I work in a museum, so I'll add in a couple of cents. Seth isn't entirely wrong here: museums are good opportunities for hands-on activities and to see things in a real sensory way that you can't in other places. "I believe museums exist to present the real thing for the visitor to experience with their own senses" rings really true to me.
That said: iPads and screens do have their place and it really depends on how well they're implemented.
First up: "But these physical exhibits require maintenance, and I was dismayed to see that several are in bad repair; some of them weren’t even working anymore, some seemed worn out, or didn’t seem well-designed to begin with."
This is probably the key reason why there are so many screens in this particular museum: he answers his own question. Physical items, especially things with motion, will degrade with time and use, and maintenance can get really expensive. Physical models like a human heart aren't something that you can generally buy off the rack: museums and similar institutions will work with a company to produce something like that (I'm guessing fiberglass?) These are things that can run thousands and thousands of dollars to repair or outright replace.
But here's the other thing with a physical static or interactive display: once they're in, they're in. You can't really update them without actually replacing the entire thing.
Here's an example: at the museum where I work, we have a section about the Civil War: it had some uniforms, weapons, and a whole bunch of other items that told the story as it related to our mission. The panel that outlined everything stretched across the room -- it was about 20 feet long. When we pulled everything out to update it, we had to replace that entire panel. It was a good fix, because the room hadn't been updated in like 15-20 years, but if we had wanted to pull out any one item, we'd still have to replace the entire panel. That sort of thing can be an impediment to updates, because it requires a lot of work. We ended up putting in three panels, which will allow us to switch out objects more easily.
We also put in an interactive with an iPad that allows visitors to explore a painting in the exhibit in a lot more depth.
We've done a handful of these sorts of interactives, and as I noted up above, the experience really depends on the audience and how well it's presented. In our case, we aim for ours to be usable for a wider range, which means that we have to keep things fairly simple, so adults and children can use them.
"My wife — a science writer who used to be the only staff writer covering space for New Scientist and before that, worked at NASA — poked at one of these with my son, added too many boosters to their launch vehicle, and were told it failed “for reasons” in a way she found totally unhelpful and pointless." That doesn't entirely surprise me, because she's an expert and is really knowledgeable in the field! But you have to make sure that you're calibrating for your audience: most of the people using that likely won't have her experience or knowledge, and digging deeper and deeper into detail might be lost on most of their audience. (Not having seen it, I can't tell for sure.) It is good to have that depth of knowledge be available, if you have audience members who do want to go further, but it could come down to limitations or be an exception that they didn't account for.
Digital interactives can also be swapped out quite a bit more quickly: if you have a new exhibit that you're putting in for a short amount of time, it might make more sense to have something that doesn't cost a lot if it's only going to run for months, rather than years. (Or if you find an error, there's new research, new updates, etc. -- a digital interface is easier to update than a static panel.)
On top of all that: cultural institutions are facing real crunches right now. There's a lot of uncertainty (and outright lack of support) from federal funding sources (which in turn impacts the willingness of private/state/NPO donors), and staff shortages that means everyone has fewer resources and fewer people to utilize them with. From where I sit, if we have to implement more digital content, we'll be able to repurpose the screens that we've already purchased to new exhibits and interactives.
Finally, there's nostalgia at play here: I have a ton of fond memories of visiting museums with interactives and huge displays, and I'm glad that I can take my kids to them as well. But I'm also happy to see that these museums aren't stuck in the past and the only thing that they're doing is rehabilitating old exhibits that are decades old or out of date: they still have some of those things, but they're also making sure to bring in new interactives, looking at new scholarship and best practices for museums (because museums aren't static organizations or fields!) to change as audiences change. Like it or not, there are a lot of people who use screens as a way to take in information: museums have to keep abreast of those trends, because if we don't deliver information to people in familiar and accessible ways, they probably won't come in.
> But you have to make sure that you're calibrating for your audience: most of the people using that likely won't have her experience or knowledge, and digging deeper and deeper into detail might be lost on most of their audience.
I think this is a really key point; I've definitely felt slightly disappointed at certain exhibits, and had to remind myself that these things are designed for everyone. It would be lovely if every exhibit was pitched at exactly your own level, but as an adult, there are definitely areas where you are more knowledgeable than the general public, and so that's not possible.
Something I've noticed with academics of all stripes is that they don't always recognize that not everybody shares their assumptions / views / insights / knowledge, and that's not a good mindset to go into building an exhibit or interactive.
You have to understand your audience, not design them. I frequently hear from folks who stop by our museum who tell me that they haven't been to ours since they were a kid, and they're generally not someone who keeps up with the field. I don't like the phrase "dumbing down", but it's something that we need to do in order to reach patrons.
