EcoTarium Final Proposal
EcoTarium Final Proposal
EcoTarium Final Proposal
D-2013
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Robotic Arm Exhibit
Jerrod Heiser
Katelyn Puttre
John Stackable
Sponsoring Organization:
The Children’s Museum and Theatre of Maine
EcoTarium
Sponsor Liaisons
Chris Sullivan, Director of Exhibits, The Children’s Museum and Theatre of Maine, Portland, ME
Betsy Loring, Manager of Exhibits, EcoTarium, Worcester, MA
Project Advisors
Professor Corey Dehner, PhD, JD
Professor Dominic Golding, PhD
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Abstract
Museums like the Children’s Museums and Theatre of Maine (CMTM) and the
EcoTarium continually strive to produce engaging exhibits that promote family learning since
families with young children are their primary audiences. Using design criteria developed by
museum researchers over recent decades, we built a prototype pneumatic arm exhibit for CMTM
to inspire children’s interests in engineering and science. We conducted several rounds of
prototyping at the EcoTarium to refine the design. We conclude that the final design was very
successful in meeting CMTM’s learning outcomes, including the promotion of family learning
and active prolonged engagement, and recommend that the museum move to final fabrication of
the exhibit.
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Acknowledgements
Several individuals assisted and helped this project to reach its full potential, and we
would like to acknowledge their contributions. First we would like to thank our project advisors
Professor Corey Dehner, PhD, JD and Professor Dominic Golding, PhD. They were always there
for guidance and kept us on track from beginning to end. Second, we would like to thank our
sponsor, Chris Sullivan, from the Children’s Museum and Theatre of Maine. He gave us this
project, and this is where the prototype will reside. Third, we would like to than Betsy Loring,
from the EcoTarium in Worcester Massachusetts, for letting us do most of our testing there.
Fourth, we would like to acknowledge AIR Incorporated in Franklin, Massachusetts. They are
New England's leading distributor of pneumatic automation components, controls and
accessories. Without their help we would not have such an understanding of the pneumatics that
we were used or the right valves for the project. Finally, we would like to thank all of the
families and groups that visited the prototype in the museums; they are the ones that allowed us
to see the impact of this project firsthand.
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Executive Summary
Children’s museums and science centers continually strive to develop exhibits that appeal
to a wide variety of audiences, but especially families with young children since these are their
primary audiences. Styles of exhibit design have changed over time from static, didactic
approaches of the past to hands-on, interactive exhibits that encourage family interaction and
learning. Exhibit evaluation has played a key role in in this evolution. Many museums now
engage in extensive evaluation of exhibit prototypes to ensure that the final exhibits are engaging
and effective in promoting the desired learning outcomes, such as family learning. The project
described herein is part of a larger effort to develop in-house capabilities in evaluation and
exhibit design at a consortium of New England museums that includes the EcoTarium
(Worcester, MA), the Children’s Museum and Theatre of Maine (Portland, ME), the Discovery
Museum (Acton, MA), and ECHO (Burlington, VT). We worked closely with staff at the
Children’s Museum and Theatre of Maine (CMTM) and EcoTarium.
Methods
Our primary goal was to create a prototype robotic arm exhibit that meets the Children’s
Museum and Theatre of Maine’s (CMTM) learning objectives and promotes children’s interest
in engineering. To achieve our goal, we developed five project objectives: (1) to clarify CMTM’s
desired learning outcomes for the robot arm exhibit, (2) to develop the design criteria that will
ensure the prototype exhibit promotes the desired learning outcomes and meets the other design
objectives, such as safety and accessibility, (3) to create a series of prototypes based on the
design criteria, (4) to test, evaluate, and refine the prototypes, and (5) to develop
recommendations for development and evaluation of future similar exhibits.
We began with a basic ‘robotic’ arm that had been developed at CMTM through several
prior stages of prototyping. We conducted several rounds of prototyping evaluation at the
EcoTarium and CMTM to refine the design to promote active prolonged engagement (APE) and
encourage family learning. We used establish design criteria, such as those developed by the
Philadelphia Informal Science Education Collaborative (PISEC), to guide the design and
evaluation process (Borun, 1998). We also consulted regularly with staff at CMTM and the
EcoTarium to ensure that the prototype exhibit was meeting the desired learning outcomes.
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Findings
The findings from each round of prototyping helped us to make the interface more user-
friendly. The first complication we faced was the movement of the arm. The initial movement
was jerky and made it difficult for the visitor to use exhibit. This also prevented prolonged
engagement which was our goal. With the help of flow control valves, the movement became
much easier to control and the learning outcomes became more transparent. Once the arm was
easier to control, it promoted prolonged engagement by providing the user with an open-ended
objective based goal.
We also found that the difficult nature of the arm’s operation was a perfect attribute to
promote parental and peer involvement. Operational skills also drastically increased over time
and once children had a mastery of the movement they had no problem walking other visitors
through the process. With the introduction of an objective based game, these outcomes increased,
gave the exhibit direction, and expanded on the user to user interaction.
Our final major finding was that we would need to develop displays to assist with the
exhibits use. These signs provided visual instruction as to the function of each component of the
user interface. Additional displays explained to the parents the scientific concepts at work which
they could them explain to their children.
