Running head: DESIGNING FOR PLAY Capstone Essay: Designing for play in an informal arts environment Katherine Chapman Vanderbilt University DESIGNING FOR PLAY Abstract: The ArtQuest gallery is a space at the intersection of informal learning and arts education, built for all ages, but especially for young children. At first glance, it appears to be highly successful at achieving some of its goals, and less successful at others. Specifically, it appears to encourage material exploration, but not the “higher-level” components of high-quality arts curricula such as aesthetic awareness and reflection. In this essay I explore some of what is known about high-quality arts education, designing for informal learning environments, and the innate characteristics of play in an effort to explore whether play as a conceptual framework might be fruitful in approaching the design of an informal arts space to better promote meaning-making and meta-awareness. 2 DESIGNING FOR PLAY 3 Introduction: Purpose In a brief field study at the ArtQuest children’s exhibit (conducted for EDUC 3770), I noted that some of the curricular materials appeared to be significantly more successful in engaging young visitors than others. Since many of these visitors appeared to be preschool to early elementary aged, my first instinct about how better to get them involved in the exhibits was through play, which is both intrinsically motivating—particularly for students of that age—and often considered fertile ground for learning. For this essay, then, I explore the conceptual framework of play (particularly in the context of education), the specific context of an informal learning environment, and current ideas about what makes a high-quality arts curriculum. These three lenses are brought together in the learner—and here I focus on roughly ages three to six—and some issues about assessment of the efficacy of exhibits in informal environments are touched on. Finally, I suggest that play is a useful way of conceptualizing what educators would like to see happen with young children in a space like ArtQuest, and some suggestions are made about how it might be put to use. Conceptual Framework: Defining play Before discussing the work of play, it makes sense to establish just exactly what it is. Play has often been called “the work of children” (Montessori; Paley, 2004). It has been posited to serve all kinds of functions from preparing young animals for the physical demands of adolescence and adulthood (Burghardt, 2005), to providing insulated spaces in which to nurture and repair fragile (or undeveloped) minds (Erikson, 1977). Despite all the theoretical work that the concept of play has done over the years, however, the thing itself remains difficult to define, seemingly relegated to the “know it when you see it” bin DESIGNING FOR PLAY 4 of cultural categories. Play scholars Anthony Pellegrini and Brian Sutton-Smith have both written extensively about the difficulties of defining play. Pellegrini points out that there is very little consistency with which the term is applied, noting that “in the child development literature, the term play is often used to label most forms of children’s social and nonsocial behavior, regardless of whether it is play or not” (Pellegrini, 2009). Sutton-Smith also noted that play is notoriously ambiguous. In an effort to make clearer the defining features, he cataloged eight “rhetorics of play”—from play as (specifically child) development to play as pure ludic frivolity—the agendas of which he says have had as much influence on researchers’ definitions of play as any intrinsic property of the behavior (Sutton-Smith, 1997). The study of play persists even despite its slippery categorization, or perhaps even because of it. Scholars have been fascinated by play for its prevalence and spontaneity, but also for its seeming subversiveness and accompanying imperviousness to facile labels. Even the “when you see it” designation is misleading, since Pellegrini has shown that “children, adolescents, and adults have sometimes have [sic] difficulty differentiating some forms of play from nonplay” (Pelligrini, 2009). Sutton-Smith—who is more committed to the subjective qualities of the play experience than some researchers—has said that part of the difficulty for researchers is that “anything can be played with, but no particular thing is necessarily play” (Dibb, 2011). Thus, he suggests, the tendency to designate certain structurally consistent interactions (with certain peers or objects, for example) as “play” often fails to be compelling to those who take a view that the player’s disposition is paramount (cf. Csikszentmihalyis’s notion of “flow”). DESIGNING FOR PLAY 5 Unsurprisingly, the rhetoric of play (to use Sutton-Smith’s term) most commonly associated with education research is the rhetoric of development or “progress.” From this perspective, play is viewed as promoting individual development. Perhaps the most famous proponent of this view, Vygotsky considered play to be, among other things, an intrinsic way for the child to create his own Zone of Proximal Development (1967). Though not wholly committed to the “progress” rhetoric, I