Since
the mid-1980s, electronic media have assumed an ever greater
presence in museums of science, technology, natural history,
and art.[1] For the most part, museum directors and curators have embraced
new interactive technologies for their promise to democratize
knowledge, to offer contextual information on exhibits, and
to boost museum attendance. Corporate sponsors and donors of
museum technology are interested in new media for their own
reasons; with their logos emblazoned on interactives kiosks
and published gallery guides, corporations have been increasingly
active in sponsoring shows, specific gallery spaces, or donating
equipment.[2] Museum visitors, especially
children and young adults,[3] have frequently
responded enthusiastically to interactive exhibits, even coming
to expect them as an integral part of the museum experience.[4] Curators supporting the new technology argue that interactive
CD-ROM stations offers flexibility and new solutions to the
problem of representing complex ideas and processes; as Kathleen
McLean argues: "They can activate an otherwise static exhibition
with sound and moving images; provide a variety of view points;
engage visitors in multi-layered activities; and encourage and
support interaction among people in an exhibition."[5]
Digital
technologies have found a home in the modern museum in the forms
of interactive touch-screen kiosks, CD-ROMs, computer games,
large-screen installations and videowalls with multiple images,
digital orientation centers, "smart badge" information systems,
3-D animation, virtual reality, and increasingly sophisticated
museum web sites.[6] Such technologies have changed the physical character of the
museum, frequently creating striking juxtapositions between
nineteenth-century monumental architecture and the electronic
glow of the twenty-first-century computer screen. Via the World
Wide Web, the museum now transcends the fixities of time and
place, allowing virtual visitors to wander through its perpetually
deserted galleries and interact with objects in ways previously
unimagined.[7] Even at this early stage of
the on-line museum, there are emerging parallels between the
experience of virtual and actual museum-going; as exhibit developer
Stephen Botysewicz notes, "browsing through a CD-ROM or Web
site is strikingly similar to the `grazing' behavior that museum
visitors engage in -- moving from attractor to attractor, not
always adhering to the programmed march exhibit designers intend
for them."[8]
Despite
its embrace by museum professionals and visitors alike, the
growing prominence of digital media in exhibition design has
also provoked a sustained and sharp debate within museum circles.
This debate takes up the impact of electronic media on traditional
notions of authenticity regarding the museum artifact; the effect
of multi-media on museum access; ownership of artifacts; and
professional ethics; and the relation of electronic media to
traditional sources of knowledge in museums such as labels,
docents, and printed guidebooks. Some observers worry that digital
technology is blurring the line between the traditional public
museum and the commercial theme park and retail
complex, such as NikeTown in New York City, into generic spaces
of "edutainment."[9] As Michael Welch, Manager
of Nike Global Retail and Design recently argued, "More and
more we're all using similar systems -- in retail, theme parks,
and museums."[10] Three recurring themes have dominated these discussions:
the role of electronic media in what is seen as a "third evolution"
in methods of museum exhibition (following those at the turn
of the last century and in the 1950s and 1960s); the nature
and effects of interactivity in contemporary museum exhibit
design, and the tension between the museum as a site of uplift
and rational learning as opposed to one of amusement and spectacle.
While a great deal of research is yet to be done on the implications
of electronic media on museums, a striking feature of contemporary
debates is the sense of déjà vu found in the historically
separated reactions to issues of modernization, interactivity,
and the tension between education and entertainment. For example,
current cautions about the "Disneyfication"[11]
of natural history museums echo concerns voiced by turn-of-the-century
critics who argued that the use of popular display methods such
as habitat groups, lantern slides, and motion pictures required
careful supervision, lest their associations with popular culture
contaminate the scientific seriousness of the exhibit and institution.[12]
The discursive oppositions between science and spectacle, information
and entertainment, and passive and interactive spectators first
articulated in relation to these visual technologies one hundred
years ago have repeatedly resurfaced in contemporary debates
over multi-media exhibits in public museums.
