Because sometimes museum guests aren't just pushing things too hard, they are actively taking steps to destroy things, just to see if they can get away with it.
If there is only two troublemakers in every group of 30 children, and a museum receives 10 groups a day, that’s 20 little rascals who are all trying to do the craziest stunt they can come up with…
As a museum professional, I don't agree with a couple of points:
If you want science for grownups, you have conferences.
I work at a history museum, and we serve both students and adults: whole range of people. Conferences aren't designed to communicate science (or any specialized topic) to a wide audience.
Also, that it is for kids doesn't make it impossible to enjoy as an adult, especially if it is about things you are unfamiliar with.
This can be true, but children and adults learn differently. We have lessons and interactives that are designed for both, and activities that are geared towards kids. The way we write information for children in our programming is very different from what you'd see with adults, because of how we have to break the information down in ways that is understandable to them.
If you go to a science museum and think "only a kid can enjoy that". Then the problem is not that it is a place for kids, it is that it is just bad. It is a thing Disney understood very well, its classics may look like they are for kids, but they are actually enjoyable by everyone, and it is a big reason for their success.
I don't understand this line of reasoning: if a science museum appears to be designed for kids, there's likely a reason for that: they're working to communicate science to kids. That doesn't make it bad: it might just mean that they've put a lot of focus on their primary audience. Disney isn't designed for kids: it's designed for families, and they put a lot of time and energy and resources into that design. (Museums can take a leaf from their book and strategies!)
As for art museums, the problem is that they are usually just exhibitions, and to be honest, that's boring, especially if you are a kid. That's unlike a science museum where they actually try to teach you science. It is only interesting if you are already well into that kind of art, and most kids aren't (yet?).
History museums are kind of a middle ground as they can do the double duty of teaching history (mostly for kids) and showing off artefacts to people who are already into that (mostly for grownups).
I think both of these points are overly broad, and every institution and every exhibition is different: it all comes down to how well they design their programs and exhibitions. There are plenty of art museums that go beyond a mere exhibition.
As for history museums being a middle ground, I don't agree with that at all: kids are fascinated by physical objects! Adults love to learn about the history behind those objects! These aren't mutually exclusive things. It ultimately comes down to intent and installation and implementation.
It costs a lot of money to create a frame! You need skilled people to make one, get the proper archival glass to protect whatever you're displaying. There's a lot of work and field best practices that goes into this.
It doesn't really have to cost that much. You're mostly paying real estate and a professional waiting for business. Framing material, UV glass, and acid free paper are quite cheap. Anti-glare Tru Vue museum glass costs maybe a couple hundred dollars for a medium sized work, but a lot of museums don't even use it because art framers mark it up like crazy.
Gallerists always act like having a professional framer is given, but maybe their typical clientele are rich enough to just treat that as a mandatory tax. I framed my art with a diy LevelFrames kit for 10x cheaper which took less than an hour. The frame itself isn't particularly good quality, so for now, boutique framers have a strictly superior product, but this advantage could easily be commoditized away.
Bro, you're not a museum who's invested thousands or more into a single piece. Paying $2000 for the framing service to be done right is worth it when you're protecting a big investment.
And then you visit nearly any museum in Europe, and walls are absolutely covered in paintings with almost none of the wall itself visible and most of the paintings not even behind any sort of glass. It's kind of funny.
(b) They only pulled that stunt on art that was already behind suitably-protective covers. (Whether the stunt is effective or not, they weren't putting artwork at risk: just temporarily disrupting the operation of galleries, and getting themselves arrested.)
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.
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!"
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.
There was a great bit of free software that I had downloaded a bunch of years ago, LibraryDB, which allowed you to set up your own software. If memory serves, you could hook up a laser scanner and scan the barcode, which would make things pretty easy for you, but I can't seem to find the software online anymore.
But to be honest, I've always found cataloging and data entry to be a lot of fun, and there's something meditative about entering a book's title, date, author, ISBN, etc. into a system. I found that it helped me figure out what I have and think about why I'm keeping some books. It also led to some neat discoveries about certain books. I found a couple that had been signed that I'd never realized had been signed!
A lot of folks can tell that it's AI, but some folks can't.