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Everything We Currently Know About Making
Visitor-Friendly Mechanical Interactive Exhibits
Ben Gammon
INTRODUCTION
This paper summarizes what we have discovered
about how visitors use mechanical interactive exhibits: the problems they
encounter, what works and what does not. This data comes from testing
almost 100 Science Museum, London, prototype exhibits from exhibitions
such as: Things, The Garden, The Secret Life of the Home, Human Factors,
Health Matters, Challenge of Materials, Science of Sport, Launch Pad,
various Science Box exhibitions, as well as the formative evaluation currently
underway for the new Wellcome Wing and evaluation at other museums around
the world.
"Mechanical interactive" refers
to any interactive that does not use a computer screen. These range from
purely mechanical exhibits, through those using electrical components,
to those that are computer driven but do not include a screen. However,
many of the lessons outlined below can also be applied to screen-based
exhibits.
The sort of formative evaluation carried
out in the Science Museum over the past few years focuses on the three
key questions of exhibit design--ergonomics, communication and motivation.
- Can visitors operate the exhibit?
- Do visitors interpret the exhibit in
the way that the exhibit developers want them to? Do they understand
the messages it is trying to communicate?
- Is their attention caught and held for
long enough to communicate the messages? Do they enjoy using the exhibit?
Are they motivated to think about and learn from the exhibit? Do they
finish the interaction feeling more confident?
Much hinges upon visitors' prior knowledge
and understanding of the specific content of each exhibit and how well
the exhibit developer has taken account of this. Problems that arise due
to visitors' misconceptions or lack of awareness about the content can
only be dealt with through careful front-end and formative evaluation.
Various general lessons can be drawn about
how to design interface controls and similar issues. I have arranged these
under the following headings:
Visitors' Understanding of the Exhibit
Design of Interface Controls
Positioning of Exhibits
Visitors' Interpretation of the
Exhibit Content
Labels and Instructions
How Visitors Behave
Planning Exhbiit Content
Visitors do Weird Things in Museums
VISITORS' UNDERSTANDING OF THE EXHIBIT
Lesson 1: Good cmmunication between
exhibits and visitors is key.
Feedback (i.e. the response of the exhibit
to the actions of the visitor) is the single most important feature
of interactive design. Without effective feedback from the exhibit visitors
have little chance of working out what to do, knowing if they have done
it, knowing whether they have done something wrong, knowing what to
do next, or finding out what the exhibit is trying to show them.
Feedback can be visual, audio, tactile
or a combination of these.
Without appropriate feedback visitors
are unlikely to get beyond an initial trial and error approach and may
not remain at the exhibit for more than a few seconds. An exhibit that
does not quickly and effectively respond is usually one that visitors
turn away from saying "its broken!"
A common mistake is the failure to provide
"negative feedback" i.e. telling the user that they have chosen
the wrong answer or have failed to carry out the correct action. 'No
response' is not 'a response' - it is a lack of information that causes
confusion and frustration. The controls of an exhibit must always provide
some form of perceptible response to visitors' actions.
Feedback failure can occur because it
is: not provided in the first place; not seen by the user; not understood
by the user; or hidden among other, irrelevant, output from the exhibit.
Feedback should be clear and unambiguous
- it must be obvious to the user. Subtle feedback - e.g. slight flickering
of dials, faint noises - are likely to be missed. This means that any
visual response must be in-line-of-sight for the user as they are standing,
looking at the controls. Audio feedback needs to be clearly audible
and locatable.
Problems will arise when multiple bits
of feedback appear simultaneously. Visitors will only notice one of
these and not recognize the change occurring at another part of the
exhibit.
Designers must know what direction visitors
will be looking while they operate the controls. It is no good having
a message appear if it is not immediately visible. They won't see it,
so it might as well not exist.
Confusing responses can have nothing
to do with the important effect visitors should observe (i.e. false
feedback). If visitors are required to compare two variables, it is
essential that all other variables are held constant so that the difference
is unambiguous. If visitors are to compare printed cloth to dyed cloth,
texture, size, weave, and color must be the same in each example.
There should be a clear visual link between
the controls and their effect. People always look for the simplest pathway
of cause and effect.