A bit of a tangent, but has modern maker culture made it easier to make and maintain exhibits? Things like 3D printing, version control, Arduinos, etc.
Thank you for all the work you do :)
It's situational. It's helpful to us that our executive director is a carpenter: he makes and fabricates a lot of things that end up in displays.
As far as 3D printing, we haven't dabbled with it, but we have had folks come in to scan our objects, which is pretty cool. But we're also a small staff that doesn't have the time to really dig into the tech as much as we could.
I had to think of 3D printing immediately when you mentioned the human heart model: such things used to be incredibly expensive, but today any makerspace would be able to produce a respectable replica for pocket change or might even donate it for a mere mention. 3D data is often available under free CC license, e.g. https://www.printables.com/model/5612-anatomic-heart-multi-m...
Entry into this tech has become pretty cheap (a few hundred bucks for an entry level printer) and much more accessible in recent years. Maybe a volunteer/intern could help set you up.
Edit: NVM, I only just realised that was probably a _walk-in sized_ heart you're talking about. That's probably not gonna get cheap to produce anytime soon...
I think "physical exhibits are awkward and expensive so we use screens instead" is kind of a cop-out. Yes they are more expensive and difficult, but they're what you're supposed to have!
Imagine if you went to a zoo and they just had photos of animals. "But it's so much cheaper and easier!"
This.
Author here. Thank you for this comment, you make so many great points. I'd like to respond to some of them.
> First up: "But these physical exhibits require maintenance, and I was dismayed to see that several are in bad repair; some of them weren’t even working anymore, some seemed worn out, or didn’t seem well-designed to begin with."
> This is probably the key reason why there are so many screens in this particular museum: he answers his own question. Physical items, especially things with motion, will degrade with time and use, and maintenance can get really expensive. Physical models like a human heart aren't something that you can generally buy off the rack: museums and similar institutions will work with a company to produce something like that (I'm guessing fiberglass?) These are things that can run thousands and thousands of dollars to repair or outright replace.
You may be right that this is the answer to my unstated question of "Why are these exhibits not in perfect working order?" However, I reject it as an excuse, because, for instance, the building also requires maintenance, and this maintenance is apparently kept up with: it was clean, the doors opened and closed without squeaking, the elevators function.
Both the building and the exhibits are required to serve TFI's mission and need maintenance to perform their functions. If an exhibit is worth conceiving, building, and housing in the museum, it deserves maintenance, just as the museum building does. So I'm inferring that adequate exhibit maintenance is just not being prioritized either in the cash budget or the "volunteer effort budget". Emotionally, it feels terrible to walk my son over to a thing and be excited to show it to him, and have it not work. I'd rather the thing not be there.
> We also put in an interactive with an iPad that allows visitors to explore a painting in the exhibit in a lot more depth.
I have no problem with that because it's adding something to the experience of the artifacts on display. My problem is with the exhibit itself being a touchscreen. I would say there is very little point to visiting a museum in this case, because the web can distribute software more cheaply. My complaint is that a touchscreen does not count as being "hands-on", and TFI is all about being hands-on; that's what makes it so special, and to me, wonderful and worth fighting for.
> Finally, there's nostalgia at play here: I have a ton of fond memories of visiting museums with interactives and huge displays, and I'm glad that I can take my kids to them as well. But I'm also happy to see that these museums aren't stuck in the past and the only thing that they're doing is rehabilitating old exhibits that are decades old or out of date: they still have some of those things, but they're also making sure to bring in new interactives, looking at new scholarship and best practices for museums (because museums aren't static organizations or fields!) to change as audiences change. Like it or not, there are a lot of people who use screens as a way to take in information: museums have to keep abreast of those trends, because if we don't deliver information to people in familiar and accessible ways, they probably won't come in.
This, right here, is the rub. Because to my mind there is a fine line between meeting people where they are, and pandering to perceived preferences or limitations of our audience, and in the process, losing sight of the mission.
If we know kids are on screens a lot, or worse, believe that kids "need screens to be engaged", and thus proceed to skew our museum exhibits toward screens, are we doing right by them? I would argue, vociferously, that we are not. When we try to serve everyone, even those with little interest in our mission, by diluting our fidelity to our mission, then we end up serving poorly those who really are interested in our mission. There's probably a term for this phenomenon, but I don't know it.
There's also a fine line between doing what must be done to survive, and bending the mission in the interest of cashflows to the degree the organization is no longer serving its mission. TFI needs cashflow to survive and there are doubtless many ways for it to boost revenue and reduce costs that I would argue go against its mission. I'm arguing that the touchscreen-based exhibits are so far outside its mission that they need to go. The Kinect exhibits are on the edge for me, but I think those can stay.