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Figure 1.

A museum user designs their own wallpaper on a computer as it is simultaneously projected onto the wall
in front of them at the new Cooper Hewitt, Smithsonian Design Museum. Image courtesy of the Cooper Hewitt,
Smithsonian Design Museum.
Volume 58 Number 3 July 2015

DIGITAL

Strategies against Architecture: Interactive Media and


Transformative Technology at the Cooper Hewitt, Smithsonian
Design Museum1
SEBASTIAN CHAN AND AARON COPE

Abstract After being closed for three years, the Cooper Hewitt, Smithsonian Design Museum reopened at
the end of 2014 a transformed museum in a renovated heritage building: Andrew Carnegie’s former home
on the Upper East Side of New York City. New galleries, a collection that was being rapidly digitized, a new
brand, and a desire for new audiences drove the museum to rethink and reposition its role as a design
museum. At the core of the new museum is a digital platform, built in-house, that connects collection- and
patron-management systems to in-gallery and online experiences. These have allowed the museum to
redesign everything from object labels and vitrines to the fundamentals of the “visitor experience.” This
paper explores in detail the process, the decisions made—and resulting tradeoffs—during each stage of the
process. In so doing, it reveals the challenges of collaborating with internal and external capacities,
operating internationally with online collaboration tools, and rapid prototyping.

“Sometimes you have to create teakwood. The collection, however, is an


belief.” ongoing study in design evolution, spanning
—Jack Schulze, 2013 centuries, but fundamentally preoccupied with
ideas of innovation and contemporary problem
Since 1976, the Smithsonian’s Cooper solving.
Hewitt museum in New York has been housed —Phillip Kennicott, Washington Post, 2014.
in one of the most glorious mansions from the
city’s most glorious age of wealth and extrava- Kennicott (2014) opens his review of the
gance, the 1902 home of Andrew Carnegie. new Cooper Hewitt, Smithsonian Design
And the problem has always been: It’s the wrong Museum (Cooper Hewitt, henceforth) by zero-
kind of glory. . . The mansion was given to the ing in on the core problem that Cooper Hewitt’s
Smithsonian by the Carnegie Corporation, the reimagining has tried to resolve—the odd mar-
charitable organization established by the steel riage of a building (Andrew Carnegie’s home), a
magnate, to house a collection of objects that collection (originally housed at the Cooper
has never quite seemed at home amidst the opu- Union), and an increasingly outwardly and
lence and grandeur of the neo Georgian stone future-focused mission. In this paper we explore
and brick pile on Fifth Avenue. The mansion is the story behind the technology and interactive
locked in a particular past, full of wood paneling, digital media that became part of an organiza-
stained glass, carved ceilings and even a tional transformation that has helped the
themed room full of ornately detailed Indian museum reinvent itself.

Sebastian Chan (seb@freshandnew.org) is Director of Digital & Emerging Media at the Cooper Hewitt,
Smithsonian Design Museum, in New York City. Aaron Cope (aaron@aaronland.net) is Senior Engineer at the
Cooper Hewitt, Smithsonian Design Museum, in New York City.

