Three-Dimensional Storytelling: Creating Engaging Exhibition Experiences

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Text of Three-Dimensional Storytelling: Creating Engaging Exhibition Experiences

  • BRIANNA { Bree } CUTTS THE SIBBETT GROUP

    Copyright 2017 Brianna Cutts All rights reserved

    c

    SUSAN SPERO JOHN F. KENNEDY UNIVERSITY

  • TODAYThis day will include a lively and interactive workshop focussed on creating museum exhibitions.

    Designed for museum professionals, this workshop provides

    techniques and tools for developing and synthesizing content into engaging three-dimensional stories.

    Participants will learn about a thoughtful process model that merges theory with practice, and develop interpretive content for a full-scale exhibit prototype.

  • 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&A 4:30 - Thank you!

  • 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

    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

  • 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

    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

  • RELATIONSHIP TO THEMEThe exhibition development and design process requires that

    museum professionals work together efficiently and effectively in

    order to create powerful museum experiences.

    In order to create these experiences, we need creative teams

    that can explore out-of-the-box ideas and navigate uncertainties.

    The Story Orbit process model provides a roadmap for museum

    professionals to build confidence about crafting their interpretive

    content in order to tell their unique stories, stories about our world

    and what unites us.

  • INTRODUCTION

  • WERE GOING TO COVER

    OF INFORMATION

    A LOT

  • EXCITED

    CONFUSED

  • EXCITED

    CONFUSED

    UNDERSTANDING

    ANXIOUS

  • EXCITED

    CONFUSED

    UNDERSTANDING

    ANXIOUS

    INSPIRED

    &

    CURIOUS

  • THERE ARE

    OF WAYS TO DESIGN AN EXHIBITION

    A LOT

  • 2

    3

    4

    156

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    821

    1019

    1214

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    1611

  • 12

    3

    4

    156

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    821

    1019

    1214

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    1611

  • THERE ARE THREE

    TO DEVELOPING AN EXHIBITION

    KEYS

    1 2 3

  • BUT

    FIRST

  • RAISON DETRE { R E A S O N T O B E }

  • OBJECTS & STORIES

  • OBJECTS & STORIES

    { A U T H E N T I C }

  • P A S S I O N

  • P A S S I O N

    OB

    ESSI

    ON

  • THREE

    TO DEVELOPING AN EXHIBITION

    KEYS

    1 2 3

  • 1

  • LEARN THE RULES SO THAT YOU KNOW HOW TO BEND THEM

  • LEARN THE RULES SO THAT YOU KNOW HOW TO BEND THEM

    PARKS CANADA DESIGN GUIDELINES

    AMERICANS WITH DISABILITIES ACT (ADA)

    ARCHITECTURAL BARRIERS ACT (ABA)

    ACCESSIBILITY FOR ONTARIANS WITH DISABILITIES

    FUTURE: CENTRE OF EXPERTISE ON ACCESSIBILITY

    AND BARRIER REMOVAL

    SMITHSONIAN GUIDELINES FOR

    ACCESSIBLE EXHIBITION DESIGN

  • 2

  • SELF

    ACTUALIZATION

    ESTEEM

    BELONGING

    SAFETY

    PHYSIOLOGICAL

    MASLOWS HIERARCHY OF NEEDS APPLIED TO THE MUSEUM EXPERIENCE

  • SELF

    ACTUALIZATION

    ESTEEM

    BELONGING

    SAFETY

    PHYSIOLOGICAL

    MASLOWS HIERARCHY OF NEEDS APPLIED TO THE MUSEUM EXPERIENCE

    Wheres the

    restroom?

  • SELF

    ACTUALIZATION

    ESTEEM

    BELONGING

    SAFETY

    PHYSIOLOGICAL

    MASLOWS HIERARCHY OF NEEDS APPLIED TO THE MUSEUM EXPERIENCE

    Wheres the

    restroom?

    Wow,

    this is fun!

  • SELF

    ACTUALIZATION

    ESTEEM

    BELONGING

    SAFETY

    PHYSIOLOGICAL

    MASLOWS HIERARCHY OF NEEDS APPLIED TO THE MUSEUM EXPERIENCE

    Wheres the

    restroom?

    Wow,

    this is fun!

    Im inspired ... to be an

    artist, scientist, inventor ...