Lesson 2: The first few seconds of
interaction with an exhibit are crucial.
An exhibit must respond to the visitor's
input within the first few seconds. This initial 'hand-shake' is vital
to a successful interaction between visitor and exhibit.
A good rule of thumb is that an exhibit
must respond in some way within 1-2 seconds even if it is only a message
saying "Wait a moment." Anything less and visitors may assume
the exhibit is broken and/or start using it inappropriately. Exhibits
which ask visitors to press a button and wait a few seconds DON'T WORK.
Other suggestions are:
- make sure handles work both clockwise
and anticlockwise ( people will turn them the wrong way);
- remove things that look like controls
but are not (e.g. rivet heads) and therefore do not respond to touch;
- make sure that the exhibits response
of the exhibit is immediately visible to the visitor as they stand
at the exhibit; beware of things which may distract attention from
the exhibit response.
DESIGN OF INTERFACE CONTROLS
Lesson 3: Visitors need to understand
what each control does and which control causes which effect.
Visitors often assume that they are
causing the exhibit to respond even when they are not.
Exhibits with multiple controls cause
problems. If there are multiple controls on an exhibit visitors often
cannot tell which control is operative. This leads to enormous confusion
and frustration as the visitor cannot make sense of what the exhibit
is doing. This is a major problem in many mechanical exhibits.
Make the link between operating parts
and controls clearly visible. Visitors then can build up a mental model
of how the exhibit works. Exposing the links between the controls and
the moving parts makes it easier for the visitor to see what each control
does and reduces the likelihood of them attributing the wrong cause
to the effect observed.
If multiple controls are required make
controls for different functions should look different.
Allow direct mapping of the movement
of controls onto the movement of the mechanism (e.g. move joystick away
from body to generate forward motion; move joystick toward body for
reverse).
Use familiar controls and layout for
the exhibit even if this is not the most aesthetically pleasing. The
prior knowledge that visitors will bring to the exhibit will dramatically
reduce the instructions required. But do remember visitors do weird
things in museums and do not always use controls in the expected manner.
Buttons are for pressing, handles and
knobs for turning, levers for pulling and pushing. Buttons should look
like buttons and move only in one direction. Levers should look and
feel like levers and so on.
Real equipment this is rarely designed
for use by untrained people; do not be obsessively literal in your representation
of it. Many exhibits fail because exhibit developers have taken real
equipment and simply put it in a gallery expecting visitors to be able
to use it.
Lesson 4: Visitors often assume that
buttons should be pressed and then quickly released (i.e. are toggle
switches).
Visitors often assume that they need
to press buttons only once, quickly, and then let go. Exhibit interfaces
where buttons need to be pressed and held down cause serious problems.
Hold-down buttons need to generate an
obvious response within a second so that visitors know that the exhibit
is working and realise that the response has ceased because they have
stopped pressing the button.
Toggle-switch buttons should stay down
after the first press and come up on the second. Auditory and tactile
feedback may also indicate that the mechanism has engaged or been disengaged
(e.g. a click). This indicates to the visitor that they have switched
the mechanism on or off and do not need to hold the button down.
Lesson 5: Beware of things which look
like interface controls.
Clearly differentiate the exhibit structure
from the controls. Beware of features that look like controls but do
not operate anything. Many visitors will assume these are controls and
try to use them. This causes obvious confusion. Dud buttons - put on
for show - cause similar problems, as do lights that look like push-buttons.
Lesson 6: Handles need to work in
both directions.
Handles should operate when turned either
clockwise or anti-clockwise. Visitors will often choose the wrong
direction and then not understand why nothing is happening.
If a handle must work only in one direction,
a prominent arrow should be placed just above the handle, in the visitors'
line-of-sight, indicating the turning direction.
Lesson 7: Reset mechanisms can cause
confusion.
Reset mechanisms - which return a mechanical
exhibit to its resting state - need to be used with caution. The optimum
time between the end of the activity and the reset needs to be carefully
determined. Ideally a reset mechanism should activate only when the
exhibit has been left untouched for a significant period of time, e.g.
3 - 4 minutes.
