Floor staff and the guest experience @ the Dallas Museum of Art

If you’re anything like me, you probably keep a mental notebook of museums that seem to do consistently interesting work; it’s pages filled with the names of people you’d want to work with or museums you’d like to be at if the opportunity arose. My list has quite a few names on it, but one that has been near the top for a while is the Dallas Museum of Art, so it was enormously cool to spend a week at the DMA following Museums and the Web this year.

The DMA has been of interest to me for a number of reasons, but primarily because its mission and approach seems to align with much that I value in museums. It has an emphasis on transparency, dialogue and participation, ethical practice, scholarship, and even taking informed risks (yes! Risk is built into the mission). Under the leadership of Director Maxwell Anderson and Deputy Director Rob Stein, the museum appears progressive, innovative and interesting, and consistently looking to new ways of thinking about museum practice like opening up museum membership to anyone who wants to join it, for free – so it ticks all of my boxes.

So what did I learn from a week there? In short, a lot. As well as spending a significant amount of time with Rob, I had meetings with a number of high-level staff, sat in on general staff meetings, and lingered long in the museum observing visitors and thinking about the dynamics of the space. The takeaways are too many for a single post, so I’m going to run a short series of reflections from my week as museumgeek-in-residence at the DMA. This is the first.

DMA Reflection One: Confident, comfortable staff make for confident, comfortable visitors
While the DMA’s simultaneous introduction of free museum entry and DMA Friends were perhaps the most noteworthy moves it has made towards visitor engagement in recent times, they have not happened in isolation. A less-documented but equally interesting shift in the museum has been in the role of visitor services staff, who are no longer expected to simply guard the museum space, but to take a far more proactively open approach to guest engagement. A member of staff greets visitors upon entry to the museum; another waits near the sign-up stations for the Friends program to assist anyone who needs help. Floor staff through out the museum make eye contact and nod or say hello when guests approach. It’s an approach that reminds me of Disney’s concept of being “assertively friendly” to provide exemplary guest service.

This change in the manner of the floor staff to visitors dovetails nicely with the broader emphasis on relationships found in the DMA Friends program, but is also indicative of a more general cultural change in the institution. For staff who have worked on the museum floor for a decade or longer, the difference in attitude and expected actions is significant. Even the uniforms of floor staff are now different, with a move away from formal jackets and towards more comfortable polo shirts (something which has left some feeling a bit vulnerable without the authority of their prior uniform, but also more open). This change might seem superficial, but comfortable staff make for comfortable visitors.

Cultural change does not happen overnight. One of the most important elements for bringing in change is equipping staff with skills and strategies for coping with the new expectations of their new role; something the DMA and its Director of Visitor Services, and Visitor Services Staff Barbee Barber seems to be approaching proactively. Visitor services staff are given a 15 minute briefing before every shift, as well as attending weekly training. During the training session I sat in on, two members of visitor services staff – David Caldwell and Joe Delinski – had each gone out of their way to research a topic they were personally interested in that was also related to the DMA Friends program to teach other members of the team (itself a great idea for encouraging internal staff development).

Joe’s talk was on gamification and gameplay as they relate to DMA Friends, a subject he was passionate about because Joe is himself a gamer. David spoke on the datafication of concepts, and the idea of “quantifiable social opportunities” and the “cumulative quantity of positive impressions [on visitors]” that the DMA floor staff could make. His talk emphasised the importance of the visitor services staff in generating positive impressions to protect, generate and promote the image of the DMA. What was particularly lovely was the emphasis placed on respect and self-esteem of visitor services staff as well as others, in order that the floor staff could take pride in their work whilst impressing other people. David put forward the idea that while curators, educators and registrars etc have particular knowledge and training that makes them experts at their job, those who work consistently on the floor are the museum’s experts at making “positive impressions.” It’s an attitude and idea I’d like to see at all museums.

In an old post on Museum 2.0, Nina Simon wrote:

Floor staff may also be the most efficient vehicle for transforming museums into social spaces. Web 2.0 succeeds by focusing on the personal interests of users and connecting users to each other via their interests. If we truly want museums to become places for social engagement among visitors, why not re-envision floor staff, who are trained to interpret the collection, as community organizers, trained to encourage and support interactions among visitors?

