Monday, August 10, 2009
How to get kicked out a museum
Saturday, March 28, 2009
Talking in the dark
Tuesday, March 17, 2009
Recessions, museums, art and Etsy
Thursday, March 12, 2009
Um...wow.
Thursday, November 6, 2008
Dr Jekyll and Mrs Hyde
But I also spent several hours working on things to drive revenue, and ways to get parents to pony up cash for premium experiences.
And I should probably feel bad about that, but I really don't.
So, I guess what I am wondering, is this: Is it ok to play both roles? Can you advocate for audiences and still play the business angle? I think my response is yes.
I sometimes feel like a broken record in class. When in a classroom full of students and often professors for whom museum work is largely still theorhetical, I feel I need to remind them that museums are an odd combination of business and educational/cultural institution. People always seem to forget the business end of things.
The modern museum is constantly faced with a need to compete for your constantly decreasing free time. We need to keep you coming in the doors. LIke it or not, the money you give to museums, through tickets, donations, retail and food service, helps us not only keep the doors open, but care for collections and continue our mission.
So how do I reconcile championing things like photo sales and face painting - and charging for them- with my passion for audiences and education? It's not always easy. I almost have to be two people, part savvy businesswoman who looks at theme parks and malls and says "what a great idea!" and part subversive educator who looks at websites and tiny museums and library programs and says "what a great idea!" When I am lucky, the two things meet up. When I am not, they juxtapose in ways that are uncomfortable.
I cannot say that I am sorry for thinking of ways to generate revenue. It is not my intention to nickle and dime visitors. I can only hope that what we are coming up with is an experience that is beyond a simple retail transaction. I hope that I manage to balance the two sides of my personality.
Anyone out there have similar experiences? Or thoughts?
Thursday, August 21, 2008
Marketing and getting the joke
A few things come to mind.
1) No one on NPR should ever use the term "street cred." Especially not as it concerns Jerry Seinfeld.
2) The ad geniuses at Microsoft just don't get it.
The "I'm a Mac/I'm a PC" ads have been successful because they understand their audience and appeal specifically to it. Better than that, they know what audience they WANT to attract and have pointedly played to that group. The young, hip, artsy crowd immediately identifies with Justin Long's uber hipster/slacker. We (yes, I am totally counting myself in this crowd) laugh at his good natured ribbing of John Hodgman's PC. Long's Mac is the ad world's version of Jim Halpert. And, we get the joke. We see nice guy, cool guy, guy we want to hang out with. And, we think that we too should have Macs, to be cool and hip.
Trying to use Seinfeld to counter this image just proves that Microsoft doesn't get the joke. Jerry Seinfeld is a funny guy (so I hear, I never really cared for him), but his appeal is to the fans of his TV show - i.e. people who were 30somethings almost 20 years ago. Totally different audience, and if that is what Microsoft is after, great! However, if the goal is to reclaim the "youth vote" as it were, they need someone with ACTUAL "street cred."
How does this relate to museums (see, you knew I'd get there eventually)? Most museums are now marketing to younger audiences - either parents of young children (25-45) or young professionals (25-40). These audiences are increasingly responsive to a level of fun and humor that is not always present in museum marketing.
The IMA did it well with their campaign for "Roman Art from the Louvre," most notably with ads with the line "togas not required." Silly, simple, and clever. I'll be on the lookout for clever advertising for museums, as there isnt much out there.
Museum directors need to trust their marketing teams to come up with ideas that appeal to the target audience - which may not include the director! Too often I wonder if directors push for advertising that appeals to them personally, rather than what will appeal to the target audience. There is so much creativity in museums, it will be great to watch it go wild.
So, way to go Microsoft - you basically proved Apple's point for them.
Tuesday, July 29, 2008
Blockbusters: Boom or Bust?
A few things come to mind, and none of them are any more than the ramblings of my own mind. So, don't quote me.
1) Museums are under pressure to maintain high levels of visitation and membership, and have seen that temporary/traveling exhibits can help with this.
