Tag Archives: Caroline Goeser

Digital world and the Cleveland Museum of Art

If this project is as advertised, then the Cleveland Museum of Art has developed a truly exciting interactive experience. Cliff Kuang in his Mar. 6, 2013 article for Fast Company is definitely enthusiastic,

If you’re a youngster, why stare at a Greek urn when you could blow one up in a video game? One institution thinking deeply about the challenge is the Cleveland Museum of Art, which this month unveiled a series of revamped galleries, designed by Local Projects, which feature cutting-edge interactivity. But the technology isn’t the point. “We didn’t want to create a tech ghetto,” says David Franklin, the museum’s director. Adds Local Projects founder Jake Barton, “We wanted to make the tech predicated on the art itself.”

Put another way, the new galleries at CMA tackle the problem plaguing most ambitious UI projects today: How do you let the content shine, and get the tech out of the way? How do you craft an interaction between bytes and spaces that feels fun?

The Cleveland Museum of Art’s Jan. 14, 2013 news release describes the new project,

… Gallery One, a unique, interactive gallery that blends art, technology and interpretation to inspire visitors to explore the museum’s renowned collections. This revolutionary space features the largest multi-touch screen in the United States, which displays images of over 3,500 objects from the museum’s world-renowned permanent collection. This 40-foot Collection Wall allows visitors to shape their own tours of the museum and to discover the full breadth of the collections on view throughout the museum’s galleries.

Throughout the space, original works of art and digital interactives engage visitors in new ways, putting curiosity, imagination and creativity at the heart of their museum experience. Innovative user-interface design and cutting-edge hardware developed exclusively for Gallery One break new ground in art museum interpretation, design and technology.

“Technology is a vital tool for supporting visitor engagement with the collection,” adds C. Griffith Mann, Deputy Director and Chief Curator. “Putting the art experience first required an unprecedented partnership between the museum’s curatorial, design, education and technology staff.”

Comprised of three major areas, Gallery One offers something for visitors of all ages and levels of comfort with art. Studio Play is a bright and colorful space that offers the museum’s youngest visitors and their families a chance to play and learn about art. Highlights of this portion of Gallery One include: Line and Shape, a multi-touch, microtile wall on which visitors can draw lines that are matched to works of art in the collection; a shadow-puppet theater where silhouettes of objects can be used as “actors” in plays; mobile- and sculpture-building stations where visitors can create their own interpretations of modern sculptures by Calder [Alexander Calder] and Lipchitz [Jacques Lipchitz]; and a sorting and matching game featuring works from the permanent collection. This space is designed to encourage visitors of all ages to become active participants in their museum experience.

In the main gallery space, visitors have an opportunity to learn about the collection and to develop ways of looking at art that are both fun and educational. The gallery is comprised of fourteen themed groups of works from the museum’s collection, six of which have “lens” stations. The “lens” stations comprise 46” multi-touch screens that offer additional contextual information and dynamic, interactive activities that allow visitors to create experiences and share them with others through links to social media. Another unique feature of the space is the Beacon, an introductory, dynamic screen that displays real-time results of visitors’ activities in the space, such as favorite objects, tours and activities.

The largest multi-touch screen in the United States, the Collection Wall utilizes innovative technology to allow visitors to browse these works of art on the Wall, facilitating discovery and dialogue with other visitors. The Collection Wall can also serve as an orientation experience, allowing visitors to download existing tours or curate their own tours to take out into the galleries on iPads. The Collection Wall, as well as the other interactive in the gallery, illustrates the museum’s long-term investment in technology to enhance visitor access to factual and interpretative information about the permanent collection.

“The Collection Wall powerfully demonstrates how cutting-edge technology can inspire our visitors to engage with our collection in playful and original ways never before seen on this scale,” said Jane Alexander, Director of Information Management and Technology Services. “This space, unique among art museums internationally, will help make the Cleveland Museum of Art a destination museum.”

In concert with the opening of Gallery One, the museum has also created ArtLens, a multi-dimensional app for iPads. Utilizing image recognition software, visitors can scan two-dimensional objects in Gallery One and throughout the museum’s galleries to access up to 9 hours of additional multimedia content, including audio tour segments, videos and additional contextual information. Indoor triangulation-location technology also allows visitors to orient themselves in the galleries and find works of art with additional interpretive content throughout their visit.