My impression is that the DMA is on the way to doing just this. They aren’t absolutely there yet; cultural change takes time. But this approach to visitor services, which puts emphasis both on providing welcoming experiences for visitors, and upon ensuring that staff feel respected and gain self-worth from the role played in that experience, seems valuable and aligned with the museum’s approach more generally.

What role are floor staff expected to play in the visitor experience of your museum? And how are they supported in this role?

Worlds within worlds: Immersion and museums

There has been significant discussion in recent months about immersive experiences in museums. Seb Chan and Ed Rodley have both written on the subject in response to the site-specific performance Sleep No MoreElizabeth Merritt has asked what museums can learn from Derren Brown: Apocalypse, a two-part television series that immersed a single protagonist in a surreal ‘other world’; and Nina Simon wants to know “why aren’t museums great at telling… deep, intense stories? Why are exhibitions, which have huge potential as immersive, multi-platform narrative devices, so rarely used to that effect?” Clearly immersion is on our collective minds.

But what makes an experience or environment immersive? And why should museums care about using immersive techniques in their exhibitions? Perhaps the simplest explanation comes from Simon herself: immersion “takes you into another world.” It’s a concept associated with video games, virtual reality, and fiction, and is tied closely to the idea of flow; a form of completely focussed motivation. And, as Yellowlees Douglas and Andrew Hargadon note, it can be related to pleasure as well, which can come from “interactive narratives that build on both agency and complex, yet familiar, narrative schemas.” Immersion, then, offers museums a tool for providing challenging yet pleasurable experiences.

According to Jamie Madigan’s 2010 post on the psychology of immersion in video games, immersion can occur in a rich gaming story environment that has “multiple channels of sensory information”, “completeness of sensory information”, “cognitively demanding environments”, and “a strong and interesting narrative, plot, or story.” However, per Douglas and Hargadon, the environment cannot be completely chaotic without opportunity for the individual to gain his or her bearings, nor entirely familiar, offering nothing new to surprise or challenge. Instead, the schema at work in creating the storyworld (whether fictional or otherwise) must be authentic and consistent, but also allow for wonder.

This rings true to my own most recent experience of immersion, which took place at the Australian National Maritime Museum on Sunday. It was my first visit to the museum, and I skipped straight past the galleries to the ships. It was on board the Onslow, a submarine built in 1968, that things got interesting for me…

Immediately upon entering the submarine, I started feeling light-headed. My heart rate went up, and I began having difficulty breathing. Even though I’ve never been susceptible to claustrophobia, being trapped in the narrow, tinny aisle of the submarine, unable to go backwards or control the pace at which I progressed forwards (stuck as I was between other visitors), my body reacted. Mentally, I knew I was safe. But my body was firing off entirely different signals.

Why did it react so? Why did my body believe it was in danger, when logic told me all was well? The submarine flooded my senses. It had a smell of ageing metals and dust; like an old hospital. The skinny corridors curtailed my natural movement. A soundtrack played through the speakers that – I’m fairly sure – included a siren to indicate that we were soon to dive. From the moment of entry, when I had to climb backwards down the angular metal steps into the sub, my whole body was tricked into believing that this world within my world was real – and a threat.

I was transported; caught in the universe of the submariners. It was one of the most affective experiences I’ve had in a museum context.

The immersion came from more than just engagement in their story however. When my body reacted so strongly to the submarine, it was in part because it felt transported from my usual safe (and sunlit) world into a universe of metal, war, and submersion. It was disengaged – separated – from the everyday, from the context of real life.

In November, when I wrote about Sleep No More, I observed that the audience was “funnelled down a long, dark corridor to enter the McKittrick Hotel; consistently being primed for the evening at hand, even whilst in the act of transportation from one place to the next.” I was thinking about behavioural priming; what a museum does to prepare the visitor for the museum experience. But I failed to truly note the significance of this tunnelled entryway. It was not a mere passage from place to place; it was also a device that transported me from the ‘real’ world into the richly detailed storyworld. The neutral zone of the tunnel forced a fission between my life outside Sleep No More, and the internal universe with its own rules and practices. With this distance, I could give in more fully to the possibilities and drama of the McKittrick Hotel and its occupants.

