Three-Dimensional Storytelling: Creating Engaging Exhibition Experiences

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<ul><li><p>BRIANNA { Bree } CUTTS THE SIBBETT GROUP</p><p>Copyright 2017 Brianna Cutts All rights reserved</p><p>c</p><p> SUSAN SPERO JOHN F. KENNEDY UNIVERSITY</p></li><li><p>TODAYThis day will include a lively and interactive workshop focussed on creating museum exhibitions. </p><p>Designed for museum professionals, this workshop provides </p><p>techniques and tools for developing and synthesizing content into engaging three-dimensional stories. </p><p>Participants will learn about a thoughtful process model that merges theory with practice, and develop interpretive content for a full-scale exhibit prototype.</p></li><li><p>TODAYPART 1: Process + Project 9:15-10:00 - Intro and Process 10:00 - 12:00 - Teams, Projects, Work PART 2: Lunch + Inspiration 12:00 - 2:00: Lunch, Field Trips, Museum Tours PART 3: Produce + Prep + Pitch 2:15-3:15: Project Work 3:15-3:45: Prep Pitch 3:45-4:15 - Team Pitches (5min per team) 4:15-4:30 - Wrap-up + Reflection + Q&amp;A 4:30 - Thank you!</p></li><li><p>OBJECTIVES Provide museum professionals with more guidance for creating exhibitions, from D.I.Y. approaches to professionally designed experiences Focus on the specific categories of Story (interpretive content), Audience (museum visitors), and Technique (exhibit design) to develop and design exhibitions Offer an approach for understanding how theory can shape practice </p><p> Inspire creative risk taking with tangible tools and a flexible process model for creating engaging museum experiences Create a deeper understanding of cognitive, behavioral and social / emotional exhibit outcomes that will assist in fundraising and marketing efforts</p></li><li><p>OUTCOMES Lead workshop attendees through a process to create interpretive content, from topic brainstorming to the Big Idea Facilitate a group activity to develop interpretive content and build a three-dimensional prototype exhibit Reveal techniques within the process model for developing efficient Teams, effective Management, and distinctive Creativity </p><p> Encourage agility and adaptability for creative collaboration that leads to consensus building and achieving unified goals Inspire workshop attendees to use the tools and techniques offered in the workshop to create a process that fits their unique institution</p></li><li><p>RELATIONSHIP TO THEMEThe exhibition development and design process requires that </p><p>museum professionals work together efficiently and effectively in </p><p>order to create powerful museum experiences. </p><p>In order to create these experiences, we need creative teams </p><p>that can explore out-of-the-box ideas and navigate uncertainties. </p><p>The Story Orbit process model provides a roadmap for museum </p><p>professionals to build confidence about crafting their interpretive </p><p>content in order to tell their unique stories, stories about our world </p><p>and what unites us.