recognize its influence on my reasons for using play as a lens in this context. Thus, taking seriously Sutton-Smith’s caution about promoting a view of play that merely serves an agenda, for the purposes of this essay I will “continue to study the behavior in its observable forms with the hope of inferring a clearer conceptual picture later” (Weisler & McCall, 1976). I take as a starting point the aforementioned work of Brian Sutton-Smith, but also the emphasis on the metacommunicative aspects of children’s fantasy play explored by Gregory Bateson, and a literature review from 1976 by Weisler and McCall with its observations about exploration as an aspect of play. With these models in mind, I explore an analogy between aspects of children’s play and current ideas about high-quality arts education as they might apply to the design of an informal arts learning space. Before trying to clarify the conceptual framework further, however, I outline both the specific context of this informal environment, and the learning goals. Context: ArtQuest at the Frist The Frist Center for the Visual Arts is a museum in Nashville, TN whose vision is “to inspire people through art to look at their world in new ways.” Consistent with this vision, the Center maintains no permanent collection, choosing instead to put its resources into bringing consistently new material to its patrons. All presentations of the DESIGNING FOR PLAY 6 museum are meant to be accessible to a broad range of visitors, and the museum staff put a particular emphasis on “meeting people where they are” instead of attempting to force a particular viewpoint or orientation. The Center also maintains a consistent educational focus. Its mission statement includes this emphasis, which is to “present and originate high quality exhibitions with related educational programs and community outreach activities” (The Frist Center, n.d.; personal communication). One of the clearest expressions of this educational emphasis is the ArtQuest gallery—a dedicated space on the Center’s upper floor that resembles a traditional children’s museum, with activity stations that invite young visitors to view and create art. The activities range from figure drawing (from a mannequin), to printmaking, to stopmotion animation. There is also a rotating station that has some tie-in to the current exhibit in the lower gallery. Many of the stations are “explained” by signs that hang over the workspace, and several are staffed by volunteers who help explain the proper techniques, and who hand out materials. On a typical day, the space is littered with children, some in pairs or groups, but many accompanied only by a single adult. Visitors move from one station to another, sometimes with purpose, sometimes wandering until something catches their attention. At stations manned by volunteers—including the watercolor painting station, but especially the printmaking station—there is a clear order to things. Supplies are doled out one at a time, and technical help is offered by the volunteers. At other stations there is a process, but nothing more than a sign to explain it. At still others, the materials themselves do the bulk of the signaling—a set of easels, set up near stools, in front of a mannequin, for DESIGNING FOR PLAY 7 example. Some of the materials presented at the stations seem to have a strong pull (for children especially), and others are less clear in focus or otherwise less appealing. Included in the less appealing camp are a video in which child actors encourage viewers to observe line and shape in ordinary objects, and two stations that involve later stages of art-making—one for mounting finished artworks, and another that asks visitors to put their finished piece on display, and “Stand back to think about and reflect upon your artwork” (Frist Center plaque, emphasis in original). There were many stations that were less popular than others, but these three especially stood out. In several days of observations, I saw many children, and quite a few parents, engaged if not engrossed in many of the art-making stations, but not once did I see anyone using the mounting station or the “reflection” station. (Once I saw someone trigger the “line and shape” video, but that appeared to have been an accident, the play button inadvertently pressed by a parent who had stepped inside the viewing area to take a seat.) This raised several questions for me: What about these forgotten stations? What was their purpose? And once that aim is clear, what does the literature suggest about why they failed? Should they be abandoned, or are there suggestions as to how they might be redesigned to accomplish their original aims? Aim: High-quality arts curriculum According to the Frist Center website, the ArtQuest stations are meant to “introduce three areas of art learning: 1. Art Essentials: These activities examine specific elements of art, such as line, color, and texture. 