This is quite different from my average museum visit, where there is only limited demarcation between the story inside the museum and that outside; or in the spaces between exhibitions. Yet consider how a similar trope is utilised at Disneyland to set the audience up for their experience in ‘the happiest place on Earth.’ In a paper on Walt Disney’s use of ’emotional environments’, Josef Chytry writes* that Disney carefully calibrated the Disneyland storyworld to engage the guest in a total experience (emphasis mine):

For his emotional environment proper, Disney ensured that entry to the park would be substantively separated from outside reality. This passage was intended to induce in ‘guests’ the appropriate mood, so that once these ‘guests’ came into ‘Main Street, USA’ – another invention of Disney’s – they were ready for ‘happiness’.

The entire visit was choreographed to be affective; an emotional environment designed from the start to invoke a sense of wonder. (I know many museum types professionally disdain the Disneyfication of culture, but surely there are worse things.) Similarly, at Tasmania’s MONA, the visitor does not merely arrive at the museum from the street. From Ed Rodley’s description of his visit to MONA last year:

The oft-repeated marketing catchphrase is that MONA is “a subversive adult Disneyland” which like a lot of PR fluff, captures some of the emotional appeal, but not much else. MONA isn’t a theme park. It is also not a temple to secular culture the way writers like Alain de Botton have claimed museums have become. It certainly has some of those otherworldly associations; it is a destination if you approach via water ferry; the long climb up, and the descent into the hillside MONA is carved into. If MONA is any kind of temple, it’s more an oracular cave than an edifice of orthodoxy.

To which museum owner David Walsh responds:

 it’s a pleasure to see your reference to an ‘oracular cave’. The effort required from a visitor by ferry, to rise and descend, was intended to make one mindful of exactly that notion. You are, apparently, the first to see what to me was a transparent gesture.

Entering another world – a storyworld – requires that we unshackle ourselves from the real world, if only for a short time. The world of MONA is severed from that of the everyday by boat, and an oracular entryway. Even more than that, it is separated from mainland Australia, necessitating a significant journey to get there for all but locals; a journey frequently undertaken for the sole purpose of visiting the museum. (Maybe it’s more like Disneyland than Rodley gives it credit for…) Immersion also requires multiple channels of sensory engagement, cognitively rich environments, and strong and interesting narratives. Is such an approach always of value for museums? I don’t know that it is. But given that immersion can lead to flow, wonder and engagement, it certainly seems like something worth examining further. I certainly won’t forget my visit to the Onslow any time soon.

What do you think?

*unfortunately behind a paywall

What happens when geeks design museums?

I’ve started to notice a couple of interesting patterns or trends in the digital museum dialogue over the last couple of weeks and months. Just taking a quick flick around the blogs and looking at some of my favourite museum thinkers, we have Koven speaking at MuseumNext about the Kinetic Museum, and asking What if a museum’s overall practice were built outwards from its technology efforts, rather than the other way around?. Ed’s making a museum from scratch series is moving towards imagining a radically transparent museum – one in which labels might include information about who wrote them, objects might have whole histories available, or information that leads visitors back outside the walls of the museum to continue their journey beyond the physical space. And Seb has proposed that “the exhibition as a form needs to adapt. Radically. And I don’t mean into a series of public programs or events.” His great post from last week, too, considered new ways of designing exhibitions as immersive events with digital parallels.

There are two things that I find fascinating about this. The first is that this dialogue is forming a kind of dispersed ‘Koinonia’, or  collaborative thinking. Although each of us is physically removed from one another (in my case, across oceans, and for the others, at least a few hours of travel between), we are all bouncing off, and building upon, the ideas, questions and inspirations being shared by the others.

But the second reason this is interesting to me is that in each case, they we are all starting to reimagine or redesign physical museum experiences with ideas drawn from digital experiences. The museum technology conversation seems to be shifting from merely how does technology impact the business of the museum practice to how should it impact the museum building or the design of museums physically. Of course, there is precedence for these conversations with Nina Simon’s approach to exhibition design, which draws upon Web2.0 philosophies. But these new discussions seem to further explore the concept of creating the physical space of the museum upon the principles and values of the Internet.

So what are these values, and how could they apply to museum/exhibition design?

For me, the immediate ones that come to mind include transparency and openness, agility and responsiveness, customisable and personal experiences, and sharable, social and participatory interactions. Many of these ideas are ones that I’ve spoken about previously on this blog, but I’ve always focussed on how they might/should apply to museum online efforts.