There is always discussion on mailing lists and at conferences on the value of traveling exhibits. On one side of the argument, is it worth the money (sometimes LOTS of money) spent on a temporary show, when the same amount could build a gorgeous permanent exhibit? Decent large shows (5000 -8000 square feet) now regularly rent for $150K+ for 3 months. Add in shipping, labor, etc, and you've got a sizeable cost. Blockbuster shows can require a guarantee of millions of dollars - which means if you don't make that much, you owe them cash. It's a hefty investment and in a museum struggling with finances, can be a huge gamble.
On the other side, the argument is that visitors are fickle. They want something new every time they come. For a museum such as ours, over 50% of our visitation comes in the form of members - who often visit 3-4 times per year or more. Yes, they visit their favorite spaces, but if you never give them new, they will not come back as often. In a market like Indianapolis, it doesn't take long before you have maxed out your audience. Then you have to rely on repeat visitation to increase your numbers. Temporary shows help with this, as it gives people a call to action to come back. Add to this that changing exhibits are easier to market, and you have a strong argument in favor of hosting these shows.
2) There isn't anything out there
My job is to manage our temporary/special/changing exhibits. Whatever you want to call them. And let me tell you, pickin's are slim. Where once we hosted exhibits about toys, bears, or economics - we now almost exclusively host shows featuring cartoon characters, popular books, or grown up artifact shows. The name is driving selection as much as the content. Even at a children's museum, it has to be sexy. Nanotechnology? Love it, want it, would love to host it. Can we market it? Ehhhh, I don't know.
And, with the focus on licensed product for exhibits, that means there are fewer museums that can produce these exhibits and fewer museums that can host them. And, the well of IP may be limited, but the good stuff at the top goes fast. Sure, you can probably get a license agreement from the author and publisher of a marginally popular children's book, but you probably can't sell/market it.
2) The growth of the blockbuster exhibit world is slowly killing the little guy.
I'm not going to pull any punches here. I firmly believe that, no matter how cool they are, blockbuster exhibits are killing the industry. They are another step towards the corporatization of the museum world, and they are further separating the museum world into a sort of "haves" and "have nots". As mentioned above, blockbuster exhibits come with a hefty price, but not just financial.
Blockbuster exhibits, like Body Worlds, Tut, Vatican, and Titanic, came on the scene in the 70s, with the first Tut show. At the time, that show was groundbreaking, and the crowds were more than happy to stand in line and shove through like cattle. The term "blockbuster" came from the movie industry - a term meant to imply a double threat, a financially viable show that features amazing content and quality exhibitry. But, as we have seen with the film industry, just because something is a blockbuster, it doesn't mean it is good. I give you High School Musical, Speed Racer and The Mummy 3.
The blockbuster boom has led to a glut of exhibit copies (there are at least 3 Body Worlds on the road) and knock-offs (Bodies: The Exhibition - more on that in the next post). The simple supply/demand model kicks in, and as more exhibits become available, and visitors have more options, the exhibits become less financially sound. If you know you can see Body Worlds anywhere, why worry about driving to see it? There's no rush, no call to action. There is no longer a "limited time only."
Other issues:
* With the perceived success of exhibits like Tut and Body Worlds, everyone wants in on the game. When a museum proposes an exhibit to an IP holder or the owner of an artifact, they expect handsome compensation. After all, if Tut can rake in millions, why can't their pirate ship/costume collection/famous toy exhibit?
* With the drive to use licensed product, exhibit producers are bending more and more to the will of the IP holder. The museum or exhibit company is no longer in charge of the content or design of the exhibit. We are no longer trusted with our own expertise. And the exhibits suffer for it.
* The drive to create these shows leads to shorter development time. This leads to mixed messaging, mish-mashed content, and sloppy design.
Well, this became a rant on blockbuster shows, but so be it. I won't say that I didn't enjoy Body Worlds, or Titanic. I wont say I am not excited about Tut. But, like everything else, the bubble cannot hold. Soon, very soon, the blockbuster bubble will break, and museums will be left with empty schedules and a demanding public. So what then?
How can we as an industry return to creating strong exhibits that stand on their own, without a $15 ticket charge and a hard bound catalogue? Seriously, I'm asking.
Wednesday, February 20, 2008
What's the Big Idea?
The Big Idea is a frustrating master. Without one, you cannot hope to know if your exhibit was effective. But with one, you are constantly bound by the question “does it speak to the Big Idea?” The concept has provoked many a developer ranting “but it’s fun dammit!”
