exist among us.

From “we” back to “me”

One of the biggest takeaways from this program, especially given how much our regularly scheduled programming and teaching takes the form of group conversations or even larger format lectures and performances that reach hundreds, is the importance of reaching our visitors one person at a time. Furthermore, by creating a public space for “therapy,” our hope is that this program in some small ways reduces the stigma regarding seeking treatment for mental health.

As we’ve been reflecting on this program through the lens of our own thoughts and anxieties during this period of global pandemic, this type of programming feels more relevant than ever. Live interpretation in special exhibitions in our museum has typically been limited to guided tours with volunteer docents. The Futures Therapy Lab and the Designer Is In more specifically gave us a footprint within the exhibition to populate with educators and collaborators; it opened us up more (in the art museum world) to strategies employed by progressive historic site and history museum practitioners when dealing with difficult content.

The International Coalition of Sites of Conscience trains its members to challenge visitors’ preconceptions, foster dialogue and spark civic action that enables the past to activate the future. Historic sites across the country that are responsibily interpreting the history of slavery and race have turned to live interpreters to do so.

In a post-pandemic America, museums will have to argue for why they matter even more. What if museums just become warehouses of objects with only online programming? These curated spaces of reflection and emotional engagement could be a reason to come into the building. The live, skilled facilitator helping visitors process the content of a gallery may prove to be the best return on investment museums will make.

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Illustration from Futures Therapy Lab staff member, Samuel Solomon, reflecting on The Designer Is In.

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About the Authors

JUSTINA BARRETT holds a master’s degree in early American material culture from the Winterthur Program at the University of Delaware complements well her interest and love of sharing Philadelphia with visitors. At the Philadelphia Museum of Art, she works as Site Manager for Mount Pleasant and Cedar Grove, two historic homes in Fairmount Park administered by the Museum. She also designs programs and trains guides to share the Museums’ collections with the public. Working with Museum curators, preservation professionals, and other stakeholders, she advocates for preservation and public access to local historic sites.

CATHERINE RICKETTS works on performance programs at the Philadelphia Museum of Art, with a special focus on music programming. She is also an essayist and songwriter. Her writing on art, music, grief, and spirituality has been published in The Millions, Image, and Paste. Read and listen at http://www.catherinedanaricketts.com

GREG STUART is Coordinator of Adult Public Programs and Museum Educator at the Philadelphia Museum of Art. Prior to joining the PMA, he worked in Public Programs and Education at the Samek Art Museum, Bucknell University, and as a museum educator at the Art Institute of Chicago, the Portland Art Museum in Oregon, and the Portland Museum of Contemporary Craft. He holds an MA in Modern and Contemporary Art History, Theory, and Criticism from the School of the Art Institute of Chicago.

ALICIA VALENCIA is a former ArtTable Fellow at the Philadelphia Museum of Art working in Public Programs, and holds an MDes from Harvard Graduate School of Design (GSD) in Art, Design, and the Public Domain. She completed her undergraduate education as a Brown|RISD Dual Degree student, earning an Sc.B in Psychology from Brown University and a BFA in Furniture Design from the Rhode Island School of Design (RISD). She has previously worked at the Boston Museum of Science in Early Childhood Interpretation, the Providence Children’s Museum, and the Decorative Arts and Design Department at the RISD Museum.

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Featured Image: Installation view of Another Generosity, a work in which visitors encounter an inflatable pod measuring 15 feet in diameter; first created in 2018 by Finnish architect Eero Lundén and designed in this incarnation in collaboration with Ron Aasholm and Carmen Lee. The pod slowly expands and contracts in the space, responding to changing levels of carbon dioxide as visitors exhale around it, and provoking questions about the ongoing effect of the human footprint on the environment.  Photo from philamuseum.org exhibition website.

Looking Up, Looking Down: Designing Mobile Interpretation that Engages with Art

Written by Rebecca Friday

When the Clark Art Institute reopened its doors this summer, visitors were greeted by an astounding new building by architect Tadao Ando, expansive views of the rolling hills of Williamstown, Massachusetts, and beautifully redesigned galleries for the museum’s extensive permanent collection. With this renovation and expansion, we faced the challenge of how to encourage visitors to engage with the art in new and inspiring ways. Previously, the museum had been renting audio wands; however, these were limited to a single layer of audio and had no screen option. Thus, a new interactive interpretive system was needed to accommodate deeper layers of exploration and engagement with the collection.

Through a grant from the Institute of Museum and Library Services, the nostalgic audio wands have been replaced by mini iPads, which we call multimedia guides – although they are so much more than that. The multimedia guide currently has 150 objects from our permanent collection, each with a zoomable image, basic information, label, and audio (along with audio transcript). Many of the objects also give the visitor the option to explore the artwork further with varied layers of content. The multimedia guide is free with museum admission or visitors can also download a streamlined version onto their personal device. The guides also include information about the Institute’s founders, Sterling and Francine Clark, special exhibitions, and a grounds map.