My aim in this
paper is to trace the roots of current museological debates over
the adoption of electronic media to efforts a century ago to make
museums more accessible to the general public through the adoption
of then-new visual technologies and display techniques. Yet at
the same time as the first generation of professional curators
began dismantling (both literally and figuratively) the "storehouse
of curiosities" model of traditional nineteenth century museums,
many of them acknowledged that the shift towards more popular
exhibit techniques risked blurring the boundaries between the
museum as an institution of moral and social uplift and other
less reputable cultural sites, including the nickelodeon and the
sensationalist dime museum.
Clues for
understanding contemporary museum attitudes toward new media
technologies can therefore be found in a number of experimental
exhibits proposed (if not always installed) in American and
European museums at the beginning of the twentieth century.
At one extreme, French scientist Félix-Louis Regnault's
turn-of-the-century plan for an encyclopedic ethnographic archive
strikingly anticipates contemporary visions of the multi-media
museum and web site. In Regnault's imagined ethnographic museum,
anthropologists and members of general public could retrieve
written texts, sound recordings, and still and moving images
of indigenous peoples at the flick of a switch.[13]
In a more prosaic fashion, the Metropolitan Museum of Art in
New York City experimented with interactive exhibits in 1901,
when it designed an installation that allowed visitors to turn
the pages of an art book by inserting their hands into the side
of the display case.[14] Contributors to
such professional museum journals as the British Museums
Journal (1901 - ) and the American Museum News (1924
- ) as well as popular journals such as The World's Work,
The Outlook, The Independent and Popular Science
Monthly debated the suitability of various methods of visual
display for museums highly conscious of their social function
in a culture experiencing the stresses of rapid industrialization,
urbanization, and immigration. Responding to what they saw as
the shrinking attention span of the urban museum-goer, late
nineteenth century curators charged with the task of making
exhibits more accessible turned to novel methods of exhibit
design in search of suitable prototypes for the modern museum.
These prototypes will form the basis of my discussion in part
one of the paper, where I examine efforts undertaken by turn-of-the-century
curators to formulate new paradigms of museum collection and
display. In part two, I consider some responses to these modernization
efforts, including the concern voiced by some museum professionals
that modernized display methods might backfire on the curator
by making the viewer think that "he is in a raree show" rather
than an institution of higher learning.[15] Interspersed through this discussion will be contemporary
examples of how these issues continue to challenge curators
and designers.
Mental
Derelicts Suffer No More: The Emergence of Modern Display Techniques
At
the "Museums as Places of Popular Culture" conference held in
Mannheim in 1903, Dr. Lichtwark envisioned a "great revolution
in the equipment and methods of museums."[16]
One of the aims of the conference was to consider ways in which
museums could make themselves more accessible to working people
(the upper classes, it was argued, were "above instruction")
through the media of photography and magic lantern slides.[17] Curators at the conference also discussed the need for exhibits
to be designed around a coherent idea rather than function as
"overcrowded storehouses of material, purposelessly heaped together."[18]
According to British Museums Association President Francis Arthur
Bather, the physical crowding of museum galleries and display
cases provoked a "crowding relative to the mind of the visitor,"
brought about by gazing at endless rows of identical objects.[19] Speaking at the Museums Association's 1903 Aberdeen Conference,
Norwegian curator Dr. Thiis argued that "nothing is more wearisome
to the eye, less advantageous for the individual objects, than
those long stretches of cases, all to one pattern, covered with
black velvet, that are so often seen in museums."[20]
In 1907, American Museum of Natural History (AMNH) President
H. C. Bumpus complained that the average museum visitor, overwhelmed
by the sheer number of display cases, "became quite lost in
the maze of exhibited material, and losing alike both points
of the compass and sequence of theme, drifts about a mental
derelict."[21] Despite these proclamations
about the death of the overcrowded museum, there is still a
tendency for curators to cram too many artifacts into the limited
space of contemporary exhibit halls; as recently as last year,
for example, museum scholar George E. Hein called upon curators
to display fewer objects in museums, arguing that collections
should be distributed between exhibition and study areas.[22]
To compensate for the sensory overload experienced by museum-goers,
contemporary designers have deliberately included empty or negative
spaces in galleries to allow visitor's eyes to rest and to counter