“ArtLens allows the visitor to take the experience of Gallery One out in to the other areas of the museum,” said Caroline Goeser. “It brings in many voices and traditions from different cultures, as well as giving visitors a chance to see demonstrations of art making techniques by local artists. The content is layered so visitors can choose what interests them and discover new ways of looking at and interpreting the object. Their experience is guided by their own sense of curiosity and discovery.”

It’s interesting to note the companies that partnered with the museum and to note the source for the money supporting this effort (from the news release),

The museum partnered with several other companies to complete the project, including Local Projects (media design and development), Gallagher and Associates (design and development), Zenith (AV Integration), Piction (CMS/DAM development), Earprint Productions (app content development), and Navizon (way-finding).

Gallery One is generously supported by the Maltz Family Foundation, which donated $10 million to support the project. Additional support for the project comes from grants and other donations.

Kuang’s article makes the exhibits come alive,

The first gallery that many new visitors will see, Gallery One, is a signature space, meant to draw in a younger crowd. To that end, the exhibits are about fostering an intuitive understanding of the art. Which sounds like baloney, but the end results are quietly terrific. At the root, the exhibits encourage people to move, fostering a connection to the art that’s literally written on the body:

  • In one display, a computer analyzes the expression on a visitor’s face. Then, they can see work spanning thousands of years that matches their own visage.
  • Gallery One also offers a chance to directly experience the physical decisions behind how masterpieces are made. For example, in front of a Jackson Pollack painting is a virtual easel, loaded with tools that approximate Pollock’s own, so that visitors can pour their own drip painting and compare it to the real thing.

Sounds like very exciting stuff. For anyone who can’t visit the exhibit, there are videos including this one where visitors strike a pose and an image (from the collection) mimicking the pose appears {ETA Mar.6.13 4:35 pm PST: I got this the wrong way round, the museum presents you with a piece of art and you strike the same p0se),

Sculpture Lens – Strike A Pose – Cleveland Museum of Art from Local Projects on Vimeo.

Kuang covers that exhibit and much more in his article, which I strongly recommend reading, and he makes this point,

Even as the designers go wild with the technology, they never stop to consider what anyone who doesn’t care about that technology would stand to gain. It was Barton’s [Local Projects founder Jake Barton] own skepticism about technology that made the technology great. His team didn’t necessarily believe that high-tech flare would add value to the museum experience. So they strove to look past the technology.

As a technical writer, I had many, many arguments with developers about precisely that point; most of us don’t care about the technology.  So, kudos to Jake Barton and all of the teams responsible for finding a way to integrate that understanding into a series of exhibits that allow the museum to showcase its collection, engage the public, and develop new audiences.

Meanwhile, the Council of Canadian Academies is poised to embark on an assessment which examines museums and other memory institutions along with digital technology from an entirely different perspective, Memory Institutions and the Digital Revolution,

Library and Archives Canada has asked the Council of Canadian Academies to assess how memory institutions, which includes archives, libraries, museums, and other cultural institutions, can embrace the opportunities and challenges of the changing ways in which Canadians are communicating and working in the digital age.

These trends present both significant challenges and opportunities for traditional memory institutions as they work towards ensuring that valuable information is safeguarded and maintained for the long term and for the benefit of future generations. It requires that they keep track of new types of records that may be of future cultural significance, and of any changes in how decisions are being documented. As part of this assessment, the Council’s expert panel will examine the evidence as it relates to emerging trends, international best practices in archiving, and strengths and weaknesses in how Canada’s memory institutions are responding to these opportunities and challenges. Once complete, this assessment will provide an in-depth and balanced report that will support Library and Archives Canada and other memory institutions as it considers how best to manage and preserve the mass quantity of communications records generated as a result of new and emerging technologies.

I last mentioned the ‘memory institutions’ assessment in my Feb. 22, 2013 posting in the context of their ‘science culture in Canada’ assessment panel. I find it odd that the Canada Science and Technology Museums Corporation was one of the requestors for the ‘science culture’ assessment but it  is not involved (nor is any other museum) in the ‘memory institutions and digital revolution’ assessment.

After reading about the Cleveland Museum of Art project, something else strikes me as odd, there is no mention of analysing the role that museums, libraries, and others will play in a world which is increasingly ephemeral. After all, it’s not enough to keep and store records. There is no point  if we can’t access them or even have knowledge of their existence. As for storing and displaying objects, this traditional museum function is increasingly being made impossible as objects seemingly disappear. The vinyl record, cassette tape, and CD (compact disc) have almost disappeared to be replaced by digital files. Meanwhile, my local library has fewer and fewer books, DVDs, and other lending items. What roles will libraries, museums, and other memory institutions going to have in our lives?