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This interpretative project was several years in the making. Over the past two years I have worked closely with Media Manager Laurie Glover and Project Manager Viktorya Vilk to develop a system that embraced the mission of the Clark and its dedication “to advancing and extending the public understanding of art.” Central to our approach was the importance of looking at art — we did not want to detract from the importance of this practice, nor replace it with gazing at a screen. Instead, we found ways that would enhance the looking experience and point out things that visitor could not have learned otherwise. In many ways, we were inspired to the Van Gogh museum’s recent app, Touch Van Gogh, which allows audiences to examine the painterly process up close in ways never before possible.

So, how to accomplish these things?

To tackle this bold mission of active looking and learning, our process included months of brainstorming with the Clark curators and educators to decide which works of art would benefit most from additional content. We asked them what stories they liked to tell about the art, what questions they were most often asked, what special thing no one knew. From these stories, we slowly whittled down our extensive list to 150 objects and designated about half of them for additional content. Each of these objects would have no more than three or four sections of content. The content is layered, so there was an option to go deeper if there is interest but we did not want anyone to feel bogged down by the amount of content. We wanted to maintain choice in the pace the information is provided, the depth of knowledge one might be seeking, as well as a direct search for a particular artwork versus a more casual browsing of the collection.

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We endeavored to create content that most enhances the visitors’ understanding of the artwork – when it can make the invisible visible and inspire curiosity for deeper learning. We found conservation stories from X-rays that unearthed hidden secrets. We found collection stories from the diary pages of our founder. We also worked with Tristan Interactive to build a semi-customized content management system and develop three kinds of interactive within the application. These include:

1) Drag and Drop: This interactive works sort of like a puzzle, in which small details from the artwork can be matched to the larger whole to reveal interesting details. This works particularly well for very detailed paintings because it encourages the viewer to look back up at the actual painting to find the detail in front of them.

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2) Slider: By sliding your finger along a scrub bar the image changes to tell a story or transform an image. For example, this feature works well with our Domenico Ghirlandaio painting, Portrait of a Lady. The transformation shows the painting pre-conservation, when the painting was altered with the addition of a halo and wheel identify the sitter (mistakenly) as Saint Catherine. One of the things that was most important was developing functionalities that could be adapted in various ways: for example, the slider could move something in space, reveal a hidden layer, or move through a narrative.

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3) Hotspots: Pulsing circles appear on different part of the image – when tapped, screen pops up to reveal more information about this part of the work.

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After our initial beta-build of the device we invited 80 volunteers and docents to act as a sort of focus group. We handed out the multimedia guides with a survey/set of instructions to help guide each individual through the 20-ish objects we had built into the device. The survey asked each person to the rate the difficulty of these tasks (i.e. “play the audio,” “find the Unpack Me interactive,” etc.). Because our focus group was limited to volunteers and docents, the demographic was mostly 50 years of age or older.

As we expected, there was a lot of initial confusion and outright contempt for the devices; mostly because they were perceived as new and scary. This was not a sample group that felt comfortable with technology or even used an iPhone or iPad on a regular basis. However, the more time we spent explaining their functions, the more they found joy and value in them. The less confusing the process became, the more impressed they were! Given our visitor demographic, it reinforced our commitment that the app be intuitive with lots of onscreen help. We worked with the engineers to create built in “hints” that appear on the tablet screen and encourage/guide the user.

Of course, there will always be visitors who do not want to engage with the tablets when visiting the museum. We worked hard to create something that was user friendly and, hopefully, a seamless transition from the traditional audio wand. We hope that audiences will want to engage with the collection in new and deeper ways through the expanded layers of content. Content that is presented in a variety of ways, with the belief that it will appeal to a variety of users.

As many others in the field have already noted, there is a constant grappling with the pros and cons of bringing technology into the galleries. Although I personally believe in the power of individual, intimate experiences with art, I also strongly value the communal experience that can be cultivated through conversation in front of a work of art. I can see the appeal and value of both experiences and I hope that each visitor is able to travel the path that best accommodates their needs. We chose iPad screens because they are shareable, a single headphone to make the experience less solitary, layers of content to pick and choose from. Interpretation should be available to those that seek it; it should spark curiosity and reveal what makes us love a work of art.

We have recently finished conducting an expansive survey in the Clark galleries, both with visitors who used the multimedia guide, and those who did not, to gauge it’s effectiveness, value, and possible issues that might have arisen with usability. Although we are still waiting for the concrete data, preliminary results indicate that our visitors love the app and love using the iPad minis. They enjoyed using the interactives, sharing tidbits with their family and friends, and listening to the audio components. However, those that did not take the device, often voiced negative comments about it. It seems the negativity is rooted in the unknown – something that is new, possibly complicated, and technological.

