New Communication Model Museums
New Communication Model Museums
New Communication Model Museums
Abstract
It is a discourse to argue that how a new communication model, the instigating model, is
practiced in the natural history museum of the 21st century. The variety of communication
theories are suggested in practice in natural history museum since 1968. From ‘the museum as
a communication system and implications for museum education’ to ‘museum exhibitions as
communication media to convey ideas’, the communication models have shifted obviously.
Hooper-Greenhill used the metaphor of the modernist museum, the educational model (curator-
centered); and the metaphor of post-museum, the interpretative model (visitor-centered), to
describe those differences. Three models are compared in this study. Since the first two models
concern only on the learning value in the museum, no matter what the perspective was used to
develop the exhibition. This study argues that the understanding of learning process and
meaning-making are the core values of the new communication model. This new instigating
model develops the exhibition in a natural history museum from a memetic view, the
perspectives of learning involve an infection process of meme. The meme's host could be
anyone relevant to exhibition. The instigator of signal could be anything: object, artifact or text,
graphic design, specimen etc. It is the responsibility of the museum designer to create the
variety of experience aspects to instigate the active selection of culture evolution and to remove
the gap between hosts of memes. A special exhibit on Bat Legend is used as a trial ballon to
highlight the applicability of our new communication model in the natural history museum.
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and enclose exhibition space. Qualities of in North America by Cameron in the late
color and texture attach to all these elements. 1960s. Cameron's emphasis on objects as the
Sound, seating and the media of film, video, medium of museum communication was
slide projection, computers and simulation challenged. Knez and Wright proposed that
may also be added. Live elements often range putting across ideas (intellectual cognition)
from planting to performance-dancers, actors was the primary function of museum
and scholars, as well as lectures and docents. communication, at least in science museums,
This communicative media actually is and their suggestions led to the modifications
represented as an assemblage that consists in the basic communications model.
of those “so-called” basic elements. The process of communication has evolved
Although the perspectives obviously shift from the development of a simple model to
among those emerging paradigms, the something more complex. The initial simple
characteristic of exhibition design never has a description of the process of communication
distinguishing definition. All concerns of the was based on the idea of one person sending
communication model are exclusively relevant a message to another, perhaps over the
to the curator/transmitter and the visitor/ telephone. Distinctions were made at the
receiver, or the relationship between them in beginning of the process between the source
the position of power. It seems that the and the transmitter, and at the end of the
exhibition has no interpretation involving the process between the receiver and the
designer. It is a paradoxical viewpoint to destination. Following up the communication
ignore designers and their influences in the model of Shannon and Weaver, the
communication model, if we expect a creative knowledge should be effectively received by
design would be a surprise to achieve and to visitors. All of the design problems should
win the satisfaction of the visitors' experience. focus on the decrease of noise or the increase
of channel (Fig. 3). The model can be applied
to a museum educational exhibition (Fig. 4). In
I. Theories and methodologies 1. this instance the “noise” which interferes with
Communication theories and learning the message might include anything from
approaches crowds to visitor fatigue or others.
‘The educational role of the museum’ is not The influence of the model of
only a book title of Hooper-Greenhill but also communication on approaches to exhibition
the proper duty of all museums. She used production is discussed by Roger Miles who
three words: education, interpretation and points out how this linear understanding of the
communication, to catch on to what this communication process is mirrored in the
means. Museums should be the informal or linear process of making exhibition (Fig. 5).
lifelong learning place is the unalterable However, Miles proposes a very different
viewpoint, especially in natural history and approach to exhibition which is much more
science museums. flexible and makes use of extensive research
Traditionally, the taxonomy of educational at all stages of the process, including market
objectives by Benjamin Bloom used in the research before the process begins, trying-
objective model with the setting of out of exhibits during production and
predetermined goals and the methods of summative evaluation after the exhibition
formative and summative evaluation. opens.
However, the visitor is completely different Hooper-Greenhill identified two broad
from the student. The simple communication approaches to conceptualizing
model was introduced to the museum world
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Fig. 3 The Shannon and Weaver communication model
Noise
Fig. 5 The simple communications model adapted as a way of understanding the exhibition process. The
move from curator to designer to educator takes place in time.