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CURATOR THE MUSEUM JOURNAL

BACKGROUND experience.” What was initially conceived of as a


two-year, $64 million renovation (Smithsonian,
No discussion of a museum’s technology, 2011) grew into a three-year, $91 million pro-
digital, or ‘experience’ makeover can be had ject (Cooper Hewitt, 2014). This enabled a
without first addressing its physical context. much broader reimagining of the museum, with
Andrew Carnegie’s private residence creates a an optimistic intention that it would reopen
certain type of “threshold fear” (Gurian, 2005) during 2014.
that for Cooper Hewitt has needed to be over-
come through a combination of architectural STARTING OUT DIGITAL
and social interventions. Unlike the “threshold
fear” invoked by the grand architectures of nine- Cooper Hewitt’s Digital & Emerging
teenth- (and early twentieth-) century public Media (D&EM) department was formed as an
buildings, Carnegie’s residence, with its high independent department at the end of 2011
fence, was purpose-built to keep people out. As upon the hiring of a Director of Digital &
a museum, its low visitation (for a museum in Emerging Media (Sebastian Chan). Over the
New York) was recognized. A 2007 internal next seven months, the team expanded, its
Smithsonian review of the museum’s long-term capacities rapidly grew, and Cooper Hewitt
viability led to a building expansion; this was Labs emerged as an “online entity.” As a result,
intended to counter the museum’s reputation the museum’s digital presence began to rapidly
“[as] a sleepy institution hampered by its setting expand. By late 2012, the museum’s textual col-
in the ornate turn-of-the-century Carnegie lection catalogue records had been released
Mansion” (Pogrebin, 2007). under a Creative Commons Zero license, allow-
It was hypothesized that an expanded ing full rights for anyone to use, reproduce or
Cooper Hewitt would not only have more exhi- modify this work for any purpose. A public
bition space and more flexibility to show differ- alpha version of the Cooper Hewitt’s online col-
ent sizes and types of objects, but that its lection was released online and work was under-
visitorship would change. A new Cooper way to decommission most of the museum’s
Hewitt would, if done right, be able to draw “unnecessary” digital projects (such as microsites
broader, more diverse audiences, have them and one-off apps) in order to create space to
spend more time on campus, and come back think and work on a new future (Chan, 2013).
more often as repeat visitors. Shortly after the “Museums and the Web”
Fundraising for a major renovation began 2012 conference, David Walsh, Director of
in the mid-2000s; by the time of the museum’s Tasmania’s Museum of Old and New Art
closure in mid-2011, a significant war-chest had (MONA) was invited to speak to the Cooper
been raised. By the endof the first phase, the Hewitt’s leadership and curatorial staff. Walsh
main campus had been closed, the permanent spoke provocatively of how he had abandoned
collection was moved to offsite storage in New object labels at MONA, and of the process that
Jersey, and staff offices were relocated into the led to his funding of the Art Processors and the
townhouses beside the Carnegie Mansion. development of their mobile guide to the
With progress already underway to restore museum, The O (Lijinzaad 2012). Although
the historic features of the mansion, fundraising the Cooper Hewitt did not end up implement-
turned to the “exhibitions” and, ultimately, “the ing their own version of The O, Walsh’s talk to

354 Digital: Strategies against Architecture


Volume 58 Number 3 July 2015

the museum’s staff helped shift some of the Technology, too, had to help and encour-
internal thinking about the way “things should age the visitor against the architectural imposi-
be.” Instead, it allowed the museum to start to tions of the historic building—which instills a
consider what “could be.” sense that the visitor should, when crossing the
Diller, Scofidio + Renfro (DS+R) were threshold, be quiet, not touch anything, and
selected to be exhibition architects, and Local adopt a reverent frame of mind.
Projects as media designers. Cooper Hewitt was Complementing a strategic plan that envi-
able to present the two teams with The O as an sioned the transformation of the museum into a
option and give both firms the scope and per- “design resource,” as well as an increasing will-
mission to push the museum further. When ingness to provide more open access to the col-
Cooper Hewitt Director Bill Moggridge unex- lection, five design concepts for media and
pectedly died in August 2012, the museum technology in the galleries were developed:
committed to continuing his vision (see Lustig
2011) by opening as a, what Parry (2013) ter-
1. Give visitors explicit permission to play.
med, “post-digital” museum. When launching
Play was seen as an important way of
the new Cooper Hewitt collection online earlier
addressing “threshold” issues and archi-
that year, Chan (2012) wrote, “we need to not
tecture. Focusing on the experience of
just be ‘on the web’ but we need to be ‘of the
crossing the threshold to enter the Car-
web.’” This philosophy became increasingly
negie Mansion provided an opportunity
important in working with DS+R and Local
to upend expectations. Very early on in
Projects throughout the concept phase, and
the design process, then-Director Bill
later in assessing and improving the designs.
Moggridge enthused about the idea of
concierges greeting visitors at the door,
Basic Principles for Technology in the
warmly welcoming them into the build-
Galleries
ing and setting them at ease. Technologi-
cal interventions—even symbolic ones—
The D&EM team established a series of
were expected to support this need to
unwritten technology principles for the new
change every visitor’s perception of how
galleries and experience. These were reinforced
they were “allowed to behave” in the
throughout the concept design stages and then
mansion.
encoded into practice during development. At
the heart of these was a commitment to ensure
two contrasting demands: 2. Make interactive experiences social and
multi-player; allow people to learn by
1. whatever was designed for the galleries watching others. Cooper Hewitt, even in
would give visitors a reason to visit physi- its expanded form, is a physically small
cally rather than only digitally museum. It has 16,000 square feet of gal-
lery space, which is configured as a series
but also, of domestic spaces (except for the open-
plan third floor, which was converted
2. that nothing would be artificially held from offices and library as part of the ren-
back, content-wise, from the web. ovation). If interactive experiences were

