Sciences centers strategies for learning and engagement

Introduction :

As we saw in the previous articles, one of the role of science centers is to introduce participatory experiences and provide effective learning content and techniques. While traditional museum emphasize static displays of objects and artifacts, science centers have followed the more dynamic philosophy of the chinese proverb : « I hear and I forget, I see and I remember, I do and I understand » [1]. Since learning is a complex concept, we will try here to explain it as well as the strategies used by science centers to adress this goal.

Learning :

Learning is a dynamic process in which the learner uses sensory inputs and constructs meaning out of it.It is what people do when they want to make sense of the world around them. It may involve enhancing in skills, knowledge, understanding, values, feelings, attitudes and capactity to reflect. Effective learning leads to change, development and the desire to learn more.

People be trained to learn to learn as they learn to see as learning consists both of constructing meaning and constructing systems of meaning. The crucial action of construction meaning is mental where it happens in the mind. Physical actions such as hands on experience may be necessay for learning that effectively for children. However it is not sufficient while we need to provide activities which engage the mind as well as the hands.

Learning is a social activity that out learning is intimately associated with our connection with other human beings, our teachers, our peers, our familiy as well as casual acquaintances, including the people before us or next to us at the exhibit. Learning is contextual as we do not learn isolated facts and theories in some abstract ehtereal land of the mind separate from the rest of our lives, we learn in relation to what else we know, what we believe, our prejudice and our fears [2].

Learning is divided into 3 categories :

  • Formal learning : school experience, teacher or staff might involve worksheets, often passive and may involve assessment
  • Selft directed learning : led by the learner when they are interested in a subject or motivated by a specific need (school project, vocational interest)
  • Informal learning : unplanned casual encounters that lead to new insights, ideas or conversation. Types of learning that always introduced in a museum setting are related to how well visitors understand and regulate their own thinking process as summarized by the following description.

Learning takes time : the 4 stages of the learning model :

  • Stage 1 : Self Awareness – Don’t know that you don’t know

This is the first stage of learning. The individual doesn’t understand or know how to do something and does not necessarily recognize the deficit. The lenght of time an individual spends in this stage depends on the strength of the stimilus to learn. You don’t know where you are and what you are doing.

  • Stage 2 : Self Appreciation – Know that you don’t know

The learner doesn’t understand or know how to do something but he recognizes the deficit. This is the most difficult stage and it is where the learning begins. A lot of mistakes are going to be made during this learning process.

  • Stage 3 : Self Engagement – Know about it, but you have to think about it

The individual understands or knows how to do something. However, demonstrating the skill or knowledges requires concentration and effort. This stage is easer than the previous one but still requires concentration.

  • Stage 4 : Selft directed learning – Know it so well you don’t have to think about it

The individual had a lot of practice with a skill that has become a second nature and can be performed easily. He may be able to teach to other people depending on how and when it was learned.

The model of the exploratorium for learning

Science and children museum’s followed the learning strategy model of the Exploratorim because it put the visitor in a very active role as a learner : Experimenting, Hypothsizing, Interpreting and drawing conclusions. This model integrate 4 importants aspect of the learning environment : immediate apprehendability, physical interactivity, conceptual coherence and diversity of learning modes [3].

  • immediate apprehendability : capacity to create effortless backdrops. The aim is to limit the cognitive overload also named as the museum fatigue. Shettle found that the average visitor views an exhibit unit for 20 seconds and tours a complete exhibit for a maximum of 14 minutes. It means that science centers are able to draw the attention of the viewer for a very limited period of time. In order to capitalize on that time it is important not to require the reading of extensive text nor concentration on visual aids that would try the patience of the average viewer[1]. This concept is close to the idea of affordance defined by Donald Norman.
  • physical interactivity : Research on visitor learning in museums suggests that interactivity promotes engagement, understanding and recall of exhibits. Some studies in the exploratorium identified 5 common pitifalls for designing exhibits with high levels of interactivity or multiple interactive features : multiple options with equal salience can overwhelm visitors, interactivity by multiple simultaneous users can lead to disruption, interactivity can desrupt the comprehension of the phenomen.
  • conceptual coherence : one of the main goal of science centers is to give visitors the big picture around a subject. They are using various techniques to make abstract concepts and themes more apparent to visitors. Achieving high levels of thematic clarity for exhibitions may be particularly difficult in an open environment.
  • diversity of learning modes