overstimulation.[23]
In
addition to the overcrowding of many nineteenth century museums,
observers also criticized display cases for shoddy construction
and for their frequently unpleasing or ostentatious design which
competed with the objects on display for spectator attention.[24]
Henry Crowther, curator at the Leeds Museum in the north of
England, urged curators to consider the inherent limitations
of the display case, arguing that an over-stuffed, over-labeled
display case couldn't possibly convey the "mind-thought of the
curator or assistant curator who put them up."[25] The most radical suggestion for the re-design of display
cases and labels was offered by George Browne Goode, Director
of the National Museum at the Smithsonian, and influential spokesman
on museum design in the early part of this century, who advocated
"a collection of well expressed, terse labels, illustrated by
a few well-selected subjects."[26] But the
status, design, and function of labels were controversial topics
within the turn-of-the-century museological world, with critics
taking up positions along a continuum. Dr. E. Hecht, for example,
argued that detailed labeling as proposed by Goode was unlikely
to have much impact on visitor interest and comprehension: "Certainly
we can multiply and amplify the labels...we can have, or ought
to have, guide-books with their illustrations" Hecht opined,
but labels are not always read,[27] and
guide-books, if purchased, seldom read."[28]
As early
twentieth-century museum professionals debated trends in exhibit
design, they wrote increasingly of the need to contextualize
the objects on display, a shift in philosophy that in many ways
prefigures the use of interactive technologies in contemporary
museums. For example, in 1903, British curator
F.A. Bather argued that "even when there is nothing strikingly
incongruous or offensive in the manner of exhibition, the mere
removal of objects from their natural environment places them
at a disadvantage."[29] Implicitly recognizing the discursive implications of exhibiting
artifacts, what Ivan Karp and Stephen Levine call the "poetics
and politics of museum display,"[30] in 1903 Dr. Hecht recommended the use of "stopping points"
in galleries, which he defined as displays relating to the primary
exhibit but "chosen in order to arouse, from time to time, the
interest of the public, to lead their mind from the view of
a single animal to larger ideas, to a general conception."[31]
Hecht's "stopping points" prefigure one major use of computer
installations in contemporary exhibition design, inviting visitors
to pause in order to draw connections between an exhibited object
and its uses and contexts.
While the
recent proliferation of interactive technologies point to an
emerging model of museum spectatorship in which context and
interactivity play increasingly important roles in structuring
the museum experience, it is striking that such ideas were first
articulated a hundred years ago. As one curator
noted in 1905, "an hour's worth of teaching would not get so
much information into the mind of the child as he would get
by finding out the information for himself."[32]
One early attempt to make the museum display case more accessible
to visitors was the Rotary Cabinet, designed by the Reverend
S.J. Ford in 1907, which allowed objects to be viewed at will
by the museum spectator, who, by turning a driving handle on
the side of the cabinet could rotate for display each drawer
in turn (see fig). The advantage of this device was that all
of the specimens could be brought to the top of the display
case for inspection without the "cabinet being opened or the
specimens disturbed." Advocating its use in museums, schools,
and homes, Reverend Ford claimed that its simple design and
mechanism meant that "even a blind-folded child could work it."[33] If keeping objects out of the hands of museum-goers (and
ensuring their security) was one of the implicit goals of the
Rotary Cabinet, there were other critics who were equally ardent
about letting museum goers, especially children, roll up their
sleeves and touch as much as they liked.
Proposals
for hands-on exhibits within museums were made by a number of
early commentators, many of whom were, interestingly, women.
In 1901, Kate M. Hall, curator at the 48-foot by 32-foot Whitechapel
Museum in London, stated that when school groups visited the
tiny museum, the objects they wanted to study "should, whenever
possible, be taken out of their cases."[34] Hall was also a firm believer in making connections between
living specimens and the dead ones in the cases in order "not
to give a child facts, but to entangle him or her in an interest
and love of living things" in order that they "not think the
study of natural history a study of dead things only."[35]
Present in this discourse on hands-on displays is recognition
of the tactile pleasures involved in handling exhibits, an acknowledgment
that accounts for the popularity of Discovery Rooms and Hands-On
Centers in contemporary museums. Writing at the time, H.C. Bumpus
went so far as to criticize the "impounding of specimens in
cases," arguing that in some instances, displays should be out
in the open, such as the 1906 Elk Group at the AMNH.
