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Designing Exhibits That Engage Visitors:
Bobs Top Ten Points
Robert L. Russell
In several conference and workshop
presentations, my colleague Ted Ansbacher and I have emphasized the central
importance of the exhibit experience, that is, what people see and do
in the exhibits. Many times museum designers talk about the educational
outcomes of exhibits, often couched in terms of “cognitive” and “affective”
outcomes of impacts. With this great emphasis on outcomes, we may shortchange
the attention given to the exhibit experience itself. In this article,
I offer my “Top Ten Points” (with more detailed suggestions) for designing
engaging exhibit experience-based exhibits.
An experience-based exhibit is
one where a visitor’s direct experience – what the visitor sees and does
– is the key. An experience-based exhibit emphasizes the visitor’s active
involvement, physical and/or intellectual, in the experience. Good examples
of experience-based exhibits include:
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Interactive science exhibits, where visitors
directly manipulate variables that affect the phenomenon they are
observing.
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Art exhibits, where visitors actively experience
and think about the aesthetic objects on display.
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Animal exhibits, where visitors directly observe
living animals and perhaps take note of and analyze specific behaviors,
relationships, and environmental contexts.
These types of exhibit experiences
can be contrasted with what can be called “information-based” exhibits.
Here, a primary goal of the exhibit is to “transmit” specific information
to visitors, through a combination of displays, informational text, and
informational videos. A linear, history exhibit, with a display of objects,
artifacts, and interpretive text, is an example of a typical information-based
exhibit. When we ask what a visitor learns from an information-based
exhibit, what we usually mean is what information and factual knowledge
visitors have acquired. The exhibit experience, then, is de-valued, in
favor of what “factoids” visitors may have picked up from text.
Some information-based exhibits
can be effective. This is usually when the exhibit topic itself is of
great interest to visitors and when experience-based approaches are incorporated
in the overall experience. The Smithsonian National Museum of American
History Museum’s exhibit “From Field to Factory” has been cited as an
effective presentation of the story of the migration of African-Americans
from the South to the more industrialized and urban North. The exhibit
recreates environments from the time. One of the most effective elements,
which might be considered experience-based, is where visitors must decide
whether they will go through the “White Only” or “Colored” doorway to
pass from one gallery to the next.
The Top Ten Points for Designing
Engaging Exhibits
For an exhibit experience to be
of any significance, visitors must spend some time (become engaged) with
the exhibit. There are a variety of factors that can influence how effectively
an exhibit engages a visitor. What follows is a listing of ten broad
guidelines to consider when designing exhibits that can effectively engage
or involve visitors:
- Provide advance organizers:
Visitors may have little experience with the exhibit content. Exhibit
content should begin with something familiar. There should be an obvious
starting point, so visitors can begin easily and with confidence in
a “low-risk” environment. A title, introduction, or thematic areas may
help visitors make connections.
Key points:
- Exhibit titles should convey essence of
exhibit.
- Big ideas help visitors organize exhibit
experiences.
- Provide visitors with obvious starting
points.
- Theme exhibits for greater visitor involvement.
- Design accessible, attractive, inviting, involving
environments:
It is important to design exhibit environments and elements that visitors
find attractive, welcoming, and easy to get involved with.
Key points:
- Inviting and attractive exhibit design.
- Provide comfortable, safe, and secure
exhibit environments.
- Design for non- intimidating environments
and non-distracting environments.
- Design physically and intellectually accessible
activities and content.
- Design for some immersive exhibit experience.
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Design accessible and easy-to-use exhibits:
Exhibits are like new products. Some are easy to use, but poorly
designed exhibits are like many VCR’s or computers– hard to figure
out.
Key points:
- Use good mapping (easy to see what to
do, the relation between actions and results, controls and effects).
- Use appropriate technology, media.
- Design to provide visitors with a sense
of direct engagement.
- Design for visibility (can look at exhibit
and easily see alternatives to action).
- Design for simplicity.
- Design so that visitors can use Information
available in the world (low-reliance on remote instructions to operate
exhibit).
- Design for error (so visitors find it
easy to get started again).
- Standardize exhibit graphics and interfaces
so visitors can generalize some functional knowledge (e.g., where
to find directions on how to use exhibits) from one exhibit to the
next.
- Present real objects/phenomenon:
Many visitors report that they go to museums to see and experience things
they can’t easily experience in their everyday lives. This includes
seeing rare art objects, artifacts, and animals; seeing and experiencing
unusual physical phenomenon; and being “Wowed!”
Key points:
- Present genuine, real objects and phenomenon
- Design emotionally and intellectually
involving experiences
- Design for the “Wow” factor
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Meet visitor expectations:
Visitors enjoy the educational, entertainment, and social aspects
of a museum visitor.
Key points:
- Design so visitors can have some fun
- Design to meet the expectations visitors
have for an educational experience
- Design to encourage social interaction
- Design to engage all the senses
- Design to pique curiosity, surprise and
intrigue
- Design to Instill a sense of confidence
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Provide entry points to meet individual visitors’
needs:
Each museum visitor brings his or her life experiences, learning styles,
and other individual qualities that influence their museum experience.