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Our recommendations moving forward with our specific exhibit would be to first fully
enclose the exhibit to prevent children from reaching around. We would also recommend further
developing the diagrams and displays to assist the users in their experience. Finally we
recommend creating ways to make the technology more apparent whether it is through magnetic
tic-tac-toe pieces or making the airflow direction apparent. As a sum of our project, the CMTM
has a working prototype that engages visitors, promotes family learning, and connects them to
engineering concepts.
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Authorship
This report was written by all four group members: Audrey Blasius, Jerrod Heiser, Katelyn
Puttre, and John Stackable. We divided tasks as needed, however most hands on work was done as a
group. Although most sections of the report had one primary author to begin with, each member of the
group read and edited everything equally to ensure accuracy.
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Table of Contents
Abstract .......................................................................................................................................................... i
Acknowledgements....................................................................................................................................... ii
Executive Summary...................................................................................................................................... iii
Methods ................................................................................................................................................... iii
Findings .................................................................................................................................................... iv
Conclusions and Recommendations ........................................................................................................ iv
Authorship ................................................................................................................................................... vi
Table of Contents ........................................................................................................................................ vii
List of Figures ................................................................................................................................................ x
List of Tables ................................................................................................................................................. x
I. Introduction ............................................................................................................................................... 1
II. Background ............................................................................................................................................... 3
1. Overview of Trends in Museums Changes ............................................................................................ 3
1.1 Museum Shift .................................................................................................................................. 3
2. Evolution of Approaches to Learning in Museums ............................................................................... 4
3. Shift from Didactic to Constructivist .................................................................................................... 5
4. Child Development................................................................................................................................ 5
4.1 Developmental Stages .................................................................................................................... 5
4.2 Learning Stages ............................................................................................................................... 6
5. The Evolution of Evaluation .................................................................................................................. 7
5.1 Active Prolonged Engagement ........................................................................................................ 8
5.2 PISEC................................................................................................................................................ 9
6. Learning Outcomes in Design Process ................................................................................................ 10
6.1 Examples of Learning Outcomes................................................................................................... 10
7. Exhibit Evaluation Principles ............................................................................................................... 11
7.1 Awareness ..................................................................................................................................... 12
7.2 Engagement .................................................................................................................................. 12
7.3 Attitude ......................................................................................................................................... 12
7.4 Skills............................................................................................................................................... 13
8. Conclusion ........................................................................................................................................... 14
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III. Methods ................................................................................................................................................. 15
1. Objective 1: Clarify Learning Outcomes.............................................................................................. 15
2. Objective 2: Develop Design Criteria ................................................................................................. 15
3. Objective 3: Create Prototype ............................................................................................................ 16
4. Objective 4: Test, Evaluate and Refine the Prototype ........................................................................ 16
4.3 Observation and Evaluation .......................................................................................................... 17
4.4 Guidance ....................................................................................................................................... 18
IV. Findings .................................................................................................................................................. 19
1. Pre-Prototyping ................................................................................................................................... 19
1.1 Earlier Stages ................................................................................................................................. 19
1.2 Design Criteria ............................................................................................................................... 20
1.3 Mechanics ..................................................................................................................................... 21
2. Prototyping ......................................................................................................................................... 24
Round 1 (March 22, 2013) .................................................................................................................. 24
Round 2 (March 28, 2013) .................................................................................................................. 26
Round 3 (April 4, 2013) ....................................................................................................................... 27
Round 4 (April 6, 2013) ....................................................................................................................... 28
Round 5 (April 10, 2013) ..................................................................................................................... 28
Round 6 (April 12, 2013) ..................................................................................................................... 29
Round 7 (April 15, 2013) ..................................................................................................................... 29
Rounds 8 and 9 (April 18, 2013 and April 19, 2013) ........................................................................... 30
V. Conclusions and Recommendations ....................................................................................................... 32
1. Conclusions ......................................................................................................................................... 32
1.1 Prototyping ................................................................................................................................... 32
1.2 Exhibit Design ................................................................................................................................ 33
1.3 Learning outcomes........................................................................................................................ 34
2. Recommendations .............................................................................................................................. 34
2.1. Exhibit Development.................................................................................................................... 34
2.2. Continuation of the Arm’s Development ..................................................................................... 35
Bibliography ................................................................................................................................................ 37
Appendices.................................................................................................................................................. 40
Appendix A – Children’s Museums and Audiences................................................................................. 40
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Gender Tendencies ............................................................................................................................. 41
Appendix B – National Science Foundation ............................................................................................ 42
Appendix C - Collaboration ..................................................................................................................... 43
Comparative Resources between Museums ...................................................................................... 43
Appendix D- Signage ............................................................................................................................... 44
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List of Figures
Figure 1 Hein 1996 ........................................................................................................................................ 4
Figure 2 Robotic Arm at CMTM .................................................................................................................. 19
Figure 3 Pneumatic Arm ............................................................................................................................. 20
Figure 4 Arm Positioning ............................................................................................................................. 22
Figure 5 Original 3x3 base before reduction............................................................................................... 22
Figure 6 Interface panels fixed on a slant and valve and light switch layout ............................................. 23
Figure 7 Lexan barrier ................................................................................................................................. 24
Figure 8 Handle Controls............................................................................................................................. 26
Figure 9 Round 2 Testing ............................................................................................................................ 27
Figure 10 Color Coded Pistons, Handles Vertical ........................................................................................ 28
Figure 11 Springs ......................................................................................................................................... 29
Figure 12 Tic-tac-toe ................................................................................................................................... 29
Figure 13 Final with Signage ....................................................................................................................... 31
List of Tables
Table 1 Characteristics of Family-Friendly Exhibit (Borun, 1998) ............................................................... 10
Table 2. Original Prototyping Sheet ............................................................................................................ 17
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I. Introduction
In the United States museums attract more than 850 million visitors each year, this is
more than six times the number of people that attend every major-league baseball, basketball,
football and hockey game in a typical year (Mondello, 2008). As this statistic indicates,
museums are popular, but they strive continually to remain relevant in a changing world so they
can achieve their primary goal of education.
