LECTURE 5 – DRAMATIZATION Friday, May 30, 10:15 a.m. RECAP: Communicating with exhibits is like comm. in any other medium: Start with RECEIVER (educated, middle class, social group) Develop your PROPOSITION (single Main Message; sub-msgs) Today: DRAMATIZATION – how to get point across In cycle terms: We got FEEDBACK to learn who our audience was We ENCODED our content messages Now, we TRANSMIT – matching message to medium So, let’s talk a little bit about MEDIUM: Medium is the agency through which something is communicated Recording technology: Sheet music – any length (Cole Porter, 19 verses) 78 rpm – common gears, motors for mass production: 3 minutes Kenton album 33 1/3 LP (B’rama) – 20-25 min max. arrange songs for strong beginning and end theme / concept albums (Pepper) CD – up to 75 min – “more” music not nec. A good thing! program play, so “front-load” (Matthew Sweet) bonus tracks shuffle – TMBG / Drama IPod? MP3? THE FEATURES OF THE MEDIUM SHAPE HOW THE MESSAGE IS CONVEYED. Characteristics of the exhibit medium: A three-dimensional space Experienced physically and temporally Broad audience (non-expert) Self-guided Multi-modal (different types of experiences) Thematic (is “about” something) “Educational” “Exhibit” = to SHOW. Not “to tell.” Not “to show off.” How is it like / not like: A book? (info; but linear, one-dimensional, non-social, exper.) A classroom? (info, social; but formal, no choice, often not visual) TV? (info, visual; but passive, linear, one-D, rarely social) The Web? (info, non-linear; but non-social, one-D; non-exper.) A theme park? (experiential, free-choice, social; but no info) How does this affect the message? 1) 2) 3) Some ideas don’t lend themselves to 3-D experience Hologram analogy – each piece of exhibit should contain glimpse of the whole. The experience is the thing (Hamlet) Amer. Inst. For Gaphic Arts: most people remember 20% of what they see 50% of what they hear 90% of what they do “I see and I forget; I hear and I remember; I do and I understand.” Brain evolved to control body and sense environment; cognitive functions built on top. Multi-sensory experience integrates knowledge powerfully. Think of exhibits in terms of verbs, not nouns Planning content, we thought in terms of what vis. will learn Now, we plan exhibit, thinking in terms of what vis will see and do ILE HANDOUT Verbs in middle (go through list) WHAT WE DO (left column) Advance organizers Multiple entry points Choice and control Leads to outcomes BAD: linear, text-heavy, detailed / fact-based (book on wall, dead stuff under glass) GOOD: impressions, multi-sensory, real thing, dynamic, choices & options Immersion experiences – involve all senses in MEANINGFUL way Variety – Gardner’s multiple intellgences, learning styles REMEMBER THE VISITOR and how they use space. Multiple entry points. This afternoon’s field trip: What does visitor see and do in space? What meaning can they make of it? DRAMATIZATION Drama – to do Exhibit is stage setting; visitor is actor in an improv. Jim Sims: Elements of drama Interpretation – adding your own spin Limnal space – special, transforming Contingent community – audience and event Four-dimensional narrative – time and space People and scale – big, small relative to human Words – bridge gap, have impact, spoken Advantages of drama: Conflict Ambiguity Imaginative truth Museums tend to be afraid of these, but they are what makes drama powerful – what brings a subject to life. How do we “dramatize,” bring message to life in exhibit? 1) Clarity (main message) 2) Story (memorable, logic) 3) Appropriate experience Activities should be “Bauhaus” – not just busy work, but meaningful, related to content BAD EXAMPLES from GLSC, MDSC What are each of these good for? Text (linear, conceptual) Video (linear, visual) Computer (layered info) Sound (mood) Audio (personalize) Models (difficult demos – size, fragility) Touching (kinesthetic) Flappers and Sliders (searching; multiple options) Push-buttons (demonstration) Levers (depends) Mechanicals (process) Activities (you do it!) – examples? Kennedy – know user (diverse); know setting (fit in flow); know meaning – all senses; non-verbal clues; appropriate for content; prototype; floor staff. Websites for examples: www.msu.edu/~dillenbu/exhibits/exshell.html www.ahha-museumservices.com/museumphotos/Museums.html Objects – most common. Some say purpose of museums. Experience limited to looking. The dreaded Dillenburg poetry analogy: Imagery is life’s blood of poetry – pieces of world we respond to. Object is life’s blood of exhibit – pieces of world we learn from. (“Object” define broadly, includes experience, IA) Three types of imagery: Properties – carefully chosen piece of scenery Metaphor – not present, invoked as comparison Symbol – both: really present, but invokes more Definitions clear-cut and separate. Three uses of objects in exhibits: Aesthetic – object itself (art) Totemic – what object represents (history) Didactic – both: look at object, extrapolate (science) Not as clear-cut: most objects a bit of all three. Function determined by exhibit, how it is used. (I thought I was so damn original, but Harris Shettel said pretty much the same thing in 1973.) In both, meaning is concentrated. A few words, a few objects, carry a lot of potential meaning. Reader moves through poem, line by line, responding, building meaning. Poet had intention, but poem is “completed” by reader finding / making their own meaning – understand themselves. Visitor moves through exhibit case-by-case (skipping around a lot), building meaning. Museum intended meaning, but exhibit “completed” by visitor finding themselves in it – understand themselves. Meaning is built by the relationship between objects. Capybara / spring hare Capybara / jungle fowl Capybara / capybara DESIGN: It’s all about context. Materials: natural vs. artificial Light: natural vs. artificial Colors: bright / warm / pastel / earth tones / etc. Environment: immersion, marching cases Sequence: what follows what Layout: straight shot, winding Pace: contemplative, frenetic Activity: looking, touching, doing, watching, combination (Dillenburg exhibit philosophy) No such thing as “no context” Art museums (bricks) Exploratorium Whole always greater than sum of its parts SUMMARY The features of a medium affect how it transmits messages. The features of exhibition are 3-D, non-liner, visual experience. A successful exhibit takes advantages of these features, creating compelling, memorable, impactful experiences. A bad exhibit ignores these features and tries to communicate in a manner inappropriate for the medium (book on a wall, dead stuff under glass) McLean: Exhibit is the INTERACTION of objects (phenomenon) and ideas (content) with PEOPLE. Monday – we start putting it all together: Wedding our CONCEPTS to our DRAMATIZATION, for the benefit of our VISITORS ASSIGNMENTS: Reading Main message (assigned last time) – due Monday Now that you know D-P-R, choose and exhibit and review it in those terms. Any interpretive exhibit. (Better if in Lansing area, but any will do.) DUE after next break: Wednesday, June 11. E-mail is fine.