Learning
Histories
Analysis
& Considerations
Exhibit
Analysis and Considerations
There
are many factors that can influence exhibit decisions and they need
to be done with careful consideration to your potential audience.
Nothing can be assumed when you are making the choices that will
spend the largest portions of your capital budget. For example,
you should not assume that every child has access to even the most
basic computer system. While it is true that many have video game
systems and Internet access at home, in specific areas in Indiana
(with significant Amish populations), some visitors may never have
even used a computer before. In contrast, for the students who are
actively using media technology, the challenge becomes meeting their
level of sophistication.
Memorial also carefully
considered the emotional situations in which their young visitors
would find themselves. Initial exhibit concepts, presented by the
designers, set up an area much like a "R&D Lab" for
Nike or an astronaut training camp. While this concept would certainly
provide a fun and creative atmosphere, which is what they hoped
to generate, many members of the Reach and Teach committee voiced
concerns about the competitiveness of the environment. One of the
facility's aims was give children an equal opportunity to learn
about healthy choices and consequences. Therefore, it would have
been ill advised to set-up interactive exhibits that would potentially
discriminate against heavier, less athletic or handicapped individuals.
After a visit to
The Health Center of Wisconsin in Milwaukee, Kathy Jackson, a Memorial
project consultant noted, "One reason that I think it was so
impressive (was) they didn't have hi-tech exhibits...I don't even
know that they had a lot of exhibits that relied on electricity
or computers but what they had was phenomenal hands-on interactive
stuff...[their team] decided first what they wanted to teach and
then they went to the designer and said we want to teach this what
can we build to get the message across?"
Exhibit construction
and development can be very expensive. Often times the most simple
items can be deceptively costly to create. When creating 'The Mind
Works' Main Brain Theater facade, some committee members questioned
the expense of building the eyeballs. The plan was that the pupils
of the eyes would actually change colors during the course of a
normal visit. The planners needed to understand that safety, electrical
and design concerns contributed to making elements of the exhibit
floor fairly sophisticated pieces of equipment. However, just because
an item is expensive or computer driven, does not mean it will best
fulfill your needs. Some museum's have used items as basic as tennis
balls, plumber's tubing and lengths of rope to illustrate various
body mechanisms. This requires significant creativity and motivation.
The ideal situation is to be able to blend all different kinds of
experiences for the students' visit.
Planners also reviewed
information and gathered experiences by observing other museums.
One of the site visit museums featured an extremely popular "sensory
deprivation" exhibit. Students entered a "dark crawl"
tube and encountered a variety of tactile materials inside. When
Memorial began internal evaluations on a similar exhibit a variety
of concerns arose which they considered potentially problematic.
Due to the exhibit's popularity the line was quite long; some children
had adverse reactions to the darkness once inside; it was impossible
for adult chaperones to control the tubes internal traffic flow;
and, to protect the exhibit and the students, shoes were removed
before entering the tube, resulting in confusion when younger children
went to retrieve them. Memorial decided not to pursue a similar
exhibit because of the issues outlined above. This was not because
they felt it did not offer some positive benefits, but because they
did not have solutions to the problems they perceived.
The Reach and Teach
committee sought to maximize the amount of "real materials"-
items like preserved specimens of lungs, brains and actual x-rays.
While the fun and excitement of HealthWorks! was vitally important,
of equal importance was enabling students access to models, props
and "real-life" materials that their schools might not
be able to provide. In addition, Memorial did not want to duplicate
exhibit items or activities that were available through other museums
or facilities within the community. Memorial wanted to present new
and exciting exhibit props and avoid children feeling like they
see and do the same things during every field trip. According to
Jeff Kennedy, "Kids will want to do their favorite things over
and over again, and do the things they did not get around to trying
before. As children get older and develop, different elements will
appeal to them and old favorites will be experienced in new ways."
Another issue that
impacted the Reach and Teach committee's decisions was the limited
space available in the facility. Memorial had 12,000 square feet
which they wanted to use efficiently and maximize its potential.