In the past, museum exhibits were designed according to curator preference rather than to
meet the particular needs of audiences with different interests. Typically, a museum might
include numerous static displays of artifacts from the museum collection with interpretive text
panels and labels. Over time, museums began to shift to incorporate more interactive, hands-on
exhibits that research shows are more engaging and educationally effective. Science museums
and children’s museums in particular have been on the cutting edge of the changes in exhibit
design and approaches to informal learning, although art, history, and other museums are
adopting many of the same strategies. Given the nature of the audiences at science museums and
children’s museums, they have placed special emphasis on family learning.
The Philadelphia Informal Science Education Collaborative (PISEC) identified seven
characteristics, that if present could increase family learning in an exhibit (Borun, 1998). These
characteristics are: multi-sided, multi-user, accessible, multi-outcome, multi-modal, readable,
and relevant (Borun, 1998). While these characteristics do not constitute all that is needed in a
family exhibit, the PISEC research showed they markedly increased family learning. Evaluation
methods have evolved and enabled the ever-changing world of museum exhibits and have been
developed by numerous museum experts over an extended period. The Exploratorium has
developed and promoted the concept of Active Prolonged Engagement (APE), based on their
research showing that exhibits that engage visitors actively for extended periods are better able to
promote learning (Tisdal, 2004). The APE studies recognize four different types of engagement
and methods to measure how effective an exhibit is at achieving these forms of engagement.
These different forms of engagement are Physical engagement, Social engagement, Intellectual
engagement, and Emotional engagement (Tisdal, 2004).
Smaller museums try to build better exhibits using evaluation and the design guidelines
and learning outcomes research, but lack the resources, collaborations one way around this
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limitation. The XLab collaboration, including the EcoTarium and The Children’s Museum and
Theatre of Maine intended to develop in-house capabilities in evaluation and exhibit design in
order to meet the desired learning outcomes more effectively.
We used the same design guidelines identified by the APE and PISEC research to further
develop a robotic arm exhibit that promotes family learning and interactive engagement. This
exhibit must achieve the learning objectives that The Children’s Museum and Theatre of Maine
(CMTM) has envisioned for it. We used studies of families that use the exhibit as well as
feedback collected from the museum staff as our main source of data. We have developed the
exhibit and test the robotic arm prototype at the EcoTarium museum in Worcester,
Massachusetts. Depending on the results of the test and feedback from visitors and museum staff,
we evaluated the success of the prototype using visitor and museum staff feedback, as well as
observations of visitor interactions with the prototype. We subsequently, adjusted the exhibit as
necessary and retested the revised prototype until we found it met CMTM’s desired learning
outcomes. In the following chapter we outline how we achieved our goals.
In chapter II of this report, we outline the background to this project and the relevant
literature on exhibit design and evaluation. In chapter III we describe our methodological
approach to the robotic arm exhibit design, detailing our design and evaluation approach. This is
followed by IV, our findings chapter, where we describe the changes of evaluation process, our
discoveries from prototyping, and our conclusions. Chapter V summarizes our recommendations
for further work in this field.
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II. Background
It is important to look to the past to see the evolution and progression of museums when
developing an exhibit. Many studies have determined the criteria which make an exhibit
successful in the aspect of family learning. From these studies, methods have been produced
which evaluate these exhibits. In section 1 we discuss the changes in the museums over time.
The evolution of learning styles is presented in section 2 followed by a comprehensive
explanation of the general and ongoing shift from a didactic to a constructivist approach in
museum education. In sections 4 and 5 we discuss interactive exhibits and the exhibit design
process respectively. In section 7 we outline different kinds of evaluation. Finally, in section 8
we present an overview of how exhibits are developed in museums.
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3. Shift from Didactic to Constructivist
The style of learning in museums has been changing constantly to accommodate the
learning capabilities of its visitors. This sweep from didactic to constructivist has broadened
throughout museums over time.
Families have many options for activities that they can choose to participate in which
range from anything from going to a movie theater to visiting a theme park. Also with advances
in home theaters, video games, and computers, there are more reasons for a family to stay inside
their house rather than leave to find entertainment. These are all factors which a museum must
compete with to gain the attention of the public.
