Tag Archives: Science Museum

Making a museum from scratch: Part Two – inspirational readings

The comments on Part Two have been really fascinating to read and take in.  Addressing your feedback has been very important to me, so Part Three is still cooking. And a core part of that practice is finding other information in the world to help make a point, provide examples, or provoke assumptions. Seemingly everything coming onto my screen this week has had relevance to this exercise, so I thought I’d pass along some of the background reading I’d been doing while writing the next post.

New models
1) Nina Simon’s latest book club subject on her Museum 2.0 blog  is “Blueprint” the fascinating chronicle of the abortive attempt to create a Dutch Museum of National History.  It’s a great read, and I’m looking forward to the discussion.

2) In the same vein, Science Gallery, Dublin has posted an open call for “GAME” their new exhibition on the future of play. I haven’t been (yet) but I’m intrigued by Science Gallery’s  vision, to be “a dynamic new model for public engagement at the interface between science and the arts.” Among the differences, they tout five factors:

  1. Our flexibility – five dynamic, changing programmes per year, with no permanent exhibition;
  2. Our focus on 15 – 25 year olds as our core target audience bridging high school, university and early stage career;
  3. Our open call process – Science Gallery crowd-sources its installations and events on broad themes linking science, technology and the arts;
  4. Our fresh approach to connecting the university and the city –  bringing university research groups, staff and students into dialogue with the arts and creative community and the public; and
  5. Our Leonardo Group – 50 inspirational individuals drawn from the local creative community of scientists, artists, engineers and entrepreneurs who feed ideas into the development of Science Gallery exhibitions and events.

No permanent exhibition? The whole place becomes whatever the current exhibition is? Very interesting…

New ways of being
3) Rich Cherry tweeted a great nugget from Seth Godin called, . “The quickest way to get things done and make change”  that also bears on our discussions

“Not the easiest, but the quickest:
Don’t demand authority.
Eagerly take responsibility.
Relentlessly give credit.”

Easy to write. Much harder to live, but if they could baked into the DNA of a new organization, how might those sentiments express themselves?

4) Following on the call to eschew demanding authority, Maria Popova posted a short review of a book on on storytelling and the search for meaning. “The Spirituality of Imperfection” The title alone was enough to interest me, but what caught my eye and made me add it to this list was Popova’s assertion that the book “is really about cultivating our capacity for uncertainty, for mystery, for having the right questions rather than the right answers.”

Living and working in an institution that is very concerned with both “being right” and getting visitors to ask the right questions, this book seems like it’ll be getting added to my list at the bookstore soon. So many modern museuological concerns, like the authority crisis, the (mis)appropriation of curation, participatory culture, and more, all relate to this need to both know, and be “right.”

5) This notion of being in the storytelling business amplifies something Seb Chan has posted on Fresh and New(er). We’ve been talking for some time about the lack of magic in museum exhibitions, particularly science museums. Go read “On Sleep No More, magic and immersive storytelling” and read it all the way through, because Seb’s saves his best questions for the very end.

6) Turning data into information is one way museums tell their stories. Mia Ridge tweeted this little gem that goes right to the heart of so much of what being an institution with a collection is like nowadays.

We can propagate huge data sets, but can we contextualize them so that anybody else who’s not already an expert might find value in them?

7) Both Janet Carding and Mia Ridge forwarded along this provocation by Hadrian Ellory van Dekker, Head of Collections at the Science Museum, called ‘What are Science Museums for’  where he takes apart a dominant paradigm in my part of the field about how “problematic” collections are. What is interesting is that he doesn’t bemoan interactive exhibits as usurpers. Instead, he problematizes the whole perceived dichotomy and ends up saying, “Science centre or science museum? Why should we have to choose? Any science museum, fortunate enough to possess a collection of significant and historic objects, quite simply has to be both.” Collections-based or interactive doesn’t need to be an either-or proposition.

Truth.

7) Lastly, I can’t point to it yet, but talking with Koven Smith about his upcoming MuseumNext talk on “the Kinetic Museum” has been enormously helpful to me.  Hopefully it will appear in some form online so I can link to it.

Part Three is coming soon!

Reviews: museum game apps

I got a lovely email last week from the people working with the Tate to announce their newest game app, “Race Against Time.” As I was downloading it, I remembered that Dave Schaller had sent me a link to Eduweb’s latest game app “Moon Walking”. Must be time to tackle games again.

This past Summer I wrote a series of four posts on gaming and museums.  It covered interactivity, the qualities of good interactives, games and play, and finally “gamification” the process of applying game principles to non-game activities.  Now, there’s a growing crop of museum games you can try out to see what’s possible.

Apps as ways to fill interstitial time
Somebody wise said the killer apps for mobiles is that they are a way to kill time while waiting for the bus – those down times that occur while we’re between places, or waiting for something to happen are a great time to engage an audience. Three of these games fit that bill.

Race Against Time

Tate’s latest game, possesses the same irreverent spirit that animates Tate Trumps, their first game.  In it, you play the part of a color-collecting chameleon, out to save the world from having all its colors sucked up by Dr. Greyscale.  Along the way, you traverse 12 decades of modern art in the background.