Upon seeing an exhibit reset itself,
visitors often assume that they have selected a wrong answer, done something
wrong or somehow else caused the exhibit to act in this way. Visitors
assume that they have caused the exhibit to do something.
Lesson 8: Visitors will try their
very best to do things in the wrong order.
Exhibits that require visitors to do
a series of action in a particular sequence will always cause problems.
With mechanical exhibits there is no way to prevent visitors from trying
to use a control when it is not active, or when it is not appropriate
to use this control. When the control does not respond visitors usually
assume that they have not applied enough force or that the exhibit is
not working.
- Controls should be clearly and distinctly
numbered.
- There should be a logical arrangement
of the controls in the order of use, i.e. clockwise/anticlockwise,
rows, columns.
- Avoid having visitors use the same
control more than once in the sequence. If this is necessary, try
a circular clockwise/anticlockwise arrangement so that the visitor
automatically returns to this control.
- If visitors need to move from one
part of the exhibit to another to use components in a particular order,
clearly indicate where they are supposed to start and where they are
supposed to finish.
- Active buttons should illuminate
or flash to indicate that they are ready to use. Confusion will arise
if the lights fail. Visitors must see the buttons while they are operating
the exhibit.
- The fewer the controls the better;
minimization makes the exhibit look easier to use.
- When multiple controls are required
be sure different functions look different. Make switches look different
from levers.
- Feedback should be provided after
the completion of each step in a sequence; otherwise visitors will
not know whether they have completed one step and when to move on
to the next stage. The start and finish points of the sequence should
be clearly defined.
- If visitors must use controls in
a set sequence, interlock mechanisms (lock-ins or lock-outs) will
prevent visitors from using controls at the wrong time. However, visitors
may try these controls anyway and then assume that they are broken
rather than locked/inactive.
POSITIONING OF EXHIBITS
Lesson 9: Visitors don't look up.
Items on the ceiling must viewed from
a long distance so visitors don't have to raise their heads more than
a few degrees to see them. Move and/or sound call attention to them.
Lesson 10: In communications exhibits
in which people must interact with others at remote locations it is
vital that both users can see each other.
Interactives which involve visitors communicating
with other people at a distance need to be designed so that both visitors
can see whether anyone is at the other end of the exhibit. Otherwise
they have no way of knowing what to say, when and little motivation
to try to communicate anything.
Lesson 11: Don't hide exhibits in
inaccessible parts of the gallery.
Visitors will not find exhibits that
are in obscure places. Visitors are unlikely to find parts of exhibits
that are scattered throughout exhibitions or across various galleries.
People, especially young children, are
reluctant to put their heads or entire bodies into a small, enclosed
space. If visitors need to enter an enclosed space, the entrance needs
to be in-line-of-sight as the visitor approaches the exhibit. People
are reluctant to enter dark enclosed spaces with no clear exits.
VISITORS' INTERPRETATION OF THE EXHIBIT
Lesson 12: Visitors do tend to take
things very literally.
Although metaphors are a popular method
of conveying complex abstract information, they should be used cautiously.
Both children and adults tend to take an incredibly literal interpretation
of everything they seen in exhibitions. The use of a metaphor needs
to be carefully tested with visitors to ensure it conveys the required
information in the context where it is being used.
Here are some examples that caused confusion:
Inside the cell: This exhibit was designed
to show where genetic material is found within the cell. The exhibit
consisted of a clear plastic model of the cell (about half a metre in
diameter) with the outer and nuclear membranes labelled. Inside the
nucleus there was a cassette player and tape which, when switched on,
played a short piece of music. The analogy was that the cassette player
represents the cell's chromosomes, the tape represents DNA and each
song represents a gene. However, some visitors thought that the meaning
of the exhibit had something to do with the actual words of the song.
The lyrics of this song had absolutely nothing whatsoever to do with
cell biology, it just happened that one of the exhibition team fancied
Jarvis Cocker.
An exhibit where you have to use an endoscope
to look for toy animals inside a section of drain pipe was assumed by
some children to be a warning to look after your pets and not allow
them to get stuck in drains. In fact the exhibit was trying to illustrate
how endoscopes can be used. The choice of things placed inside the pipe
was, of course, entirely arbitrary.
