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    Places & Travel

    Museum Archipelago

    A tiny show guiding you through the rocky landscape of museums. Museum Archipelago believes that no museum is an island and that museums are not neutral. Taking a broad definition of museums, host Ian Elsner brings you to different museum spaces around the world, dives deep into institutional problems, and introduces you to the people working to fix them. Each episode is rarely longer than 15 minutes, so let’s get started.

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    Latest Episodes:
    3. Museum Authority in a World of User-Generated Content with Seb Chan May 05, 2015
    Show notes

    As one of the nation's most-trusted category of institutions, museums project an enormous amount of authority over their subject matter. In this episode, Seb Chan, Director of Digital & Emerging Technologies at Cooper-Hewitt Smithsonian Design Museum, talks about the ways that museums can share that authority with museum visitors comfortable with a less top-down approach to authority.

    For discussions on how museum's got to amass so much authority, stay tuned to Museum Archipelago.

    Museum Archipelago is a tiny show guiding you through the rocky landscape of museums. Subscribe to the podcast via Apple Podcasts, Google Podcasts, Overcast, Spotify, or even email to never miss an episode.

    Unlock Club Archipelago 🏖️

    If you like episodes like this one, you’ll love Club Archipelago. It offers exclusive access to Museum Archipelago extras. It’s also a great way to support the show directly.

    Join the Club for just $2/month.

    Your Club Archipelago membership includes:
    • Access to a private podcast that guides you further behind the scenes of museums. Hear interviews, observations, and reviews that don’t make it into the main show;
    • Archipelago at the Movies 🎟️, a bonus bad-movie podcast exclusively featuring movies that take place at museums;
    • Logo stickers, pins and other extras, mailed straight to your door;
    • A warm feeling knowing you’re supporting the podcast.

    Transcript

    Below is a transcript of Museum Archipelago episode 3. Museum Archipelago is produced for the ear, and only the audio of the episode is canonical. For more information on the people and ideas in the episode, refer to the links above. View Transcript

    [Intro]

    When we walk into a museum, we trust that the objects laid out across the table are done so with some expertise. Who gets to decide where those objects go? In a school, the teacher is the authority. In a household, the parent might be the authority. And sometimes the museum can lend the parent some authority.

    Seb Chan: When I was working in a science museum, we would always talk about making sure that the labels had enough nuggets for the parents to feel smart.

    This is Seb Chan, Director of Digital and Emerging Media at the Cooper Hewitt Smithsonian Design Museum.

    Seb Chan: The kid would ask, "What is that, mom? What is that, dad?"

    Seb Chan: And mom or dad would look at the label and they would need to be able to glean, in a second or two, two or three main points about that thing and one that would make them seem really smart to their kid.

    That's delightful.

    Seb Chan: And it was a tactic that you know you employ in museums because you're not designing it for the kid to read, you're designing it for the parent to read, and the parent needs to feel that they are smart in conveying this information to their child. They also need to feel that they can trust that.

    Our topic today is museum authority, specifically museum authority in a world increasingly comfortable with user generated content. Our story begins in 1994 at the National Air and Space Museum. The museum plans and exhibit on the Enola Gay to commemorate the 50th anniversary of the bombings of Hiroshima and Nagasaki. Critics of the planned exhibit, particularly U.S. Veterans Groups charge that the exhibit focused too much attention on the Japanese casualties inflicted by the atomic bomb rather than on the motivations of the bombing or the discussion of the bomb's role in ending the conflict with Japan. Who gets to decide? In the earlier age, this decision is simple, it's the authority of the state. The official reason for dropping the bomb was what would be reflected in the museum. In 1994, you had the debate over the moral and military reasons for dropping the bomb play out in the context of an exhibit that hadn't opened yet. The Smithsonian canceled the exhibit and the Director of the National Air and Space Museum resigned.

    Seb Chan: I mean, the Enola gay at the Smithsonian is one of the canonical examples in museum studies. I mean, everyone who studies museums looks at that and looks at it almost as a cautionary tale of what happens in a politicized situation.

    This is Seb Chan again.

    Seb Chan: But I think what is important going forward and particularly in a time where more people have more voices and we can hear global perspectives. There are alternatives to traditional mainstream media. There are alternative political viewpoints available to us, perhaps not always accessed and utilized, but available to us at least. Museums more than ever need to be confident in presenting and arguing potentially controversial and difficult subject matter and they need to stay the course, I think.