As is often the case on ArtMuseumTeaching (and a very valuable case), I’d like to open the floor to all of you. What are your thoughts on the future of technology in museum galleries? What are its positive effects and what are the possible criticisms it faces? Can an iPad screen really enhance a solitary and personal experience with a work of art? Or is that kind of thinking becoming increasingly elitist and limiting to everyday audiences?

About the Author

headshotREBECCA FRIDAY: Rebecca earned her Bachelor’s Degree from Sarah Lawrence College and Master’s Degree from Williams College, both in Art History. She spent the last two years working as a Curatorial Assistant at the Clark Art Institute. In addition to her contributions on the multimedia guide project and interpretation of the reinstallation of the permanent collection, she also served as curatorial coordinator for Winslow Homer: Making Art, Making History, Cast for Eternity: Ancient Ritual Bronzes from the Shanghai, and Radical Words: From Magna Carta to the Constitution. Prior to her position at the Clark, Rebecca worked at the Williams College Museum of Art as well as several New York City art galleries, including Galerie St. Étienne and Robert Miller Gallery. She is currently looking for her next adventure in museum interpretation.  Rebecca tweets at @Fridayfridaygrl. Rebecca’s postings on this site are her own and do not necessarily represent the Clark Art Institute’s positions, strategies, or opinions.

Design Thinking in Museums: Stepping into the “Continuum of Innovation”

How can I kick off design thinking in my own institution?

This is something I was asked by numerous colleagues after co-presenting a paper on design thinking and launching a new site, Design Thinking for Museums, at the 2013 Museums and the Web conference with Molly Wilson and Maryanna Rogers.

I talked a lot about implementing design thinking inside one’s own institution with attendees in the halls of the conference hotel and over a “Birds of a Feather” breakfast. And since returning from Portland, I’ve had numerous inquiries from colleagues at institutions around the world about how to get started with design thinking, a human-centered process for innovation.

Image from dt4e.org, Design Thinking for Educators
Image from dt4e.org, Design Thinking for Educators

The museum profession is embracing new ways of problem solving, collaborating, and innovating like never before. And perhaps that’s why the concept of “design thinking” struck a chord at this year’s Museums and the Web conference.

Design thinking is mindset and a methodology for fostering creativity and solving complex problems with innovative solutions. It can transform the way a museum or cultural institution develops digital or analog offerings, visitor experiences, or visitor services by giving staff the analytical, creative, and intuitive techniques and tools to solve multifaceted problems. In the museum setting, design is usually used in the context of making objects, but design is also a process. Design thinking is a process for framing and solving problems and discovering new opportunities. It’s a powerful protocol that can lead to truly innovative outcomes.

There are many starting points and incremental steps along the way, but there is no single, definitive way to move through the design thinking process. As Tim Brown, CEO of IDEO, writes in “Change by Design” (2009), design thinking is a “continuum of innovation…a system of overlapping spaces rather than a sequence of orderly steps.”

To step into into this “continuum of innovation,” there are some strategies and approaches you can implement to kick-off the process and start infusing the design thinking ethos into your work culture. Some of these are more attitudinal, while others are tactical.

1) Get away from your desk and talk to visitors

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A mother and daughter I interviewed in the SFMoMA galleries.

The power of talking to real users—from visitors to members to donors—can have a transformative impact on staff attitudes and insights. It sounds simple, but the mere act of moving from abstracted discussions about “the public” to interactions with real, live people is incredibly powerful. Spending as little as one hour a day over the course of three days interviewing visitors can lead to deeper, more nuanced understanding about the needs of visitors—and insights around how to meet those needs.

At the San Francisco Museum of Modern Art (SFMOMA), where I worked for over 10 years and introduced and championed design thinking, I led a team of colleagues through in-house trainings on how to interview museum visitors for empathy. The materials, including the slide deck for an in-house SFMOMA staff training and “cheat sheets” for conducting interviews on the museum floor, are all available on the Design Thinking for Museums.

2) Set time constraints

The temptation to work on projects until they are “perfect” is not uncommon in most organizations, and is especially endemic in art museums, where the notion of the precious, beautiful object has a longstanding precedent. Setting time limits, even artificial ones, lowers the stakes and expectations around tangible products.

For example, if you only spend one hour making a prototype, it’s hard to have the urge to cling to what you’ve designed and become overly attached to it. It’s much easier to change course and make adjustments. Bringing a scrappy prototype to a meeting or a user test frees a team from getting hung up on colors, fonts, and implementation details, and allows them to focus on the concepts.

The notion of time limits applies not only to the development of prototypes, but to all phases of the design thinking process itself. By setting time limits at every stage of the process, the team is forced to keep moving forward and not get mired in details and delays. In fact, the entire cycle can be experienced in 90 minutes, as modeled in a free, open, online “crash course” in design thinking created by the Stanford d.school.

3) Saturate your space

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The SFMOMA web team workspace, covered with images of visitors in the galleries.