2. Art Materials and Techniques: These activities encourage visitors to create artworks using a variety of artistic media and methods. DESIGNING FOR PLAY 8 3. Art and Meaning: These activities provide visitors with opportunities to think about and discuss art with others” (The Frist Center, n.d.). While these three categories are not explained in much detail, they align nicely with several of the “seven broad purposes of arts education” identified in a survey of contemporary arts education programs and recent academic literature conducted by Project Zero at the Harvard Graduate School of Education (funded by the Wallace Foundation) (Seidel et al., 2009). While I did not conduct an exhaustive search of the current landscape, the Seidel et al. findings are both less than a decade old, and consistent with the most recent National Core Arts Standards, as well as with several other publications (some of which shared authors with the Project Zero study) (e.g. Gardener, 1989; Hetland et al., 2013). I will therefore use the purposes identified by Seidel et al. to give a fuller picture of what each of the ArtQuest station areas are presumably meant to evoke in visiting students. These include the following (rearranged for parallelism with the ArtQuest categories): “3. Arts education should develop aesthetic awareness”; (2009, p. 21) “2. Arts education should teach artistic skills and techniques without making these primary” (2009, p. 20); and “1. Arts education should foster broad dispositions and skills, especially the capacity to think creatively and the capacity to make connections” (2009, p. 18). The first of these foci—what the Frist Center calls “Art Essentials,” and Seidel et al. call “aesthetic awareness”—includes the specifics of “line, color, and texture,” (The Frist Center, n.d.), but also the broader notion of “students’ capacity to see things from an aesthetic perspective” (Seidel et al., 2009, p. 21). Several proponents of this perspective argue that arts education should not be limited to canonical works of art, but instead broadly applicable as a lens through which to view all kinds of visuals. Specifically, in DESIGNING FOR PLAY 9 this case, students should learn to be discerning viewers not just of works in a gallery, but of the everyday world around them. Attention to the details of composition is encouraged in several of the ArtQuest stations, including those asking visitors to compose using supplied blocks, as well as to draw from pre-arranged still lifes. The broader version of this view of “aesthetic awareness” is also reflected in the ArtQuest “line and shape” video, in which the narrators encourage viewers to see these aspects of design and composition not just in sculpture and painting, but in sidewalks and buildings (though as noted, the line and shape video was one of the disused stations). The second focus reflected in both the Seidel et al. review and the ArtQuest gallery is that of “Materials and Techniques.” This is the most dominant of the observable interactions in the gallery, since many different types of materials are available to visitors, and most of them seem to be taken up, at least briefly, by most children. All over the ArtQuest gallery there are stations and objects that encourage different kinds of work—drawing, painting, and printmaking chief among them, but also stop-motion animation, block stacking, and pipecleaner sculpture. Seidel et al. refer to these as “artistic skills and techniques.” Importantly, however, they also stress that skills and techniques should not be primary. In this and other of their seven identified purposes they point out that many educators voice “serious concerns about privileging technical training over meaning-making” (Seidel et al., 2009, p. 20). The teaching of technique, they insist, is meant to enable students to better express themselves in a given medium. They warn, however, that “the teaching of technique can limit as well as enable” most explicitly because it “limits how students explore” (Seidel et al., 2009, p. 20). A truly skilled arts teacher, they maintain, can make little suggestions about technique without DESIGNING FOR PLAY 10 hemming students into specific modes of expression, or taking the focus away from the goal of meaning-making and communication. The third category of stations at ArtQuest is “Art and Meaning,” which, while broad, is at least partly analogous to the Seidel et al. purpose of fostering “broad dispositions and skills, especially the capacity to think creatively and the capacity to make connections” (2009, p. 18). As mentioned above, the educators interviewed by Seidel et al. warn against separating meaning from the production of art. Thus, they might balk at this explicit separation of technique and meaning. Nevertheless, The Frist Center mentions “discussing art with others,” and their on-site literature explicitly invites visitors to “reflect,” which parallels the Seidel et al. notions of “reflection, and metaphorical thinking” (Seidel et al., 2009, pg. 18). This last purpose or category appears to be the most difficult to promote in the context of ArtQuest, as evidenced by the lack of engagement with the stations that fit under this heading. With this more specific insight into the goals of the ArtQuest stations, the twin problems of assessing and designing for accomplishing those goals become more complex. Taking use as the measure of success, it is clear that the “mounting” and “reflecting” stations were failures, at least over the limited observation period. Since these appear to be the only two stations focused on the third category, it might be fair to say that the Center’s goal of reflecting on and discussing the artwork has not been fulfilled. On the other hand, the first goal—that of developing aesthetic awareness—is at least partially woven into more than one station, making its status as a separate category—and thus the simple use/disuse assessment dichotomy—dubious. The simple assessment might be salvaged if the “aesthetic awareness” goal is considered represented DESIGNING FOR PLAY 11 exclusively by the line and shape video, which was also unused during the observation period. Even so, the new formulation of the second goal—to develop artistic skills without eclipsing meaning-making—makes a use/disuse dichotomy clearly insufficient. How does simple material engagement confirm or deny the presence of meaningmaking? Beyond assessing accomplishments, designing for these goals is itself complex. Helpfully, all three categories are supported by an even more recent publication—the second edition of Studio Thinking, which gives justification for, explanation, and even examples of, high-quality arts education. Thus, in addition to lending support to the consensus about the current goals of arts education, Studio Thinking 2 offers suggestions about how to accomplish these goals. However, their suggestions and observations are limited to classroom work, in which the teacher has arguably more control over the social context as well as influence on the students’ goals and behavior. (The signs hung over the stations at ArtQuest appear to have some influence on how visitors interact with the material, though not as much as one might expect from an instructor in a regular arts classroom.) This adds another layer to the problem, which is what influence different aspects of the informal environment might have on design considerations. The question remains, then, whether and how these identified purposes might be accomplished through the stations at ArtQuest. Learners: Why play? If the goals of ArtQuest fit into these three categories—none of which mentions play— why involve play at all? Beyond the general themes of the rhetoric of progress (many of them unfortunately unsubstantiated) the concept play is relevant for at least two reasons. DESIGNING FOR PLAY 12 First, it is a “known quantity” for children, which makes it useful from a design perspective, and second, its intrinsic features are surprisingly well-aligned with the arts curriculum as outlined above. I. Design considerations One of the biggest challenges to designing for an informal learning environment such as a museum is that there is nothing compelling visitors to follow the curriculum except the affordances of the space. Except possibly on field trips, museum visitors are generally “in ‘self-guided’ mode (i.e. without mediation and guidance by staff members)” (Allen, 2004, p. 1). As such, museum exhibits need to have their own “pull” for visitors, and ideally tap into their intrinsic motivation. This can be accomplished in part by carefully aligning exhibits to visitors’ expectations (making sure they get what they came for), but also by recognizing what activities are both intrinsically rewarding and immediately apprehensible. Sue Allen (at San Francisco’s Exploratorium) has pointed out that one important aid to the immediate apprehensibility of an exhibit—the extent to which it is quickly clear to visitors what they are supposed to either do or attend to—is its evocation of familiar activities. In this essay I am suggesting that play is, for young children especially, such a familiar activity. Further, according to some views, the play of young children is neatly aligned to the stated goals of high-quality arts curricula. As such, it makes sense to explore how play could potentially be designed for and leveraged toward learning in a self-guided environment like ArtQuest. Play is such a familiar activity because for most human beings and many animals, especially when young, play is an intrinsically rewarding. However you define it, most researchers agree on this point. As discussed earlier, however, definitional disputes can DESIGNING FOR PLAY 13 begin at any level of specificity beyond that basic observation, and here I aim to be explicit about at least two aspects of such disputes relevant to ArtQuest. II: Exploration The first such point of contention is whether “exploration” should rightly be considered a kind of play. Weisler and McCall, in 1976, conducted a review of the literature concerning both play and exploration and concluded that the two concepts should be merged. First, they argue, the two concepts “cannot be defined separately without subjectivity and ambiguity” (Weisler & McCall, 1976, p. 496). While I might be tempted to overlook this practical difficulty, given my tendency (with Sutton-Smith) to favor some of the more subjective definitions of play, they continue. Exploration and play, if indeed they are distinct, are likely to be interspersed in reality, and thus an insistent decoupling would lead to a counterproductive chopping of the “ecologically valid, ongoing stream of behavior” (Weisler & McCall, 1976, p. 496). I take this view that, particularly for the latter reason, the merging of the two concepts under the heading of “play” makes most sense. Even so, there are several worthwhile distinctions to be maintained about what I will here call “exploratory play” as opposed to other kinds of play. It is commonly said that exploratory play is object-oriented—the player appears to ask “what can it do?”