Even with other options, museums are still successful due to the role they play in society
as a place of learning. “There is an element that interactive learning brings to the table that
conventional teaching or informational videos cannot reach”- Rachel Blasius, elementary level
educator. This feeling that museums can reach children through a different approach to learning
about the real world is the main pull that brings in visitors. Along with the interactivity and thrill
that some museums can bring to the visitors, parents and teachers attempting to educate their
respective children realize this important form of learning and the benefits it can bring about.
This form of family entertainment and education was made evident to the group when visiting
the CMTM. Families were observed interacting and enjoying the exhibits which they were using.
4. Child Development
Children’s development is important to take into consideration when creating a children’s
museum exhibit. Children’s museums have a typical audience age range from newborn to eight
years old (Roberts, 2010). Over this age range, a lot happens in a child’s growth and
development.
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experimentation is crucial since things the child tries more intuitive things. However, they find
criticism brought about by failure difficult to take and this impacts their decisions going forward.
It is important for museums to pay attention to these developmental stages in order to positively
impact children and spark, rather than stunt, curiosity with their exhibits (Museum, B. C. s. M. C.
C. s., 2010).
As children get older, their questions become more elaborate focusing on “what”
questions at age two, moving on to “why, when, and how” questions by age five. As the
questions get more intricate, the answers do as well; and by age five, the answers to questions
become affirmative sentences opposed to an irresolute response (Museum, B. C. s. M. C. C. s.,
2010). More importantly the child starts searching for knowledge around this age.
Many science centers and other museums are committed to designing interactive exhibits
as an effective, fun, and compelling educational medium. It has been seen that each exhibit has
its own optimal set of interactive features. For instance, too few and the exhibit fails to engage
visitors, but too many and the experience is perplexing, troublesome and can then become
unapproachable. After this balance has been achieved, children would be excited by and
naturally feed off of such exhibits.
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the child starts thinking things through reasonably which signifies their transition from intuition
to logical reasoning. They start to focus on the outside world, not just about how the world
relates just to them.
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learn more and these hands on and interactive exhibits. With time, it was observed that
interactivity can only be taken so far and that an exhibit that is too hands on (e.g. excessive use
of computer monitors) is more often than not counterproductive and proves to be over
stimulating and even over whelming for some visitors. PISEC and APE developed out of these
new evaluation methods and grew out of a long history of evaluation and represent the
culmination of years of research. The PISEC criteria focuses more clearly on design criteria
while the APE guidelines are more geared towards the other end of the spectrum that focus on
learning outcomes.
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systematic improvement in the strength of initial engagement at physical science exhibits. “We
found that a refinement of both the physical and graphical features of these exhibits produced a
more fluid entry point for visitor interaction” (Gutwill, 2006). This work was rewarding in its
obvious effect on the visitors: they were now far less puzzled about what they were supposed to
do with those exhibits and why those exhibits were on the floor in the first place.
5.2 PISEC
PISEC defined seven characteristics of a Family-Friendly Exhibit. They include multi-
sided, multi-user, accessible, multi-outcome, multi-modal, readable, and relevant. These
characteristics will be used as criteria to measure the success of the exhibit. A multi-sided exhibit
should be easily observed so that families clustering around the exhibit can be active together. A
multi-user exhibit will allow several people to use the exhibit at one time. This ties in with multi-
sided in the fact that it will cause clustering but many visitors will be able to use the exhibit. If an
exhibit is multi-user, it should also be accessible and allow for comfortable use by children and
adults alike. A large hurdle in the design process will be creating an exhibit that is small enough
for use by young children, but not so small that parents do need attempt to interact with their
children. As a child leaves the museum, it is important to know if they have learned and are
continuing to explore more in their mind. This aspect falls under multi-outcome which will
show, through observation and interactions that the end goal of the exhibit is open for the user to
determine at their own discretion. Having an exhibit be multi-modal is one of the main
characteristics. This means that it will appeal to varying learning styles and levels of knowledge.
The exhibit must also be readable; text will be arranged in easily understood segments. Even
though most children will go straight to playing with the exhibit and a parent might read the text,
the text placed around the exhibit must be clear nonetheless. Lastly the exhibit must provide
cognitive links to visitors' existing knowledge and experience and relevant and can be seen in the
table below (Borun, 1998).
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Characteristics of Family-Friendly Exhibit
Multi-sided Family can cluster around exhibit
Multi-user Interaction allows for several sets of hands/bodies
Accessible Comfortably used by children and adults
Multi-outcome Observation and interactions are sufficiently
complex to foster group discussion
Multi-modal Appeals to different learning styles and levels of
knowledge
Readable Text is arranged in easily-understood segments
Relevant Provides cognitive links to visitors’ existing
knowledge and experience
Table 1 Characteristics of Family-Friendly Exhibit (Borun, 1998)
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This learning through play can also be translated to science museums. Exhibits,
especially at a children’s museums, are contextual and have props to promote role play which
will bring up questions for the children and encourage them to reveal their thoughts about not
just about the exhibit, but about the world around them once they leave to go home. The
continuation of their inquisitive thinking starts conversations with their parents when they get
home; therefore creating stronger ties between the parent and child. However in many cases this
does not occur. In a study by Shine, Parent-Child Social Play it was observed that despite the
attempt to make the grocery store exhibit encourage mutual play between child and parent, the
parents attempted to teach concepts or guide the child decreasing the overall communication. In
most cases it was observed that the parents were too grounded in reality (Shine, 2004). This
shows that parental influence on a child’s learning has a very strong input upon teaching their
children the ways of the world. Children’s museums then need to design their exhibits in a way
that encourages involvement with the parent as another player and not necessarily a leader.
