Investigating 'interactives' at the Powerhouse Museum: Personal, social and physical contextGrahame RamsayResearch Associate Powerhouse Museum |
The term "interactives" has been used within the Powerhouse Museum to describe a myriad of activities and learning aids. "Interactives" range from activities that require the visitor to use their whole body to solve problems to activities that involve simply clicking a button. Each of these interactives have quite different outcomes and provide very different experiences for the museum visitor. This paper considers the history, classification, instructional design and purpose of "interactives" as part of exhibitions within the Powerhouse Museum. It describes trends in interactive exhibit design, key success factors for interactives and key limiting factors on the use of interactives within museum exhibits.To identify and analyse the range of tools that have been broadly categorised as "interactives" within the Powerhouse Museum, a sample of computer based interactives and non-computer based interactives were compared. The use of these interactives by museum visitors were observed and differences in the way these different types of interactive can and are being used were identified.
A recent publication (Bearman 1995) contained the apparent oxymoron "hands-on hypermedia". The report contained articles on computer based interactives which relied in the main on use of a keyboard and a mouse. Is the use of a mouse and a keyboard " hands-on"? Previous usages of the term "hands on " have described activities that involved many of the senses in discovery and experiential learning ( Kolb, 1984) with museum visitors employing many learning styles (Thomas 1994). Inappropriate expectations have been produced by grouping computer based multimedia with non-computer based "hands-on" tools and assuming they share identical potential and produce similar outcomes. The appropriation of the term to describe computer based interactives may confuse its meaning, but it may also indicate the evolution of the term "hands-on" to describe the underlying intention of the computer based interactive. A recent definition indicates this possibility:
A hands on or interactive museum exhibit has clear educational objectives which encourage individuals or groups of people working together to understand real objects or real phenomena through physical exploration which involves choice and initiative (Caulton, 1998: 2)
Interactives represent the convergence of two separate traditions within the science and technology museum. The first is tradition derived from San Fransisco's "Exploratorium" which emphasises active participation by users in hands on experiences. Users are able to do experiments and infer scientific principles from first hand experience (Danilov, 1982).
The second tradition is derived from the British Science Museum. It emphasises working models of machines. Users have been able to set machines in motion by pressing buttons and observe the motion. This tradition frequently employs cut-away sections of machines that allow users to see processes that would have been hidden in the past. Interactives have the potential to demonstrate processes and enable the user to see from new perspectives (Pearce, 1992).
Falk (1992) has also emphasised that the essence of the exhibition medium and science centres generally is affective and motivational, not cognitive. He argued that what people learn in the museum is often directly related to what they knew when they walked in and that learning is cumulative. He argued that the museum visitors' experience and learning is an interaction between three contexts, the personal, the social and the physical. Personal includes visitor agendas, previous experience and source of information. Social includes family visitors, school field trips and other visitors. Physical includes visitor behaviour, influence of the physical social context, exhibits and labels, visitors' frames of reference and experience of objects. The interplay of contexts produces what Falk describes as the museum gestalt.
These three areas, personal, social and physical will provide an organising framework for this research.
"Hands on" and interactive exhibits, on the other hand, encourage visitors to touch and become engaged in a narrative where the user can navigate a personal path through the material.
Interactives are the most recent response by the Powerhouse Museum to contemporary technology which might be used in museum exhibition. Their perceived importance is indicated by Powerhouse establishing a department to produce interactives and their inclusion in most exhibitions, both temporary and long term.
On the demand side, surveys indicate that interactives are memorable and popular with museum users ( Purser,1993). Overseas research confirms this trend (Davies, 1994). Their influence is now so pervasive that one exhibition, "CYBERZONE", has numerous interactives (and not many artefacts). Interactives can be seen as part of a range of tools for exhibitions which include photographs, drawings, labels, working models, videos, etc. Just another tool in the curator's craft.
Jones-Garmil (1997) argued that interactives have both implicit and explicit functions which place them in a different position in relation to the museum visitor than other components of an exhibition. They provide unique experiences, carry a potential educational function, use a technology that brings the museum into a contemporary framework, and they provide different experiences from books, information labels and photographs. They can be cognitively rich. They can allow for individually unique pathways. They can allow for group interaction. They are inherently attractive to school children. They provide a simulated "hands-on experience".
Laurillard (1993) compared and contrasted the contribution that various educational media can make to the teaching and learning process. She described the contribution of IMM as 'tutorial simulation.
However, the icon also indicates the range of "interactivity" of the broad genre of "interactives" within the Powerhouse Museum. For some there is low interactivity: you press a button and there is one outcome, for others there is high interactivity, the visitor has to put their "hands-on" and engage in an exploration which can lead to many different kinds of outcome.
Despite what might be seen as apparent limitations of the medium, computer based interactives are very popular with visitors and are also popular with curators of present and forthcoming museum exhibitions. However, in the rush to incorporate interactives in exhibitions, the strengths of non computer interactive "hands-on" should not be ignored.
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Grahame Ramsay is completing a PhD on the application of instructional design theory and practice to Internet web design in museum web sites. He is currently a Research Associate at the Powerhouse Museum. He has lectured in communication and media at UWS Nepean. He has also completed major consultancies on the design of web sites in learning in the tertiary sector. He is the treasurer of ASET's NSW Chapter.
Grahame has worked for the ABC as a producer/director and continues to combine film making with more recent work on the Internet.
2 Harrison Avenue Please cite as: Ramsay, G. (1998). Investigating 'interactives' at the Powerhouse Museum: Personal, social and physical context. In C. McBeath, C. and R. Atkinson (Eds), Planning for Progress, Partnership and Profit. Proceedings EdTech'98. Perth: Australian Society for Educational Technology. http://www.aset.org.au/confs/edtech98/pubs/articles/ramsay.html |