In one section of an exhibition about
nanotechnology, a stack of encyclopaedia was displayed next to a pin.
The accompanying text told the visitor that it may soon be possible
to store the same amount of information that is currently contained
in a set of encyclopaedia on something the size of the head of a pin.
Some visitors missed the point of this display and were overheard saying
that the pin on display had the entire Encyclopaedia Britannia inscribed
on its head. In fact the pin was one we found on the floor of the office
while we were building the exhibition.
Visitors often interpret irrelevant details
as being important clues. Hence they may assume that certain aspects
of a photograph e.g. the colour of someone's hair is the clue they need
to use to solve the problem. The answer to this problem is to carefully
evaluate images and representations you intend to use during exhibit
development.
Lesson 13: But then again exhibit
developers can be obsessively literal as well.
Exhibits can sometimes be ruined by the
developers being obsessively literal in their representations. Although
it is great fun for visitor to operate real equipment this is rarely
designed for use by untrained people, and especially not children. I
have seen so many exhibits fail because exhibit developers have taken
real equipment and just placed it out on gallery expecting visitors
to be able to use it. Often this equipment has poor ergonomic design,
looks terrible and is far too fragile for use in a museum or science
centre environment.
It is often far more effective to show
visitors a simplified version or mock-up that they can use and learn
from than some incomprehensible piece of black-box technology which
they will not be able to operate or understand.
Content in exhibits does not need to
be slavishly accurate if that means it becomes incomprehensible to visitors.
This is a fundamental principle of teaching - to provide novice learns
with a useful, comprehensible model that approximately describes the
world. This can then be gradually refined. When teaching children about
atoms you don't start with quantum mechanics, you start by describing
atoms as very tiny hard spheres, then as miniature solar systems with
electrons orbiting a central nucleus and so on.
In other words it is often better to
cheat a little and get an exhibit that visitors can use and understand
than be obsessively accurate and end up with an exhibit that achieves
nothing. One bad example I came across consisted of an exhibit where
children had to match raw materials to the products that were made out
of them. One section involved children matching oil and plastic. The
oil used was a clear liquid of relatively low viscosity i.e. it looked
like water. We recommended that this be changed to a black sticky liquid
that would look like crude oil but we were told that the fraction of
oil that was used to make that particular plastic is not black. Needless
to say visitors cannot understand this exhibit because they think the
liquid is water. (NB the raw materials are not labelled because quote
"that would make the activity too easy".)
Lesson 14: Anything that requires
visitors to respond quickly are assumed to be a test of their speed
of reaction - even when it is not.
We have found that any exhibit that
requires visitors to respond quickly are assumed by the visitors to
be a test of their speed of reaction. This is a problem when the exhibit
is not a test of their speed of response but is a test of their observational
skills, ability to follow a rhythm, do a repetitive task or whatever.
This proves to be a difficult misconception to dispel and requires a
lot of emphasis.
LABELS AND INSTRUCTIONS
Lesson 15: If they possibly can visitors
will not read labels.
OK visitors do read some labels but
only if they are highly motivated. If they possibly can they will try
and work things out for themselves. This means that they will often
ignore lengthy instructions and instead do what the design of the exhibit
appears to tell them to do. This usually means doing: what is easy to
do; what is fun; what they have learnt to do previously with similar
looking equipment.
The design of the exhibit should suggest
to visitors what they should do. The instructions should merely be a
back-up system. Anything more than about 20 words will be ignored. Nonetheless
controls and objects do need to be labelled so that visitors can see
what they are suppose to do or be.
On average visitor will spend about 3-5
minutes at a mechanical interactive, so you need to get your message
across quickly. Exhibits that require 5 minutes of instructions and
/ or reams of explanatory text before anything can be achieved, are
unlikely to hold the visitor's attention long enough for them to gain
anything useful.
Lesson 16: Visitors act like Lemmings
and copy other people's behaviour.
A much preferred method of finding out
how to use an interactive exhibit, rather than reading the label, is
to watch someone else it and then copy them.
This is fine if the previous person was
using the exhibit correctly but this is often not the case. You can
often see visitor after visitor using an exhibit incorrectly because
they are copying what the previous person did.