</p></li><li><p> INTRODUCTION </p></li><li><p> WERE GOING TO COVER</p><p> OF INFORMATION</p><p>A LOT</p></li><li><p>EXCITED</p><p>CONFUSED</p></li><li><p>EXCITED</p><p>CONFUSED</p><p>UNDERSTANDING</p><p>ANXIOUS</p></li><li><p>EXCITED</p><p>CONFUSED</p><p>UNDERSTANDING</p><p>ANXIOUS</p><p>INSPIRED </p><p>&amp; </p><p>CURIOUS</p></li><li><p> THERE ARE</p><p> OF WAYS TO DESIGN AN EXHIBITION</p><p>A LOT</p></li><li><p>2</p><p>3</p><p>4</p><p>156</p><p>7</p><p>821</p><p>1019</p><p>1214</p><p>20</p><p>5</p><p>18</p><p>17</p><p>13</p><p>9</p><p>1611</p></li><li><p>12</p><p>3</p><p>4</p><p>156</p><p>7</p><p>821</p><p>1019</p><p>1214</p><p>20</p><p>5</p><p>18</p><p>17</p><p>13</p><p>9</p><p>1611</p></li><li><p> THERE ARE THREE</p><p> TO DEVELOPING AN EXHIBITION</p><p>KEYS</p><p>1 2 3</p></li><li><p> BUT</p><p>FIRST</p></li><li><p> RAISON DETRE { R E A S O N T O B E }</p></li><li><p> OBJECTS &amp; STORIES </p></li><li><p> OBJECTS &amp; STORIES </p><p> { A U T H E N T I C }</p></li><li><p> P A S S I O N </p></li><li><p> P A S S I O N </p><p>OB</p><p>ESSI</p><p>ON</p></li><li><p>THREE</p><p> TO DEVELOPING AN EXHIBITION</p><p>KEYS</p><p>1 2 3</p></li><li><p>1</p></li><li><p> LEARN THE RULES SO THAT YOU KNOW HOW TO BEND THEM</p></li><li><p> LEARN THE RULES SO THAT YOU KNOW HOW TO BEND THEM</p><p> PARKS CANADA DESIGN GUIDELINES</p><p> AMERICANS WITH DISABILITIES ACT (ADA)</p><p> ARCHITECTURAL BARRIERS ACT (ABA)</p><p> ACCESSIBILITY FOR ONTARIANS WITH DISABILITIES</p><p> FUTURE: CENTRE OF EXPERTISE ON ACCESSIBILITY </p><p> AND BARRIER REMOVAL</p><p> SMITHSONIAN GUIDELINES FOR </p><p> ACCESSIBLE EXHIBITION DESIGN</p></li><li><p>2</p></li><li><p>SELF </p><p>ACTUALIZATION</p><p>ESTEEM</p><p>BELONGING</p><p>SAFETY</p><p>PHYSIOLOGICAL</p><p>MASLOWS HIERARCHY OF NEEDS APPLIED TO THE MUSEUM EXPERIENCE</p></li><li><p>SELF </p><p>ACTUALIZATION</p><p>ESTEEM</p><p>BELONGING</p><p>SAFETY</p><p>PHYSIOLOGICAL</p><p>MASLOWS HIERARCHY OF NEEDS APPLIED TO THE MUSEUM EXPERIENCE</p><p>Wheres the </p><p>restroom?</p></li><li><p>SELF </p><p>ACTUALIZATION</p><p>ESTEEM</p><p>BELONGING</p><p>SAFETY</p><p>PHYSIOLOGICAL</p><p>MASLOWS HIERARCHY OF NEEDS APPLIED TO THE MUSEUM EXPERIENCE</p><p>Wheres the </p><p>restroom?</p><p>Wow, </p><p>this is fun!</p></li><li><p>SELF </p><p>ACTUALIZATION</p><p>ESTEEM</p><p>BELONGING</p><p>SAFETY</p><p>PHYSIOLOGICAL</p><p>MASLOWS HIERARCHY OF NEEDS APPLIED TO THE MUSEUM EXPERIENCE</p><p>Wheres the </p><p>restroom?</p><p>Wow, </p><p>this is fun!</p><p>Im inspired ... to be an </p><p>artist, scientist, inventor ...</p></li><li><p>3</p></li><li><p> EXHIBITION DEVELOPMENT CAN BE A MESSY PROCESS</p></li><li><p>LINEAR</p></li><li><p>NON-LINEAR</p><p>LINEAR</p></li><li><p>NON-LINEAR</p><p>LINEARLOGICAL</p><p>HOLISTIC / </p><p> CREATIVE</p></li><li><p> 1 EXHIBITION DEVELOPMENT PROCESS</p></li><li><p> STORY ORBIT </p></li><li><p>PASSION AUDIENCE</p><p>TECHNIQUE</p><p>TEAM</p><p>CREATIVITYMANAGEMENT</p><p>STORY</p></li><li><p>TEAM</p><p>ROLES SUPPORT</p><p>S IZE</p></li><li><p>TEAM ROLES </p><p>- Management: Project Manager</p><p>- Content: Content and Image Researcher, Subject Matter </p><p> Experts, Interpretive Developer, Interpretive Writer</p><p>- Design: Exhibit Designer, Interactions Designer, </p><p> Graphic Designer, Multimedia Designer, Lighting Designer</p><p> EXHIBITION DEVELOPMENT</p></li><li><p>TEAM ROLES </p><p>- Management: Project Manager</p><p>- Fabrication: Cabinetry, Sculpture, Mount Making, </p><p> Model Making, Interactives, Technology</p><p>- Installation: Construction, Finishes, Lighting, etc.