A website offers the chance to bring the essence of a museum to a virtual platform, but what can be done to ensure that nothing is lost in translation?
Museums are havens of knowledge, experience, and emotional resonance.
Nothing quite beats the sensation of walking through a museum’s
inspiring halls, but this can make projecting what makes that museum
special onto a digital platform somewhat challenging.
When done well, a museum website can be hugely beneficial. Like
museums themselves, these online presences should be a feast for the
senses, a hub for user-generated content and an experience that
showcases creativity.
It’s important for museums to ask themselves the right questions when
it comes to creating a digital platform: does it reflect our identity
as an organisation? Does it appeal to visitors? What does it need? What
trends should we be considering and which should we ignore? What would
make this site more appealing? And, of course, what mistakes should we
try to avoid?
Factors like target audience, area of expertise and location can all have an impact on the way a museum website works.
And while each institution’s web presence should undoubtedly feel fresh
and unique, there are some things that every good museum site should
do.
Let’s take a closer look.
Exhibition and collection promotions that are exciting, with direct CTAs
It’s important to think ahead when it comes to curating a museum’s website. For that’s essentially what a museum website is: an online curation; one that reflects exactly what it is that makes a particular establishment so special.
In order to do this successfully, exciting and interactive elements
are necessary. Take the Yorkshire Sculpture Park in Wakefield, UK as an
example. On their website, users are encouraged to take part in their
interactive Sculpture Cam – allowing them to explore works from every angle and then create and share their own 3D animations.
Meanwhile, the Field Museum of Natural History in Chicago website features an online gallery of tagged social media images from visitors. Website users can hover over an image and learn more about a particular exhibit, with a direct call to action (CTA) that promotes ticket sales.
CTAs are a vital end point for online content. Research by Grow & Convert suggests that powerful calls to action can increase website conversion rates by as much as 25%.
Create your visit scenarios from the GEED backoffice and choose your application template. Enter your texts and load multimedia content in an easy-to-use interface.
One application, many possibilities
The visiting application has rich features : – tour route – videos – audio – virtual reality – multilingualism – accessibility – plans and maps, etc.
Your contents in autonomy
The administration of your content and the scenario of the visit application is done from a powerful and intuitive backoffice. Drag and drop your media and they will be encoded automatically.
Based on web standards
The visit application is realized using the web standards HTML5, CSS, Javascript.
Expandable cover
The GEED network can be extended by the addition of new boxes and can cover a room as well as an entire museum or outdoor space.
Similar performance to native applications
The application is optimized for mobile devices and uses device hardware acceleration to ensure optimal performance.
What type of travelling exhibition models shall be sustainable in a
post-COVID 19 scenario? We have come to think of the industry as being
prevalently blockbuster oriented, concerned almost exclusively with
moving valuable material culture across the globe for audiences to
experience. Is there, and can there be more to what meets the eye?
At face value the blockbuster model has been a source of revenue for museums worldwide, and the ground base for an industry to flourish. Vastari’s latest blogpost does hint at a game of wait and see, where museums are postponing their shows amid a surprising sense of collegiality and collaboration. Costs and expenses are, nevertheless, on the table. It might be the case that prototyping new models is the way forward might address the need for an industry that requires much more elasticity. Business diversification is now a necessary requirement but there is also space and potential for new pedagogical experiences that are more focused, educational and enriching.
The blockbuster exhibition itself has been under scrutiny in recent
years. American art historian James Beck had, way back in 2001, claimed
that the rise of technology-driven experiences would make the movement
of works of art relatively unnecessary. Beck also questions the
pedagogical relevance of the blockbuster idea where relevance is much
more pertinent to the scholar than to the public at large. Beck’s paper,
published in Notes in the History of Art was aptly titled The End of the Blockbuster Exhibitions? and
his concerns were also shared by others over time. In more recent times
Colin Tweedy, chief executive of Arts & Business, argues
that the blockbuster model was killing art, besides the funding and
resources required for such endeavours. Tweedy’s concerns, shared by
many others, stem from the need for exhibitions to empower better
access, viewing and understanding of art, certainly beyond the
constraints of the blockbuster crowds. That feeling is shared by many in
the art world.
The COVID-19 pandemic has ignited the debate once again, and the doubts are stronger than ever before. One of the latest contributions on the subject to feature on Art Newspaper,
penned by Director of Exhibitions and Strategic Initiatives at the
Brooklyn Museum, Sharon Matt Atkins, advocates a major rethink of the
travelling exhibition project idea. This, Atkins reiterates, is “an
opportunity to reimagine different exhibition models, while still
providing similar motivators that originally drove the blockbuster
trend.” Andrew Dixon goes further. In his contribution aptly entitled Bye bye, blockbusters: can the art world adapt to Covid-19?
Dixon quotes Frances Morris, Director of Tate Modern, and her
frustration that the blockbuster exhibition has somehow and somewhat
diverted museums from their core mission. Morris too concedes that the
footfall-driving blockbuster exhibition with star loans shipped across
the globe might have had their day. Kate Brown shares a similar opinion
in her latest piece on Artnet.