—whereas other types of play, chiefly symbolic object play, are more player-centered—the implicit question is more like “what can I do with it?” The former is often considered to be the chief purview of infants and toddlers, as when they put things in their mouths, or knock them into other things, as a way of exploring the objects’ materiality. Looked at another way, exploratory play is promoted by “subjective DESIGNING FOR PLAY 14 uncertainty”—“an organismic variable jointly dependent on the level of certain physical attributes of a stimulus and the organism's experience (i.e., familiarity) with, and ability to process, the information they embody” (Weisler & McCall, 1976, p. 497). This promotion has its limit, however. When the situation as a whole becomes “too much”— either the object or the surrounding social context “extends beyond the organism’s ability or desire to process it” (Weisler & McCall, 1976, p. 497)—the organism will retreat or disengage. This reality is well-known by both art teachers and museum designers, though they don’t use the language of play to address it. In discussing her research in the Exploratorium, Sue Allen uses the concept of cognitive overload to explain issues around novelty and familiarity in the design of museum exhibits. Most clearly, when an exhibit is too complex or not immediately apprehensible, most visitors will simply walk away rather than attempting to “figure it out.” Importantly, this notion of complexity extends beyond the specific exhibit to the broader context as well. Namely, “research has suggested that visitors will only engage in a challenge if they are comfortable and oriented (e.g., Hayward & Brydon-Miller, 1984)” (Allen, 2004, p. S23). This last notion, in addition to being consistent with studies of exploratory play, is also acknowledged by art teachers, who consistently speak of a creating a “safe space” for students to exercise their creativity (Seidel et al., 2009). According to Belke, “Play begins within a play space—which is not only a physical place like the nursery room, the playroom or the yard, but also a psychosocial space that gives an atmosphere of freedom and emotional contact” (Balke, 1997). The same is true in arts education. Hetland et al. begin their discussion of high-quality arts classrooms with a focus on the elements of the DESIGNING FOR PLAY 15 physical space that promote the kind of work they hope to see, including carefully designed light and sound, just as Allen discussed in the museum context. They also aim to create a social atmosphere where help is available, but students can still maintain a sense of “unobserved independence” (Hetland et al., 2009, p. 17)—all notions of support and autonomy that are echoed in literature on play. If we include exploration, as I have argued we should, there are clear parallels between this exploratory play and development of tools and techniques that are the stated goal of ArtQuest. Even the toddler banging blocks around in the building area is participating meaningfully in the goals of developing artistic skills and dispositions. III: Fantasy Perhaps the type of play given most attention by researchers—particularly those in the “progress rhetoric” tradition—is fantasy play. Also called dramatic play, sociodramatic play, or symbolic play, this is the type most commonly leveraged to try to engage literacy development. Because of its semiotic component—a banana standing in for a phone, for example—it is hypothesized to be the type of play most relevant to developing symbolic facility. The disputes about fantasy play are subtler than those surrounding exploratory play. What is clear is that fantasy play, particularly when it involves a group of children, includes a host of metacommunicative strategies for its maintenance, often well beyond what the children involved would use in non-play settings. An influential cataloger of this aspect of play, Gregory Bateson frequently explored the extent to which, in “social pretend play, children use metacommunication to clarify, maintain, negotiate, and direct the emerging play frame (Bateson, 1971, 1972; Goffman 1974)” (Sawyer, 2003, p. 137). As Bateson explains, many of these signals are DESIGNING FOR PLAY 16 implicit. Yet, young children engaged in a group play scenario will act out their roles, but also direct other players by explaining the scenario, or the proper functioning of characters. These behaviors align with some of the ArtQuest, and Seidel et al., goals of promoting reflection and communication about art—aspects of the process that children generally ignore without explicit guidance. This potential interweaving of arts curriculum and play is in fact