Visitors often find effective starting points when they find something
familiar or a problem or question they find challenging.
Key points:
- Design to meet the needs of high-priority
target audiences.
- Do front-end evaluation to identify target
audience knowledge, interests, and reactions to proposed exhibit
elements.
- Use mixed-media to meet interests and needs
of visitors of different ages, interests, and cultural backgrounds.
- Provide appropriate tools to allow visitors
to use exhibits effectively.
- Posing a question (or causing visitors to
pose their own questions) provides the prime motivation for visitors
to get started and continue along the inquiry path.
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Offer visitors choices, control, feedback, and
success:
Visitors can personalize their visits if they have choices, exert
some control over their experiences, and get feedback (the consequences
of their choices). The effects of a visitor’s actions should be clear
and happen with little or no delay. The visitor should be able to
try different actions and observe different results. Exhibits should
allow for success. Success is reaching a satisfying point along the
inquiry path.
Key points:
- Choice and control:
- Provide built-in goals, “natural”
goals inherent in the experience.
- Provide open-ended (not too open-ended)
options.
- Make available multiple inquiry paths
with clear procedures.
- Layer experiences and labels.
- Offer sequences of actions at increasing
levels of complexity.
- Immediate and continuous feedback and
some success:
- Continual challenge and feedback.
- Opportunities to manipulate variables
with clearly observable results.
- Visible exhibit components.
- Provide “natural” indications of success
(a result, such as a building standing up, a chemical reaction).
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Support direct experiences with labels, staff
explainers, and opportunities for cooperative engagement:
Most museums have a wealth of objects and experiences available.
Visitors may exploit only a few and spend little time at any individual
exhibit element. Museums can encourage in-depth experiences by:
providing labels or staff/docent facilitation directing attention
to objects or phenomenon immediately at hand; encouraging cooperative
activities; and providing related educational programming.
Key points:
- Provide labels/staff explainers directly
supporting exhibit experiences that:
- Identify what’s there.
- Point out things to notice.
- Provide instructions.
- Suggest things to do.
- Raise questions.
- Answer questions.
- Connect to other experiences.
- Place in context.
- Encourage cooperative engagement by:
- Providing collaborative activities
for parent/child, peers, and family groups.
- Suggesting opportunities for conversation.
- Physically designing exhibits for
multiple participants.
- Provide related educational programming
(films, demos, etc. are a part of many museum experiences), such
as:
- Demonstrations.
- Discovery carts.
- Facilitated activities, experiments
in exhibit.
- Take home materials.
- Provide support for follow-up educational experiences:
A museum experience can pique curiosity and motivate interest. Museums
can help visitors follow-up on their newly developed interests by providing
extended learning resources.
Key points:
- Provide related books in resource area,
gift shop, libraries
- Provide Web page resources.
- Provide follow-up classes, field trips,
outreach
- Provide leads to other community resources
- Point out opportunities to work on related
projects in museum.
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Evaluate:
Like any new product, untested exhibit can have serious flaws. Evaluation
can help improve the relevance, functionality, and effectiveness of
exhibits.
Key points:
- Front-end evaluation can help provide
starting points for exhibit design by identifying visitor knowledge,
interests, and preferences.
- Formative evaluation can improve the quality
of exhibits by identifying mechanical and conceptual elements that
need revision.
- Summative evaluation can help assess the
overall effectiveness and outcomes of the exhibit experience.
Overall Goal:
To engage visitors in inquiry cycles
Exhibit Qualities Enhancing Visitor Experience
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Visitor Experience
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Outcomes
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(interaction)
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(mental processes)
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- Provide advance organizers
- Design accessible, attractive, inviting,
involving environments
- Design accessible/easy-to-use exhibits
- Present real objects/phenomenon
- Meet visitor expectations: fun, education
- Provide entry points that address visitors’
prior knowledge, interests, and learning styles
- Offer visitors choices, control, feedback,
and success
- Support direct experiences with labels,
staff explainers, and opportunities for cooperative engagement
- Provide support for follow-up educational
experiences
- Evaluate
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- Direct engagement
- Look
- Listen
- Feel
- Smell
- Taste
- Manipulate
- Supporting actions
- Watch others, model
- Talk with others
- Comment/explain
- Ask/answer questions
- Work cooperatively with others
- Read or get other information input
- Inquiry cycle
- Observe
- Form goal/intention
- Decide/take action
- Perceive state of world
- Evaluate outcome
- Start over
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- Add to experience base
- Change feelings or attitudes
- Arouse curiosity, interest, awareness
- Build physical knowledge
- Achieve understanding
- Develop skills
- Acquire information and
factual knowledge
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Table Authors: Bob Russell, formerly
of Informal Learning Experiences, and Ted Ansbacher, Science Services
Robert L. Russell
is Science Advisor of the Self-Reliance Foundation, a non-profit organization
that combines media and community outreach to engage underserved communities
in educational projects about science, health, the environment, and other
issues. He also consults on the design and evaluation of exhibits and
other informal learning media. Russell can be reached at hanarus@aol.com.
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