This effect is not usually observed during
formative evaluation since the visitor observed has not seen anyone
else using the exhibit. Also under the conditions of formative evaluation
visitors are much more likely to read any labels provided.
Lesson 17: Labelling must be clear
and concise. There must also be a strong incentive to read it.
We've found that, if they possibly can,
visitors will race past text or spoken instructions and go straight
into the game (this is especially true of children). Of course this
often means that they then cannot work out what to do. Therefore, if
there is a particular set of instructions that visitors must read or
hear then design the interface so they cannot do anything else until
they have had a chance to read or listen. For example, if you have some
spoken instructions don't allow visitors to move on to the next stage
until the instructions have finished.
Its pretty unlikely that visitors will
read reams of text before starting a game or selecting an answer. Its
like getting a new board-game for Christmas - you don't want to spend
hours reading the instruction book, you just want to get on and play
the game. As a rule we've found visitors are much more likely to read
text while they are engaged in a task or after they have answered a
question, to find out how well they did or why they got the answer wrong.
Visitors tend to look at labels for instruction
rather than for information. Therefore, one sneaky way of getting visitors
to read informative text is to disguise it as instructions or bury it
amongst the instructional text. Another trick is to present visitors
with what appears to be an easy question which they get wrong. There
is then a powerful incentive to read the text to find out why they got
it wrong.
These problems are more acute for mechanical
interactives compared to computer-based exhibits since it is more difficult
to gradually reveal the text and to place the text in the centre of
users' line-of-sight. It is mostly adults who read labels, often out
loud to their children. Labels should be written that help the adult
play the role of 'Explainer.' The best kind of labels are ones that
direct visitors' attention to relevant parts of the exhibit through
open-ended prompting questions. Adults can use these in their discussions
with the children.
Diagrams illustrating how the exhibit
is to be operated are extremely effective method of conveying instruction,
particularly for visitors who cannot read English. A diagram or cartoon
is more likely to be looked at than a block of text and pictures can
quickly convey large amounts of information. Although
they do look a bit naff visitors do like lift-up flap labels. This can
be an effective way of getting visitors to read text.
Lesson 18: Labels must be placed as
close as possible to the exhibit and MUST be in-line-of-sight as the
visitor operates the controls.
The label should never be more than 0.5
metres from the exhibit and if possible physically attached to it. The
label should also be in line-of-sight as visitors approach the exhibit
and when they are operating the controls, not off to one side or set
at right angles to the exhibit.
Beware placing other unrelated labels
close to an exhibit. Chances are that visitors will read the wrong label
and get confused.
If the text directs visitors' attention
to some part of the exhibit then this should be visible. Sound obviously
doesn't it but believe it or not
. So if you mention the gold
foil, ray gun, naked person, or whatever, this must be visible, in line
of sight and obvious to visitors. It is no use if visitors cannot see
or recognise it. You may know it is there but visitors do not and so
will not be able to understand the instructions.
And remember 8% of the male population
and 0.1% of the female population are red/green colour-blind. This means
that a significant proportion of our visitors cannot easily tell the
difference between a red and a green light, or red and green text.
Lesson 19: Exhibit names can convey
useful information.
Remember the importance of a clear and
unambiguous title. The title is the one piece of text that is most likely
to be read.
Ideally the title should provide visitors with a thumb-nail sketch of
what the exhibit is about and what they will do. In practice the former
is much more difficult to achieve than the latter.
A title is a means of helping visitors
to perceive the exhibit in the same way as the exhibit developer. The
title will also feature prominently in any of the visitors' discussions
about the exhibit. But the title will not be what draws a visitor to
an exhibit. Visitors are attracted by the sight and sound of the exhibit
and / or by visitors using it. It is no use giving an exhibit a weird
and wonderful title in the hope that it will get visitors to use it.
More likely this will lead to wildly inappropriate expectations and
eventually disappointment e.g. 'Magnetic River' is just a sheet of metal
with another bit of metal on top of it.
Titles have a nasty habit of appearing
in publications, resource packs, checklists and worksheets. Ideally
a title should convey the theme of the interactive even if the visitor
cannot see the exhibit while reading the title.