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to support a transformed audience profile the museum; the iPad guide made for the
with more families and social groups vis- (pre-closure) blockbuster exhibition, Set
iting together, the museum would need In Style, only had a 9% take up rate
experiences that worked well with multi- (Longo 2011). Similarly, only having
ple users and provided points of social interactive experiences in some galleries
interaction. Immediately this suggested threatened to relegate certain experiences
an “app-free” approach (since using an be seen as only for “younger audiences”—
app is most-often a solitary rather than something that is common in science
social activity)—even though Cooper museums. By making technology ubiqui-
Hewitt had been an early adopter of an tous and distributing interactive experi-
iPod Touch media guide (2010) and iPad ences to all galleries, it reinforced that
App (2011) in previous special exhibi- these experiences were intended for all
tions. museum visitors, not just the young and
tech-savvy.
3. Ensure a “look up” experience. Again,
because of the domestic spaces and nar- 5. Work in conjunction with the web, and offer
row doorways of the Carnegie Mansion, a “persistence of visit.” The design team
it was not desirable to encourage visitors was also insistent from the start that
to be constantly referring to their mobile whatever was designed had to acknowl-
devices. There was a strong consensus edge that the web is constantly at the visi-
amongst the staff and designers that the tor’s fingertips. Additionally, “post-visit
museum should provide a compelling- scrapbooks”—where visitors could keep a
enough experience that the visitors would record of what they’d seen in the museum
to only want to use their mobile devices —were to be considered. The design
to take photos. team was enamored with the post-visit
reports that were produced by visitors to
4. Be ubiquitous, a “default” operating mode MONA on their “The O” platform, and
for the institution. The biggest lesson the similar initiatives at other museums (for
design team took from MONA was that example MOMA’s Audio+ (2013)). This
for a technology experience to have the idea grew; the D&EM team began to
best chance of transforming how visitors build out technological infrastructure
interacted with the museum—as well as over the course of 2013. Upon so doing,
how its staff considered it into the future the desire to ensure that everything on
—that technology had to be ubiquitous. exhibition in the museum would also be
An “optional guide,” an “optional app,” available online—without exception—
even a “suggested mobile website” might became technologically feasible. As the
meet the needs of some visitors, but it museum’s curatorial staff began to final-
was unlikely to achieve the large-scale ize object lists for the opening exhibi-
change the design team wanted. Indeed, tions, it became clear that—beyond the
the experience of deploying technological technology layer—a new layer of policy
add-ons previously at Cooper Hewitt changes would be required to realize this
had been considered disappointing by idea. New loan forms and new donor

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Volume 58 Number 3 July 2015

agreements were negotiated. By the time large interactive tables in the museum right
objects began to arrive for installation at down to visitor’s own mobile phones. Interac-
the museum in 2014, all but a handful of tive tables (at super-high “4K” resolutions for
lenders had agreed to have a metadata those sizing 84 and 55 inches, and at “high-defi-
and image record of their object’s pres- nition” 1080p for those sizing 32 inches) were
ence in the museum. This data was not used. The larger tables (84- and 55-inch) were
only to be online during the run of an to be operable for either of the longer edges; this
exhibition, but was to be part of the exhi- required a requiring a visual design for the inter-
bition’s online catalogue permanently. face that could supported being used by multiple
people in a variety of orientations.

Agreed Concept Designs “Making” Apps


Local Projects felt strongly that Cooper
During the concept-design phase the Hewitt, as a design museum, needed to have
museum worked closely with Local Projects, a some experiences for visitors to design and cre-
media-design firm for museums and public ate their own objects. Early versions of these
spaces. By the end of 2012, a range of core concepts included the ability to make and print
designs for interactive media experiences had 3D replicas of museum objects, and “test” vari-
been settled upon and the next phase would start ous designs. Neither of these made it through to
to implement them in parallel with exhibition the final versions.
design work undertaken by Diller Scofidio + The final “making” apps, however, were
Renfo, and Thinc Design. integrated into the Collection Browser experi-
ence. In these experiences, visitors can draw a
Collection Browser series of different 3D forms using a simple tool
The Collection Browser was one of the first kit. They can select different materials and
core experiences to be settled on. The Browser create a virtual chair, building, hat, vase, lamp
was intended to be a highly visible way of or freeform shape. These appear on relevant
exploring the breadth of the collection, backdrops and can be saved by visitors not only
deployed across the whole museum (like Cleve- as images but as full-3D models ready for
land Museum of Art’s “Gallery One”)—rather printing.
than in one singular location. Content for this For an institution like Cooper Hewitt
experience was to be drawn from the museum’s which is primarily grounded in art-historical
collection. The interactive experience was to approaches and training, these “making” experi-
allow for serendipitous discovery by visitors and ences were novel. It was also notoriously diffi-
saving of content, access to related media, and cult to encourage social acceptance of them
some means of exploring the processes through among the museum staff. Local Projects’ initial
which objects were designed and made. proposals were complex; during the build pro-
Because of the different physical sizes of cess, they actively encouraged the museum staff
the rooms in the museum, it was also deter- to “simplify.” Staff also had to keep in mind,
mined early-on that this experience would need when developing these experiences, the need to
to function successfully at a variety of different- quickly engage and reward visitors—instead of
size screens with different resolutions, from the fully reproducing the functionality of profes-

