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Exhibits go beyond signs

Learn how to design engaging exhibits with practical tips on text placement, label positioning, adding interest, and creating interactive elements to enhance visitor experience. Understand behavioral tendencies, space requirements, and traffic flow considerations for successful museum exhibitions.

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Exhibits go beyond signs

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  1. Exhibits go beyond signs CSS 387 February 16, 2012

  2. Placement of text and objects • No text and no small objects should be closer than ____________________to the floor • Titles/subtitles - ________________________ • Nothing higher than__________________ • Text as close as possible to ___________________ with viewer’s line of sight • Low-mounted texts – ________________-degree angle

  3. Placement of labels • Must be near objects • In line-of sight with objects • Exhibits are _______________________ • People read title first, but scanpath may vary • Sequence & transitions may not work • Eyes often move from top left to lower right • You can use color to guide viewing

  4. How can you add interest? • Not too much text • Make exhibits visual • Choose objects for _________________________ • Use senses, like ________________

  5. How can you add interest? • Use interesting ____________________ • Use _________________________ letters & mounts • Mount __________________ on background • Use hidden __________________________ behind mounted elements

  6. How can you add interest? • Use ____________________________ in foreground • Use _____________________________ • Use transparent _______________ • __________________________ large objects

  7. Make exhibits interactive Interactive: Physical activity beyond sight; requiring involvement; stimulating; freedom of navigation; manipulation of information Examples: Human scale Flip panels Touchables

  8. Modern visitors want Entertainment Gratification Info everywhere Personalized info Sharing with others Creativity Note: See Stogner (2009) and Bannon et al. (2005) for examples

  9. Interactives – general guides • Be aware of energy required -- avoid _______________________ • People will do strange things • People are ______________________ – design for this • Don’t overdo it with high tech • People in one study said computers were lowest in interest • People want to see “real stuff”

  10. Interactives – general guides • Make experiences ____________________ – must work immediately (few seconds) • __________________________ is the single most important feature • Can be audio, visual, tactile • Controls must provide ______________________ • Common: failure to provide __________________ feedback • Line of sight responses

  11. Think of people as monkeys • Make handles __________________________ • Will ___________________ • People will push harder and more vigorously if things don’t respond • Use _______________________________ (buttons, handles) • People follow other people’s cues • People like ____________________________ (race against clock) • People are literal

  12. Interactives – general guides • People experiment – don’t assume a ____________________! • Number _____________________________ • Organize logically (e.g., clockwise) • Show the _________________________ points • Use as few controls as possible • Provide feedback ________________________

  13. Cons of interactives • May reduce ______________________ • Keeping ___________________________ • ____________________________ visitors • Stimulus overload • Create ____________________________ • Often too technical or subtle

  14. Pros of interactives • Opportunities for _____________________ • More ______________________________ • Highly effective if _____________________

  15. Cost of interactives • Static exhibits: $________________ per ft2 • Interactives: $___________________ per ft2 • Why so much? • Research and development • Operational complexity of production • Costs of footage and filming • Obsolescence • Operating costs – maintenance 6x static

  16. Special considerations for exhibitions Traffic flow Behavioral tendencies Space requirements Use and protection of objects

  17. Traffic flow • Options: Unstructured: Suggested: Directed:

  18. Movement tendencies • Turning _________________________ and following the right wall to first door • Stopping at first exhibit • Preference for places with _____________ • Walking in straight lines • Avoiding _______________________ places • Not looking _________________

  19. Touch • Attention

  20. Attentional Factors • Think of visitors as window shoppers • Exhibits on shortest routes get most attention • People are more likely to read larger type • Museum fatigue

  21. Design Strategies • Create attractive, large, bright left turn, or use a barrier • pools of light and color • Use “landmark” exhibits • Use lines to lead people • Change ceiling height, colors, light, aisle width to create curiosity • Heterogeneity • Minimize mental effort • Provoke interest

  22. Space requirements • Circulation space • “vista” space • Thematic exhibitions • 15-35% occupied by collections; 65-75% circulation/vista • 3D art exhibitions • <25% installations, 75% circulation and vista • Min. of 30-50 ft2 per person at peak times • E.g., a 2000 ft2 gallery feels right with 20 people

  23. Exhibit Environment • Temperature • Relative humidity • Particulate matter/pollutants • Biological organisms • Reactivity of materials • Light

  24. Optimum environment • 70 degrees; 50% RH • Keep dust out • Off-gas concerns • UV – highest in fluorescent light • Heat – highest in incandescent • Stable conditions for wood, leather, paper, dyes, feathers – • volume of air should be 5x the volume of the objects to buffer humidity

  25. Supplementary Materials • Catalog? • Brochures? • Special events (lectures, reception)?

  26. Budgeting • Production • Publications • Shipping • Fees • Insurance • Other

  27. Costs • Rough rule: at least $200/square foot, for all planning, design, fabrication • 20-25% is for planning and design • 10-15% is for delivery and installation • 65% is for actual exhibits • Add 10-15% more if design and build elements are split • Interactives can be much more expensive

  28. Example – Collier State Park

  29. Example – Arctic Interagency VC

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