According to Bumpus, curators should be sensitive to the "touch
sense" of their visitors and where possible attempt to overcome
the sense of remoteness visitors experienced when they viewed
objects behind glass.[36] (It is interesting
to note that the haptical pleasures of the exhibition gallery
-- the fact that people respond to the textural surfaces of
the objects on visual display -- can be heightened for the museum-goer
through the use of different materials on the floors, gallery
seating, display panels, and so on).[37] If Bumpus's plan for liberating his exhibits from their
glass enclosures created logistical and security problems for
museum personnel, his vision for the twentieth-century natural
history museum is nevertheless remarkably sympathetic to modern
pronouncements on the educational aims of museums and the role
that new technologies can play in furthering these ends. But
there were inherent risks involved in popularizing exhibits,
as we shall see in the next section.
Treading
a Difficult Path: A Changing Landscape of Popular Techniques
The task
of preserving a balance between civic mission and economic market
has never been easy for museums, although nowadays, museums
are appropriating the protocols of business into their operations
at the same time that retail and leisure complexes look to museums
for advice on how to integrate media into their displays. As
retail stores with interactive kiosks more and more resemble
museums, and museums with their flight simulators and corporate
logos merge with theme parks, we can but help wondering the
fate of not-for-profit organizations, especially
when companies such as Discovery Zone, a Chicago-based corporation
offering for-profit play centers for children, compete aggressively
with public children's museums for patronage.[38] But how did curators respond to the education/entertainment
challenge one hundred years ago?
In some
ways, little has changed over the course of the twentieth century.
Curators were as cognizant of the need to make the learning
experience pleasurable at the turn-of-the-century as they are
today. The real challenge lay in justifying these techniques
within the philosophical remit of the institution. Writing in
the Architectural Record in 1900, L.A. Gratacap viewed
the relationship between high and low culture in uncomplicated
terms: "The Popular [sic] system of the scientific
Museum is the system of the Dime Museum greatly elevated, dignified,
and replenished with culture."[39] H. C. Bumpus expressed the ambivalence of many museum professionals
concerning the balance between scientific accuracy and respectability
versus public accessibility: "For purposes of popular exhibition
and profitable instruction we no longer seek the exhaustive
collections of `every known species'; we look askance at extraordinary
and monstrous types; we view with some misgivings the elaborately
technical schemes of classification...and we become thoughtful
when we witness the visitor's vacuity of expression as he
passes before cases devoted to the phylogeny of the arachnids."[40]
Bumpus's disapproval of the freak-show display of "extraordinary
and monstrous types," was echoed by other professional curators
at the beginning of the twentieth century. Frank Woolnaugh wrote
in the Museum Journal in 1904: "The old curiosity shop
days of the museum are over. The misguided lamb with two heads,
and the pig with two tails, are relegated to a back closet,
if they have not already found a resting place in the sphere
of the dust-bin. There is so much that is beautiful in nature
to preserve that we have neither time, space, nor inclination
to perpetuate her freaks and errors."[41] However, at the same time as some critics bemoaned the sensationalist
leanings of turn-of-the-century museums, others maintained that
museums were inaccessible to the general public due to their
overly scholarly preoccupations; as Lisa C. Roberts has noted,
Goode himself, expressed this ambivalence towards museums by
criticizing them for being "both vulgar sideshows and elitist
enclaves."[42]
One hundred
years ago, technology seemed to promise for many curators the
solution to the problem of maintaining balance between science
and spectacle. Discussing the importance of free daily lectures
for attracting audience to museums in 1904, Dr. Ant Fritsch
was one of the first curators to recommend the use of phonograph
recordings in exhibition installations. "The time may not be
far distant," Fritsch declared, "when we shall be able, by dropping
a cent into a phonograph by the side of interesting
objects in the museum, secure the pleasure of a short discourse
on the exhibit."[43] Fritsch's idea of using the phonograph to provide contextual
information on an exhibit -- one of the key objectives of contemporary
interactive technologies -- had already been adopted in the
display techniques of world's fairs and expositions, where a
great many of the modern methods of exhibition were pioneered.
