Sunday, September 14, 2008

Exhibit Development: Activating All Spaces I



It's a challenge to look back on seven years of work at Zeum and pick the top exhibit development projects. I'll start with:

Make-And-Takes

There's no greater compliment or sign of success than a family leaving your museum with products from their experience. Seeing a kid leaving with a built structure, a kite, a shirt, a mask, and walking up the street and onto public transit with Zeum stuff that they created inspires positive word-of-mouth. What started with paper flowers, mosaics and shrinky-dinks turned into city models, kites, spin-art frisbees, cars, pens, masks, puppets and clay figures. These low-tech creative experiences offer a great balance to the technical tools of video and sound production and clay animation. Visitor bags include the DVDs of digital creations but also the finer, traditional arts. Designing these hands-on experiences to be mass-produced (approx. 300 units/day), visitor-led and cost effective while being unique and high quality is a challenge I enjoyed very much. Lots of prototypes through weekend workshops with visitors and staff helped moral and led to some wonderful inventions.

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