The title says it all – Is the age of the blockbuster exhibition over? A
perfect storm of challenges suggests it may be a thing of the past.
At this point in time, as funding is fast becoming a major stumbling block and relevance much more concerned with breaking new grounds bridging digital and virtual, I feel strongly about a new travelling exhibition model, particularly for the art museum, that can be one of the potential alternatives addressing a wider and broader business diversification for the industry.
The low-cost airline industry
There is much
that the industry can explore and benefit from when looking closely at
the low-cost airline industry and which can inform new travelling
exhibition prototypes. The industry’s early years date back to 1970s
North America, best described as a sequence of innovations and
proliferations. It has certainly evolved and developed since then. The
business model is, in short, an amalgam of low pricing, point to point
frequency routes, online ticketing systems, streamlined use of aircraft
models, secondary airports usage and highly-productive staff. It is not
the business model in its entirety that can suggest analogies with
low-cost travelling exhibition models but key elements do hold potential
to inform a leaner and more relevant travelling exhibition model.
By
going for the medium to small size museum as the new main client base,
by shedding travel costs in the choice of material culture mixes by
having fewer objects but of higher cultural value or significance, by
increasing the frequency and range of these lightweight travelling
exhibitions and by streamlining and extending visitor time via online
ticketing systems, the low-cost travelling exhibition can indeed become a
sustainable model. This new proposal on the market would not exclude
bigger and more articulate exhibition projects, perhaps leaner versions
of the standard blockbuster exhibition. Indeed, this new breed of
low-cost exhibitions would not exclude the bigger international museums
from their potential client base either. This new model would help the
industry diversify, invest in agility and become more relevant.
There is one overriding ambition that this new touring exhibition model can also address and that would be slow looking. The concept was first conceived by Project Zero, a research and development center at the Harvard Graduate School of Education founded by Philosopher Nelson Goodman in 1967 with the purpose of understanding and enhancing learning, thinking and creativity for individuals and groups in the arts and other disciplines. It has also been experimented by the Tate museum in London, particularly with regards to art and also became the topic of a book published in 2017 and written by Shari Tishman4, Senior Research Associate at Project Zero. Tishman defines slow looking as a mode of learning, a means of gaining knowledge through observation. The main goal would be to move beyond the first impression to engage with a more immersive experience fostering critical and creative thinking. By going for a smaller selection of works, also due to circumstances, travelling exhibitions can increase their potential as educational experiences and become visual literacy experiences through the slow looking experience.
The concept in wireframe format
The slow
looking travelling exhibition model can also be described as a low-cost,
lightweight variant of the blockbuster. It can expand and contract
accordingly so long as the core values that shape this new model remain
central to the thinking behind it. I propose a quick sketch of the
model, certainly in need of more work and polish, particularly if it is
taken up and stress tested in the appropriate wind tunnel – pun
intended.
My wireframe is split in two sections to be broadly understood as a tentative supply – demand equation. On one hand, the experience is the proposal that is on offer. At the other end, the audience is the knowledge “consumer” base who will access the experience.
Experience Values
This component would
combine a leaner repertoire of material culture including objects with
high-end interpretation presented across multiple platforms of which the
physical would still be the lynchpin experience.
Less objects, more cultural value
This
is a crucial mix to consider and can vary between a greater number of
artefacts with relatively lesser cultural value to a smaller, more
contained selection, having much more relevance and significance. In any
case, the selection needs to be contained in order to make possible a
slow learning experience.
High storytelling content
Rather
than focus on the once in a lifetime opportunity which is generally the
case for the blockbuster exhibition, the interpretative contours would
require high-end storytelling content that would support slow looking
experiences in creative ways. This would also include an increase in
digital content.
Transmedia experience
Transmedia
storytelling is defined by Henry Jenkins as a process whereby integral
elements of a fiction get dispersed systematically across multiple
delivery channels for the purpose of creating a unified and coordinated
entertainment experience. Ideally, each medium makes it own unique
contribution to the unfolding of the story. Jenkins presented his ideas
on transmedia way back in 2003, but the thinking can be traced all the
way back to Walt Disney and his ambition to create a multi-platform
narrative universe.
The experience which (i) and (ii) would
jointly create would be presented on multiple platforms accessible
before and after the direct physical experience of visiting the
exhibition. In this way, the slow looking exhibition concept would be
accessible for a longer stretch of time and accessible to new audiences
that might be prevalently netizens but with the potential interest to
visit.
The mix of viewing times, beyond the physical visit, and online ticketing systems covering access across platforms, would help bring the experience much more within reach of potential audiences.
Audience values
This is where accessibility
would need to be understood in new ways, beyond the traditional visit
to the physical experience. The mix of viewing times, beyond the
physical visit, and online ticketing systems covering access across
platforms, would help bring the experience much more within reach of
potential audiences.
Extended mix of viewing times
The
need to reach out to potential publics and audiences across a wider
range of platforms would also require a varied mix of viewing time,
including access levels for complementary albeit stand-alone digital and
virtual experiences.