Saturating your space means filling your work environment with photographs, notes, and stories about the users you have observed and talked with. This makes their stories more genuine and compelling to internal stakeholders, and keeps you “accountable” and true to your users. Being constantly reminded of these real people with real needs through visual cues in one’s work space can inform your every decision.

It’s also a powerful “ice breaker” for getting skeptical colleagues on-board. When the wall outside my cubicle at SFMOMA was plastered with photographs and stories about SFMOMA visitors, I had queries from colleagues in almost every department. (I chose this particular wall because it’s very visible to anyone traveling between the conference room and the restrooms!)

4) Adopt an optimistic and collaborative approach

The design thinking ethos is one of openness, optimism, and collaboration. In many ways it’s similar to improv in that it’s biased towards action and focuses on building on each other’s ideas and opening up possibilities, trusting that the process will bear fruit even if the path is not always clear. In many museums it can be hard to remain upbeat as resources shrink and workloads increase, but this is a process that demands optimism and openness.

5) Find a buddy

This is probably the most important tactic for kicking off design thinking in one’s institution. Changing ways of working and thinking inside an organization is not easy, and it’s even harder to go it alone. Finding a colleague who is interested in trying—and failing—along with you can make all the difference. Ideally your buddy can be someone inside your own institution, but if that’s not possible, find someone at another institution with whom you can share stories and ideas.

For more resources and tips around implementing design thinking in your own institution, please see the website Design Thinking for Museums. And to learn more about how SFMOMA applied design thinking to a big challenge, please read the recent Museums and the Web paper, Design Thinking for Visitor Engagement: Tackling One Museum’s Big Challenge through Human-centered Design.

This article was adapted from a post originally published on www.designthinkingformuseums.net.

Blending Art, Technology, & Interpretation: Cleveland Museum of Art’s Gallery One & ArtLens

By Caroline Goeser

I am part of the team that has led the development of the Cleveland Museum of Art’s Gallery One and ArtLens iPad app. These new initiatives – blending art, technology, and interpretation – are garnering interest in the press and among museum colleagues. Many thanks to Mike Murawski for asking me to offer my perspective on the project, understanding that it is newly launched and we are in the process of gathering initial feedback. This project is the focus of a paper session at Museums & the Web 2013 in Portland (link to paper here). Responses so far have been enthusiastic as well as probing and have challenged us to think in new ways about what we’ve created and how we want to move forward. Recurring questions from reporters, colleagues, and visitors can serve as a way of introducing some of our goals and future ideas.

What was your plan behind integrating technology?

A view of Gallery One from the main lobby of the Cleveland Museum of Art. Photo courtesy of Local Projects.
A view of Gallery One from the main lobby of the Cleveland Museum of Art. Photo courtesy of Local Projects.

Our plan conceives technology as an interpretive tool to drive active experiences with art at CMA. Creating Gallery One and the ArtLens app has been part of our mission to put visitors front and center. We wanted to build a gallery experience at the entrance to the museum that would welcome all visitors, with particular focus on families, college students, and young professionals – audiences that have not always seen CMA as their kind of place. We wanted to offer them new possibilities to experience art in a participatory way through the medium of interpretive technology. We also wanted visitors’ encounters in Gallery One to spark interest in the museum as a whole and to provide tools of understanding and enjoyment that could enhance their experience of art in the galleries.

On January 21, 2013, we opened Gallery One and went live with the ArtLens iPad app. Gallery One is a unique space just off the museum’s main lobby in which 55 top-quality art objects from the permanent collection are arranged in thematic groupings that cross time and cultures. This organization allows visitors to make connections across CMA’s comprehensive collection of world art. For example, sculptures of the human form from ancient Rome, Japan, Africa, and 19th-century France greet visitors as they enter the gallery, prompting them to experience how our bodies have inspired art differently over time. Another installation groups paintings and ceramics from Europe and Asia, asking visitors to engage with roots of our contemporary, global culture. Interactive, multi-touch screens interpret selected art installations, allowing visitors to engage actively with the works on view by virtually creating their own works of art, or by physically striking a pose inspired by a work of art they see. Gallery One also includes Studio Play, a dedicated family space with hands-on art-making activities, as well as interactive technology stations that provide young children and their families with fun ways to have first encounters with art and CMA’s collections.

A detail of the Collection Wall in Gallery One. Photo courtesy of Local Projects.
A detail of the Collection Wall in Gallery One. Photo courtesy of Local Projects.

Within Gallery One, just off our new central atrium, a one-of-a-kind, 40-foot multi-touch Collection Wall displays high-resolution images of almost 4,000 works of art from the permanent collection, most on view in the galleries. Every 40 seconds, the wall changes views, showing groupings of art objects based on themes, allowing visitors to see that the collection is dynamic, depending on how you view it. Visitors can touch and browse objects on the Collection Wall to discover other artworks that are related and to find tours that connect objects throughout the collection.