It was at such expositions, one commentator pointed out, that
"what you could not see for yourself you could read, for lecturetts
were posted conveniently on each side of the case." That these
methods were considered radical for their time, in the same
way that computer installations were once cutting edge, is suggested
by the observer's remark that "here was canned
science with the can-opener handy!"[44] But we can also detect an undertone of disapproval here,
a sense, perhaps, that in making exhibits more accessible to
the public, curators risked compromising or over-simplifying
scientific ideas. While this tension between scientific rigor
and popular appeal is something of a truism in contemporary
museum criticism, it is telling that it became part of the discourse
on museum exhibitry at such an early stage. However, many critics
seem as uncomfortable now about the influences of advertising,
cinema, and the Internet on display methods as they were concerned
about an earlier set of technologies at the turn of the century.
In 1991, a report of the American Association of Museum Task
Force on Education stated that "The key to the realization of
the higher value of museums lies in the receptivity of those
responsible for objects to new interpretations of their roles.
It does not lie in new technologies of presentation."[45]
Contextualizing
museum objects within realistic settings was another technique
curators used to make display cases more aesthetically pleasing
and more effective in conveying intended object-lessons; even
to this day, habitat groups and period rooms, despite the expense
and space they demand, remain popular with
the public, since the impact of a re-created space can reinforce
the sensory experience of space and time travel.[46] Habitat groups displaying the flora and fauna of a particular
region and life groups (illusionistic displays representing
indigenous people against diorama backdrops) were among the
most popular, and costly, display methods used at the turn-of-the-century.[47] One English commentator remarked that this effort towards
realistic exhibits "recognizes the fact that we shall never
succeed in infusing into the minds of those who have it not
a love of nature, until we get as near as possible to nature
herself."[48] But this view was not shared by all curators; one dissenter
at the Museums Association 1906 conference argued that museums
"had of late gone a step too far in what might be called `bringing
the scent of the hay over the footlight,'" a prophetic statement
when we consider the use of virtual reality installations in
some contemporary museums. According to this critic: "Slabs
of nature were transported bodily into museum cases and their
lessons rendered so obvious that people found it easier to stroll
into a museum to learn the habits of animals than to lie in
wait for them in their native fields ...Thus
instead of creating naturalists, our museum helped people to
lose the naturalist's chief faculty -- observation."[49] More generally, some argued that the habitat and life groups'
privileging of sight as the source of scientific knowledge would
make spectators lazy and reduce visual acuity. The overt theatricality
and voyeurism of realistic displays, along with their tendency
towards sensationalism, constituted the museological equivalent
of cheating for some early twentieth-century critics. If the
habitat group's reconstruction of picturesque (or in some cases
violent) vignettes of wildlife vivified nature, for this critic,
the installation's hyper-verisimilitude underscored its own
artificiality.
Conclusion:
The charge
from early critics that habitat groups and other illusionistic
exhibits may generate a sense of wonder in the spectator without
offering much in the way of scientific explication is echoed
today by skeptics of the use of interactive technologies. Chandler
Screven, for example, has argued that "the three-dimensionality
of exhibits and their novelty, gadgetry, and manipulatory
aspects can have intrinsic interest and generate attention but
distract viewers from the main ideas, distinctions, or story
line."[50] Subscribing to a similar view, Lisa C. Roberts feels that
evocative display settings and high-tech gadgetry may in fact
end up "overshadow[ing] the objects they were designed to set
off. Not only do these innovations compete for attention, they
compete for space: every new device represents a reduction in
display area."[51] There is also little empirical evidence that interactive
exhibits have any lasting effect on visitor comprehension of
exhibit themes or whether they are effective in altering misconceptions;
as Tim Caulton has noted "The educational arguments in favor
of interactive exhibitions may be compelling, but the evidence
to date is patchy and largely anecdotal. Interactive exhibitions
remain a largely untapped laboratory for systematic research
to investigate how people learn in an informal environment."[52]
What is clear, though, from the few studies that have been conducted,
is that visitors enjoy using interactive exhibits and that electronic
media and digital technologies have been secured a home in the
twenty-first century museum.[53] As curators ponder the ontological status and pedagogical
value of the electronic artifact they might do well to consider
what lessons can be learnt from the past, given the perennial
nature of debates on the introduction of new museum technologies.