    Why I like this story is that the controversy happened before the idea of user generated content was widespread. What would it look like today? Today, many museums allow visitor input. It doesn't have to be fancy. Sometimes it's a pile of pens and the stack of sticky notes on which visitors are invited to write about the memories of the Kennedy assassination like they are at the Newseum in Washington D.C. Sometimes it's a more elaborate system like the 9/11 Memorial Museum in New York City where visitors' stories are displayed elegantly on the wall. We call this a participatory museum, but where does the authority come from in a participatory museum? Surely, we don't want the person next to us telling us about history. We don't want the creationists telling us about how evolution works.

    Seb Chan: And I was thinking about this when I was traveling through Arizona and Utah, traveling through those areas, and I came to the Natural History Museum in Utah, a fabulous museum, one of the best museums with fossils and dinosaur skeletons. And you think about that area and you think about the deep time that is evident as you pass through it, and the museum is providing tangible proof for evolution and tangible proof for a very old earth.

    So there is authority in the size of an exhibit space. Thinking of exploring a giant virtual world, I asked Seb about authority in video games. Perhaps there is some authority in the game system. It certainly feels super special when you find a hidden room or a secret passageway in an environment.

    Seb Chan: A player who gets immersed in a game, tries to figure out the rules, and so when I'm playing a video game or I watch my kids playing video games, they are testing the boundaries of the world and trying to figure out how the rules work in it and how to figure out the story, how to figure out the story and the game mechanically. The museum is itself like a video game. There's a series of rules and once you learn the rules of the museum, you can understand it, you can have a mastery of playing museum. You can learn the words that art curators mean when they say things on those object labels. You can interpret that. That's mastery of museums. You can do exhibitions well, you can understand what a non kind of linear narrative really means.

    Seb Chan: I think it's actually very hard to build a mastery of museums because museums don't often consciously worked towards making those rules explicit in a way that visitors can understand them.

    A participatory museum can also be thought of as analogous to Web 2.0, the idea that software gets better the more people use it. But Nina Simon, Director of the Santa Cruz Museum of Art and History and the author of the book, The Participatory Museum, argues that participatory museums only get half of Web 2.0 right. She says that there are two tent poles to Web 2.0. The first is that users do something that generates information like uploading a picture or editing a post. This is what museums do now by allowing visitors to upload their own experiences. The second tent pole of Web 2.0 is that the system adapts to those changes to create a better experience. Think of how YouTube will always generate a new recommendation, a recommendation compelling enough for you to click on. Museums don't make it clear how the information you're uploading will be used. Nina Simon says that's as if Netflix encouraged its users to rate movies they've seen but not provide better recommendations based on their input.

    Without the second tent pole of Web 2.0, the majority of visitors, the visitors who don't think they have anything to add, are underserved by the exhibits that invite you to add your own voice. Who wants to drop a slip of paper into a comment box? But now let's imagine a share your own story exhibit that acts in the way that we're already comfortable with acting on the web. The most interesting stories would land at the top providing a much better experience for the majority of visitors who have no intention of adding something to the conversation. So let's take this one step further. Instead of just being able to rate user contributions, there's now a robust tagging system, the type that museum visitors have already been comfortable with on the web for over a decade.

    For our modern day and Enola Gay exhibit, let's picture this tagging system. Users can add whatever they want, whatever opinions they have, and thanks to rating and tagging, the opinions slowly organize themselves along axis from pro atomic weapon to anti atomic weapon. Like video games, the authority in the museum should come from users trusting the system, not the institution itself. Wikipedia has authority because we trust the way the system works, not because we trust the people contributing to it. There's no reason why museums should be any different. If your job is to display only one quote, you have to choose a well rounded quote. How do you choose a well rounded quote for dropping an atomic bomb? But if you display multiple extreme points of view, you won't have a well rounded quote, but you will have a well rounded exhibit.

    This has been Museum Archipelago.

    [Outro]


    2. Labels Apr 15, 2015
    Show notes

    Early 20th century cartoons showed exhausted visitors craning their necks to read labels and stopping over to examine artifacts. What's the story 100 years later?