The Collection Wall functions as a place to organize a visit through the permanent collection galleries by way of a unique connection with the ArtLens iPad app. By docking their iPad (or one available for rent) at the Wall, visitors can save their favorite objects to the app and create a personalized tour through the museum. The app’s way finding system directs them to the objects on their tour or to other objects in the collection. They can also find CMA-created tours to organize their visit according to themes they like. Alternatively, they can browse through the galleries and find works of art that engage them, discovering text and video interpretation within the app, or even scanning two-dimensional objects through image recognition to find quick bites of text or video.

What are your learning goals for visitors?

Our goals for what visitors take away involve experience rather than content. We hope that:

  1. visitors have fun with art
  2. the interactive games and interpretation provide tools for understanding and spark social experiences with art
  3. visitors find transformative moments of discovery about continuing creative traditions that make art relevant for them.

Above all, we want to refrain from providing a single, authoritarian guide but instead to offer a variety of choices for visitor engagement. Rather than designing content to meet our own goals for visitors, we have learned from our audience evaluation and responded to the way many of our visitors browse through our galleries, drawn to particular works of art based on their own visual interests and prior knowledge. We’ve been mindful of Jay Rounds’ prescient advice in Curator (2006):

“Visitors come to museums for their own reasons, and those reasons are not necessarily congruent with the goals of the museum. No doubt their browsing through exhibits is suboptimal when compared against [a] museum’s goal that visitors ‘engage in systematic study or exploration.’ But the same [browsing] behavior may prove to be an intelligent response to the situation when measured against the goals of the visitors themselves.” (p. 134)

Sculpture installation in Gallery One. Photo courtesy of Local Projects.
Sculpture installation in Gallery One. Photo courtesy of Local Projects.

Gallery One and ArtLens were designed to honor browsing behavior. There’s no preferred path through Gallery One; visitors can move from one art installation to another, each with its own story. The Collection Wall asks visitors to browse rather than search: to find artworks they like visually, and to discover connections to related works by theme, medium, or time period. The “Near You Now” section of the ArtLens app follows browsers as they meander through the permanent collection galleries, indicating where they are in the building and the artworks near them. For objects with video interpretation, visitors can find a variety of short segments that they can choose according to their personal preferences rather than a prescribed sequence.

When visitor evaluation begins later this spring, we can find out how these tools are working for our visitors. In the meantime, we’ve been fortunate to have visits from a variety of museum colleagues who have shared initial responses. Following his on-site visit, Peter Samis of SFMoMA wrote to our CMA team:

“The Collection Wall reminds me of David Weinberger’s Everything Is Miscellaneous (2008): it makes every artwork equally available, democratizing the collection…, it enables me to create a tour that threads me like a needle through all the various parts of the building. It disappears the architecture, the molecules, and replaces them with a new organizing principle: visual interest.”

Cool! Interpretive technology serves visitors’ visual interests and democratizes the collection. The challenge comes in the connectivity between the Collection Wall and the iPad app. With the ability to save almost any object to their iPad, what will visitors expect when they reach the actual objects in the galleries? Currently only a portion have video and audio interpretation within the app, some draw web texts and label copy from our databases, but others feature only basic “tombstone” information. We’re eager to discover visitors’ expectations, and in the meantime, to develop priorities for creating new interpretive content.

How can visitors contribute their own art interpretation within the iPad app?

ArtLens video and audio content draws on conversations with curators, educators, conservators, and community members. We hope the variety of voices allows visitors to feel part of the conversation and to suggest that there is no single way to interpret or enjoy a work of art. The community voices are particularly important, as they call up continuing traditions that grow from the artworks on view and connect visitors with people in their community – like the Imam of the Cleveland Mosque for whom the Islamic prayer niche in our collection is part of a living tradition, or the Cleveland ballet dancer who brings his creative perspective to Degas’ Frieze of Dancers.

: Object page for CMA’s Prayer Niche (Mihrab) in ArtLens. Photo courtesy of the Cleveland Museum of Art.
: Object page for CMA’s Prayer Niche (Mihrab) in ArtLens. Photo courtesy of the Cleveland Museum of Art.

ArtLens also allows visitors to create their own tours – playlists of their favorite objects with their own catchy titles: “Randomness and Variety,” and “Lightning Tour Before Dinner Dash.” They can share favorite objects through Facebook and Twitter. We conceived these as first steps toward more extensive visitor participation. We’ve discussed the potential for gathering visitors’ stories about CMA’s artworks and incorporating them into the app. We’ve also dreamed about the potential to capture visitors’ voices within the app, so that they can contribute their own insights about their favorite works of art from the galleries or from off site.

We encourage you to download ArtLens to your iPad and give us your feedback. Our project is ambitious – an interpretive system that reaches throughout CMA’s permanent collection. I’ve outlined some of our ideas and plans here, but there’s much more to come, so stay tuned!