Footnotes
[1]
See Museum Practice, Issue 9 (vol. 3, no. 3) 1998 for
a special issue on museums and multi-media. return
[2]
There are inevitable trade-offs, however, in relying upon external
funding, since some sponsors are only interested in "blockbuster
shows" (those with large budgets and likely to attract huge
audiences), expect their logo to be highly visible, and may
even want a say in the creative process. See Kathleen McLean,
Planning for People in Museums(Washington D.C.: Association
for Science-Technology Centers, 1993), p. 152. return
[3]
In a survey of existing studies of the impact of gender
on the use of computer interactives, Lynn Dierkling and John
H. Falk suggest that there is conflicting opinion over whether
men or women are more or less likely to use the technology.
In an early study conducted at the National Museum of Natural
History, 65 percent of interactive kiosk users were male whereas
in a summative evaluation of the "Sprit of the Motherland" exhibition
at the Virginia Museum of Fine Arts, users were predominantly
female. Dierking and Falk, "Audience and Accessibility," in
Selma Thomas and Ann Mintz, eds., The Virtual and the Real:
Media in the Museum (Washington D.C.: American Association
of Museums, 1998), p. 65. E. Sharpe, Touch Screen Computers:
An Experimental Orientation Device at the National Museum of
American History (Washington D.C.: National Museum of American
History, Smithsonian Institution) and L.D. Dierkling, J.H. Falk,
and C. Abrams, Summative Evaluation of `Liberation 1945,'
US Holocaust Museum (Annapolis, Md: Science Learning Inc.,
forthcoming). Other studies on the gender and new technology
cited by Dierkling and Falk include K. Morrissey, "Visitor Behavior
and Interactive Video," Curator, vol. 34, no. 2 (1991):
109-118 and J. Pawlukiewicz, K. Bohling, and Z. Doering, "The
Caribou Connection. Will People Stop, Look and Question?" Paper
presented at the American Association of Museums, Mat 15, 1989,
Washington D.C. return
[4]
As Dierkling and Falk point out "while media is only one
option for interactivity, visitors to science museums and science
centers are increasingly expecting to encounter some type of
media experience at a museum (IMAX film, computer interactive,
or a videodisk)." "Audience and Accessibility," p. 66. return
[5]
McLean, Planning for People, p. 29. return
[6]
At the Smithsonian Institution's International Gallery,
a show entitled "Microbes: Invisible Invaders, Amazing Allies,"
allowed combined hands-on activities with high-tech computer
software; according to the Washington Post, visitors
could "look through microscopes, play video games, participate
in quiz shows and much more." Catherine O'Neill Grace, "Have
you ever met a microbe?" Washington Post, June 1st, 1999,
p. 18. return
[7]
Within days of being launched, the recently launched British
web site, the 24-Hour Museum, which offers a "cyberspace gateway
to hundreds of UK collections," ran into controversy as a result
of its endowment by culture secretary Chris Smith as "the UK's
13th official national collection." According to Smith, the
24-Hour Museum created for the first time a "single unified
national collection" and because of its status as a "national
museum of the web," it was designated a national museum. According
to Jule Nightingale, museum directors, volunteers, campaigners,
and members of the press criticized the endowment arguing that
it "undermined the importance of the status of national museums
for the sake of publicity." The site was co-developed by the
Campaign for Museum and mda (Museum Documentation Association."
Nightingale, "Museums go on-line," Museums Journal, vol.
99, no. 6 (June 1999): 7. For an editorial comment on the 24-Hour
Museum, see "Virtual Reality" in the same issue, p. 16. As Ruth
Perlin explains, "works of arts, their contexts, and their display
arrangements are being electronically transported out of exhibit
spaces to be examined and visited in homes and other settings
by individuals who may never enter the art museum." Ruth R.