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consequence of “dueling” communication scarcity of bat specimens and objects of bat
itself. motif in the museum collection. It is a
Coevolutionary approach emphasized that successful cooperation of different parties that
a consequence of successful communication included the museum staff, the freelance
can be the replication of the information architect, the photographer of art objects, the
conveyed. Communication is explicitly linked craftsmen of exhibits, the volunteers of the
to large-scale of social phenomena such as specialist, the Bat Association of Taiwan, etc.
cultural change through a physical Each party made the contribution and the
consequence of communication by dyads: the interpretation for their work equally and freely.
replication of information. It is involved not A case study of developing model of
merely as a sender and a receiver, but also as exhibition design in the perspectives of new
a channel and a message. communication theory, in memetics view, was
The major claim of coevolutionary explored. The entire design process of
approach is that communication museum exhibition includes theme orientation,
simultaneously involves the sender and team planning, content developing, 3D &
receiver in two different relationships: first, as graphic design, exhibits design and evaluation
conspecifics with potentially divergent genetic etc. Using the system of random sampling:
and social interests, but also as potential each subject was selected when the first
hosts to a more or less robust, parasitic visitor crossed the entrance threshold at a
replicator with its own revolutionary interests. predetermined time, with a total of 100
The coevolutionary theory thus suggests an subjects selected.
additional relationship between sender and The methods of tracking and recording
receiver than that of cooperators or visitor behaviors/conversation were
competitors: they also share an infection. conducted. A more open-end questionnaire
Signals are patterned streams of particles after a request was recorded as a preliminary
flowing through a channel. In Aunger's view, study, and the interview of four docents for
signals are not interactors; nor are they this exhibition was recorded, too.
phenotypes, instead they are what he will call
“instigator.” The arrival of a signal in a brain II. Case study: Bat Legend exhibition 1.
brings an influx of energy and information, Results and discussions of the exhibition
sparking the crucial change in local area. The venue of Bat Legend consists of six
Artifact, whose primary function is to serve as sections A-F (Fig.8). The various options of
a signal template, can be called a the visiting route are allowed in the venue, the
communicative artifact. entrance and the exit shared the same door.
Most visitors (51%) follow the route of turning
3. Methods of case study - Tracking study right. (Table 1) Only 84% of subjects
& interview completed the entire route and accepted the
The exhibition: Lucky Animals vs. Night interview.
Monsters - the Bat Legend as a traveling
exhibition was planned and fabricated during
January 2004-February 2005; exhibited during
February-December 2005, in the National
Museum of Natural Science, Taichung,
Taiwan. This theme was schemed out for the
richness of biodiversity and cultural diversity.
The only problem is the
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Table 1 The visitor tracking result of bat exhibition Venue route options
Percentage (Total subjects =100)
Route 1: Entrance-A-B-C-D-E-F-C-Exit 51%
Route 2: Entrance-B-A-C-D-E-F-C-Exit 25%
Route 3:Various or incomplete routes excluded route1&2 24%
Language
MYTH
III SIGN
Culebre
Each section consists of panels and content (Table 2). The complicated and
specimen/objects/exhibits. Panels consist of multidisciplinary aspects of experience create
subtitle, text and image (or extra specimen/ a wide-ranging idea of design to instigate the
model). Each item of exhibition is created and various responses of the visitors (Fig. 9).
involved in more than two aspects of Those aspects of experiences are
experience but not complied with the as follows,
hierarchy or structure of the textbook's
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au/n P6 Taiwan
Subtitle: Insects Predator
Subtitle: Insects Gleaner
au/n P7 Subtitle: Bird-eating Bats
Subtitle: Frog-eating Bats
Subtitle: Fish-eating Bats
au/n P8 Subtitle: Nectar-eating Bats
Subtitle: Fruit-eating Bats
au/n
P9 Subtitle: Vampire Bat
au/n/i
C1 Object All related to Bats for pollination or seed-
& (C)
dispersal, Product: Tequila, Cloves, Nuts, Sisal
Fiber, Herb Medicine, etc.
Key Roles in
Imitation of Fruit: Banana, Mango, Peach, Guava,
Ecosystems
Papaya etc.