So why does this matter? Well, we hope that exhibit designers and builders aren’t creating exhibits for themselves. There are these people called visitors, and the exhibit, ultimately is for them.
The following is NOT a big idea: Biodiversity
That is a topic. It’s a good one, but it isn’t a big idea.
This is a big idea: Diversity of life is necessary for the survival of all living things; diversity is under threat primarily by human beings living in the environment, but things can be done and are being done to help. (Courtesy AMNH)
A big idea is a complete sentence. Ideally it should answer the Enduring Question. For this example, the Enduring Question is: “Why should we care about the diversity of life?”
Stages of Backward Design:
1) Think about what you want your visitor to come away with.
2) Think about how you will know if they “get it”
3) Plan the experience to make sure they do!
So, what is your Big Idea? How can designing backwards help your exhibit to be more effective?
(Info gathered from The Children's
Thursday, January 31, 2008
SL Internship, month one

I am now officially one month into my internship with The Tech, and I think things are going well. I am teaching building classes twice a week, and leading tours on weekends. People always say that you learn better when you teach someone else, and I think that holds true here. I continue to feel more and more comfortable with simple building, navigating, and explaining just what the heck we are doing here.
My first class was - less than great. Had 2 people show up 30 minutes late, and neither one really needed a basic class. That prompted me to add a description of just how basic - basic was. Its like, make a cube. Change its size. Change its color. Voila! Simple stuff. I dont want people to come in thinking I am going to teach them how to create buildings and steampunk engines, etc. Nope, just boxes and balls. But...look what we did with boxes and balls!

Tonight, between 4 of us, we experimented our way to a greater understanding of some of the intricacies of prim building. And this, I think, is a point in favor of SL.
Even on the most cohesive exhibit team, not everyone gets to be part of every step. The developer spends a great deal of time coming up with the ideas, while the curator combs the archives. The designer locks herself away to sketch and draw, while the production team asks you to stay out of their hair while they build. Its necessary to have specific skills on the team, and you cannot expect every team member to be able to contribute to every step along the way.
Imagine a team building an exhibit - they all go into a room that is filled with every substance imaginable. They can all build, as very few skills are required. They take time to experiment with wild ideas. They play. Imagine what kind of exhibit could come from that? I dont see SL as an analogue of the RL design process, but rather as a tool for building creativity.
In RL I am currently working on a new exhibit. Our exhibit process is very open and creative, and we spend lots of time brainstorming, refining ideas, etc. What we dont get lots of time to do is play around with the physical. I can suggest changes, but those need to go to the developer, then to the designer, then to the CAD designer, then to the production engineer and graphics designer, then back to me for approval. Whew! And what if I dont like it after all? It becomes like the classic comedy scene - move the couch over here. No maybe here. No maybe back there after all.
But in SL - I can be working away and suddenly think - Hm, would this look better with a curved surface? Or, what if it were stone? And I can change it in a flash, and change it back. No harm, no foul. And everyone on the team could have their say. And, as the budget manager in me has to say it, you havent spent a dime.
Could museums use SL as a brainstorming lab? A place where they could go to play with ideas?
Tuesday, January 15, 2008
Virtual Museums in SL
The Dresden has done an admirable job of recreating a real life (thats RL) place in a virtual environment. I cannot begin to imagine how
much time it must have taken.Here is the real museum.
<------

And here is the recreation in SL --->
Beautiful. And not just the outside. The interior is just as amazing, complete with parquet work, moulded ceilings, the works. The big problem is - it takes forever to load on screen.
And, like many grand old museums, its easy to get lost. (Of course, in RL you can't just teleport out)
The idea is great - a virtual recreation of a real space, featuring recreations of the artifacts, in this case art. The chances of my visiting this museum in RL are slim, but I can hop on SL and at least see something, right?
Wrong. The images of the art are far too small to provide any sense of what the real art might be like. Add to that the time it takes to load, and the art becomes secondary. Now, for architecture buffs and those who just love beautiful buildings, the site is well worth the visit. But this is a nice example of how what works in RL doesn't always translate to SL.

Next: An update on the internship, a review of some papers from Museums and the Web, and a visit to Virtual Starry Night.