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CURATOR THE MUSEUM JOURNAL

Figure 2. The Pen. Image courtesy of the Cooper Hewitt, Smithsonian Design Museum.

sional design tools (like Photoshop or Immersion Room


3DSMax). Cooper Hewitt has one of the most signifi-
cant collections of wallcoverings (i.e. wallpa-
People Browser pers) in North America. However, it has been
Connected to the Collection Browser was a difficult to exhibit effectively. The wallcover-
concept for a “People Browser,” which would ings were identified, even before the appoint-
enable visitors to explore the relationships ment of Local Projects, as a key potentially
between the individuals responsible for the col- digital experience. As the museum’s concept of
lection: designers, artists or donors. It quickly an “immersion room” for the wallcoverings col-
became clear that, with the limited curatorial lection developed, Local Projects injected the
resources available, content for this browser idea of “drawing your own;” this greatly invigo-
would be very difficult for to produce in struc- rated an otherwise-very collection-centric expe-
tured formats. The final version focused on rience. Ultimately, the design team executed
donor relationships in the early-20th century— this through projecting digital images con-
drawing on research materials already produced trolled by an interactive table (that could be used
for opening print publications. In addition to by two people at once) onto a flat wall. This
this focus, it also can easily present contempo- design has proven to be a hit with visitors, and
rary designer relationships. has created a unique, “selfie-worthy” moment in

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Volume 58 Number 3 July 2015

every visit. Like the “making” apps, wallpaper and annotate their solutions, and can vote on
patterns designed by visitors can be saved and the proposals of others. “Wild Ideas,” still in
taken home—not only as an image file, but also development, challenges visitors to unite the
as a scalable vector file for printing. In theory, properties of two radically different objects such
the visitor could use these files to create their as a bicycle and an artichoke. It is intended to
own self-designed wallpaper for their homes. work as a brainstorming trigger.

Mansion History “The Pen”


The museum conceived of the idea to tell
the story of the Carnegie Mansion through a Uniting all these interactive experiences
simple interactive experience. It was initially to and galleries a device we call “The Pen.” Local
be mounted in two locations in the museum Projects’ final response to the museum’s chal-
(though currently is deployed in only one). lenge suggested the museum give every visitor a
Using historical imagery, users would be able to “Pen.” This Pen, according to Diller Scofidio &
navigate a map and see the mansion as it once Renfro in their 2012 proposal slides, would be:
was. Although augmented reality was briefly
considered, the uneven availability of historical [part of a] system-wide platform, [be] your
photographs for each floor and room ended up ticket, your identity throughout the museum,
taking this down a more-straightforward how you make purchases [in the shop], making
“kiosk” path. Somewhat ironically for such rela- you an active visitor, getting you away from your
tively simple content, this experience is not cur- phone and closer to design (Local Projects in
rently available online. Diller Scofidio & Renfro 2012).

Process Lab “Make it Better” and “Wild This idea was immediately compelling for the
Ideas” museum. However, it was also identified as a
The Process Lab is the museum’s newest high-risk item, which would require consider-
space, where visitors can: able investment. While Local Projects’ slide had
provided the initial vision for The Pen, it did lit-
brainstorm design solutions through tle to reveal the complexity of the infrastructure,
hands-on and digital activities. The Process Lab and the systems supporting it to make it work
emphasizes how design is a way of thinking, seamlessly.
planning and problem solving, and provides a
foundation for the rest of the design concepts on Starting The Pen
view in the museum (Cooper Hewitt 2015). Once the decision had been made to move
forward with the concept of The Pen, the
To support the analog activities in this museum pitched the idea to Bloomberg Philan-
space, two different digital experiences were thropies, and they became a key financial backer
developed. “Make It Better” is a digital sugges- through their Bloomberg Connects program.
tion box that asks visitors to improve the design Bloomberg Connects agreed to fund the entire
of an existing everyday device to better serve the technology implementation—The Pen along
needs of a particular user. These range from a with the interactive media, associated hardware,
backpack to a subway turnstile. Visitors draw and the integration of a new ticketing system