Perlin, "Media, Art Museums, and Distant Audiences," in Thomas
and Mintz, eds., The Virtual and the Real, p. 84. return
[8]
Stephen Botysewicz, "Networked Media: The Experience is
Closer than you Think," in Thomas and Mints, eds., The Virtual
and the Real, p. 114. return
[9]
This term comes from the title of Ann Mintz's article in Museum
News, "That's Edutainment," vol. 73, no. 6 (1994): 32-5.
I discuss her argument and its relevance for the concerns of
this paper later in the essay. return
[10]
Michael Welch, quoted in Cynthia Wisehart, "Multimedia Merchandising,"
Textile World (January 1999), n.p. return
[11]
Lisa C. Roberts refers to these critiques in From Knowledge
to Narrative: Educators and the Changing Museum (Washington
D.C.: Smithsonian Institution Press, 1997), p. 69. return
[12]
For a discussion of institutional responses to the uses of motion
pictures at the AMNH from 1903 through the late teens, see chapter
six of my dissertation "Origins of Ethnographic Film," under
contract with Columbia University Press. return
[13]
For a brief discussion of Regnault's proposal, see Peter Bloom,
"Pottery, Chronophotography, and the French Colonial Archive,"
unpublished paper presented to Screen Studies Conference, Glasgow,
Scotland, June 1993. return
[14]
F.A. Bather, "The Museums of New York State," MJ, vol.
1, no. 3 (September 1901): 73. return
[15]
F. Jeffrey Bell, "On `Good Form' in Natural History Museums,"
MJ, vol, 3, no. 5 (November 1903): 160. return
[16]
Anon, "The Mannheim Conference on Museums as Places of Popular
Culture," Museums Journal (hereafter abbreviated to MJ
vol. 3, no. 4 (Oct. 1903): 105. return
[17]
Ibid., p. 107. return
[18]
Prof. Dr. Ant. Fritsch, "The Museum Question in Europe and America,"
MJ, vol. 3, no. 8 (Feb. 1904): 252. return
[19]
Francis Arthur Bather, "Museum's Association Aberdeen Conference,
1903," MJ, vol. 3, no. 3 (September 1903): 80. return
[20]Dr.
Thiis, "Museum's Association Aberdeen Conference, 1903," p.
119 return
[21]
H.C. Bumpus, "A Contribution to the Discussion on Museum Cases,"
MJ, vol. 6, no. 9 (March 1907): 299. return
[22]
George E. Hein, Learning in the Museum (London: Routledge,
1998), p. 44.return
[23]
McLean, Planning for People, p. 128. return
[24]
A.B. Meyer, "The Structure, Position, and Illumination of Museum
Cases," MJ, vol. 6, no. 7 (January 1907): 237.
return
[25]
Henry Crowther, "The Museum as Teacher of Nature-Study," MJ,
vol. 5, no.1 (July 1905): 8. return
[26]
George Browne Goode, cited in Frank Collins Baker, "The Descriptive
Arrangement," MJ, vol. 7, no. 4 (October 1902): 108.
One should point out that curating as an occupation was undergoing
professionalization throughout this period; influential museum
spokesman Sir William Flower -- President of the British Zoological
Society of London before becoming Director of the Natural History
Museum in 1884 -- argued in 1889 that "What a museum really
depends on for its success and usefulness is not its buildings,
not its cases, not even its specimens, but its curator...He
and his staff are the life and soul of the institution, upon
whom its whole value depends," in "Discussion," p. 61. In lyrico-poetic
terms, F.A. Bather described the successful curator as "a man
of enthusiasm, of ideas, of strictest honor, of sincerity, with
the grip and devotion of a specialist, yet with the wisdom born
of wide experience, with an eye for the most meticulous detail,
but with a heart and mind responsive to all things of life,
art, and nature." "The Man as Museum-Curator," MJ, vol.
1, no. 7 (January 1902): 188. return
[27]
Contemporary studies on the effect of labeling on visitor interest
and retention of information suggest that combining labels with
photographs, drawings, objects, and other sensory elements can
make a difference. McLean, Planning for People, p. 106.