HOW VISITORS BEHAVE
Lesson 20: Young children experience
particular problems.
One of the main problems we have encountered
with exhibits aimed at young children is to encourage the accompanying
adults to join in with the activity to an appropriate degree. Adults
tend to either, step back and provide too little help, or completely
take over the whole activity and not let the children do anything.
Exhibits aimed at very young visitors
still need to be labelled so that accompanying adults know how to help
their children. Text should be written bearing in mind that it is likely
to be read out loud or quickly paraphrased by the accompanying adults
for their children.
It is vital to evaluate the exhibit with
the accompanying adults (as well as the children) to ensure that they
understand the exhibit and can correctly interpret it for their children.
There is a profound difference between
something being child-friendly and childish. Exhibits that are targeted
at a young audience need to be child-friendly. They don't have to look
like children's toys as children will try and use them whatever. Equally
adults find childish exhibits off-putting. In other words, just because
something looks childish does not mean that it is child-friendly. I've
seen examples of an exhibit about sub-atomic physics that were designed
to look like a children's story-book. This brilliantly fails to meet
the needs of any audience.
Another common facile is to assume that
simply placing an exhibit at a low level makes it child-friendly. This
often has the opposite effect as accompanying adults cannot easily help
the child use the exhibit. Without this help children often do not know
what to do and / or have little inclination to use the exhibit.
Young children particularly enjoy exhibit
that include representations of people: e.g. dioramas. This seems to
be an effective way of getting children to build stories around the
exhibit and ask questions about the people shown.
And some practical issues:
- Young children, are reluctant to put
their heads or entire bodies into a small enclosed space.
- Children below the age of 10 have
less manual dexterity and less patience than older children and adults.
- Young children have problems operating
small controls. This is even the case with touch-screen computers.
Children below the age of 7 have difficulty touching an area with
just one finger. Often they touch the screen with their whole hand.
Thus active areas on touch-screens specifically designed for young
children must be large and well spaced.
- Eye-pieces should have a diameter
of no less than 1.5 cm. Anything smaller and children, in particular
find it difficult to keep their eye open as the eye-piece is brought
close to the eye-ball. Make sure that the edges and corners of eye-pieces
are smooth and rounded so that it looks as if it will be comfortable
to place your face against.
- Gearing - remember for children to
operate large, heavy machinery you will need to use a low gear ratio
but this will result in the machinery moving very slowly.
Lesson 21: A 'race against the clock'
is an excellent way of making something that is intrinsically dull,
exciting.
Visitors, particularly children, find
completing a task against the clock very exciting. This is even found
with extremely trivial tasks and hence is an effective technique for
making interactives more appealing. Children are often observed repeatedly
playing the game in an attempt to improve their scores.
Lesson 22: Sometimes you need to slow
visitors down.
Yes an exhibit needs to respond immediately
to a visitor's input but that does not mean that the entire experience
should be completed within 5 microseconds. Sometimes it is necessary
to design an exhibit so that visitors have to take more time and care
to complete the activity. Hopefully this will mean that they are more
thoughtful.
Lesson 23: Visitors are attracted
to things that are brightly coloured, move, make a noise, look like
they are interactive
Visitors are attracted to things that
have at least some of the following characteristics: move, make a pleasant
noise, are brightly coloured and well lit, have a complex shape, an
intrinsic surface, are famous, nostalgic, have been sectioned, are unusual
quirky or amusing, look like they can be manipulated and operated, that
can be touched, have people crowded around them.
Visitors are not interested in things
that look static, difficult to interpret (and hence require reading
a huge label to understand) or are mundane everyday objects that they
can see in their homes, schools or shops.
Lesson 24: Visitors love Feely Boxes
but
Feely boxes are popular exhibits, especially
with children, and an effective method of getting visitors to use their
sense of touch to investigate an object. They can be a great way of
making finding about an object, fun and challenging. However
Feely Boxes don't work if people can look straight into them - seems
obvious doesn't it but this mistake has been made. If the visitor can
easily see inside the box the motivation to put one's hand into it sinks
to zero.
