This document provides information and guidelines for participants in a workshop on developing museum exhibitions. The workshop will guide participants through a process for creating exhibit prototypes focused on interpretive content, audience, and techniques. Participants will learn a process model combining theory and practice for developing engaging exhibits. They will work in teams to brainstorm topics, develop a central idea, and create content for a prototype exhibit, which their team will present. The document reviews objectives, outcomes, and the relationship of the workshop theme to creating powerful museum experiences through collaborative teamwork.
2. TODAY
This day will include a lively and interactive workshop
focussed on creating museum exhibitions.
Designed for museum professionals, this workshop provides
techniques and tools for developing and synthesizing
content into engaging three-dimensional stories.
Participants will learn about a thoughtful
process model that merges theory with practice,
and develop interpretive content for a
full-scale exhibit prototype.
3. TODAY
PART 1: Process + Project
9:15-10:00 - Intro and Process
10:00 - 12:00 - Teams, Projects, Work
PART 2: Lunch + Inspiration
12:00 - 2:00: Lunch, “Field Trips,” Museum Tours
PART 3: Produce + Prep + Pitch
2:15-3:15: Project Work
3:15-3:45: Prep Pitch
3:45-4:15 - Team Pitches (±5min per team)
4:15-4:30 - Wrap-up + Reflection + Q&A
4:30 - Thank you!
4. OBJECTIVES
• Provide museum professionals
with more guidance for creating
exhibitions, from D.I.Y. approaches
to professionally designed
experiences
• Focus on the specific
categories of Story (interpretive
content), Audience (museum
visitors), and Technique (exhibit
design) to develop and design
exhibitions
• Offer an approach for
understanding how theory can
shape practice
• Inspire creative risk taking
with tangible tools and a flexible
process model for creating
engaging museum experiences
• Create a deeper
understanding of cognitive,
behavioral and social / emotional
exhibit outcomes that will assist in
fundraising and marketing efforts
5. OUTCOMES
• Lead workshop attendees
through a process to create
interpretive content, from topic
brainstorming to the Big Idea
• Facilitate a group activity
to develop interpretive content
and build a three-dimensional
prototype exhibit
• Reveal techniques within
the process model for developing
efficient Teams, effective
Management, and distinctive
Creativity
• Encourage agility and
adaptability for creative
collaboration that leads to
consensus building and achieving
unified goals
• Inspire workshop attendees
to use the tools and techniques
offered in the workshop to create
a process that fits their unique
institution
6. RELATIONSHIP TO THEME
The exhibition development and design process requires that
museum professionals work together efficiently and effectively in
order to create powerful museum experiences.
In order to create these experiences, we need creative teams
that can explore out-of-the-box ideas and navigate uncertainties.
The Story Orbit process model provides a roadmap for museum
professionals to build confidence about crafting their interpretive
content in order to tell their unique stories, stories about our world
and what unites us.
28. LEARN THE RULES
SO THAT YOU KNOW
HOW TO BEND THEM
• PARKS CANADA DESIGN GUIDELINES
• AMERICANS WITH DISABILITIES ACT (ADA)
• ARCHITECTURAL BARRIERS ACT (ABA)
• ACCESSIBILITY FOR ONTARIANS WITH DISABILITIES
• FUTURE: CENTRE OF EXPERTISE ON ACCESSIBILITY
AND BARRIER REMOVAL
• SMITHSONIAN GUIDELINES FOR
ACCESSIBLE EXHIBITION DESIGN
67. YOUR “PITCH”
THE WHY
- Why it matters
- Why the exhibition is needed
- Why we’re meeting the need
THE WHO
- Primary audience
THE HOW
- Unique offerings
- Unique qualities
THE WHAT
- INFORM (Cognitive)
- - What visitors will learn
MOTIVATE (Behavioral)
- - What visitors will do
INSPIRE (Social / Emotional)
- - What visitors will feel
74. VISITOR EXPERIENCE
JOURNEY
HOW DO PEOPLE
FIND OUT ABOUT
THE EXHIBITION?
WHAT DO PEOPLE
DO AT
THE EXHIBITION?
WHAT DO PEOPLE
SAY ABOUT
THE EXHIBITION?
95. 1. REVIEW & PLAN
LEARNING
FRAMEWORK
1
REVIEW
& PLAN
LEARNING
FRAMEWORK
Choose One Genre for Exhibit Prototype
For this exhibit workshop, we’ll use book genres as a whimsical
approach to designing an exhibit within a learning framework.
Please keep in mind that while museums are informal learning
environments, funding pressures typically require achieving
measurable learning outcomes.