</p><p> EXHIBITION FABRICATION</p></li><li><p>TEAM SIZE </p><p>- Designate a core team of 2-5 people</p><p>- Assign Team Leads for large teams (15+ people)</p></li><li><p>TEAM SUPPORT </p><p>- Ensure team members have effective tools</p><p>- If tools are not available, design work-arounds</p></li><li><p>MANAGEMENT</p><p>SCHEDULES</p><p>COLLABORAT ION</p><p>LEADERSH IP</p></li><li><p>SCHEDULES </p><p>- Planning for three design phases</p><p>- Estimating work products and flow</p><p>- Building in buffers for deadline flux</p><p>LINEAR</p><p>1 2 3</p></li><li><p>COLLABORATION </p><p>- Structuring a collaborative process</p><p>- Selecting and maintaining on-line tools</p><p>- Setting realistic milestones</p></li><li><p>LEADERSHIP </p><p>- Understanding your leadership style</p><p>- Identifying your teams strengths, and weaknesses</p><p>- Modeling adaptability and agility</p></li><li><p>CREATIVITY</p><p>SPACE PROCESS</p><p>INSP IRAT ION</p></li><li><p>SPACE </p><p>- Place to capture and process content </p><p>- Place to display project inspiration</p><p>- Place to work independently and collaboratively</p></li><li><p>INSPIRATION </p><p>- Get geeky: dive into your topic</p><p>- Take field trips</p><p>- Seek out analogous experiences</p></li><li><p>PROCESS </p><p>ROLLER </p><p>COASTER </p><p>RIDE</p></li><li><p>PROCESS </p><p>- Design Thinking (user-centered design)</p><p>ROLLER </p><p>COASTER </p><p>RIDE</p></li><li><p>PASSION AUDIENCE</p><p>TECHNIQUE</p><p>TEAM</p><p>CREATIVITYMANAGEMENT</p></li><li><p>PASSION AUDIENCE</p><p>TECHNIQUE</p></li><li><p>PASSION</p><p> INSTITUTIONS MISSION</p><p>EXHIBITION GOAL &amp; OBJECTIVES </p><p>TOPIC BRAINSTORMING</p><p>SUB-TOPICS &amp; MESSAGES</p><p>THE BIG IDEA</p><p>CONTENT RESEARCH</p><p>YOUR PITCH</p><p>*</p><p>*</p><p>*</p></li><li><p>PASSION</p><p>TOPIC BRAINSTORMING*</p></li><li><p>TOPIC BRAINSTORMING</p><p>BLUE SKY THINKING: </p><p>IDEA DUMP</p></li><li><p>TOPIC BRAINSTORMING</p><p>PATTERN IDENTIFICATION: </p><p>CLUSTERING IDEAS INTO TOPICS AND SUB-TOPICS</p></li><li><p>PASSION</p><p>THE BIG IDEA*</p></li><li><p>TOPIC BRAINSTORMING</p><p>CONNECT THE DOTS: </p><p>IDENTIFY ONE BIG IDEA</p></li><li><p>THE BIG IDEA</p><p>THE EXHIBITION</p><p>POTENTIAL CONTENT</p><p>VISITOR QUESTIONS</p></li><li><p>THE BIG IDEA</p><p>THE EXHIBITION</p><p>POTENTIAL CONTENT</p><p>VISITOR QUESTIONS</p><p> FILTERS: </p><p>GOAL &amp; OBJECTIVES</p><p> EXPERIENCE: </p><p>STORY AND ENGAGEMENT</p></li><li><p>PASSIONYOUR PITCH*</p></li><li><p>YOUR PITCHTHE WHY - Why it matters - Why the exhibition is needed - Why were meeting the need </p><p>THE WHO - Primary audience </p><p>THE HOW - Unique offerings - Unique qualities</p><p>THE WHAT - INFORM (Cognitive) - - What visitors will learn</p><p>MOTIVATE (Behavioral) - - What visitors will do</p><p>INSPIRE (Social / Emotional) - - What visitors will feel</p></li><li><p>PASSION AUDIENCE</p><p>TECHNIQUE</p></li><li><p>AUDIENCE</p><p>PROTOTYPING</p><p>FEEDBACK</p><p>VISITOR EXPERIENCE </p><p>JOURNEY</p><p>LEARNING FRAMEWORK</p><p>HOW ...