3D Model of Bat Portrait
C2 Object
Mount Specimen and Bone Specimen of Bat
au/i C3 Specimen
Replica of Bone Specimen of Bat
Show Case
C4 Video of Bat Life
au/n AVSet
Subtitle: Bats vs. Economics
au/n
P10 Subtitle: Long-nosed Bats vs. Agaves
au/n
P11 Subtitle: Bats vs. Fruits
au/n
P12 Subtitle: Bats vs. Productions
au/n
P13
au/n Specimen Subtitle: Bat’s Echolocation
Object
au/n Subtitle: Seeing with Ear!
au/n P14-18 Subtitle: Nose vs. Ear & 3D Model of Bat Ear
i/s
Subtitle: Upside down
3D Model of the Bat Pollinating Matisia Flower as
F4 Furniture Θ the Part of Furniture
au/n Tactics for P31-34 Subtitle: Bat vs. Flower I -Hearing the Honey
Surviving
Subtitle: Bat vs. Flower II -Perfect Partner Subtitle:
Bat vs. Predator—Endangered Status Subtitle: Bat
vs. Prey—Bat-Detecting Ears
Fig. 11 The exhibits of aesthetic aspect
-(
a. Text panel marked as P1-2 b. The image and video panel marked as B4-B7
l· -e
-
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a. The bat specimen marked as C3 in the floor plan b. The object of bat motif marked as F2
poetic aspect (p): poem, proverb, legend artificial fruit and bat roost, etc (Fig. 15).
and tale of literature, semiotic context (Fig. The feedback from the visitor study and
10); the interview of docents indicated that this
aesthetic aspect (ae): objects related to exhibition is very attractive, especially in two
bat motif, the work of fiber art, glass craft, features: the surprising feeling about the
visual art and furniture design (Fig. 11); diversity of bat and that some bats are so
narrative aspect (n): text, image and audio- good-looking enough to overthrow the
visual media (Fig. 12); stereotype of bat/vampire (38% in Table 3
authentic aspect (au): bat fossil, mounted and 70% in Table 4), and the variety of
specimen, objects and symbols related to bat experience aspects to satisfy the visitors (the
motif, bat images of portrait and ecological responses of section A, B, and C, in Table 3).
behavior, products (e.g. Tequila) of everyday The increasing proportion of the aesthetic
life related to the topic of the ecological key aspect is much more than the other
role of bat (Fig. 13); exhibitions in natural history/science
social aspect (s): sensory and kinetic museums appreciated and emphasized (70%
hands-on exhibit, leisure furniture (Fig.14); in Table 4). Some visitors further took the
imitation aspect (i): magnified 3D model of picture of the exhibit of glass art (Fig. 11b)
small bat and full size 3D model of big bat,
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Rejecter of interview
Subject of interview Percentage (Total subjects=100)
84% 16%
Location of the Most
Satisfactory Items Surprised Items Precious Items Unsatisfactory Items
Section of Venue
A 29% 28% 17% 0%
B 38% 26% 10% 4%
C 22% 19% 43% 10%
D 6% 8% 3% 11%
E 6% 5% 2% 0%
F 13% 9% 15% 9%
Panels 0% 0% 0% 4%
no comment 0% 5% 7% 47%
Note: The ansewrs from some subjects are multiple choices in different.
The satisfaction and surprise came from the variety of bat. 49%
Venue area B: too dark Venue area D: too crowded Bat specimen in venue 22%
area C: too ugly Venue area F: too many panels
and got a replica of exhibit from the same model. It isbased upon a culture-centered
craft workshop to keep a concrete memory. In criterion in experience aspects. The
the authentic aspect, to see the real thing is preliminary result indicated that design
still very important and is the only purpose of approach of creating a variety of experience
a museum visit for some people. (Bat aspects made a big contribution to the
specimen marked as C3, 43% in Table 3 and participation of cultural diversity and bio-
52% in Table 4) diversity for visitors in the natural history
museum. It also offered the pluralistic and
2. The characteristics of instigating model creative vision for the designer.
The Bat Legend Exhibition appropriated As a new theory of how we think, memetics
the innovative communication theory from is a very inventing concept linked to cultural
memetics for a revolutionary developing study. It is the culture analogue to the study of
model of exhibition design, the instigating how disease-causing pathogens are
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Authentication Taxonomy of
& Authority educational objectives
Meaning Variety of
negotiation experience aspects
Criteria of
Evaluation Matrix in experience aspects
culture
(qualitative, naturalistic or interactive methods)
selection
►
process transmission loop
product
gathering
operational
terminating
planning
production
stage
stage
stage
stage
idea
idea
diffused through population. This surviving in society, by the force of meme infection.
process of meme is displayed in our everyday The most interesting feedback from the
life and we call it popular culture. Therefore if evaluation of visitors is to know that some
the wide-ranging visitor's experiences can be visitors visited the venue repeatedly and
created as the instigators in popular culture, made the replicas of exhibit. The visitor
all related stakeholders of the museum duplicated the exhibit. It is an evidence of
include not only the visitors, but the curator, meme infection.