For future reference, learning frameworks typically consist of the
following, as applied to the concept of book genres:
1. INSTITUTION’S RAISON D’ETRE
- Devoted to modern art
- Connecting children to nature
- Celebrating the rich world of pizza
2. TOPICS:
- Arts
- Sciences
- Humanities
3. PEDAGOGY:
- Constructivism
- - building on prior knowledge
- Multiple Intelligences
4. EXPERIENCE APPROACH:
- Participatory experience
- Curated narrative
- Authentic content
5. DIFFERENTIATOR
(Why this institution matters; typically
captured in tagline)
- Nurtures creativity
- Cultivates empathy
1. BOOK’S ULTIMATE PURPOSE
- Provide inspiration
- Entertain readers
- Sell books
2. TOPICS:
- Romance
- Mystery
- Memoir
3. PEDAGOGY: Narrative structure
- Hero’s Journey
- Five Acts
- Beginning, Middle, End
4. EXPERIENCE APPROACH:
- Pacing Approach
- Narrator Type
- Fiction, non-fiction
5. DIFFERENTIATOR
(Why this book matters; typically
captured in title and sub-title)
- Addresses fundamental human issues
- Addresses issues in memorable way
GENRE:
ROMANCE
GENRE:
MYSTERY
GENRE:
MEMOIR
For Reference
DRAMA THAT
SPARKS EMOTION
1. A meets Z.
2. Z has a secret.
3. Z keeps secret from A as they
fall in love.
4. A finds out and they part
in anger.
5. Z loses all.
6. A returns, repentant, to
declare what they both knew
all along: A loves Z.
7. Z is now strong enough to turn
A down or take A back
(as an equal partner).
THE HERO’S JOURNEY
1. Call to Adventure
2. Acceptance of Call
3. Rising to Action: The Ordeal
4. Facing Defeat: Striving for
Treasure
5. Mission of Danger:
Completing Adventure
6. Journey Home: One More
Sacrifice
7. Transformation: The Journey
Continues
CREATE AN ARC TO INSPIRE
PERSONAL GROWTH
1. The Desire Line
I wanted ______________
(the desire line).
2. Actions and Obstacles
To get it, I then
______________(action).
3. Emotional Moments
To get it, I ______________
(action).
4. Initiating Incident
But ______________
(obstacle) got in my way.
5. Ending Incident
So, I ______________(action).
96. 1. REVIEW & PLAN
DESIGN
GUIDELINES
1
REVIEW
& PLAN
EXHIBIT
ELEMENTS
ACCESSIBILITY
& DESIGN
Use these tools and guidelines to develop and design your exhibit.
Cabinetry — A free-standing cabinet displays interpretive
content.
Artifact Case — A cabinet-mounted case displays artifacts.
Photo Mural — A wall-mounted mural.
Primary Interpretive Graphic — A large-sized free-standing or
wall-mounted interpretive graphic panel. The interpretive
graphic panel includes text and photography.
Secondary Interpretive Graphic — A medium-sized free-
standing or wall-mounted interpretive graphic panel. The
interpretive graphic panel includes text and photography.
Label — A small-sized free-standing or wall-mounted
interpretive graphic panel. The interpretive graphic panel
includes text.
Tactile Element — A tactile object that highlights the _____ story.
Scale Model — A scale model of a/the ____________ .
Artifacts — A collection of ____________ artifacts.
Audiovisual Program — An audiovisual program about
____________.
Audiovisual Equipment — Within the Cabinetry is concealed
audiovisual equipment that plays audiovisual programs.
Interactive Media — An approximately ____________ minute
touch screen multimedia program.
Seating — Seating will be offered to visitors as places to rest or
linger. Seating will include stools and benches.
Lighting — Lighting fixtures in the existing system are aimed to
illuminate the exhibit area.
SPACE PLANNING GRAPHIC DESIGNOBJECT DISPLAY
SOURCE: Smithsonian Guidelines
for Accessible Exhibition Design
OVERVIEW: This list includes typical elements
used in museum exhibits.
TYPICAL EXHIBIT DESIGN ELEMENTS
97. 1. REVIEW & PLAN
BRAINSTORM
EXHIBIT STORY
HOW MIGHT YOU ENGAGE
YOUR
AUDIENCE
ABOUT
YOUR
EXHIBIT
TOPIC?
HOW MIGHT YOU
TELL
YOUR
EXHIBIT
STORY
IN AN
UNEXPECTED
WAY?
1
REVIEW
& PLAN
HOW MIGHT YOU
INSPIRE
CURIOSITY
ABOUT
YOUR
EXHIBIT
TOPIC?
99. 2. DEVELOP & DESIGN
VISITOR
EXPERIENCE JOURNEY
ONCE VISITORS
ARRIVE, THEY
NOTICE ...