</p><p>WHAT ...</p><p>WHO ... *</p><p>*</p><p>*</p></li><li><p>AUDIENCE</p><p>WHO ... *</p></li><li><p>WHO ...</p><p>FRONT END EVALUATION: </p><p>UNDERSTANDING YOUR VISITOR</p></li><li><p>SELF </p><p>ACTUALIZATION</p><p>ESTEEM</p><p>BELONGING</p><p>SAFETY</p><p>PHYSIOLOGICAL</p><p>MASLOWS HIERARCHY OF NEEDS APPLIED TO THE MUSEUM EXPERIENCE</p><p>Wheres the </p><p>restroom?</p><p>Wow, </p><p>this is fun!</p><p>Im inspired ... to be an </p><p>artist, scientist, inventor.</p></li><li><p>AUDIENCEVIS EXP JOURNEY *</p></li><li><p>VISITOR EXPERIENCE JOURNEYHOW DO PEOPLE </p><p>FIND OUT ABOUT </p><p>THE EXHIBITION?</p><p>WHAT DO PEOPLE </p><p>DO AT </p><p>THE EXHIBITION?</p><p>WHAT DO PEOPLE </p><p>SAY ABOUT </p><p>THE EXHIBITION?</p></li><li><p>AUDIENCE</p><p>PROTOTYPING*</p></li><li><p>PROTOTYPING</p><p>FORMATIVE EVALUATION: </p><p>ENSURING YOUR VISITOR UNDERSTAND</p><p>TEST IDEAS</p></li><li><p>PROTOTYPING</p><p>FORMATIVE EVALUATION: </p><p>ENSURING YOUR VISITOR UNDERSTAND</p><p>GET MESSY TINKER</p><p>TEST IDEAS</p></li><li><p>PASSION AUDIENCE</p><p>TECHNIQUE</p></li><li><p>TECHNIQUE</p><p>DESIGN ELEMENTS</p><p>DESIGN AND FAB COSTS</p><p>TECHNOLOGY</p><p>INTERACTION</p><p>INTERPRETIVE ELEMENTS</p><p>DESIGN DELIVERABLES CONTENT CREATION*</p><p>**</p></li><li><p>TECHNIQUE</p><p>DESIGN AND FAB COSTS*</p></li><li><p>FABRICATION COSTS</p><p>$125-250/SF</p><p>LOW </p><p>TECH</p><p>HIGH </p><p>TECH</p><p>MEDIUM </p><p>TECH</p><p>$575-1,000/SF</p><p>$275-550/SF</p></li><li><p>FABRICATION COSTS</p><p>$187,500 - 375,000</p><p>LOW </p><p>TECH</p><p>1,500 SF 1,500 SF 1,500 SF</p><p>MEDIUM </p><p>TECH</p><p>$412,500 - 825,000</p><p>HIGH </p><p>TECH</p><p>$862,500 - 1,500,000</p></li><li><p>DESIGN COSTS</p><p>$187,500 - 375,000</p><p>LOW </p><p>TECH</p><p>1,500 SF 1,500 SF 1,500 SF</p><p>MEDIUM </p><p>TECH</p><p>$412,500 - 825,000</p><p>HIGH </p><p>TECH</p><p>$862,500 - 1,500,000</p><p>+ 25-35% of fabrication budget</p></li><li><p>TECHNIQUE</p><p>CONTENT CREATION*</p></li><li><p>CONTENT CREATION</p><p>RESEARCH CONTENT INTERPRETIVE OUTLINE</p></li><li><p>TECHNIQUE</p><p>INTERACTION*</p></li><li><p>INTERACTION</p><p>COGNITIVE BEHAVIORAL SOCIAL / </p><p>EMOTIONAL</p></li><li><p> AND</p><p> NOW ...</p></li><li><p>PASSION AUDIENCE</p><p>TECHNIQUE</p><p> YOUR</p><p>STORY</p><p>**</p><p>*</p><p>*</p><p>**</p><p>*</p><p>* ***</p></li><li><p>OUR PROJECT</p><p>Exhibit Prototype</p><p>TODAY:</p></li><li><p>EXHIBIT VS. EXHIBITION</p><p>EXHIBITION</p><p>TODAY:</p></li><li><p>EXHIBIT VS. EXHIBITION</p><p>EXHIBITIONEXHIBIT</p><p>TODAY:</p></li><li><p>OUR EXHIBIT PROCESSTODAY:</p><p>2DEVELOP &amp; DESIGN</p><p>1REVIEW &amp; PLAN</p><p>3PREP </p><p>&amp; PITCH</p></li><li><p>OUR EXHIBIT PROCESSTODAY:</p><p>1REVIEW &amp; PLAN</p></li><li><p>1. REVIEW &amp; PLANLEARNING FRAMEWORK</p><p>1REVIEW &amp; PLAN</p><p>LEARNING FRAMEWORK</p><p>Choose One Genre for Exhibit Prototype </p><p>For this exhibit workshop, well use book genres as a whimsical approach to designing an exhibit within a learning framework. Please keep in mind that while museums are informal learning environments, funding pressures typically require achieving measurable learning outcomes. For future reference, learning frameworks typically consist of the following, as applied to the concept of book genres:</p><p>1. INSTITUTIONS RAISON DETRE - Devoted to modern art - Connecting children to nature - Celebrating the rich world of pizza 2. TOPICS: - Arts - Sciences - Humanities 3. PEDAGOGY: - Constructivism - - building on prior knowledge - Multiple Intelligences 4. EXPERIENCE APPROACH: - Participatory experience - Curated narrative - Authentic content 5. DIFFERENTIATOR (Why this institution matters; typically captured in tagline) - Nurtures creativity - Cultivates empathy </p><p>1. BOOKS ULTIMATE PURPOSE - Provide inspiration - Entertain readers - Sell books 2. TOPICS: - Romance - Mystery - Memoir 3. PEDAGOGY: Narrative structure - Heros Journey - Five Acts - Beginning, Middle, End 4. EXPERIENCE APPROACH: - Pacing Approach - Narrator Type - Fiction, non-fiction 5. DIFFERENTIATOR (Why this book matters; typically captured in title and sub-title) - Addresses fundamental human issues - Addresses issues in memorable way </p><p>GENRE: ROMANCEGENRE: MYSTERY</p><p>GENRE: MEMOIR</p><p>For Reference </p><p>DRAMA THAT SPARKS EMOTION 1. A meets Z. 2. Z has a secret. 3. Z keeps secret from A as they fall in love. 4. A finds out and they part in anger. 5. Z loses all. 6. A returns, repentant, to declare what they both knew all along: A loves Z. 7. Z is now strong enough to turn A down or take A back (as an equal partner). </p><p>THE HEROS JOURNEY 1. Call to Adventure 2. Acceptance of Call 3. Rising to Action: The Ordeal 4. Facing Defeat: Striving for Treasure 5. Mission of Danger: Completing Adventure 6. Journey Home: One More Sacrifice 7. Transformation: The Journey Continues </p><p>CREATE AN ARC TO INSPIRE PERSONAL GROWTH 1. The Desire Line I wanted ______________ (the desire line). 2. Actions and Obstacles To get it, I then ______________(action).</p><p>3. Emotional Moments To get it, I ______________ (action).</p><p>4. Initiating Incident But ______________ (obstacle) got in my way.</p><p>5. Ending Incident So, I ______________(action).</p></li><li><p>1. REVIEW &amp; PLANDESIGN GUIDELINES</p><p>1REVIEW &amp; PLAN</p><p>EXHIBIT ELEMENTSACCESSIBILITY &amp; DESIGN</p><p>Use these tools and guidelines to develop and design your exhibit. </p><p>Cabinetry A free-standing cabinet displays interpretive content.Artifact Case A cabinet-mounted case displays artifacts.Photo Mural A wall-mounted mural.Primary Interpretive Graphic A large-sized free-standing or wall-mounted interpretive graphic panel. The interpretive graphic panel includes text and photography.Secondary Interpretive Graphic A