Chapter 2.1 Multimedia in exhibition

1. Introduction

This chapter is is concerned with conceptual issues regarding the application of multimedia technology as a communication tool in museum exhibition.

Multimedia is meant, rather broadly, as information technology presenting the museum visitor with more than just formatted data and text. It encompasses, by this token, interactive multimedia, hypermedia, imaging applications, digital video, computer graphics, virtual reality, and computer-controlled interactive displays and kactivem exhibits. To keep this discussion focussed, it does not include non-interactive, computerised variants of established projection, audio support and animatronic systems.

In contrast to presentations and surveys of specific examples, this chapter is a discussion at the conceptual level, an invitation to think upon some central issues of exhibition design in considering the use of multimedia. It consists of the following sections:

2. Information issues in museum exhibition Museums collect and preserve original artefacts (works of art, material culture objects) and disseminate knowledge about them to the public, mainly by mounting exhibitions. Typically, exhibitions are interpretations of collections or parts of collections. They relate a number of original artefacts or artworks with various types of documentation (informational labels, captions, maps, dioramas etc.) within a spatial organisation scheme, in order to provide visitors with a fruitful and pleasing learning experience.

The functions of a museum exhibition can be categorised as: social, whereby it provides a powerful focus for the construction of social identity for its public (cf. Rivierems museum as a mirror of society); affective, whereby it "create(s) a concrete visual experience which gives esthetic pleasure and which leads to emotional and motivational rewards"; and, cognitive, whereby it provides an environment for self-education, an opportunity for visitors to teach themselves through exposure to the exhibits. Questions related to the cognitive function of museum exhibitions include the following:

3. Visitor learning support and multimedia

R. Lacota ("Good exhibits on purpose: techniques to improve exhibit effectiveness", in Royal Ontario Museum, Communicating with the museum visitor,Toronto: 1976, pp. 245-279) suggests that the cognitive impact of an exhibition may be drastically improved by the adoption of learning support techniques. Providing a clear conceptual frame of reference on what an exhibition is about, what it has to do with visitors, how it is organised and what they can expect to learn from it, Lacota claims, will actually improve their capacity to enjoy the exhibition through discovery and "understand what it is they discovered".

Multimedia, especially interactive multimedia and hypermedia, present considerable advantages as an exhibition learning support technology:

The use of multimedia technologies in exhibition raises, however, the following concerns:

The appropriateness and success of using multimedia technology in exhibition depends on an understanding of its potential advantages and shortcomings, as was the case, in earlier times, with traditional visitor support systems (handouts, informational captions, audio playback units, projection systems, feedback-response devices, etc.). In fact, the conception and design of multimedia applications for exhibition can be seen from two complementary viewpoints: the contextual viewpoint of the museum exhibition as a whole, and the structural viewpoint of the multimedia application as an object in itself. The former provides a functional context for the latter.

4. Multimedia in exhibition design

This section discusses how the use of multimedia may affect and is related to considerations of exhibition design. For an introduction to interactive multimedia design proper, see below Chapter 3.3. For an introduction to multimedia formats, standards, and technologies, see above Chapter 1.2.

Defining the concept of an exhibition from scratch involves decisions about its purpose (what the exhibition aims to achieve), content (what objects and/or interpretive concepts are used), structure (linear? based on discovery?), target public (children? local visitors? tourists?) and communication approach (i.e., object-led? interpretive?). Then, in concept development, specific decisions have to be taken about the specific storylines, media and actual exhibits used, including the development of specific multimedia applications to support the exhibition.

Some important principles suggest themselves, regarding exhibition design:

These principles affect thetotality of exhibition design, including the educational and other activities used to support exhibitions, signage and written documentation, etc. Yet they also identify the following potential functions for the application of multimedia technology in exhibition.

4.1 Multimedia as index

Multimedia applications, typically installed in the form of kiosks near the entrance of an exhibition, can provide visitors with an effective way of understanding what an exhibit is about, what parts it consists of and how they can get there. The purpose of such applications is to improve physical orientation, typically at the beginning of a visit. In order to improve on the solution of a brochure with a brief introduction and plan of the exhibition, such kiosk applications could provide:

The following recommendations may be appropriate for such "index" exhibits:

4.2 Multimedia as guide

Multimedia technology can complement the function of human guides, audio support and loop antenna systems, in providing learning support to visitors traversing an exhibition. Applications functioning as "visitor guides" may be installed in the beginning of an exhibition (accessible also after the visit), as in the case of the Micro Gallery of the National Gallery in London; distributed in a number of access points in the exhibition itself, as in the Networked World exhibit of the Boston Computer Museum; or, accessible through devices carried around by visitors, as in the portable CD-ROM system procured by the Isle of Man museum to visitors of monuments of the island.

In order to present a credible solution, these applications can provide:

Some specific problems that may concern these exhibits, depending on their conception and design, are:

4.3 Multimedia as study collection

In visitor surveys (reported in Royal Ontario Museum, Communicating with the museum visitor) it was noted that, perhaps counter-intuitively, people not only "wanted to see more specimens, but apparently, they understood more, learned more and enjoyed it more when there was more to see".

In fact, significant applications of multimedia technology, for example in the National Museums of Denmark and the Imperial War Museum, aim to provide visitors with access to material not on display. These applications are a cross between a virtual "study collection" without the associated conservation problems, and an illustrated catalogue of the collection, albeit with more powerful information retrieval capabilities and, possibly, better quality images.