Again, in this space they wanted to include a theater, offices,
two classrooms, a resource center, reception area, adequate storage
and restroom facilities and an exhibit floor that would be open
and dynamic.
JKA's research about
what kids do and do not like was presented to the committee in the
Concept Plan Report and throughout the review process. In addition,
the committee learned about the different types of exhibits and
the effects they have on children, this included the following:
Exhibits are
Free-Choice Learning Environments
Unlike classes,
videos and books, exhibits are non-linear and are presented in
a "free-choice" learning environment. Children are free
to make their own choices about how to spend their time here.
This means that exhibits which are less engaging and less interactive
(i.e. rely heavily on text) are bypassed.
Exhibits Can
Tap Into Many Modes of Learning
Hands-on exhibits
provide an excellent platform for tapping into the variety of
ways in which children learn. Exhibits proposed for inclusion
engage all the senses, include full body experience and span intellectual
(cognitive) and emotional (affective) learning.
Exhibits Provide
Opportunities to See the Real Thing
Exhibits which
show "the real thing" make strong impressions on children.
Whether handling a real bone, comparing healthy and smoke-damaged
lung specimens or examining a preserved human heart, seeing the
real thing provides a level of knowledge and experience that books
and videos or computers cannot.
Exhibits Can
Affect Attitudes
Research shows
that exhibits have a powerful influence on children's attitudes
about a particular subject. The underlying philosophy for the
center's exhibits is that highly engaging, hands-on exhibits communicate
this message to children: "healthy must really be important
for me to know about, because someone built this really great
place especially for kids." Getting "health" on
children's radar screens as something that is interesting and
important is a critical step on shaping a lifelong positive attitude
toward health.
One of Memorial's
goals was to create fluidity throughout the center. RTAG emphasized
the need for this integration to encompass everything including:
pre-visit activities, exhibit areas, classrooms, the resource center,
and even the post-visit. In addition, while maintaining respect
for the physical, emotional and environmental differences of the
visitors, exhibits needed to forward the primary educational goal
of HealthWorks! Kids' Museum: "To engage children in discovering
and embarking upon lifelong journeys of healthy living."
Classroom Analysis and Considerations
In order
to achieve HealthWorks!'s mission, "to engage children in discovering
and embarking upon lifelong journeys of healthy living," they
needed to put a great deal of activity into a small amount of space.
While the interactive exhibits of the museum floor would surely
touch all the visitors on some level, it might not completely drive
the healthy living message home. Early in the planning process research
showed that a combination of free-space and structured activity
areas yielded the best results. Therefore, Memorial decided to incorporate
two classroom spaces in the HealthWorks! floor plan.
What made their
approach unique is that while many facilities have some type of
classroom or lecture area, not all of them are intrinsically linked
to the students' exhibit floor experience. The HealthWorks! classrooms
would serve as "home base" for children during their visits;
but it is the skillful integration of one-on-one interactive learning
on the exhibit floor with the facilitated group learning interactions
in the "classroom" that will be likely to achieve new
kinds of successes at HealthWorks!.
Memorial wanted
to be sure to equip its education staff with the best tools possible.
To do this, they reached back to some of the initial lessons that
they learned in early focus groups. What do teachers in the community
need? What do some schools lack in the way of health education materials?
What can we offer students in our classrooms that will enable them
to walk away stronger and more knowledgeable? The challenge in the
classrooms was to continue the "wow" impact of the exhibit
floor while providing a flexible space for the visitor to better
process and assimilate all the important information.
Teacher feedback
indicated that while information and teaching approaches could be
acquired in magazines, at conferences and over the Internet, many
schools did not have access to usable interactive models and other
3-dimensional tools. This is particularly true in the lower elementary
classrooms where monies for items like age-appropriate anatomical
diagrams were simply not available.