suggested by Eva Balke. As opposed to the way an adult artist will consider the product of her work, she explains, children tend to move on: “When play is completed, what the children have made—a drawing, a block structure, the product—loses importance. They turn their back on it, and have no time to dwell” (Balke, 1997). If the production of art is incorporated into fantasy play, however, children are motivated to extend the process. “To complete the play structure and see that the result is in accordance with what the children intended, however, gives value to the act—it happens here and now” (Balke, 1997). This process of extending the “here and now” to include the reflective goals of the arts curriculum is precisely the design challenge for ArtQuest, and may well be accomplished by encouraging fantasy play. Even if the invocation of play did encourage students to reflect, discuss, and analyze art according to more canonical aesthetic considerations (goals one and three of ArtQuest), what of the primacy of meaning-making over pure technique (goal number two)? This, too, may be addressed by the introduction of fantasy play for another simple reason—children engaged in exploratory play are concerned about the possibilities of the materials, not of the whole process of art-making, which is, according to the arts educators, supposed to be communicative. Fantasy play, on the other hand, involves DESIGNING FOR PLAY 17 taking on roles and exploring the culturally accepted standards on a personally meaningful level. As Bateson again explains, “it is only in the fantasy space that the notion that a primary school student can be a reporter, a scientist, a historian, or even a super-hero is quite believable” (Bateson, 1972/2000, quoted in Barab, Gresalfi, & Ingram-Goble, 2010, p. 527). Students who take on a role that includes communication with others may spontaneously reinvest in the communicative properties of art. Unfortunately, it is in designing for fantasy play that more definitional disputes arise. One option, of course, is to create structured games, but theorists argue over whether games are rightly (or always, or ever) considered “playful” (let alone whether they fit into fantasy play). In fact, Sutton-Smith explains the general problem with designing for play at all: In all play, something plays off something else. A […]sense of difference plays off something that's customary. And usually in our culture in these days a sense of difference is a sense of freedom too. Once you say that we wanna make this playlike, so the medium is the message, the problem with that is that, that's immediately a serious thought. In other words, you've given us a script for how we should do this, which is to make it play-like. But you can't make it play-like by that kind of intention. And the way for us to make it play-like, with that kind of intention, is to be terribly serious. Do you get it? So that the very intention can have play only as its reversal. (Dibb, 2011). With this view of play as a kind of inversion, does designing to promote it ever make sense? Or does it really look that different from the existing designs? In fact, this might return us to the problem of assessment discussed earlier—is the use/disuse dichotomy really enough to determine the success of an exhibit? Context Revisited: What is really happening at ArtQuest?1 As mentioned early on, some of the ArtQuest stations are more prescriptive, and some 1 note: Observations and some of the analysis from this section are taken from my “interim field report” for EDUC 3770. DESIGNING FOR PLAY 18 leave room for improvisation. At the watercolor station, a volunteer controlled access to the paper and paints; brushes and water lay on the painting table. At the print station, a complex procedure seemed to translate to more guidance and explanation from both volunteer and signs. These restrictions were echoed by parents’ words, including “supposed to do some…” and “honey it’s not really my job to do it for you,” while kids were heard subverting some of the tasks, making announcements such as “I’m just doing whatever.” (In one dyad this trend was reversed when the child announced “done, Mommy! What did you make, Mommy?” and the mom responded “I was just messing around.”) This inversion—just doing “whatever” even when there was a clear “supposed to”—suggests that the playful attitude was already alive and well at ArtQuest, but many of the side comments also suggest that many visitors noticed what looked like a prescribed path they were supposed to follow. It would be a stretch to say that children appeared overly controlled at ArtQuest—certainly they had more freedom than they would have in a traditional classroom. Still, the implications of too many directions—too many ways to do something “wrong”—start to echo educators’ concerns that a focus on technique over meaning-making can “limit as well as enable.” The labeling of an “offtask” work as “whatever” might also suggest this focus on material over meaning. What would ArtQuest look like if the play attitude were given primacy? If students at the “reflection” station were encouraged to pretend, would they see more details in their