The main articles from Volume 21,
Number 4, Winter 2007© 2007 Association of Children's Museums.
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What a difference a decade makes. Whenon
technology in 1997, it was, to be honest, a painstaking and
delicate process, grappling with the rise of technology in
exhibits, and balancing this rise with an overarching suspicion
among childrens museums about technology. I mentioned
the Web back then, but it was still fairly new. Most Web sites
were like brochures, and we thought our visitors might read
some of the brochures. That was it.
Here we are a decade later. As a field,
we are still skeptical about the role of technology in our
visitors lives. But there really is no question about
whether or not we should be using the Web. It is a vital communication
tool. Our visitors, including parents who are younger and
more tech savvy than many of us, use it a lot. And many of
them are using it to participate, creating content and sharing
it with others.
So the Web is here for us, and we are using
it. But how do we use it in a way that is best for museums
with visitor-centered missions? Mostly I think weve
been poking at it with a stick rather than actively shaping
it to work for us. A decade ago I suggested we take a look
at three theories of learning social learning, constructivism
and multiple intelligencesand use these theories to
shape how we night use new media. These are still helpful.
But here are a few more thoughts.
Using Web Sites to Encourage Real-World
Activity
A few years ago, Paula Sincero and I wrote
a paper for the Museums and the Web conference in Vancouver
titled Using Museum Web sites to Change Visitors
Real-World Behaviour (www.archimuse.com/mw2005/papers/larson/larson.html).
The focus was based on our project with Smithsonians
National Zoo on temperate forest habitat conservation, and
ways of encouraging visitors to take real-world action to
protect these habitats. To cut to the chase, we offered the
following guideline: any exhibit Web site should encourage
at least three hours of real-world activity away from the
computer.
Three hours of real-world activity
its helpful to let this thought sink in a bit. I admit
that three hours is an arbitrary number. But it is a helpful
number, because it forces us to think a little more deeply
about what the visitor might actually do. What about visiting
a local park and doing a nature sketch? What would the visitor
need to get started? A notepad? What else? The more we can
visualize the end activity and the resources required, the
more likely it will really happen. The Good to Grow! Web site
addresses this process also, and is a reflection of the principle
of using media to encourage real-world activity.
There may be some surprising ways that media
can support real-world activity. Colleague David Becker, formerly
at DuPage Childrens Museum and now at the Brookfield
Zoo, told me a very interesting story about how his daughter
has a horse a real horsethat she brushes every
day. But she also has a virtual horse online who she checks
in with daily. Her relationship with her online horse doesnt
detract from her experience with her real horse; in fact,
it supports it with another layer of interest on top of her
experience.
ACTION STEPS
Next time you are designing Web pages for a particular exhibit,
consider, What resources can we include or link to that
realistically will engage the visitor in physical real-world
activities for three or more hours?
Whos Our Audience?
We are childrens museums, but our
Web audience isnt primarily children: it is their parents
and teachers. We probably know this intuitively already, but
stating it and acknowledging it is a powerful step in the
design process. It helps us make decisions about where to
invest time (and money) when developing new Web pages.
This will become increasingly important
in the future, because the momentum of Web activity now focuses
on social networks and other Web 2.0 technologies such as
photo sharing, Facebook and other social sites. Participation
and content creation are major themes to this experienceother
articles in this issue discuss them. These are activities
that work well with adults (and teens), but can be problematic
with young children. Although it is possible to develop this
type of site for children (for example, the popular Club Penguin),
it is expensive to build them, and they require careful monitoring.
So it is helpful to acknowledge that our
Web audience is primarily an adult audiencean audience
working on behalf of (and sometimes in conjunction with) our
child audience. This can allow us to develop sites tailored
to an audience of parents, teachers and caregivers using formats
that work well with them.
ACTION STEPS
Consider your current Web site. What sections are for parents/teachers?
Which are for kids? How can you strengthen the resources and
participatory aspects for the adult/caregiver audience?
The Power of PDF
If the big picture is to encourage realworld learning that
can happen away from the computer, then we need a vehicle
to take visitors from the computer screen to the real world.
There are technological solutions on the horizon. Especially
promising are the ubiquitous mobile phones. But for now the
most manageable solution is to provide printable resourcesfamiliar
activity sheets that dont disappear
when you shut down the computer or walk into another room.
The PDF format is one that naturally encourages
people to print. For onscreen viewing, its not the most
practical. It takes a moment to launch, and text can appear
at awkward sizes. But once youve opened it onscreen,
it has an affordance that naturally encourages users to print
it out.
I was surprised in our project with the
National Zoo how many people were downloading the one-page
PDF resources we had developed (see below). In fact, early
usage statistics showed that as many people were accessing
the PDFs as were accessing a popular high-end Flash game that
we also developed. The piece of paper may be our best link
from the computer to the world.
ACTION STEPS:
Next time you develop an exhibit Web page, consider one to
two page resource sheets that you might develop that encourage
exploration away from the computer.
Brad Larson develops media to record
visitors stories in exhibits after working as Technology
Developer at Boston Childrens Museum for ten years.
He writes a blog on museum technologies found at http://weblog.bradlarson.com.
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