By mid-May of 1998
the Reach and Teach committee imagined and proposed classrooms that
housed a projection system equipped to handle new technology as
it became available, video macro- and micro-scopes, poster friendly
wall covering, computer and electrical hook-up availability throughout
the room and lots of flat floor space for group activities and large
props. Distance learning technology, interactive audience response
systems and chroma-key technology were also included among the imagined
resources. Displays and props included torso models for older students,
Claudias Kids models for young visitors, a light-up nervous
system, models of eye, ear, jaw, lung, teeth and full and child-size
skeletons. Accurate realistic models were vital in light of the
fact that preserved specimens of many of these items would be on
display on the exhibit floor.
Memorial was extremely
deliberate in establishing connectivity between the museum's exhibit
floor and its classrooms. Reach and Teach wanted to be sure they
were choosing elements that were interchangeable, flexible, generic
and adaptable to all potential audiences. The classroom itself was
being built in this manner, leaving room for its use by adult classes
from other components of Leighton HealthPlex and community organizations
in the evening hours.
Memorial gathered
information from other children's museums and health centers regarding
the use of props in their classroom sessions. Some, like Byrnes
Health Education Center in York, Pennsylvania, used some low cost
and readily available items in presentations. These included: tennis
balls that could be squeezed to illustrate the force of a heart
pumping; oyster crackers that the students place on their tongues
to show how saliva breaks them down; and, pieces of PVC pipe filled
with clay to illustrate the affects of plaque on circulatory systems.
Other items, like a 911/Anger Display and Game Show Buzzer Stands
were available from specialized design/display companies, at sometimes
exorbitant costs.
Another way of equipping
the audience with information and material about healthy choices/
healthy consequences was with a planned on-site resource center.
Memorial's planning team began gathering information on Longe Life
Libraries, located just outside of Chicago. Founded in 1986, Longe
Life provides guidance in the conceptual, physical, operational
and management design for health-based resource centers. By creating
a "library" of this nature within HealthWorks!, they would
be able to further integrate and expand the visitors' experience
from classroom to exhibit floor and back into the community with
up-to-date health, medical and healthy lifestyle materials. For
example, if a child was schedule for surgery and was fearful. His
or her parents could bring them to HealthWorks! "Brain Forest"
library to learn more about the affected part of the body. This
could help the child better understand the surgery and what will
be happening to them and help to allay his/her fears.
The "Brain
Forest" has grown into a concept that may be duplicated within
the school system. Memorial is currently working on a "Brain
Forest" prototype at Stanley Clark School, a local private
school. It is Memorial's hope that a design process will be underway
by 2000 and the resource center would be ready for the fall 2001
school year. This is one example of the many "works in progress"
that have originated throughout the process of building HealthWorks!
Memorial had many
decisions to make while planning the on-site resource library. In
order to develop the best possible resource library they had to
ask and answer several important questions. Would the facility be
a lending entity? Would they link themselves to the local library
circulation system? How would individuals utilize the facility?
Would they come in and select materials themselves or submit request
forms?
Memorial was also
very conscious of the time and money it took to outfit areas of
HealthWorks! in a dynamic and creative fashion. A room with traditional
library shelves and carrel seating would be out of place. Memorial
decided to draw inspiration from the nature theme being utilized
in other area's of the HealthPlex. Computer stations would be housed
in faux tree trunks. A wall of the resource center would contain
a large working aquarium. A colorful nature mural will surround
the entire resource center. The mural artists used cloth and other
tactile materials to engage kids in both a visual and sensory experience.
The artwork is a wonderful example of interactivity between kids
and their environment.
After careful and
intensive analysis of the materials presented in the Schematic Design
Report, on October 1, 1998, the Reach and Teach committee recommended
a restructuring of the HealthWorks! Kids' Museum' exhibit floor
to Jeff Kennedy Associates. In the plan, exhibits would be divided
into three main areas: "MindWorks!" (senses, memory, cognitive
ability, creativity), "BodyWorks!" (before referred to
as the Human Body area) and "You Are Unique"(which later
became known as "All About Me!"). This would be the basis
for the next step in the development process, the Design Development
stage.
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