own art that they hadn’t before? Could they be encouraged to engage in a mock critique with family members or peers? What if a volunteer dressed as an “art critic” and offered their own observations rather than handing out materials to kids waiting in line? DESIGNING FOR PLAY 19 Limitations and Implications In addition to its limited scope, the current essay has said virtually nothing about the learning theories underlying the various definitions of play discussed. I suggested in passing that much of the present work is loosely informed by Vygotsky without exploring the implications of such a theoretical background. Scholars in the traditions of Piaget and Vygotsky in particular have agreed to some extent on the salience of play, but certainly not on its definition or function. Even Pellegrini and Sutton-Smith, while consistent on many points, disagree explicitly on whether the notion of purposelessness or “means over ends” should be included as a defining feature of play (Pellegrini says yes, Sutton-Smith not necessarily), and some of these differences may be attributed to different theories of learning. In addition to field-testing the idea of designing for play in ArtQuest, then, next steps would be to continue to flesh out the definitional implications of these observations about the overlap between play and arts curricula, as well as their alignment to particular learning theories. I would also like to further develop the extent to which these ideas can both use and inform what is known about designing for informal environments, which would start with a review of the literature covering play in arts education. While such a review is beyond the scope of this paper, I have begun its outline and tried to incorporate some of the insights here. In keeping with a clearer articulation of both learning theories and implications, in terms of fantasy play and arts curriculum, it is not at all clear that reflection and metacommunication are the same thing. Scholars such as Vivian Paley have certainly suggested that the metacommunicaiton inherent in play can be leveraged into reflection for young children (e.g. 1990). Still, the leap from fantasy play to the kind of reflection DESIGNING FOR PLAY 20 aimed at by ArtQuest is not as simple as the distinction between the exploratory play allowed by the some of the more open-ended stations and inhibited by the more scripted ones. By extension, we might ask if the parallel between play and arts learning is merely analogous, or actually a fruitful medium for designers to work toward. Two conclusions seem fair, even if the salience is analogical. First, when designing for engagement in an informal environment, Allen tells us that “[f]amiliar activities can also be used on the scale of an entire exhibit” (2004, p. S23). Again, I argue that play is such a familiar activity, and it seems right to suggest that an invocation to play that blanketed the whole of ArtQuest might be very fruitful. Whether that meant adjusting details of the environment that art teachers focus on—such as light and sound—or distributing some of the early objects that signal play in classrooms, like child-sized, false versions of everyday objects, or a dress-up box—might best be explored in a design-based experiment. Second, if many of the characteristics and kinds of play are already present in ArtQuest, though they are sometimes stifled by too much prescription, a simple reframing of the experience might have a significant effect on visitor interactions. This could mean redesigning the stations to have clearer physical affordances and less text—at the figure drawing station, for example, those interested in figure drawing knew just what to do, and those simply interested in drawing didn’t seem at all deterred by the presence of a wooden figure. It might, on the other hand, be as simple as reframing the experience for docents and parents. If the stations look to children like they have a prescriptive path, they certainly look that way to adults. Literature (signs or pamphlets) that made an invitation to pretend play (with or without an explanation of its pedagogical significance) DESIGNING FOR PLAY 21 might encourage adults to play along. Similarly, volunteer training that included this playful view of the embedded curriculum might encourage less prescriptive interactions, which might in turn encourage playful engagement. Conclusion Informal learning environments have a special challenge when it comes to the presentation of material. Anything that is too complex or unclear is generally passed over in favor of something more readily apprehensible. This is a real struggle when designers are aiming for deep learning beyond simple material engagement. For young children who are prone to move on quickly from one engagement to the next, promoting things like reflection and meta-awareness is especially difficult. In this essay, however, I have shown that some of these behaviors they normally will not exhibit in certain circumstances, they will perform quite readily in play. Furthermore, both exploratory play and fantasy play have explicit parallels to arts curricula. 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