When a parent or teacher goes through a museum with a child, their role varies greatly
depending on how they view what they are doing. “Their titles ranged from interpreter, nature
interpreter, environmental interpreter, and naturalist to docent, educator, and gallery educator. In
terms of what they thought they were doing, descriptions ranged from teaching to interpreting to
guiding and facilitating” (Castle, 2001). The child goes around the exhibits and it is up to their
guardian to decide if they are going to let their child run around and figure things out on their
own, or if they choose to act as an interpreter for their child and explain what is going on.
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7.1 Awareness
The first point of this design process is awareness, knowledge or understanding. This is a
measurable increase in knowledge of a scientific concept or knowledge (Friedman, 2008). The
exhibit needs to have aspects that allow the children to understand the simplified concept at play.
If the intended principle is not sufficiently designed for the target audience, the exhibit will
become underutilized and little to none of the intended learning outcomes can be achieved. The
author of Learning in the Museum, George Hein; a professor at Lesley Graduate School of Art
and Social Science, Cambridge Massachusetts, categorizes this as “Control—the visitor has a
sense of self-determination and control” (Hein, 1998). This means that the child has a
comfortable enough understanding of the exhibit to maintain full control over the situations and
fully grasp the concepts at play. An adequate understanding of the fundamental principles at
work will allow for further investigation by the child and ideally lead to conversation back home
where the parent can continue the learning process.
7.2 Engagement
Engagement or interest is the measurable increase or decrease of a child’s interest in the
concept the exhibit is trying to convey (Friedman, 2008). This can also be categorized as “Play—
the visitor experiences sensory enjoyment and playfulness” or “Curiosity—the visitor is
surprised and intrigued“(Hein, 1998). With these two factors in mind, an exhibit must be
properly designed to the target audience and maintain their attention. If an exhibit is not
interesting enough to maintain the attention of the target audience, then no educational concepts
or ideas can be conveyed in the museum environment. The exhibit must also not be only fun and
games. It must be thought provoking and lead the users to ask questions, but also built in such a
way to keep the attention of its users. If an exhibit is designed to be purely an entertainment
piece, no learning outcomes will be achieved.
7.3 Attitude
A change in attitude is gauging the altered opinion of a child’s perception of the scientific
topics or careers relating to the topic. This can be perceived as a newly sparked interest in some
idea or concept exemplified by the exhibit. This altered attitude can also be seen as a change in
“Confidence—the visitor has a sense of competence” (Hein, 1998). If the exhibit plays to the
strengths of a child it can easily embolden the child to continue to explore the exhibit and in turn
further their educational experience. A change in a child’s behavior is similar in nature to a
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change in attitude in that they are both reflected in the way that the child interacts with the
exhibit and can be viewed as a change in a child’s outward perception toward the specific topic.
This is especially important for gauging success because topics “that are environmental in nature
or have some kind of a health science focus since action is a desired outcome” (Friedman, 2008).
This change is important when introducing new concepts to children because sparking interest in
a new topic is the first step for further exploration. An altered attitude will also ideally lead to
further education and learning back home which is the ultimate goal of any interactive museum
exhibit.
7.4 Skills
While determining the awareness, engagement, and attitude of the child playing with the
exhibit is important, another point to investigate is how the exhibit affects their skills
development. Skills have a wider definition ranging between intellectual skills and social skills,
and interactivity has a different effect on both.
8. Conclusion
The new visitor centric style of exhibit design has evolved over the past 40 years. This
shift is especially visible in children’s museums where exhibits are hands on and interactive.
Evaluation of these exhibits has played a central role in this evolution by identifying visitor
needs and interests and by encouraging museum staff to develop criteria for exhibit design and to
contemplate desired learning outcomes more rigorously. Smaller museums like the EcoTarium
and CMTM are trying to develop their in-house capabilities in exhibit design, development and
evaluation. This project was intended to help in this process by assisting in the development and
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III. Methods
Our team’s primary goal was to create a prototype robotic arm exhibit that meets the
CMTM’s learning objectives. Our primary project objectives were: (1) to clarify CMTM’s
desired learning outcomes for the robot arm exhibit, (2) to develop the design criteria that will
ensure the prototype exhibit promotes the desired learning outcomes and meets the other design
objectives, such as safety and accessibility, (3) to create a series of prototypes based on the
design criteria, and (4) to test, evaluate, and refine the prototypes. Our successes and failures
accomplishing these objectives will be used to develop recommendations for development and
evaluation of future similar exhibits. In the following sections we describe each objective and
explain our approach to achieving them.