Sebastian Chan and Aaron Cope 359


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and relevant front-of-house staff. Chan has tagged and recorded. While only individual
described this scale of investment as a remark- objects were originally to be given these tags,
able act of “venture philanthropy” (Chan 2015). nothing would prevent the museum from allow-
There was, then, a prolonged period where ing visitors to “collect” designers, entire exhibi-
the museum, DS+R and their audio-visual con- tions, or even architectural elements from the
sultants, Audio Visual & Controls, Inc. building itself in the future by reading tags
(AV&C), explored the options for an off-the- placed around the museum with their Pen.
shelf stylus with a small radio (NFC or RFID) With exhibition development well under
chip inserted into it. The intention was to find a way, and DS+R occupied with the building itself,
stylus that had a unit cost of under five dollars, the museum needed to find a new way to move
and which could be easily modified. In its early forward. Using its board networks, the museum
design phases, it was conceived that each set of approached Undercurrent, a New York strategy
museum object labels would contain a small firm to help manage the development process for
computer (a Raspberry PI), that could read the a new “active” Pen. Undercurrent’s Jordan
chips in the styluses when the visitor touched Husney had extensive experience with radio-tags
the stylus to the label. and readers, and understood how small-scale
manufacturing operates. Husney also brought
Reality Check project management focus to the hardware ele-
Unfortunately, by late 2013, a suitable sty- ment of The Pen, elevating it to its own “special
lus could not be found. Those that were closest project” status. Within the overall museum reno-
to meeting our design criteria were could not be vation, this gave The Pen production project its
easily modified to hold an inserted chip. Com- own dedicated meetings, time and resources.
plicating matters, the constraints of the historic In their research, AV&C found a Spanish
building meant that there would be some areas firm, Sistelnetworks, that had developed a
of the museum unable to supply electricity to device which met most of the criteria needed for
computerized object labels. Powered object a reader/stylus combination product. Sistelnet-
labels, whilst offering much in terms of future works’ vWand was already on the market and
development (e.g. for potential for future e-ink had most of our required features, the only
labels or a mesh network of sensors) were also things still to be refined were:
considered to be too risky for conservation rea-
sons. It also would commit the museum to a 1. the requirement that the pen could store
fixed object-label infrastructure. data on it rather than requiring it to be
In late 2013 we switched tack to explore the connected wirelessly at all times,
option for a Pen with an embedded reader—an
“active” Pen—moving the radio tags to the 2. for The Pen’s reader to be always on
object labels. Instead of the labels reading the (rather than requiring a push-button,
pen, the pen would now read the labels. and
Although this approach incurred significant
additional development costs, it enabled the 3. an improved battery life.2
museum to foster a technical and conceptual
model that allowed anything stored in the Although the museum was making pro-
museum’s collection management system to be gress, there were concerns about the aesthetics

360 Digital: Strategies against Architecture


Volume 58 Number 3 July 2015

of The Pen. Since its electronics were already These guiding design principles reinforced
being modified, we took the opportunity to many of the decisions that had already been
rethink the industrial design. The chair of the made, and also gave guidance to the new part-
Cooper Hewitt board, Beth Comstock, offered ners on the project.
the services of GE’s Design Council to work in Following these design sprints, Sistelnet-
cooperation with Sistelnetworks to further works was introduced to manufacturing broker
transform the vWand. MakeSimply by Undercurrent. MakeSimply
Working closely in a short series of design specializes in taking small- to medium-scale
sprints, the museum, GE, and Undercurrent projects to manufacture using a distributed net-
developed a design that, by June 2014, had coa- work of factories in East Asia. In many ways,
lesced into a series of detailed CAD drawings one of the main innovations that enabled the
and design principles. These would continue to Cooper Hewitt to make The Pen was the exis-
inform the design of the interaction between tence of a global network of suppliers able to fill
the device and the user—light patterns and hap- short orders of under 5,000 units. MakeSimply,
tic feedback—and eventual socialization of The working as a subcontractor to Sistelnetworks,
Pen into the museum. The design sprints con- then took the GE drawings (gifted to Cooper
firmed and expanded a series of guiding design Hewitt), and went through a series of iterations,
principles for The Pen itself. These were wherein they produced “Design For Manufac-
summarized in Bove, Crow, and Husney (2014) ture” (DFM) technical drawings and factory
as: instructions.
It is important to stress the scale of changes
1. Not a barrier to entry—it just works. and alterations that the DFM process brought
to the final design of The Pen. As is the case in
2. Extension of the content—the exhibi- product design, many of the initial design fea-
tions are the focus, not The Pen. tures (e.g. materials and finishes) are changed as
the realities of manufacturing within a budget
3. Belongs in the museum—The Pen expe- become apparent. At Sistelnetworks, each
rience is well designed, useful, and beau- change required new rounds of antenna-testing
tiful. and modifications to adjust the battery life.
GE’s team, too, continued to work with the
4. Encourages discovery—The Pen unlocks museum throughout, offering input and feed-
content about the exhibitions. back on design changes brought about during
the DFM process.
5. Part of an ecosystem—The Pen interac- The Pen had quickly become a reality.
tion is part of the larger museum experi- While the D&EM team continued to work
ence. closely with Undercurrent, Sistelnetworks, GE
and MakeSimply, there was much more to do in
6. Context of use—Pen interaction and use the way of its integration into the museum itself.
is location-dependent.
Ticketing, Privacy and Identity
7. Direct manipulation—The Pen enables One of the changes to Cooper-Hewitt
new interactions with content. operations that The Pen has forced is a merging