Ed’s concept of radical transparency in the museum is provocative. In Too Big To Know, David Weinberger proffers that one of the basic elements of the Net experience is that “[t]he Net is a vast public space within which the exclusion of visitors or content is the exception.” (174.) He also points out the abundance of the Internet, where “there is more available to us than we ever imagined back in the days of television and physical libraries.” Taking these ideas into the physical museum space could see the size and complexity of working collection made visible and public as default, whilst still being able to distil ideas through the use of selected objects chosen for formal exhibition/display. This approach also puts a contemporary spin on the idea of curation, where the curator draws attention to the things worth seeing within the abundant content available. As I commented, the recently opened MAS | Museum Aan de Stroom in Antwerp has a visible storage area that houses about 180,000 artefacts from the collection. Imagine being able to see the entirety of a collection, as well as its details. What kind of public value might such an approach have?
(Of course, such an approach would likely have implications for cost, security etc. – there are many as-yet-unresolved issues here.)

What else? I think one of the most enduringly appealing things about the Internet is that it is highly personal and customisable. My experience online is likely very different from yours. You and I, we will read different things, and be drawn to different sites. We will even visit the same sites, but on different browsers and devices, or at different times of day. So how could a museum make an experience that put emphasis on “immersive exploration rather than a linear narrative“, as Seb has been asking? What kind of approach to exhibition design is needed to give individuals ownership over their experiences and yet still maintain connective narrative tissues to make sense of the core concepts and ideas at play?

Digital experiences are sharable, and frequently participatory. But they are also agile, kinetic, and scalable from global to local, and back again. Our conversations and interactions online are not limited to our physical proximity, but they are often related to it. I chat to people all over the world on Twitter, but also make a point of meeting up with them in person when circumstances allow. There is an overlap between my digital and physical experiences, a parallelism (as Seb recently observed). So how could these parallel experiences be incorporated into museum setting? Could the museum tap into and contribute to global themes and conversations before and after the visit (online or offline), and then focus on the local and particular in the actual space? Would that be the right approach?

Matt Popke, in the comments on Seb’s mixtape post, joins in.

I just think the bar has been raised a bit in the “historical narrative” part of the equation. People live in a google age now. If you encounter something you are not familiar with you simply google it and find out whatever you want to know (or maybe you think you find it, that’s another issue entirely). People are accustomed now to having mountains of information available to them at a whim. Tiny tombstone labels on collection items or informational plaques near an exhibit just don’t satisfy like they used to.

The challenge is finding a way to incorporate *all* of the rich history and context of an item in the display of that item, or otherwise finding a way to deliver more in an exhibition than we’re used to, more context, more data, more story. We need to deliver this information in a way that feels explorative, like the audience is taking their own path through our collection and discovering their own version of the narrative. Hypertext, as a medium, is perfect for this kind of intellectual exploration when dealing with an individual. How do we create a hypertext-like experience in a physical space that multiple people can enjoy simultaneously?

There are lots of ideas here, and most of them are entirely unresolved. Still, this trend in the conversation seems to bend more and more to be broaching the divide between the physical and virtual and trying to rethink or disrupt current approaches to museum or exhibition design. Why this is happening now, I’m not sure. (And does it have implications for museum careers? Will your next exhibit designer be someone with an interest/background in tech?) But it is an interesting line of questioning to pursue.

What happens when museums begin to bring the values and ideas that are normally associated with the Internet into the physical design of the museum?

I’d love your thoughts.

Do rats chase chocolate in your museum? Thoughts on organisational habituation.

Ed Rodley’s thought experiment on making a museum from scratch has only just started, but the responses to his initial post are provocative. Almost all of them question Ed’s initial assumptions about the scope and definition of the problem. After setting some conditional ground rules for the museum (it has about 200,000 objects, you have an old building in which they can be housed, and a big enough budget to get started, but you’ll need to be judicious with hiring etc), Ed’s starting place was the collection. He asked “Who are the audiences for this material and what are their needs?”

Instead of answering this question, however, almost all of the commenters have problematised the starting place of the inquiry. Why does this need to be a museum? If it is a museum, does the building necessarily have to be used for display? What kind of baggage comes with the collection that necessarily has to be dealt with before the museum can move forward? What is the museum’s mission, and how early into the process of creating the museum does it need this to be defined? Already the exercise has really brought home to me both the complexity of starting a project like this, and just how many assumptions we carry with us about museums. It has almost certainly brought such questions home to Ed too, since his second post seeks to address many of these questions.