While we did not identify an explicit, written set of design criteria for the exhibit, we
consulted with staff at CMTM and the EcoTarium to identify key attributes for the exhibit. The
prototype exhibit has three primary parts: (1) the pneumatic arm; (2) the user interface (UI); and
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(3) the interactive game/task/challenge. The basic design criteria for each of these parts were
established during initial discussions with The CMTM and EcoTarium staff. The design ideas
changed as the prototype evolved with feedback from the formative evaluation (see Objective 3).
Essentially, the mechanical arm should be simple, 'transparent,' and clearly demonstrate the
function of pistons and levers. Next the user interface should be intuitive, easy to use, and
accessible to multiple users/family groups. Finally, the game/challenge should be age
appropriate, gender neutral, and attractive to a wide variety of ages and audiences.
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with young children, while older children and more fathers were typical on the weekend. We
conducted testing on a variety of days to ensure a broader audience mix.
During testing, we quickly found that recruiting participants was seldom a problem.
Visitors readily approached us to try their hand with the prototype and it appeared the
robot/mechanical arm was intuitive attractive to children and adults. People were especially
eager to try the prototype if they observed others already using it. We observed that the
prototype was sufficiently intuitive to many children that we did not need to encourage
parents/caregivers to oversee their participation.
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4.4 Guidance
We consulted regularly with CMTM and EcoTarium staff to collect feedback from the
prototyping evaluations and how to proceed with modifications of the prototype, especially with
regard to the overall goals of the exhibit. The staff was able to critique the exhibit better than the
team due to their experience in the museum. They spoke from their expertise as to the
advantages and disadvantages of the exhibit and helped point the team in the best possible
direction to achieve the design criteria.
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IV. Findings
This exhibit’s prototyping stages started before our team began building. First we discuss
this history of the arm’s progress before we worked on it. Next we discuss the design criteria we
used to develop it and test it. Finally we have a comprehensive explanation of our pre-
prototyping setup followed by the details of our prototyping and what we discovered and suggest
for future work.
1. Pre-Prototyping
1.1 Earlier Stages
CMTM conducted several iterations of
prototyping and evaluation in order to develop the
version of the robotic arm that is presently on the floor in
Portland. The current version (Figure 1) uses several
motors which move joints and causes the arm to move,
but the multi-button interface is not intuitive, the arm is
prone to failure, and the learning outcomes remain
obscure. Neither children nor adults could easily
manipulate the arm to achieve the goal of moving slices
of imitation bread into the baskets, and the fundamental
mechanisms of the arm were not readily apparent since
the servos are essentially ‘black boxes.’ Based on early
prototyping, the CMTM found that visitors could not Figure 2 Robotic Arm at CMTM
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testing at the museums and ultimately would fit in the relatively small space (3ft by 3ft)
designated for the final exhibit at CMTM. In addition to the arm itself and the user interface, we
had to design a purpose for the arm – what was it that the visitor should do with the arm?
Having observed other exhibits at CMTM, we decided that an open-ended game might be the
best option and we explored what types of game best satisfied our design criteria. Some of these
ideas included picking up a ball and placing it on a ramp, which would then roll it back to the
original position. Other ideas included tic-tac-toe, a recycling game, as well as a shape stacking
game. With these ideas in our minds, we decided to determine what characteristics would make
our exhibit successful. We eliminated the ball and ramp game as it would take up too much space
and be too costly. The stacking game was very one dimensional and not open-ended enough to
foster prolonged visitor engagement. We chose to move forward with the two game designs of
tic-tac-toe and the recycling game. From here, we moved on to the initial construction of the
arm.
1.3 Mechanics
Before we could begin prototyping on the museum floor, we made several modifications
to the basic prototype arm provided by CMTM in order to meet the design criteria above and
improve its operation, usability, and safety.
The original electro-magnet used by CMTM was a very high voltage, and so to make the magnet
work properly, we had to purchase a power adapter. Our group purchased an adapter, which
allows for 12 volts dc and a current of .5 amps which is a very safe. The first modification made
to the arm was to move the pistons into better positions to control the arm. The Figure 2 below
illustrates the piston was moved from position 1 to position 2 and the wood at position 3 was
resized and replaced with a stronger and more flexible composite material.
21
Figure 4 Arm Positioning
We mounted the modified arm to a plywood base, which could be attached to a table for
evaluation on the museum floor. The original base as 3ft x 3ft, but this was cut down to 3ft x 1ft
to allow for easier transportation. The narrower base also allowed us to insert a 3ft x 1ft panel
for the different games.
We mounted the arm on a “Lazy Susan” to allow the arm to rotate freely while not
compromising its stability or safety. Once we had mounted the arm, we added the exhibit
controls or user interface. Our group decided to mount the interface on three small plywood
panels: one for the right valve, one for the left valve, and one for the light switch (see Figure 4).
We mounted the light switch in between the other two panels to promote ease of use and because
the left and right separation of the valves allows multi-user interaction. The separation may also
22
aid in intuitive understanding of which valve controls which piston. We fixed these panels to the
base at an angle to allow the exhibit to lie flat on a table. Angling the panels also made it more
comfortable for people, especially children, to use the interface.