and the designer, may be entangled together The exhibition project model of David Dean
in the evolutionary and coevolutionary culture illustrated the design developing process as
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Table 5 The Comparison of critical elements among three developing models of exhibition
design
Critical Element Exhibition Developing Model
the sender vs. The sender (curator) offers Active receivers construct their The sender and the
the receiver authentication and authority of experiences in museum. All receiver both are not
information and treats the participants (curator, design only competitors and
receiver (visitor) as the passive visitor, and stakeholder) work cooperators in the
or reactive receiver. together in the process of construction of
negotiating meaning. evolutionary culture, but
also share the infection
of meme (replication
unit).
Visitor/viewer General and homogeneous Heterogeneous subgroup in Potential host of meme
audience different constructions (real (as metaphor of mind
people) __________________ virus)________________
Process of exhibition design
Characterized as a chain of phases in an interaction of learning an infection of meme
teaching (with extra loop of meme
infection)
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sequential arrangement of conceptual phase, coming from the other cultural and/or
development phase, function phase and commercial organizations. Considering the
assessment phase. This model and four influence of constructivism became the
elements of design, “people” , e.g. curator, popular perspective around 1989, the
exhibition designer and visitor (i.e. concerns of learning process gradually
viewer/audience); “product” , e.g. theme of dominated. The interpretative perspectives
content, exhibit, and experience, etc.; from the marginal and various subgroups of
“process” , e.g. team-working, interaction or the visitor (real people) were encouraged to
transmission among different parties of be accommodated in museums.
people, etc.; “principle” , e.g. communication Hooper-Greenhill used the metaphor of the
theories, methods and criteria of evaluation, modernist museum, the educational model
etc., are the illustrative foci of three (curator-centered); and the metaphor of the
developing models (Fig. 16, Table 5). post-museum, the interpretative model
Two loops around the instigating model, (visitor-centered), to describe those
one for information transmission, the other for differences. The democratic considerations
meme infection, this distinguishing character change the hierarchy concept in exhibition
makes up a variety of aspects i.e. poetic, content and the communication chain in team
aesthetic, narrative, authentic, social, and work. The content meaning is negotiated
imitation aspect, etc. The various aspects of between the curator and the designer in the
each exhibit will be created and selected as interpretative model. The feedback loop of
the instigator of the meme. Those ideas information transmission between the curator
(meme) compete among themselves for the and the visitor is considered as the active
right to occupy the mental niche that is participation of cultural society. The meaning-
devoted to the description or explanation of making in museum is shifting from the
some phenomenon. It will be the more curator-centered (educational model) point to
interesting and more active experience of the visitor-centered (interpretative model)
museum going. Afterwards, the result will point.
construct the criteria of culture selection that Three models are compared in this study.
the process goes on in social groups. This study argues that the understanding of
In this instigating model, the position of the learning process and meaning-making are
power, the definition of message, and the the core values of a new communication
boundary of academic disciplines all are model. The first two models concern only the
blurred. Every visitor can have the learning value in the museum, no matter what
experience-making of museum-going and
the perspective was used to develop the
might be inspired by some new ideas. The
exhibition. The designer only technically
exhibition serves the culture coevolution more
played a part to improve the communicative
than the pedagogy in society. The memetics
channels or media which were assumed is
how to interact with visitors should be
detached from the content or the knowledge
explored by the ethnographic research
value. Both models ignored the participation
comprehensively.
of the communicative channels and media
which would be the interpretative participants
III. Conclusion
Natural history/science museums in evolutionary culture. This viewpoint shrinks
conventionally are considered as the informal the vision of designer and takes away the
educational place before the crises emerging chance of involving into the interesting culture
in “new” museum age and the competition of technology.
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This new instigate model (culture- instigate the active selection of culture
centered) develops the exhibition in a natural evolution and to remove the gap between
history museum from a memetic view; the hosts of memes. This viewpoint reinvents the
perspectives of learning involve an infection vision of the designer in exhibition design and
process of meme. The meme's host could be instigates the active involvement of exhibition
anyone relevant to the exhibition. The design in cultural progress. The problem
instigator of signal could be anything: object, solving in the instigating model may be more
artifact or text, graphic design, specimen etc. interesting and creative more than the noise
It is the responsibility of the museum designer removing in the model of Shannon and
to create the variety of experience aspects to Weaver.
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