Howard gardner developed a theory on the dissimilar ways that individuals learn and process information, which called the multiple intelligences theory. According to gardner’s theory, visitors might show well built leaning skills in any of seven different style categories that summarized in the following tables :

Through this different categorisations of learning profiles, Dawson tried to show how museum communication of meaning would affect those different types of learners :

Visitor’s Engagement

The concepts of visitors involvement and participatory exhibit have undergone some basic changes in recent years as a result of museum research on viewer attention span and of nonmuseum research on cognitive and affective processes. Participatory exhibits actively involve the visitor in discovering information through his own participation in the demonstration process. Successful participatory learning devices are those that allow manipulation, experimentation and variation. For an instructionally efficient and effective exhibit, some feedback loop between the person and object appears to be necessary [1].

In the video underneath, Nina Simon is explaining a few rules and BPE of a good visitor engagement. She also explains why affordance is particularly important when designing an exhibition.

The role of museums in lifelong learning

Lifelong learning is the ability to constantly update and expand your knowledge in a variety of fields. It helps you to survive, to engage and shape your vision of the world. Lifelong learning comprises all phases of learning from preschool to post retirement. Museums take place in this learning, and propose content for all age groups.

Literacy is a person who has all the abilities to be able to engage deeply herself with a specific topic. For this, she needs 3 components :

  • knowledge : about the specific topic
  • skills : direct to the tasks or to apply the knowlege
  • volition : will to engage and do something

Scientific literacy : a person who has the will to engage in a recent discourse about science and technology which requires the competences to explain phenomena scientifically (knowledge), evaluate and design scientific enquiries (skills) and interpret data and evidences scientifically (skills and knowledge).

A visitor who really uses a museum content to its full extend, is called a museum literate person.

The 8 dimensions of museum literacy :

  1. curiosity, motivation and volition = the interest to will to do something inside the museum
  2. information processung competence = skills to use the information which is presented
  3. social competence = being able to interact either with the staff at the museum or with other visitors
  4. emotional competencies = self regulation on the other hand to allo feelings during a museum exhibit
  5. pre knowledge of a subject
  6. visual literacy = the ability to interepet the signs and images
  7. location and behavior competence : the ability to orient oneself in a museum and manoeuver through the differe offers of a museum
  8. appreciation of the exhibit = valuation of the objects of our cultural heritage

Application of thoses principles through the Dargis museum of Munich.

Conclusion :

The museum is in position to make a decision about which techniques and approaches are been utilized with respect to specific communication goals. In order to learn, a visitor first has to be motivated which is usually the case since visitors are chosing to go on science centers. Then, exhibitions designer must pay attention to provide immediate apprehendability, physical interactivity, conceptual coherence and to adress the multiple learning modes availables through the use of different communication devices. It is always useful to evaluate afterwards the vision of visitors after an exhibition in terms of learning and enjoyment, to evaluate if the global design exhibition experience is successful or not.

Sources :

[1] Kimche, L. (1978). Science centers: a potential for learning. Science 199, 270–273.

[2] Ahmad, S., Abbas, M.Y., Taib, Mohd.Z.Mohd., and Masri, M. (2014). Museum Exhibition Design: Communication of Meaning and the Shaping of Knowledge. Procedia – Social and Behavioral Sciences 153, 254–265.

[3] Allen, S. (2004). Designs for learning: Studying science museum exhibits that do more than entertain. Sci. Ed. 88, S17–S33.