Sebastian Chan and Aaron Cope 361


Figures 3–4. Using the Pen in the new Cooper Hewitt. Photos courtesy of the Cooper Hewitt, Smithsonian Design
Museum.
Volume 58 Number 3 July 2015

of all the different identity-related databases with their Cooper Hewitt user account, those
within the museum. Like many museums, items may be made public and “shared” using
before reopening, the Cooper Hewitt had sepa- the URL or any number of social tools.
rate databases for members, donors, patrons, The museum chose to design the simplest
benefactors and other groups. One consequence possible system to launch the Pen, allowing the
of the way The Pen works is that everyone is con- system to be adapted and have additional func-
sidered to be a visitor, regardless of their finan- tionalities added as visitors began to use and
cial relationship with the museum. A visitor interact with it. We believe that visitors find
might be a long-standing member. Over the their own meaning. They use The Pen to import
course of their history with the museum, they the objects they collect or create not just in the
might be a patron one year and not another. ninety minutes they (typically) spend in the gal-
One year they may forego their membership leries, but also in the days, months and years that
entirely. Since the development of The Pen, all follow their visit and on their own schedule. We
believe that the first and best
THE PEN CAN ONLY BE SEEN AS SUCCESSFUL thing the museum can do is
INSOFAR AS IT ENABLES THE MUSEUM AND to provide better tools to help
ITS VISITORS TO DO MORE WITH OUR visitors manage that recall.
There are many opportunities
COLLECTION.
that this simple idea makes
of these roles are aspects of a single persistent possible, but the first step is to ensure that we do
user account centered around multiple visits to it well, both from the perspective of the visitor
the museum. and the operational demands it places on the
Tessitura, an arts management software museum. Only then should we build on that
package, is used to manage the museum’s ticket- foundation.
ing needs. It also maintains “constituent
records” that unite all members, donors, and vis- The First Weeks
itors under one system. The temptation to
require “user accounts” for all visitors—that The museum opened to the public on
identified them by at least an email address— December 12, 2014. Manufacturing issues
was very strong. However the D&EM team delayed the arrival of The Pen; however, in
argued persistently for the system to default to hindsight, this was an entirely desirable result.
“anonymity.” Visitors—even museum members The delays enabled the museum to figure out
—should be able to use the museum and its how its new ticketing system worked, and
technological augmentations without identifying understand the visitor flows through the newly
themselves if they wished. Thus, by default all designed spaces. The delays also meant that the
visits to the museum are anonymous. They are museum had a trial run of an inevitable future
identified only by a code—their “shortcode.” where The Pen may need to “gracefully fail.”
Even in the case of online purchases, visits are In the first weeks of the opened museum,
not automatically associated with user accounts. all of the interactive media experiences were
Similarly all the objects or creations collected operational. Their user interface simply did not
during the course of a visit are private by default. present visitors the option to “save” their own
Once a visitor has paired their visit shortcode designs, and did not prompt them to connect