    Topics and Links

    Exhibit Labels: An Interpretive Approach by Beverly Serrell

    MUSEUM FATIGUE, 1928, JAMA

    Museum Archipelago is a tiny show guiding you through the rocky landscape of museums. Subscribe to the podcast via Apple Podcasts, Google Podcasts, Overcast, or Spotify to never miss an epsiode.


    1. Lobby Apr 03, 2015
    Show notes

    The lobby is where you transform from an ordinary person into a museum visitor.

    In this first episode of Museum Archipelago, host Ian Elsner introduces the show and describes the transformative power of the museum lobby.

    Topics Discussed:

    • The British Museum by J. Mordaunt Crook
    • The museum foyer as a transformative space of communication by Ditte Laursen, Erik Kristiansen, and Kirsten Drotner.

    Museum Archipelago is a tiny show guiding you through the rocky landscape of museums. Subscribe to the podcast via Apple Podcasts, Google Podcasts, Overcast, Spotify, or even email to never miss an episode.

    Unlock Club Archipelago 🏖️

    If you like episodes like this one, you’ll love Club Archipelago. It offers exclusive access to Museum Archipelago extras. It’s also a great way to support the show directly.

    Join the Club for just $2/month.

    Your Club Archipelago membership includes:
    • Access to a private podcast that guides you further behind the scenes of museums. Hear interviews, observations, and reviews that don’t make it into the main show;
    • Archipelago at the Movies 🎟️, a bonus bad-movie podcast exclusively featuring movies that take place at museums;
    • Logo stickers, pins and other extras, mailed straight to your door;
    • A warm feeling knowing you’re supporting the podcast.

    Transcript

    Below is a transcript of Museum Archipelago episode 1. Museum Archipelago is produced for the ear and the only the audio of the episode is canonical. For more information on the people and ideas in the episode, refer to the links above. View Transcript

    Welcome to Museum Archipelago. I’m Ian Elsner.

    Museum Archipelago guides you through the rocky landscape of museums. Each episode is never longer than 15 minutes. So let’s get started.

    In his architectural study of the British Museum, J. Mordaunt Crook says that the modern museum is the product of renaissance humanism, 18th century enlightenment, and 19th century democracy. This project takes aim at this widely held sentiment.

    The landscape of museums has always been shaped by the people who created them. They institutionalize their biases, filled the collection with objects looted from far away places, as part of European colonialism, and presented themselves as enlightened luminaries in a world of superstition.

    Today, the landscape of museums is changing. With each episode, Museum Archipelago brings you to a different museum around the world, highlighting fundamental museum problems and introducing you to the people working to fix them. So why museums? Well museums are the only buildings, aside from maybe a school house, where you enter expecting to learn something. You might even be open to experiencing something new. For many, they still feel like a trusted institution. Even when almost nothing else does.

    The medium of a museum has proven powerful, and it all begins in the lobby. This is where you first see the admission price, if there is one. This is where you first judge how busy the museum is today, and what you can expect from the quality of the exhibits. This is where way finding is introduced. This is where you come in from the outside. The lobby is a transformative space that turns ordinary people into museum guests, and at the end of the day, museum guests into ordinary people.

    This is done through a series of transformations supported by the services of the lobby. As part of a study on museum lobbies, Erik Kristiansen, et al. noted that at a particular German museum, many people would try to get as close to the information counter as possible, to get information about the prices without yet coming in contact with the staff behind the counter. These people are dividing the lobby as a transformative space into the exact point where the transformation happens.

    As a retailer will tell you, people are more likely to buy an object in a store if they’ve already touched it. Once the outside person comes in contact with a front desk staff, the transformation to museum guest is almost complete. We can think of extending the transformation point as long as possible.

    When Walt Disney built Disneyland in California in 1955, visitors would go through the ticket purchasing counters immediately before entering the park. By the time the Magic Kingdom opened at Disney World in Florida in 1971, the lobby, sort to speak, was extended out several acres. Guests would buy a ticket but they still weren’t in the park. Instead, they would hop on the monorail or a boat to get to the park. A journey that takes at least a few minutes and a few miles. This journey serves to lengthen the transition time between person and guest. To make the guest feel the feeling of being whisked away from the real world and into the fantasy world. By the time visitors actually entered the park, having disembarked the monorail or boat, the rather unhappy experience of buying a ticket was now literally miles away. The lobby transforms you. Welcome to the show.


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