[4] TED talks

The basics of exhibition design #3

Appraising the visitors by the use of interaction through films, sounds and materials

What is the engagement and what are the different types of visitor’s content apprehension ?

Engagement is the process of addressing a visitor directly by stimulating them and create positive memories or give new insights. For this to happens the designer has to make sure that he adresses all the target groups. The diverse audiences can be classified depending on the length of the visit (short, medium, long) or by the different interests and knowledges they have :

  • The expert : it’s a specialist, with a lot of knowledge around the topic. He often wants to sit and have specific informations to pursue his researches.
  • Frequent traveller : He has a reasonable foundation of knowledge and a general curiosity and is aware of museums.
  • The scout : he wants to travel freely in the space and have its own path to see the top layer informations. The challenge for the designer is to help him have a big picture without confusion.
  • The orienter : someone who has been here thanks to someone else or who doesn’t have any knowledge about the topic. He doesn’t know what to look for so is looking for something meaningful to them. Often children [1].

Falk’s different types of visitors [2]. To see which type of visitor you are go on this page : https://jewishmuseummd.org/intern-weekly-response-identity-and-the-museum-visitor-experience/

Depending of the type of museum, the visitor can go through different types of interaction and content :

  • Comprehension : History and natural science are more likely to feature contextual or thematic exhibitions where the artifacts, specimens or other objects on display are not intended to be studied as individual objects but related to each others. Graphics may be multilayered and combine words and images to aid visitor comprehension. The visitor is more actively engaged in the process of making relationships, studying tje graphics and labels as well as relating or comparing the objects to one another.
  • Discovery : An other mean of visitor engagement is the one in which the visitor explores a range of specimens appreciating individual examples. This is found in many  natural history museums that have adapted visible storage means of display.
  • Interaction : the most kinesthetically involving mode of visitor apprehension is the one favored by many science centers and children’s museums ; in which staff, volunteers, exhibition apparatus or duplicate specimens identified as hands on Education Collection may be used to elicit a visitor response that  triggers the transformative visitor experience, the discovery of meanings that affects the visitor’s values, interests, or attitude

Where is there interactivity in museums ?

Digital and multimedia techniques are currently providing more ways in which a museum can be participatory. Interactivity in museums can be found through materials, electronic devices, interactive displays, films and sounds. The museum experience becomes a high controlled environment with multi media and multi sensorial stimulis, immersing the visitor in the themes and contents of the exhibition.

In order to be efficient, there are several things to take in account when designing interaction for exhibitions.

For all interactives, visitors need to gain an idea of what they are interacting with, what is does and how it works in as short a time as possible, so approachability is important.

Visitors have limited time and patience for exploring and expending mental effort on an exhibit. There has to be some kind of reassuring feedback within seconds of the visitor beginning to use an interaction, so that he or she can see that their actions have had an effect.

If a new interface is introduced, this should be done consistently. The controls either have to be consistent with the way things are already done, and therefore rely on the visitor’s previous experience to help him or her to know what to do. It is also important to consider that some interfaces are intuitive to use, and call for learning whereas other are not [3].

The Wii controller in A is more intuitive than the PS3 controller in B for non initiate users

Benefits of sound and films :

Moderne audiences have become accustomed to ambient sound and moving images. Exhibitors are increasingly aware of the diverse learning styles of the visiting public. Many visitors are reluctant to read labels and many are primarily driven by visual and aural stimuli. For them, film and sound are the preferred means of engaging with a subject. Increasingly, film, video and sound are used as scenographic elements in an exhibition theme, as part of an overall immersive environment.

Interactive screen are more and more common nowadays in expositions

Designers use every tool available to create a total display that communicates the storyline throught every element : light, materials, moving images, and sound. Projections or videos are often used to create a visual backdrop that overwhelms the senses of visitors and immerses them in the subject of the display. Powerful images and ambient sound effectively isolate visitors and draw their attention to a particular theme or idea. Overwhelming them with images, sounds, smells and textures forces them to engage directly with exhibition and its theme. This approach which is common to art installations as well as exhibitions often involves interactives devices.