But while I was thinking about this, a friend linked to a fascinating if slightly old article from the New York Times that explores consumer behaviour and the ways that companies target consumers. Amongst other things, it addresses the way behaviours become habituated and ingrained:

An M.I.T. neuroscientist named Ann Graybiel told me that she and her colleagues began exploring habits more than a decade ago by putting their wired rats into a T-shaped maze with chocolate at one end. The maze was structured so that each animal was positioned behind a barrier that opened after a loud click. The first time a rat was placed in the maze, it would usually wander slowly up and down the center aisle after the barrier slid away, sniffing in corners and scratching at walls. It appeared to smell the chocolate but couldn’t figure out how to find it. There was no discernible pattern in the rat’s meanderings and no indication it was working hard to find the treat.

The probes in the rats’ heads, however, told a different story. While each animal wandered through the maze, its brain was working furiously. Every time a rat sniffed the air or scratched a wall, the neurosensors inside the animal’s head exploded with activity. As the scientists repeated the experiment, again and again, the rats eventually stopped sniffing corners and making wrong turns and began to zip through the maze with more and more speed. And within their brains, something unexpected occurred: as each rat learned how to complete the maze more quickly, its mental activity decreased. As the path became more and more automatic — as it became a habit — the rats started thinking less and less.

It seems to me that right now, all of us who are participating in Ed’s thought experiment are like the rats with overstimulated neurosensors, trying to make sense of the maze of questions and possibilities of a new museum. We know there is a reward at the end (chocolate!), but the path to that reward is anything but clear. We are scratching at the walls, and trying to work out where the edges of the maze are. We are most engaged with the puzzle and most able to find new solutions.

But if this was a real situation, it likely wouldn’t be long before our behaviours habituated, and the thinking process was short-cut. In order to progress and move forward with the business of running a museum, rather than trying to solve every puzzle that comes up along the way to building a museum from scratch, there would surely be less and less opportunity for deep thinking and questioning of assumptions. As things progress, our organisational processes and behaviours become ingrained. They require less thought and make action faster. They are known and therefore likely safe. As a survival tactic, habituating behaviours make sense.

This is also likely one reason that museums continue to be modelled on similar ideas from one to the next. Doing so means that these difficult discussions that question every assumption can be circumvented. Rather than waging a near-constant intellectual battle, the business can pick a few key questions to concentrate on, and rely on habits and experience for the rest. But this also means that the process takes less thought and the outcomes are less likely to be substantially different from those that have come before. Is this why many museums fall back to default methods for dealing with their collections and publics? Is this why it is so hard to really challenge many of the ingrained organisational habits found in museums (or any business that accompanied by a legacy of tradition)? And if so, is there an alternative that might help staff within a museum find a balance between habits and critical thought?

Nina Simon just wrote a post about building a culture of experimentation in which staff are experimenters who are “driven by the desire to try things out and see what works, to collect data, to learn from the results.” In describing what such a culture looks like, she writes:

Whenever an intern takes a prototype out on the floor, I ask her, “What might change about this project based on this test?” If she is not willing or able to articulate a potential change, it’s not a prototype—it’s just a model of a foregone conclusion. At the MAH, prototypes have to be used to test a hypothesis, or to decide among options. This becomes more and more automatic as people feel the confidence that comes with making a decision based on data instead of arbitrary soothsaying.

Essentially, it seems like what Simon is trying to encourage experimentation to become the habituated and ingrained path, rather than outlier behaviour that only occurs when a new maze needs to be mapped or puzzle solved. I wonder whether it is possible to really make critical engagement and experimentation the habituated path across an organisation? What would make that happen? Other behaviours and habits would need to be effective in their automation, so that staff could rely on them and not have to be engaged with thinking through every action (which would be simply exhausting). So is it about getting the right balance?

What do you think? How hard is it for organisations to question their own assumptions and engage with ideas that could lead to new and more effective modes of doing business? Is this why the museum tech sector is so filled with conversation, because the changing landscape has meant that our behaviours and attitudes are not yet ingrained?