  • 3

  • EXHIBITION DEVELOPMENT CAN BE A MESSY PROCESS

  • LINEAR

  • NON-LINEAR

    LINEAR

  • NON-LINEAR

    LINEARLOGICAL

    HOLISTIC /

    CREATIVE

  • 1 EXHIBITION DEVELOPMENT PROCESS

  • STORY ORBIT

  • PASSION AUDIENCE

    TECHNIQUE

    TEAM

    CREATIVITYMANAGEMENT

    STORY

  • TEAM

    ROLES SUPPORT

    S IZE

  • TEAM ROLES

    - Management: Project Manager

    - Content: Content and Image Researcher, Subject Matter

    Experts, Interpretive Developer, Interpretive Writer

    - Design: Exhibit Designer, Interactions Designer,

    Graphic Designer, Multimedia Designer, Lighting Designer

    EXHIBITION DEVELOPMENT

  • TEAM ROLES

    - Management: Project Manager

    - Fabrication: Cabinetry, Sculpture, Mount Making,

    Model Making, Interactives, Technology

    - Installation: Construction, Finishes, Lighting, etc.

    EXHIBITION FABRICATION

  • TEAM SIZE

    - Designate a core team of 2-5 people

    - Assign Team Leads for large teams (15+ people)

  • TEAM SUPPORT

    - Ensure team members have effective tools

    - If tools are not available, design work-arounds

  • MANAGEMENT

    SCHEDULES

    COLLABORAT ION

    LEADERSH IP

  • SCHEDULES

    - Planning for three design phases

    - Estimating work products and flow

    - Building in buffers for deadline flux

    LINEAR

    1 2 3

  • COLLABORATION

    - Structuring a collaborative process

    - Selecting and maintaining on-line tools

    - Setting realistic milestones

  • LEADERSHIP

    - Understanding your leadership style

    - Identifying your teams strengths, and weaknesses

    - Modeling adaptability and agility

  • CREATIVITY

    SPACE PROCESS

    INSP IRAT ION

  • SPACE

    - Place to capture and process content

    - Place to display project inspiration

    - Place to work independently and collaboratively

  • INSPIRATION

    - Get geeky: dive into your topic

    - Take field trips

    - Seek out analogous experiences

  • PROCESS

    ROLLER

    COASTER

    RIDE

  • PROCESS

    - Design Thinking (user-centered design)

    ROLLER

    COASTER

    RIDE

  • PASSION AUDIENCE

    TECHNIQUE

    TEAM

    CREATIVITYMANAGEMENT

  • PASSION AUDIENCE

    TECHNIQUE

  • PASSION

    INSTITUTIONS MISSION

    EXHIBITION GOAL & OBJECTIVES

    TOPIC BRAINSTORMING

    SUB-TOPICS & MESSAGES

    THE BIG IDEA

    CONTENT RESEARCH

    YOUR PITCH

    *

    *

    *

  • PASSION

    TOPIC BRAINSTORMING*

  • TOPIC BRAINSTORMING

    BLUE SKY THINKING:

    IDEA DUMP

  • TOPIC BRAINSTORMING

    PATTERN IDENTIFICATION:

    CLUSTERING IDEAS INTO TOPICS AND SUB-TOPICS

  • PASSION

    THE BIG IDEA*

  • TOPIC BRAINSTORMING

    CONNECT THE DOTS:

    IDENTIFY ONE BIG IDEA

  • THE BIG IDEA

    THE EXHIBITION

    POTENTIAL CONTENT

    VISITOR QUESTIONS

  • THE BIG IDEA

    THE EXHIBITION

    POTENTIAL CONTENT

    VISITOR QUESTIONS

    FILTERS:

    GOAL & OBJECTIVES

    EXPERIENCE:

    STORY AND ENGAGEMENT

  • PASSIONYOUR PITCH*

  • YOUR PITCHTHE WHY - Why it matters - Why the exhibition is needed - Why were meeting the need

    THE WHO - Primary audience

    THE HOW - Unique offerings - Unique qualities

    THE WHAT - INFORM (Cognitive) - - What visitors will learn

    MOTIVATE (Behavioral) - - What visitors will do

    INSPIRE (Social / Emotional) - - What visitors will feel

  • PASSION AUDIENCE

    TECHNIQUE

  • AUDIENCE

    PROTOTYPING

    FEEDBACK

    VISITOR EXPERIENCE

    JOURNEY

    LEARNING FRAMEWORK

    HOW ...

    WHAT ...

    WHO ... *

    *

    *

  • AUDIENCE

    WHO ... *

  • WHO ...

    FRONT END EVALUATION:

    UNDERSTANDING YOUR VISITOR

  • SELF

    ACTUALIZATION

    ESTEEM

    BELONGING

    SAFETY

    PHYSIOLOGICAL

    MA