Online ticketing systems
The
low-cost airline industry can be a direct source of inspiration as far
as online ticketing systems are concerned. Given the multi-platform
experience which transmedia potentially holds for the industry to
develop, services across platforms might require just one ticket to
access.
Pay-per-use and access in tiers
The use of transmedia thinking would lead potential users to access the experience across time and physical space, as frequently as required also beyond the physical visit. Should the experience be presented in tiers, this could also help with monetisation.
A model worth testing?
I do think this is.
Indeed, it is a mere sketch, a preliminary idea that would need to be
tested further but, more than the need to reinvent itself in response to
the dire economic circumstances that the industry might be facing, this
is perhaps the right time for new models to have meaning and purpose.
This is an edited version of the original published on Teo Journal.
For years, I had a deep skepticism of Augmented Reality (AR). While I
could see the revolutionary potential of AR in the distant future, when
devices like Google Glass, Apple Glasses or Mojo Lens
would become ubiquitous and mainstream, the present state of AR seems
riddled with poor UX and gimmicks. Whether it is an unnecessary layer of
confusion to a product, like a billboard that requires you to download an app or AR-animated children’s books
(as a parent, limiting screen time is hard enough as it is) these
explorations didn’t inspire confidence. It wasn’t until this year that I
really understood the potential of the technology. The realization came
about thanks to my son, a popular app, and that all-too-common boredom
that takes over when you’re waiting in line at pre-COVID Disney World.
Back
in early 2020, a month before COVID would shudder the parks, I took my
son to Disney World for the first time. As the two of us stood in line
at Haunted Mansion, me trying to introduce my son to the Happiest Place
on Earth and him getting increasingly restless, I finally gave up my
phone and let him play a game: Pokémon GO. Pokémon GO is a massive AR
scavenger hunt game that allows players to compete and collect location
specific Pokémon. Here we are in the heart of the Disney empire, and to
my surprise it had been fully and aggressively populated with Pokémon GO
PokeStops and “gyms.”
Even
in the very heart of Disney’s Magic Kingdom, Pokémon had staked its
claim. There stands a statue of Walt Disney holding hands with Mickey,
Cinderla’s castle towering in the background. To say it’s a popular
place to take a family picture or a selfie, would be a massive
understatement. It’s also a PokeStop. While tourists queued to take
pictures my son eagerly challenged other Pokémon trainers and collected
rare Pokémon. He was ecstatic by what he was seeing and it seemed to
have much more to do with Pokémon brand IP than the famed IP of Disney
Corporation.
Pokémon, which
I promise is not a Disney brand, had mapped their location-based AR
game on top of Disney’s entire theme park. While the park has physical
fences to keep unwanted visitors out, they have not found a way to
digitally geo-fence a place to restrict AR interactions. Niantic, the
game developer, does allow a property to request to have their locations
removed from the game, but it’s up to Niantic to comply or not. Disney,
famously protective of their brand and careful about the visitor
experience at their parks, can’t be happy about this.
What
is AR, when used right? It is one world used as the substrate to view
other worlds. Just as my son experienced Disney’s theme park through
Pokémon’s AR filters, the best AR puts new lenses on the world around
us, adding new interpretations. The Urban Archive app sends New Yorkers push notifications when they are near the sites of historic photos from the NYPL’s archives. The Slavery at Monticello app features location-specific content that adds to the experience of exploring Thomas Jefferson’s home. NO AD
took an almost adversarial approach, using AR to replace billboards
with art for an experiment in real-life ad blocking. These applications
of AR rewrite the world around us, without boundaries or restrictions.
During this course we discussed how to structure our project to present it to the public. This document also makes it possible to contact potential partners or sponsors.
Dive in, experience, participate! In museums across the globe, elaborate
stage sets and expansive installations spellbind visitors. Today’s
exhibition halls are filled with light shows, slides and huge
toadstools, all designed to meet the needs of the thrill-seeking
society. Which new experiences do these playgrounds enable young and old
to make and how do they change the museum experience? Total Space
provides an up-to-date overview of current developments and reflects
on this trend. Innovative installations, digital environments, and
interactive stations devised by inter-national designers create a
multi-layered world of experience that can be explored with all the
senses. A lawn-fitted library invites visitors to explore the exhibition
theme in greater depth.
How can the invisible be made visible and how can a truly abstract and complex subject be made accessible for all? Today’s throws us back to the world’s largest research centre of particle physics: CERN (Conseil Européen pour la Recherche Nucléaire). Visitors are immersed into a world without boundaries and dimensions. They become part of the subatomic level and the vast expansion of our solar system. Interactive display stations provide information about research facilities, the worldwide network, research methods, new technologies, discoveries and the scientists.
The chronophotography is a set of stop-action photographs of rapidly moving things in order to study and measure the motion. Pioneers of this technique included artist Eadward Muybridge (1830-1904) and scientist Étienne-Jules Marey (1830-1904).
Marey-wheel photographs of unidentified model with Eadweard Muybridge notation. Thomas Eakins, Motion Studies, Philadelphia, 1884 The Library Company of Philadelphia