Race Against Time is a classic sidescroller (think “Mario Brothers”) where you gobble up color while avoiding perils and enemies. The concept is pretty simple “Don’t get killed.” I will confess I’ve been unable to get past the Fauvists before getting killed.  You can play the game anywhere, and there’s no benefit I can see to playing it in the Tate.

Meanderthal

Meanderthal is one of Smithsonian’s most appealing apps in my opinion.  It’s another dead easy app in terms of functionality; you take your picture using the phone’s camera, choose a human ancestor and presto, the images are combined to make you appear Neanderthal. You can also learn about the three early human species presented in the app, but clearly the thrill lies in having your picture morphed.

What I like about Meanderthal is that it is a great snack. It does one thing and does it very well. And you actually learn some paleontology along the way. It’s got rudimentary social features like email and Facebook sharing, and it actually uses a built-in feature of a mobile – the camera – which is still surprisingly rare in museum apps.

MoonWalking

An app that goes a bit further in using the mobile platform’s advantages seems to be Eduweb’s augmented reality (AR) app MoonWalking. This app lets you overlay scenes from the first Moon landing over wherever you happen to be at the time. Thanks to GPS positioning, you can walk around Tranquility Base and use your mobile as a window into real-time recreations of highlights of the mission.

What I like about the concept behind this app is the potential it has for heritage sites, or anywhere out in the world where you might want to overlay digital content on what you’re looking at. A ruined castle could be restored, an archaeological site become a living settlement. And it is best done with a mobile device. How well MoonWalking works in the wild I can’t say. My iPhone is too old and my iPad doesn’t have 3G so I can’t get the app to work.

LaunchballI think Launchball actually predates mobile apps. This simple physics simulator-meets construction set game was launched as a website (how old school is that?) back in 2007 to much acclaim. It won awards at Museums and the Web and some other conference called SXSW, where it picked up Best Game and Best of Show awards. In 2009, it was released for iOS and is available for iPhone.

UPDATE: Mia Ridge clarified the development history for me. Thanks, Mia!

NOTE: Apparently, Science Museum and the game’s developer are renegotiating contracts, so the game has been taken down from the App Store temporarily.  Try the original Flash version to get a sense of it’s addictive gameplay.

What I like about Launchball is the extent to which it works as a great game, and as a museum game.  It lets you play loads of levels, but it also lets you build your own, and share your creations with the Launchball community. First and foremost, it’s a good game. Second, it does a great job of getting you to experiment and engage in the “I wonder what would happen if…” thinking that’s an essential prerequisite to learning how scientists and engineers think.

Apps as ways to encourage visitors to pay attention in the museum

All the games I’ve mentioned thus far could be done anywhere. Nothing about them requires a museum visit, though you probably would never find them unless you were at that museum and saw a sign directing you to download the app.

Tate Trumps

Tate’s most well-known app, Tate Trumps, behaves differently than the apps above. It was originally designed to work in the Gallery, and has been updated to work anywhere. Like the title says, it’s a way to play a simple version of the card game trumps, only the cards are various artworks at the Tate.

In each of the three different games that make up Tate Trumps, you pick a hand of cards that are Tate artworks, that have attributes, some mundane like “size”, and others wildly subjective like “strength”.  When you assemble a hand, the game picks a suit, and the players try to put out their highest card with that attribute. Winner gets points, player with most points at the end of seven hands wins.

Tate Trumps is a brilliant piece of work in my opinion. It has multiple modes of gameplay. You can play it alone, or with your friends. The attributes are strange enough that they got me to look at the artworks differently than I would’ve on a more typical visit. In Collector mode, you add artworks by going around the gallery, typing in ID numbers off the object labels, “collecting” the pieces you want before your opponents can get them. And it’s connection to the Tate is crystal clear. It’s a game that only Tate would’ve made.

So what can these games teach us?

As I said in my previous app review, trying to synthesize learning from such disparate experiences is a challenge, but there are some things that rise up when I look at these games.

Good games are fun.
Seems like a no-brainer, but as you know, so many “educational” games are educational first and games second (if at all). They’re really gamified (ack) interactives, and they usually suck. If it’s going to be a game, it has to be a game first.

Be in for the long haul
Tate Trumps is on version 5, and has not only fixed bugs, but added major new functionalities as time has gone on. That means the business model has to be a software development model with new version releases and point releases, not a museum exhibition, “Build it and it’s done” model.

Success has costs
I doubt anyone at Science Museum could’ve predicted that Launchball would have such a long life, and morph from being a website to being a mobile app. And whatever agreement they originally had with the developers, I bet it didn’t include this contingency.

Things you can only do with a phone make more appealing apps
Almost all of these apps use the mobile platform to do things you couldn’t do any other way. Using the camera, communication functions, GPS, etc… all make the experience more compelling because it’s obvious that you could only do this with a mobile.

What museum game apps have you played and enjoyed?