Inside soundBox, interactiv experience using sound at the Adventure Science Center in Nashville. In this display, a group of people can mix a recording by standing our crouching to affect the levels of different parts. At another, motion sensors follow your hands and you can, like a conductor, influence the tempo of a virtual Nashville Symphony [4].

Devices such as acoustic guides, pda (personal digital assistants) sound booths and kiosks are useful additions to any exhibition and are important in enabling the visitors with different learning styles (auditory) to engage with its subject. But there are number of limitating factors that the designer must take in account when designing the experience, and the help of specialists is requiered.

Digitarium – Game Science Center in Berlin. The center shows applications with nex technologies, everything is based arounf interaction and implies the activ participation of the visitor with body movements, voice, occulary movement etc [5].

Materials :

The designer must consider a lot of things when deciding on which materials he will put on an exhibition, especially when for childrens. They must evaluate their fire rating, durability an whether they are suitable for a specific purpose. In addition to fire retardancy, and a material’s aesthetic properies, the designer must check its durability, order times, price, sheet sizes, ease of maintenance and assembly time and the skills of the contractors involved.

Fire retardancy is an important consideration to have when choosing a material

In reality, many designers develop a palette of materials they use consistently, introducing new ones cautiously and only when they are sure they will perform. A sample board, materials glued to a board is useful to show the range of materials used for each different aspect of an exhibition and is often shown to the client as part of a design presentation. It allows the designer to make minute adjustments to colours and finishes to ensure a good result.

One material data base among the one that exist, https://materio.com/[6]

In many cases, the materials that are chosen will last for the duration of just one exhibition. Howevber in the light of green design imperatives, materials that can easily be reused for future shows are preferred. Particularly for commercial exhibitors, it is essential that colours and textures are consistent with the visual identity of the company, and that finishes are consistent with its branding material.

For museum displays some materials particularly those used inside showcases are tested for conservation purpose. A toxic glue that fixes a laminate or a painted surface might be a potential source of pollutants that can accelerate the deterioriation of sensitive artifacts.

Technical drawing and implementation of the exhibition

The models, sketches and drawing are important means of showing a coherent design strategy and to discuss and share important ideas with the client. At the end of the discussion the designer has to turn the provisional drawings into technical drawings that can be read by contractors and suppliers and provide the information for the final built project.

For each part of the exhibit, the designer produces drawings at different scales starting with the largest which show the overall site and how the built project will fit in. hese drawings are collected, numbered and given titles. It should include measures perspective and any technical details.

Example of detailed plan [3]

Technical drawings for exhibitions are similar to those produced by architects and interior designers. With all exhibition drawings, figures superimposed on section drawings speak very eloquently about the relationship of the exhibits to visitors. Drawing of a range of visitors interacting with displays helps to determine the correct height for display panels, controls, buttons, screens and other interactions points.

Interaction drawing of the setup of the UK Pavilion Expo in Aichi, Japan [3].

Drawing for interaction devices often need to show the exhibit or display in a number of modes to make clear how the user interacts with it and what changes are triggered by the interaction. This may also be specified in words on the drawings, detailing the stages in an interaction and the intended visitor experience.

Before a completed design is handed over, the designer produces a checklist, called a snagging list which highlights snags or construction defects. Then the last step of the exhibition can go with the assembly of all the contents of the exhibition.

Sources :

[1] Exhibition design, David Dernie

[2] https://www.researchgate.net/figure/Figure-8-Falks-visitors-categories-Sources-Adapted-from-Falk-J-2004_fig2_323987626

[3] Exhibition design, Philip Hughes

[4] https://www.wmot.org/post/tune-your-audio-awareness-new-adventure-science-center-exhibit#stream/0

[5] https://www.berlin-welcomecard.de/de/partner/digitarium-das-gamesciencecenter

[6] https://materio.com/