medium-sized free-standing or wall-mounted interpretive graphic panel. The interpretive graphic panel includes text and photography.Label A small-sized free-standing or wall-mounted interpretive graphic panel. The interpretive graphic panel includes text.Tactile Element A tactile object that highlights the _____ story. Scale Model A scale model of a/the ____________ .Artifacts A collection of ____________ artifacts.Audiovisual Program An audiovisual program about ____________.Audiovisual Equipment Within the Cabinetry is concealed audiovisual equipment that plays audiovisual programs.Interactive Media An approximately ____________ minute touch screen multimedia program.Seating Seating will be offered to visitors as places to rest or linger. Seating will include stools and benches.Lighting Lighting fixtures in the existing system are aimed to illuminate the exhibit area. </p><p>SPACE PLANNING GRAPHIC DESIGNOBJECT DISPLAY</p><p>SOURCE: Smithsonian Guidelines for Accessible Exhibition Design</p><p>OVERVIEW: This list includes typical elements used in museum exhibits.</p><p>TYPICAL EXHIBIT DESIGN ELEMENTS</p></li><li><p>1. REVIEW &amp; PLAN</p><p>BRAINSTORM EXHIBIT STORY</p><p>HOW MIGHT YOU ENGAGE YOUR </p><p>AUDIENCE ABOUT YOUR </p><p>EXHIBIT TOPIC?</p><p>HOW MIGHT YOU TELL </p><p>YOUR EXHIBIT STORY IN AN </p><p>UNEXPECTED WAY?</p><p>1REVIEW &amp; PLAN</p><p>HOW MIGHT YOU INSPIRE </p><p>CURIOSITY ABOUT YOUR </p><p>EXHIBIT TOPIC?</p></li><li><p>OUR EXHIBIT PROCESSTODAY:</p><p>OUR EXHIBIT PROCESS</p><p>2DEVELOP &amp; DESIGN</p></li><li><p>2. DEVELOP &amp; DESIGNVISITOR EXPERIENCE JOURNEY</p><p>ONCE VISITORS ARRIVE, THEY </p><p>NOTICE ...</p><p>AT THE EXHIBIT, VISITORS ARE </p><p>ENCOURAGED TO ...</p><p>AFTER THE EXHIBIT EXPERIENCE, </p><p>VISITORS SAY ...</p><p>AT THE EXHIBIT VISITORS CAN ...</p><p>VISITORS FIND OUT ABOUT THE EXHIBIT FROM ...</p><p>2DEVELOP &amp; DESIGN</p><p>Copyright c 2017, Brianna Cutts, The Sibbett Group</p></li><li><p>2. DEVELOP &amp; DESIGN</p><p>TITLE MESSAGE OUTCOMES ELEMENTSLEARN (COGNITIVE) Understand ... Discover ... Connect ... DO (BEHAVIORAL) Touch ... Hear ... Smell ...</p><p> FEEL (SOCIAL / EMOTIONAL) Appreciate ... Value ...</p><p>TITLE (1-3 WORDS):</p><p>SUB-TITLE (4-8 WORDS):</p><p>THE BIG IDEA (A simple sentence that may become your title and / or sub-title)</p><p>FURNISHINGS:</p><p>GRAPHICS:</p><p>INTERACTIVES:</p><p>OTHER / TWIST:</p><p>Aha, I had no idea!</p><p>Hmm, that makes sense. </p><p>Wow, really?</p><p>TOPIC: DINING ROOM TABLE</p><p>INTERPRETIVE EXHIBIT OUTLINE2</p><p>DEVELOP &amp; DESIGN</p><p>Copyright c 2017, Brianna Cutts, The Sibbett Group</p></li><li><p>OUR EXHIBIT PROCESSTODAY:</p><p>3PREP </p><p>&amp; PITCH</p><p>3PREP </p><p>&amp; PITCH</p></li><li><p>3. PREP &amp; PITCH</p><p>PITCH EXHIBIT STORY</p><p>THE WHY THE HOW THE WHAT</p><p>The Pitch articulates your vision in a written description that is punchy, playful and personal. </p><p>RELEVANCE Why this exhibit matters:</p><p>MARKETING How visitors find out about the exhibit: </p><p> DIFFERENTIATOR An unexpected tw...</p></li></ul>