I want to extend huge thanks to the members of my CMA team in Education and Interpretation responsible for the development of interpretive content in Gallery One: Seema Rao, Patty Edmonson, and Hajnal Eppely, and in ArtLens: Jennifer Foley, Lori Wienke, and Bethany Corriveau. They are part of CMA’s Gallery One development team, led by Griffith Mann in Curatorial, Jane Alexander in Information Technology, Jeffrey Strean in Design, and myself. Local Projects of New York is responsible for all media design and collaborated with us on the concept development. Earprint Productions of San Francisco produced the ArtLens app digital content, in collaboration with the CMA interpretation team.

ABOUT AUTHOR

image005CAROLINE GOESER currently serves as the Director of the Department of Education and Interpretation at the Cleveland Museum of Art. Joining the museum in 2009, she reorganized the Education Department in 2012 to focus on two primary goals: 1) invigorating classroom experiences through object-based educational programs, and 2) creating vital experiences with works of art in the galleries through interpretive text, technology, gallery teaching, and public programming for visitors of all ages. Caroline collaborates with the Chief Curator and Directors of Information Technology and Design to oversee the new Gallery One, an interactive gallery for intergenerational visitors. She has facilitated and enhanced the museum’s collaborative interpretation program, which has garnered national recognition with the recent award of an NEH Challenge Grant. With colleagues at CMA and Case Western Reserve University, she has worked to re-envision the joint CWRU-CMA doctoral program in art history, which recently received a major grant from the Mellon Foundation to focus on object-based study. Caroline’s postings on this site are her own and don’t necessarily represent the Cleveland Museum of Art’s positions, strategies, or opinions.

What Do You Customize? OMCA’s we/customize project

The we/customize project at Oakland Museum of California explores the Bay Area perspective on the popular cultural activities of hacking, remixing, tailoring, modding, mash-ups, kit bashing, and customizing. The connecting spark in each of these spheres of activity is the shared impulse of the maker to radically alter the familiar to personal standards.

we/customize was born of a conversation about custom motorcycles, and grew into something akin to adulthood as the consequence of friendship and collaboration.

As non-participants in this part of our culture, Carin Adams­ (Associate Curator of Art and Material Culture) and I (as the Research and Experience Coordinator) were trying to find the kernels of interest connecting us to choppers. This lead us to observe how people form communities focused on the radical alteration of objects, how these groups self select themselves, and develop identity by means of their chosen activities. To round out the team and help us think about connecting disparate groups, Carin and I asked Evelyn Orantes (Senior Experience Developer) to join us to create our curatorial trio.

To create an exhibition around the activity of customization and the associated communities, we set out to develop the project differently than through the traditional museum approach. Our goal wasn’t to create a new working model for museum exhibitions, nor would we necessarily recommend the particular path we took. We wanted to have fun putting the project together while finding a means to exhibit the content we felt was the most exciting. This subject matter lent itself to be sifted out of conversations and by building relationships with these communities. Our process of content development, did however, reinforce the changing role of the museum as a forum for living cultural activity.

To build the exhibition in conversation with audiences – we made our initial public foray on two fronts. First by going out into the public at Oakland Art Murmur and asking people on video – “What do you customize?” The second, we hosted a panel discussion at OMCA, with Johnny Chung Lee, Jesse Hernandez, and Daniela Rosner about their work and views on customization. These conversations became the basis for how we framed our research, and the public interviews remain part of the content.

To further the dialog, we began with our interviews and panel discussion, we decided to continue going out into the public to build the content for the exhibition. This decision either allowed or forced us to divide the public side of the project into three main phases.

PHASE I: September 26–December 22, 2012

Photo by Ryan LeBlanc
Photo by Ryan LeBlanc

Using the Oakland Rover—a Might-E Truck by Canadian Electric Vehicle, customized by designers Martin Sprouse and Dan Rosenfeld for Oakland Museum of California, we traveled throughout the Bay Area engaging communities in creative projects that explored how people modify objects to serve their own needs. From toy hacking to airbrushing, sound remixing and bike modification— Oakland Rover programs led to rich interactions with the public, who contributed their projects and ideas. These “missions” featured customizers who brought the public a variety of workshops, demonstrations, and participation in the conversation about customization.

The first phase of our project also saw the launch of our social media campaign to continue our conversations with the public online with our blog (wecustomize.org) and on Twitter (@OaklandRover). These exchanges gave us valuable feedback shaping the second and third phases of the project.

PHASE II: December 22, 2012–January 28, 2013

The Oakland Rover’s missions ended when it rolled into OMCA’s Great Hall on December 22. The exploration of customization continued with the transformation of the gallery itself. With paint still on the walls from the previous exhibit, we filled in the space with findings from the Oakland Rover missions as well as visitor input. Starting January 4, guest customizers began on-site demonstrations of their work and invited visitors to join their projects. From scraping out bikes to toy hacking to clothing customization, visitors helped us prototype the Customizer-In-Residence Series and develop interactives.