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their Pens. Although there was some public dis- pen distribution (at ticketing) and final dock (at
appointment, it was muted; in some regards, exit). Average dwell times now far exceed what
this built a greater anticipation of the deploy- they were in the former museum—over 100
ment of The Pen. The press reviews of the rein- minutes (versus 45 minutes prior to 2011).
vigorated museum were upbeat and positive We are also tracking post-visit online usage; of
(Lange 2014; Kennicott 2014). Even without the 33,196 pens paired with tickets, so far, 8,108
The Pen, reviewers were impressed by the inter- (24%) have already returned to explore their col-
activity and the way in which it had been inter- lections online, and 31% of these have made the
woven into the museum. choice to establish Cooper Hewitt accounts.
The Pen finally arrived and went live to the Considerably more research is required
public on March 10, 2015. (along with more robust and statistically valid
In following 75 days, pens were distributed methods of data analysis), but for the first time,
33,195 times with a take up rate of over ninety- the Cooper Hewitt can begin to examine how
three percent (excluding the visitors who were its visitors behave in its spaces. That knowledge
not eligible to be offered a pen: children under can be used use that to design better, more
6, and during the initial months, school groups impactful exhibitions and programs.
and visitors arriving during the museum’s Pay-
What-You-Wish Saturday evenings). SUSTAINABILITY: NORMALIZING
The take-up rate has been strong amongst “DIGITAL” IN THE MUSEUM SECTOR
all age groups and demographics. Unlike a
mobile app, Cooper Hewitt front-of-house staff A common question in the cultural heritage
have reported great interest among older visitors sector is how projects like ours can be made
who, presumably, find the simplicity of the Pen “sustainable” by an institution. In this sense,
more approachable than an app. Most surpris- “sustainability” is often understood as a smooth
ing for museum, however, has been how those march from a one-off innovation to a commod-
33,195 pens have been used. Those pens have ity—ideally one which can be bought cheaper
collected objects 726,328 times, and been used from a third-party supplier. Most technology
to save 29,219 visitor-made designs. Visitors eventually follows this arc. For example, disk
have collected over 3,600 distinct objects which, storage began as an expensive, bespoke product,
considering that there are only approximately and now is offered as an almost-zero-cost ser-
700 objects on display in the galleries (and 4,000 vice. The same has gone for same for finance
available on the interactive tables), is a good systems, and collection management systems.
indication that the stated goal for the Collection Even a museum website—in its most basic mar-
Browser to encourage “exploring the breadth of keting “brochureware” form—has gone from
the collection. . . across the whole museum” has requiring bespoke code and design, to being
been successful. available in a “good enough” template form
The museum now has pseudo-anonymous from zero-code providers like Squarespace in
data on who collects which objects, and in what less than ten years.
sequence. This can easily be mapped against Exhibition technology and “visitor-facing
their locations in the building. Our data technology innovation” in museums are tradi-
also gives us a good estimation of daily average tionally the preserve of third-party exhibition
dwell times—calculated as the time between design firms, and audio-visual integrators.

364 Digital: Strategies against Architecture


Volume 58 Number 3 July 2015

Firms such as those Cooper Hewitt partnered made central to staffing requirements. The
with—Local Projects, AV&C, Diller Scofidio results of these staffing decisions have been dee-
+ Renfo (DS+R)—offer design-and-build ser- ply unsatisfactory. The shift to a “post-digital”
vices, and often offer “service and support” con- museum where “digital [is] being naturalized
tracts for 12-18 months after deployment. within museums’ visions and articulations of
However, it is important to recognize the prob- themselves” (Parry 2013) will require a signifi-
lems with this model when it comes to services- cant realignment of priorities, and an invest-
based projects like The Pen and its “museum- ment in people. The museum sector is not alone
wide” system: in this. Private media organizations and tech
companies face the same challenge. Despite
• Support contracts are typically for projects “digital people” being in high demand, they
whose value diminishes over time (because should not be considered an “overpriced indul-
on-going development of a project stops at gence” but rather than an integral part of the
launch). Thus, the cost of that contract, in already multidisciplinary teams required to run
effect, increases year over year with fewer a cultural institution.
and fewer returns for the museum. The flow of digital talent from private com-
• With support contracts, very often no panies to new types of public service organiza-
institutional knowledge about the project tions—such as the Government Digital Service
or how it might serve as a platform for (UK), 18F (inside GSA) and US Digital Service
future projects is gained. Sometimes the —proves that there are ways, beyond salaries, to
only tangible skill an institution learns, or attract and retain the specialist staff required to
passes on, is how to manage contracts for build the types of products and services required
service providers. to transform museums. In fact, we argue that
• A support contract is only valid for past museums (and other cultural institutions) offer
work. Any additional changes or improve- significant intrinsic benefits and social capital—
ments incur additional non-trivial costs, that other types of non-profits and public sector
because third-party contractors not only agencies lack—that are natural talent attractors.
need to complete the work, but require The barriers to changing the museum workforce
time to familiarize themselves with a pre- in this way are not primarily financial but inter-
existing code base. nal and structural. And more, they are kept in
• Support contracts represent money that place by a strong institutional inertia.
leaves the institution and never comes back.
WHAT’S NEXT?
These overall costs are likely to be much
more than it would cost to hire and maintain If the Cooper Hewitt has succeeded in
permanent creative technical staff. This is par- challenging the expectations or requirements of
ticularly evident when intangibles like the over- a museum’s digital footprint, it is important to
all improvement in institutional knowledge, recognize that this is not simply about The Pen.
and the ability to build on the value created by That the museum was able to design and manu-
past work are factored in. facture its own bespoke hardware may be an
As a sector, we have spent a couple of dec- impressive accomplishment, but The Pen can
ades making excuses for why “digital” can’t be only be seen as successful insofar as it enables