None-the-less once visitors have felt
what's inside they want to look, so you need to provide a strong, flexible
covering that can be moved aside, a lift-up lid or some other method
of revealing what is there. Otherwise they will just wrench the cover
off.
Objects inside the Feely Boxes need to
be positioned in such a way as to ensure that the visitor's hand touches
them as soon as they reach into the box rather than resting on the floor
or stuck to the top of the box. In other words they need to be positioning
'in-line-of-reach'. Otherwise many visitors just will not find them.
Care needs to be taken to ensure that
any support for the object isn't confused as being part of the object.
Lesson 25: Visitors rarely see the
beginning of a video presentation.
The two main problems visitors have with
videos are i) not being able to hear the audio output; ii) joining the
video part way through and not being able to work out what it is about.
The video needs to be structured so that
visitors are constantly reminded of the theme and key messages - e.g.
every couple of minutes. This will ensure that visitors who join the
video part way through (which let's face it is going to be the majority
of visitors) don't have to wait too long before finding out what the
exhibit is about.
Audio out-put from the video needs to
be of a sufficient volume and quality for most visitors to hear when
the gallery is busy. TV monitors should always show some kind of image
even when in a resting state. Visitors will assume it is broken if they
see a blank screen.
Lesson 26: Visitors don't expect to
find works of art in science museums.
Visitors respond extremely positively
to the use of art-work in the Science Museum. The main problem we face
is getting visitors to recognise that they are looking at an art-work
and not some object, interactive or incidental part of the gallery structure.
Because visitors are not expecting to
come across art-works - and since there are only ever likely to be a
few works of art in a science museum compared to other exhibits - it
is vital to label them as works of art.
Visitors do want the art-work interpreted
to some degree. Research has shown that visitors respond much more positively
to works of modern art if there is some basic interpretation provided.
PLANNING EXHIBIT CONTENT
Lesson 27: Be clear about what your
exhibit is trying to achieve.
Problems often arise early in the development
of an exhibit if there is doubt, confusion or obfuscation about what
the exhibit is trying to do. In the development of any exhibit it is
vital to consider the following questions at the earliest stage:
- Are there clear, concise objectives
for the exhibit?
- Are these objectives realistic? Will
the visitor be able to comprehend the messages of the exhibit? Can
this amount of information be communicated through this medium?
Objectives should also be graded according
to age. An exhibit can quite reasonably have different objectives for
different age ranges but you do need to be realistic - four year olds
tend to know relatively little about quantum dynamics.
Failure to set objectives leads to confusion since nobody really knows
why the exhibit is being developed, what are the priorities, whether
or not the exhibit is working and so on. Some of the worst examples
I have come across are where people try to retro-fit objectives to exhibits
in the belief that whatever visitors get from the exhibit and however
they use the exhibit is valid and worth the money being spent. The logical
conclusion from that is that no exhibit can ever fail no matter how
badly designed or conceived it is--which of course is patent nonsense.
And finally--
Lesson 28: Don't make assumptions
- visitors do weird things in museums.
Visitors come to the Museum expecting
to behave in a particular way and to do particular things. These actions
may bear no relation to what the visitor might do outside the Museum.
It is therefore hazardous to assume that visitors will necessarily follow
the clues you provide for them about how to use an exhibit. The clues
might be appropriate and helpful in the visitor's home but not in a
museum setting. The only way to reduce the chances of making a bad interactive
is to do as much prototype testing as possible.
Acknowledgments
A big 'thank you' for their hard work
to all the people who have contributed to the findings outlined in this
document. I would particularly like to mention: Peter Bailes, Kirsten
Barton, Sandra Bicknell, Emma Birch, Eleanor Bridgman, Catherine Bristow,
Lindsay Cook, Jane Croucher, Karen Davies, Jo Graham, Keith Greaves,
Catherine Halcrow, Yvonne Harris, Barbara Keating, Rachel Kingston,
Susan Klugman, Ros Mist, Theano Moussouri, Amanda Parkes, Dave Patten,
Jill Payne, Alison Percy, Carmine Ruggiero, Claire Seymour and Nick
Smith. Thank you to all of you, I could not have done this without all
your hard work.
Author info here.Ben Gammon is Head
of Visitor Research at The Science Museum, London.
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