Figure 6 Interface panels fixed on a slant and valve and light switch layout
We attached the valves and light switch to the panels with screws as seen above in Figure
4. We sanded the valve handles and the panel edges for safety. With our interface created, we
could now attach the tubing which connected the compressor, valves, and pistons. We first had to
buy the appropriate amount and type of connectors (t-valves, elbows, adapters) to allow us to
complete the “air circuit”. The tube which connected to the compressor ran under the base to
keep it safe and users were unable to tamper with it. This tube then split to each valve, each of
which we connected to their respective pistons.
With our connections in place, we tested the system by inserting compressed air. Our
compressor pumped air in at 150 psi, which proved too powerful for our arm’s structure and
moved the arm too fast. We reset the pressure to 10 psi, which made the motion of the arm much
more controllable although the movement was still jerky. Our solution was to put in mechanical
stops on the valve panels, which physically limited the valve range of motion which caused
pressurized air to flow in a more regulated fashion.
Finally, we added a piece of Lexan to serve as a safety barrier (seen in Figure 5), with a
slot at the bottom to allow users to turn the arm via the Lazy Susan. Since two members of the
team were with the exhibit at all times when it was on the museum floor, side panels were not
needed to ensure safety and visitors were instructed not to reach around the panel. With these
exhibit modifications in place, we then moved into the prototyping phase.
23
Figure 7 Lexan barrier
2. Prototyping
We conducted eight rounds of prototyping at the EcoTarium and one round at CMTM.
During the course of prototyping we learned how to observe and evaluate visitors using the
prototype, identified needed improvements in the design, and refined our expectations of
learning outcomes. We evaluated approximately 10 to 30 visors at each round with the exception
of the final two rounds, which due to the large crowds from school vacations had upwards of 50
visitors.
24
cues to encourage participants to turn the wheel, turn the magnet on and off, and move the levers
up and down to move the cylinders. The team quickly learned within a few users the
shortcomings of the design and due to the difficulty to control the arm that children focused
almost entirely on the function of the magnet rather than the arm, since it was the only aspect of
the prototype that worked well. The arm had a very quick and jerky motion and tended to get
stuck on itself.
Having identified a clear set of functional problems, we set about modifying the arm. The
first issue to tackle was the arm’s tendency to stick on itself and break. In order to fix this, we
added blocks and stoppers were. Also, the top piston was swapped out with a smaller one to
reduce the range of motion of the upper portion of the arm. The magnet’s wires also tended to
disconnect and to fix this issue, the leads were heat wrapped together as opposed to using less
secure wire screws.
Once the arm was mechanically sound, the next concern was the motion of the arm. The
first idea was to try to remove the compressor from the system entirely and have two pistons
connected directly. We tried to connect the pistons to move with 1 to 1 correlation by directly
pumping air back and forth between the two pistons. The thought process behind this trial was
that children would better understand that their actions were controlling the arm as opposed to
indirectly controlling the arm by manipulating air flow provided by the compressor. This
worked well for a few minutes, however the system leaked and the pistons did not move as well
as expected. After attempting to seal off the spots that were leaking, the team noted that the
pistons quickly compressed the air and suffered the same problem as when the air leaked out.
Since these attempts proved unsuccessful, we considered ways to incorporate the compressor to
maintain the air pressure, but ultimately concluded that this method would not work either.
25
designed for smaller gauge tubing, however, so from this point on all the fittings and tubes were
switched to the smaller size for simplicity and consistency. By using the narrow gauge tubes we
also had the additional benefit that the fittings incorporated a quick release function that made
replacing and swapping tubing quick and easy. Our primary finding from Round 1 was that the
arm was too jerky and hard to control so visitors got frustrated and focused more on the magnet
function.
26
immediately understood and expressed a new found enthusiasm for the exhibit. Another quick
fix was adding a piece of tape to the magnet to limit residual magnetism so it will always release
the object it is moving. Over time, the bolts tended to become slightly magnetized, so much so
that the bolts would not drop even after the magnet was turned off. We also adapted our
instruction style to focus more on the mechanics of the arm and its controls instead of the
magnet. This proved to be much easier once the arm was easier to control. The children tended to
focus almost exclusively on the magnet in the first round since the magnet was the only aspect of
the exhibit that worked well. This new instructing method effectively highlighted the motion of
the arm. The success of round 2 of prototyping showed us that the arm was ready for the next
stage of prototyping which would implement objective based games. We decided on two games:
a recycling game where cans are placed into a recycling bin and a tic-tac-toe game. The team
also placed physical barrier to help limit the arm’s range of motion so it would not get stuck on
itself as often.
27
and down. This confusing orientation made it difficult for children to connect the levers
movement with the arm’s movement seen in Figure 7. This finding lead us to the understanding
that the user interface needed to be more intuitive.
The solution to the confusing nature of the valve’s operation was to use springs to push
the handle to a position which was correlated with the “stop” position as seen in the picture
above in Figure 8. Two springs were fixed to the handle and two barriers were set up on either
side of the pivot point to make this happen. We also handled the left and right issue by re-
attaching the valves to the base in a strictly vertical position so that all motion was up and down.