Sebastian Chan and Aaron Cope 365


CURATOR THE MUSEUM JOURNAL

the museum and its visitors to do more with our “At a time when so many museums seem
collection. And despite the torrent of publicity intent on new spaces for new design and new art
it has brought, The Pen was not just intended as (like the Whitney, Upper East Side deserter),
a marketing device for the re-opening but a it’s a relief that the Cooper Hewitt finally spent
means to change the museum’s relationship the time and the money to make their 1902 Car-
with its visitors. negie Mansion sing. Rather than being a
Product design and hardware manufactur- straightjacket, the mansion’s ornate rooms and
ing are not a museum’s core competency; we halls now form a rich and idiosyncratic frame for
would not have succeeded without the generos- design objects of all ages.”
ity and efforts of our partners. The Pen was a —Lange (2014)
massive undertaking and nearly “broke” the
museum on any number of occasions. Where it “[The work] is an investment in a particular
didn’t “break” the museum, the requirements idea of cultural democracy. It’s a view where
demanded by The Pen and Pen-related infras- imperfect speech can always—and will always,
tructures impacted every layer of the museum’s and should always—be augmented by further
staff, its physical plant, its budgeting process speech. It trusts in the discourse over the perfec-
and its day-to-day operations. Whilst some of tion of the original work.”
this was predictable and could have, with time —Meyer (2015) END
and resourcing, been mitigated against, there
has also been a benefit in having the institution ACKNOWLEDGEMENTS
grapple with the complexities of running a new
customer-facing infrastructure. Over time it This ambitious project is the work of many individu-
will—as it must—build new institutional mus- als, teams and organizations. It would not have been
cles to take on and adapt to its new form. possible without the generous donations and support
Likewise, the project introduced, and in of Bloomberg Philanthropies, GE Design, Under-
current, and the Board of Trustees; the hard work of
some cases exposed, new ways for the museum
Local Projects, Diller Scofidio + Renfro, Sistelnet-
to understand its technology infrastructure and works, Tellart, and Makesimply; and the ongoing
its relationships with third-party contractors hard work of colleagues, interns and volunteers inside
and vendors. Cooper Hewitt had been able to both Cooper Hewitt and the Smithsonian at large.
make a significant public-facing change only by
making those vendors and internal Smithso-
nian-wide stakeholders believe in the scale and NOTES

ambition of this project. The museum was able


1. The full version of this essay which contains con-
to prove it was genuine in its ambitions through
siderable additional technical information was
its prototyping and ongoing commitment. With originally published in Chan and Cope (2015).
the right investment in staffing, this new plat- 2. The vWand’s initial button-activated NFC scan-
form could conceivably be used to make viable ning technology and its lack of onboard memory
interactive applications (and just as importantly, meant it would not be suitable for museum use at
serve as an internal prototyping tool for testing this phase, since it was designed to be constantly
and validating future third-party work) for paired with one device (a tablet) rather than as a
another decade. device that could pair on-the-fly with many

366 Digital: Strategies against Architecture


Volume 58 Number 3 July 2015

objects around the museum. Working directly cooperhewitt.org/2015/from-concept-to-video-


with Sistelnetworks, we were quickly able to prototype-the-early-form-of-the-pen/.
receive a modified prototype that replaced Blue- Chan, S., and A. Cope. 2015. “Strategies against
tooth pairing with onboard memory, an ‘always- Architecture: Interactive Media and
on’ NFC reader mode, and then work began in Transformative Technology at Cooper Hewitt.”
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