AT THE EXHIBIT,
VISITORS ARE
ENCOURAGED TO ...
AFTER THE EXHIBIT
EXPERIENCE,
VISITORS SAY ...
AT THE EXHIBIT
VISITORS
CAN ...
VISITORS FIND
OUT ABOUT THE
EXHIBIT FROM ...
2
DEVELOP
& DESIGN
Copyright c 2017, Brianna Cutts, The Sibbett Group
100. 2. DEVELOP & DESIGN
TITLE MESSAGE OUTCOMES ELEMENTS
LEARN (COGNITIVE)
Understand ...
Discover ...
Connect ...
DO (BEHAVIORAL)
Touch ...
Hear ...
Smell ...
FEEL (SOCIAL / EMOTIONAL)
Appreciate ...
Value ...
TITLE
(1-3 WORDS):
SUB-TITLE
(4-8 WORDS):
THE BIG IDEA
(A simple sentence
that may become
your title and / or
sub-title)
FURNISHINGS:
GRAPHICS:
INTERACTIVES:
OTHER / TWIST:
“Aha, I had no idea!”
“Hmm, that makes sense.”
“Wow, really?”
TOPIC: DINING ROOM TABLE
INTERPRETIVE
EXHIBIT OUTLINE
2
DEVELOP
& DESIGN
Copyright c 2017, Brianna Cutts, The Sibbett Group
102. 3. PREP & PITCH
PITCH
EXHIBIT STORY
THE WHY THE HOW THE WHAT
The Pitch articulates your vision in a written description
that is punchy, playful and personal.
RELEVANCE
Why this exhibit matters:
MARKETING
How visitors find out about the exhibit:
DIFFERENTIATOR
An unexpected twist in the exhibit:
INFORM
What visitors will LEARN:
MOTIVATE
What visitors will DO:
INSPIRE
What visitors will FEEL:
3
PREP
& PITCH
Copyright c 2017, Brianna Cutts, The Sibbett Group
104. NARRATIVE & PLOT
Create a Drama to Spark Emotion and Inspire Dreams
1. A meets Z.
2. Z has a secret.
3. Z keeps secret from A as they fall in love.
4. A finds out and they part in anger.
5. Z loses all.
6. A returns, repentant, to declare what they both knew all along.
A loves Z.
7. Z is now strong enough to turn A down or take A back
(as an equal partner).
ROMANCE NOVEL
105. NARRATIVE & PLOT
The Hero’s Journey
1. Call to Adventure
2. Acceptance of Call
3. Rising to Action: The Ordeal
4. Facing Defeat: Striving for Treasure
5. Mission of Danger: Completing Adventure
6. Journey Home: One More Sacrifice
7. Transformation: The Journey Continues
MYSTERY NOVEL
106. NARRATIVE & PLOT
Create an Arc to Inspire Personal Growth
1. The Desire Line
2. Actions and Obstacles
3. Emotional Moments
4. Initiating Incident
5. Ending Incident
MEMOIR
I wanted ______________ (the desire line).
To get it, I ______________ (action).
To get it, I then ______________(action).
But ______________(obstacle) got in my way.
So, I ______________(action).
111. LIKE A “WICKED PROBLEM”
A wicked problem is a problem that is difficult or impossible
to solve because of incomplete, contradictory, and changing
requirements that are often difficult to recognize. The use
of the term “wicked” here has come to denote resistance to
resolution, rather than evil. Moreover, because of complex
interdependencies, the effort to solve one aspect of a wicked
problem may reveal or create other problems.
CREATING EXHIBITS:
112. “FRICTION”
“Passionate, provocative dissention and disagreements are not
only tolerated but cultivated, to spur the best ideas and, as
importantly, to eliminate bad ones quickly. While a consensus
seeking approach may lead to a few incremental innovations,
he says, a bit of tension, even friction during creative ideation,
is likely to lead to innovation breakthrough.”
The Secret That Inspires Cirque du Soleil’s
Culture Of Innovation: Creative Friction, Forbes
CREATIVE PROCESS
114. 1) Pick team out of bag
2) Gather in team area
3) Begin!
PART 2: Lunch + Inspiration
12:00 - 2:00: Lunch, “Field Trips,” Museum Tours
- Tour 1: Rory McDougall
Loyal Edmonton Regimental Military Museum
- Tour 2: Hannah Chipman
Telephone Historical Centre
GROUP ACTIVITY
115. PART 3: Produce + Prep + Pitch
2:15-3:15: Project Work
3:15-3:45: Prep Pitch
3:45-4:15 - Team Pitches (±5min per team)
4:15-4:30 - Wrap-up + Reflection + Q&A
4:30 - Thank you!
GROUP ACTIVITY