Photo by Johnna Arnold
Photo by Johnna Arnold

PHASE III: February 9, 2013­–June 2, 2013

The final phase of the we/customize project is the exhibition, exploring the many forms of customization. The weekly Customizers-in-Residence Series will activate the space through live interactions with people from a variety of customization groups. Through the four months of the exhibition, the space will continue to build, with new projects by both our audience and our Customizers-in-Residence living in the space.

Photo by Johnna Arnold
Photo by Johnna Arnold

While planning the project we realized a tradition opening celebration was out of context with our intent. As the exhibition transforms over time – as a consequence of customizers on site and the objects we’re accumulating – we realized the exhibition wouldn’t be complete until the show closed. With this in mind, we’ve planned on brining all the Customizers-in-Residence as well as museum staff together for a final closing party. Not only as a celebration of the conclusion of the project but our final attempt at igniting that initial spark, within each of these spheres of activity, in a culminating experience.

“What do you customize?” – Join the Conversation

The we/customize project began when we asked ourselves how we connect across communities. We launched the project by asking the public “What do you customize?” While we’ve refined our questions as the project developed, we still want to know – What do you customize? What do you start with? What tools do you use? and Why? Where is the boundary between a customization and an invention?

Authors/Project Collaborators:

seanSean Olson is the Research and Experience Coordinator at the Oakland Museum of California, and is a member of the we/customize curatorial team trio. An artist and an educator, he has an MFA from Mills College. He has taught at Diablo Valley College as well as Mills College. Sean lives and rides his bike in Oakland. Look for the guy with the custom dress shoes with SPD cleats.

CarinCarin Adams is the Associate Curator of Art and Material Culture at the Oakland Museum of California and is a member of the we/customize curatorial team trio. She joined OMCA in 2006 as curator for the off-site exhibition program at Oakland International Airport. A resident of Oakland and the mother of two, Carin has an endless supply of toys to hack. She has BFA from California College of the Arts and a MFA from the Art Institute of Chicago.

evelynEvelyn Orantes is the Senior Experience Developer at the Oakland Museum of California, and is a member of the we/customize curatorial team trio. With over a decade of museum work at OMCA under her sparkly belt, she delivers meaningful moments of honor, discovery, memory and inclusion for visitors, from the annual Días de los Muertos special exhibition to programs stimulating the minds of all ages. A graduate of UC Berkeley, she is the queen of California culture mash-ups, dishing the authentic complexities of California, one exhibition or program at a time.

Drinking about Museums: Portlandia Edition … and MakerBots!

I’m not exactly sure when or where it started, but I give credit to Ed Rodley at the Museum of Science in Boston for introducing me to the concept of the “Drinking about Museums” professional meet-up.  What could be better than meeting up with museum folk, playing around in our galleries & exhibit spaces, sharing ideas, and topping it all off with drinks.  Boston is doing it!  Sydney is doing it!  Denver is doing it!  So it was time to get “Drinking about Museums” started up here in the Northwest — Portlandia style. And since I’m still the new kid in town, this was a great way to get outside the walls of the Portland Art Museum and meet other creative museum people.  So here is my report from the inaugural “Drinking about Museums” in Portland, Oregon:

Drinking about Museums — Portlandia Edition

GroupProduceRowWhen:  January 9, 2013

Where: Oregon Museum of Science & Industry (OMSI) and Produce Row

Who: Sparked by my new love for OMSI and their staff, we gathered together interested people from their education and exhibit design departments along with people from our education and digital collections departments at the Portland Art Museum.

The evening began at the Oregon Museum of Science & Industry (OMSI) in their technology lab and maker space — an area of their museum in which they are playing with new forms of creative engagement and participatory design. David Perry, OMSI’s Director of Museum Education, and Kristin Bayans, Senior Educator, both hosted the group along with many other OMSI educators and staff. We all got to know each other through some fun (aka ’embarrassing’) activities, but mostly we played around in the learning lab space and got to chat with each other about what we do.

When you get so many creative, high-energy museum people together in one place, the ideas start flowing … and I feel that we came away from the night with tons of potential for meaningful collaboration.  For me, one of the first experiments that will likely come out of this exchange is a couple MakerBot 3D printing workshops at the Portland Art Museum, allowing education staff from both institutions to play with this technology and its potential applications for an art museum.

MakerBot-RodinMakerBots!

So this brings me to the next topic of my post … MakerBots!  I have been eyeing the MakerBot station at OMSI for months now, chatting with their staff and volunteers about how it is being used, why it is being used, and what are the potential ways it could be used in an art museum context (or even with artists). Kristin Bayans, who manages this innovative lab space at OMSI, has been such an amazing person to brainstorm with, and she was able to download some objects from the Metropolitan Museum of Art’s collection to print for us yesterday.  Yes, earlier this year, the Met teamed up with MakerBot to make statues, sculptures, and other three dimensional artworks from the museum’s collection available for anyone in the world to access virtually on Thingiverse.com and physically recreate with The Replicator™– MakerBot’s third-generation 3D Printer. As Jackie Terrassa, the Met’s Manager of Gallery and Studio Programs, wrote about this Hackathon event:

“… by partnering with artists and programmers who are already using these accessible technologies as creative tools, we will advance a core component of the Museum’s mission to encourage the study and development of the arts, enhancing the Met’s role as a dynamic site for creativity, inspiration, and exploration by artists and visitors alike.”