The following points may be made about this class of applications:

4.4 Multimedia as explainer

A criticism that is often raised against traditional museum exhibition is that visitors are not well supported with background information, and are thus precluded from enriching their understanding of topics in the exhibition during their visit. On the other hand, good museums (traditional and otherwise) attempt to mitigate this problem by publishing educational material about exhibitions - including exhibition guides - and by organising series of lectures, usually coordinated with their exhibition programme.

Multimedia technology, in its role as explainer, has to compete with these complementary forms of interpretation and amplification. It may do so most effectively by providing:

Multimedia applications that act as explainers of specific exhibits or gallery themes may be very diverse in their user metaphor. They include monographical collections of textual and visual information, hierarchically arranged, such as the Classical art videodiscs installed in the Greek galleries of the Louvre. They also include role-playing dramatisations (see also next section), such as the hunting game in the Life in the Arctic videodisc that ccompanied the exhibition of the same name in the Museum of Mankind in London, and simulations, such as that of a three-species habitat (and many others) in the Exploratorium in San Francisco. Other promising technologies for this purpose include virtual reality and computer-graphic reconstruction, construction and manipulation games (such as archaeological dig simulations), video-on-demand applications with material relevant to specific galleries, holographic displays etc.

There are no hard and fast rules on the applicability of each of these application metaphors for explanation of museum exhibits; the choices have to be made according to the purpose, content and intended public of the exhibition. Where consultation of comparative material (visual, textual etc.) is paramount - for instance, in the case of art history - hypermedia applications are more appropriate. Where the emphasis is in explaining processes that underlie the production of the material culture record, simulation and role-playing may be more relevant. Where the exhibition is addressed mainly to children, symbols and user metaphors more familiar to them could be used to captivate their interest: humorous, cartoon-like creatures are used in interactives in the Emmen Dierenpark, in order to teach children about evolution.

In all cases, however, the conception and design of the multimedia applications should be undertaken as part of the whole exhibition design process, rather than as an isolated technical task.

4.5 Multimedia as emotive trigger

Advances in computer graphics, immersive environments and virtual reality technology provide the tools for the construction of highly affective sensory experiences. These experiences, that may involve a high degree of interaction, could function as triggers to heighten visitorsm interest and involvement in the message of an exhibition, as is done very effectively in the Holocaust Museum and Memorial at Washington, DC, albeit through simpler means: the use of shocking projected images and narration in the exhibition, and the identification of the visitor with an individual victim of the Holocaust, whose fate can be traced after the visit in the associated data base. Virtual reality experiences (e.g., fully-rendered 3-D architectural reconstructions of archaeological sites such as the tomb of Nefertari, commissioned by the Getty Conservation Institute), manipulation games and role-playing or simulation applications (such as the ship-building application in Vasa Museum of Stockholm) may be useful as strong emotive triggers. In the Collectors of South Pacific videodisc exhibit in the City Museums of Birmingham, visitors are invited to "identify" with one of four different characters, and thus develop personal involvment in the subject of the exhibition.

Little evaluation experience, however, exists yet on how effective multimedia are for this purpose, and there are some colleagues and institutions that are sceptical about the appropriateness of such an approach, especially for art museums.

4.6 Multimedia as examiner

The use of question sheets, quizzes and revision summaries, as well as pre- and post-exhibit question labels (e.g., of the form "how are these two artefacts alike?"), is well-established in museum education practice. Given its record in computer-based training and other educational applications, multimedia appears well-placed to provide a useful and rich way of enhancing the visitors learning potential, especially after the visit, through the use of similar devices.

Typically, the application elicits responses by the visitor, and presents new pages of information (according to the programmed learning approach) and possibly a score as the result of the interaction. Little is known of the effectiveness of this approach in the museum context, and there are strong arguments against the use of marking as a (negative) incentive for learning, in favour of a more creative, resource-based approach.

5. Introducing multimedia to existing exhibitions

The introduction of multimedia application to an existing exhibition emerges often as a pragmatic issue for museums. This process, however, should be part of a comprehensive approach to exhibition updating, and should address demonstrable shortcomings of the exhibition; it should not be the result of mere availability of resources or technological fashion.

Typically, evaluation of an exhibitionms impact (through survey, focus group research or other means) may indicate one of the following problems, that may be resolved through the use of multimedia exhibits:

Typically, "serious" visitors will suffer less from these problems, which, however, may be typical among "casual" visitors. The latter may be under-represented in visitor survey statistics, since a museum exhibition often "pre-selects" its visitors, discouraging visits by the less educated parts of the public. The attitude of museums on these issues and the importance given to tackling them will depend, naturally, on their understanding of mission and communication policy.

In all these cases, however, multimedia technology may be an appropriate solution, which should be evaluated against other visitor support systems. On the other hand, succesful exhibitions that fulfil their mission to their designated public are better left alone.

6. Multimedia in exhibition: isolation or integration?

Arguments for setting multimedia exhibits in museums separately from the exhibited objects centre on the potential disruption, in terms of visitor flow and mode of interaction, of the technology within the galleries. In general, the argument holds true where a small number of interactives were placed within (mostly art) galleries, providing a target for fast-fingered children and a nuisance to adults trying to have a contemplative viewing experience. On the other hand, the consistent and integrated use of in-gallery interactives in the Haus der Geschichte in Bonn suggests that they can be succesful and non-intrusive, actually enhancing the visitor experience, as long as their placement and function within the gallery storyline is planned in advance and well.

In general, multimedia are best set in separate areas from the exhibition galleries when:

Multimedia applications can be useful in-gallery in the following cases:

7. Further information

Presentations and surveys of specific multimedia museum exhibits:

Relevant organisations:

C.J. Dallas / dallas@pegasos.fhw.forthnet.gr< /a> / 2-5-95