The recent supplement to the April 1999 issue of Museums
Journal (vol. 99, no. 4) included step-by-step guidelines
on the basics of label production (font, size, position, etc)
suggesting perhaps that almost a hundred years on from these
discussions, there is no consensus on the virtue of labels and
museum professionals can still benefit from being reminded of
good practice. For a discussion of the challenges of knowing
with certainty how visitors respond to labels (and the findings
of a fascinating study of visitor interaction with exhibit texts
at the British Museum [Natural History]) see Paulette M. McManus,
"Oh Yes, They Do: How Museum Visitors Read Labels ad Interact
with Exhibit Texts," Curator, vol. 32, no. 3 (1989):
174-89. return
[28]
Dr. E. Hecht, "How to Make Small Natural History Museums Interesting,"
MJ, vol. 3, no. 6 (December 1903): 188. return
[29]
Bather, "Museum's Association," p. 81. return
[30]
Ivan Karp and Steven D. Levine, eds., Exhibiting Cultures:
The Poetics and Politics of Museum Display (Washington D.C.:
Smithsonian Institution Press, 1991). return
[31]
Hecht, "How to Make," p. 189. return
[32]
"Discussion," MJ, vol. 5, no. 4 (October 1905): 118.
return
[33]
Rev. S.J. Ford, "A Rotary Cabinet for Museum Specimens," MJ,
vol. 6, no. 9 (March 1907): 304-5. return
[34]
Kate M. Hall, "The Smallest Museum," MJ, vol. 1, no.
2 (August 1901): 42. return
[35]
Ibid. return
[36]
H. C. Bumpus, "A Contribution," p. 298. return
[37]
McLean, Planning for People, pp. 135-6. return
[38]
Mintz, "That's Edutainment," p. 32. return
[39]
L.A. Gratacap, "The Making of a Museum," Architectural Record,
No. 9 (April 1900): 399. return
[40]
Ibid., p. 301. return
[41]
Frank Woolnough, "Museums and Nature Study," MJ, vol.
4, no. 8 (Feb. 1905): 265. return
[42]
Roberts, From Knowledge to Narrative, p. 22. return
[43]
Fritsch, "The Museum Question," p. 255. return
[44]
"The Spectator," p. 274. return
[45]
"Excellence and Equity: Education and the Public Dimension of
Museums," Journal of Museum Education, 16, no.
3 (Fall 1991): 92. American Association of Museums Task Force
on Museum Education. return
[46]
McLean, Planning for People, p. 23. return
[47]
An editorial in The Museums Journal entitled "The Question
of Group" stated that habitat groups could only be "properly
executed by institutions having at their command considerable
sums of money and a large and efficient corps of workers." MJ,
vol. 8, no. 12 (June 1909): 446. return
[48]
Anonymous, "National Museums: British Museum," MJ, vol.
5, no. 12 (June 1906): 78 [check; wrong cite] return
[49]
"Discussion on the Papers on Museum Cases Read at the Bristol
Conference, 1906," MJ, vol. 6, no. 12 (June 1907): 405.
For more on the discursive construction of habitat groups and
life groups in primary literature from the period (particularly
on issues of verisimilitude, authenticity, and scientific accuracy),
see chapter two of my doctoral dissertation, "Origins of Ethnographic
Film". return
[50]
Chandler Screven, cited in Roberts, From Knowledge to Narrative,
p. 19. return
[51]
Roberts, From Knowledge to Narrative, p. 86. return
[52]
Caulton, Hands-on Exhibitions, p.2. A study conducted
by John Stevenson in 1991 on the long-term impact of interactives
found that 6 months after a visit to Launch Pad, an interactive
exhibit at the Science Museum in London, people were able to
talk about the exhibits in detail and recalled that their experience
had been enjoyable. Stevenson, "The Long-term Impact of Interactive
Exhibits," International Journal of Science Education,
vol. 13, no. 5 (1991): 521-31. return
[53]
According to one study, the presence of a computer interactive
in an exhibit enhanced the experience for visitors by encouraging
them to spend more time in the gallery and to work cooperatively
around the computer. D.D. Hilke, "The Impact of Interactive
Computer Software on Visitor's Experiences: A Case Study," ILVS
Review, vol. 1, no. 1 (1988): 34-49. return