I could not agree more, and this has made me so excited to experiment with some workshops here at the Portland Art Museum around these technologies, and ensure that the museum can be a place for open creative exploration.  And, besides, now I have my very own 3D-printed replica of the Met’s sculpture of Marsyas by 17th-century German sculptor Balthasar Permoser … what could be cooler than that!  Obviously, there will be more discussion coming up on this site around 3D printing and museums, especially the impact this type of work might have in the teaching and learning realm of the museum. But I would encourage everyone to learn more about what the Met has been doing, and check out the objects and the 123D Catch scene files you can download to make your own replicas.

OK, so that is a quick report from Portland’s first ever “Drinking About Museums.”  I look forward to opening this up to more and more museums across Portland, and exploring the way we can learn from each other as professional, as creative thinkers, and as people.  Cheers!

"Marsyas" (2013) by MakerBot, and "Marsyas" (1680-85) byBalthasar Permoser
“Marsyas” (2013) by MakerBot, and “Marsyas” (1680-85) by
Balthasar Permoser

Participate: Designing with User-Generated Content

“Often I set up a platform and ask a question, in one way or another, and then invite people to come in. It’s a conversation, a call and response.”

Keetra Dean Dixon, interview by authors (2010)

Museums are often all about control — controlling what visitors see, controlling the information presented about objects, controlling the ways in which visitors can create meaning, and even controlling the types of technology or devices we can use to access their collection or extended resources. A “well-curated” exhibition or gallery passively delivers a specific message to a targeted, restricted audience.  But, as the authors of Participate: Designing with User-Generated Content offer, “participatory design turns this idea on its head.”

While focusing on the profession and field of design (which is actually a broad field that obviously has so much overlap and integration with museums), the ideas forwarded in this book resonated with me in terms of how museums are struggling to engage in more participatory acts.  The mantra I take away from the authors text as well as their interviews with a wide range of innovative designers is this: “participatory design replaces monologues with conversations” (25).  This not only resonated with me, with seemed to ring true with all the the future-of-museums talk going on these days to find ways to harness the massive engagement with Flickr, Facebook, Pinterest, Vimeo, YouTube, and Twitter that has conditioned the public to contribute, connect, and create.

How does participatory design work?

In her introduction to Participate, designer and writer Helen Armstrong defines the best participatory design as soliciting content from users and then translating that into something greater than the initial contribution.

“The initial contributions are simple, easily carried out by the user: a photograph, a sketch, a doodle, a word, a movement, a vocalization, a touch. But when put into the context of a larger participatory project, user content flourishes in unexpected ways.” (12)

I love to be reminded that the seed of a good participatory project is really something very simple (and doable), encouraging broader involvement.  Sometimes it is so easy to get wrapped up in some multi-layered, complex idea that sounds cool to us, but that no one in their right mind would actually take the time to participate in/with.  I will always remember one of my design professors in college who harped on about KISS … Keep It Simple Stupid!  This “less is more” dictum never fails, though, when looking to museum visitors for contributions.

For museums, like designers, relinquishing control means celebrating process-oriented work that is not ‘complete’ until visitors or audiences participate, and celebrating the unpredictability this process brings.  I would even say that we need to be open to entirely new types of participation that might simply end with social interactions or conversations — something we often think will get us somewhere, but we need to recognize that sometimes we are already there.

“Content is not king — contact is.”

Douglas Rushkoff, author of Program or Be Programmed (2010)

The book does make the necessary connections with museums.  In the chapter on modularity and providing structures for these largely open-ended undertakings, they quote Nina Simon saying, “The best participatory experiences are not wide open. They are scaffolded to help people feel comfortable engaging in the activity” (Simon, Participatory Museum, 13). Even though we find ourselves ‘breaking the rules’ and removing restrictions to get participatory work done in museums, any participatory process needs rules, constraints, and parameters to prevent it from descending into muddled confusion. Even just making the structure of your project and process transparent to your participants and contributors can help keep to the plan.

Participate also rightfully spotlights some of the recent identity, branding, and promotional campaign designs at the Walker Art Center, including a great interview with Andrew Blauvelt, Design Director and Curator at the Walker.

Overall, I think there is great value for museum educators in engaging with the field of design and design thinking, especially as we work toward similar goals of empowering 21st-century audiences to contribute, interact, and become makers and doers.  I’ll be following up in the next several weeks with some of my own nascent attempts at making this site a bit more participatory in various ways.  Stay tuned…