28
motion since the panels were too small right. Although the
recycling game worked, it would need to be constantly ‘reset’ for
the next user. The tic-tac-toe game however, entertained children
regardless of how they find it, since children would take clearing
off the board as a task as well. This achieved an open-ended
game that fulfilled all the learning outcomes desired by the
group and our sponsor. The game can be played and then after
the pieces can be sorted and the simple thrill of picking a piece
up is enough to get children’s minds thinking. In this stage we
also added a regulator to try and show the children that the air
Figure 11 Springs
had a pressure, but it was not noticed.
29
foot traffic. This gave us a much better audience and helped us determine that the audiences at
the EcoTarium and CMTM were not really that different. Finally we moved to the very front of
the museum and finished out the day there. After spending the day testing, we came away with
more clarity on the learning outcomes. The overarching goal is to inspire an interest in
engineering, but the specific subsets of that goal are to try to explain the topics and start the child
questioning applications of pneumatics, electromagnetism, and help to foster and develop
problem solving skills at a young age. Developing an interesting exhibit to accomplish these
goals will lead to children asking questions in the future which allows for further parental and
family learning which will ideally spark a long-term interest in various STEM topics. We chose
these learning outcome subsets after discussions with Chris who participated in the day’s round
of testing. Through additional collaboration with Chris it was decided that in order to accomplish
these outcomes the technology must be made more transparent by adding more color coding and
labels so the children and care givers alike can easily make the connection between the controls
and the movement of the arm. Additional prototyping for didactic displays that explain the
function and application of pneumatics and electromagnets will be necessary to adequately
explain the topics so caregivers can pass along the knowledge to their children.
In these final prototyping rounds, we tested out some new signs that were developed to
help the caregivers understand the pneumatics and electromagnet so they would stay longer at
the exhibit and be able to explain these things to their children. These signs are in Appendix D.
At this point in prototyping we sat back and watched the family interact with the arm with limit
interference from us except in the case that a child was reaching around the glass.
30
Figure 13 Final with Signage
31
V. Conclusions and Recommendations
1. Conclusions
1.1 Prototyping
Throughout this project we have come to some main conclusions. First off, prototyping is
an essential part of exhibit design. What seems intuitive to the exhibit designer may not be so
obvious or intuitive to a visitor. Testing prototypes early in their development and observing
users is the only way to assess this intuitiveness exhibit as well as any other limitations it may
have. It is also important to test exhibit ideas as early as possible in the design process. Even if
the design seems rudimentary, testing this with visitors allows for the design process to develop
to the needs of the visitor and also avoids having the exhibit designer try to backtrack in the
design process to find what causes issues for visitors. Testing a small number of changes
sequentially and making incremental design changes is preferable since it is much less difficult
to evaluate the effect of one change compared to multiple changes made at once. These changes
are also then easier to spot and observation of fewer interactions between users and the prototype
are needed before the next change can be made.
We have also noticed that recruiting for the robotic arm exhibit was relatively easy, in
part because of the choice of location for the testing in the museum, but also because the arm
seems to have an immediate ‘attractive power’ for visitors. As noted by the Exploratorium in
their evaluations of APE exhibits, attractive power is one key element of successful APE
exhibits. Using guidelines and studies such as APE and PISEC, we learned that the presence of
two evaluators greatly simplifies the prototyping process, since one can play the role of recruiter
and assistant, as necessary, while the other can be the observer and note-taker. Finally, Regular
discussion and debriefing among evaluators especially discussions between evaluators in these
different roles, during the course of prototyping is essential in the design and evaluation process.
It is also important to continue this communication with exhibit designers and museum educators
after discussions between evaluators. This process is necessarily iterative, but perspectives on
design criteria, design options, and learning outcomes evolve dynamically.
32
1.2 Exhibit Design
Although we have not conducted a formal summative evaluation, we conclude that the
exhibit design is quite successful based on our understanding of PISEC and other design criteria
for the design of family-friendly exhibits. Our exhibit is intuitive to users and even relatively
young children are quickly able to understand how to operate the arm and magnet with only little
written or pictorial instructions. Left and right levers enable multiple users, and encourage peer-
to-peer, sibling, parent-child interactions making the exhibit multi-user, and the variation in how
people work together or guide each other while using the exhibit makes it multi-modal appealing
to many different learning styles. The design of this user interface has also made the exhibit
accessible to all ages since it can be comfortably used by children and adults. Some elements of
the design may need to be more polished for final fabrication in order to become universally
accessible, but the simple levers and switch should enable many visitors with more limited motor
skills to access and operate the exhibit. This exhibit has also shown to be multi-outcome once a
game was incorporated. Adding a game as simple as tic-tac-toe, encouraged peer-to-peer and
child/adult interaction and we observed that the interactions regularly fostered group discussion
about how the arm works, conversations about pneumatics and hydraulics, levers, and joints in
the system through analogies to the human arm, as well as how the magnet works. These
conversations occurred naturally and were increased through additional didactic panels.
While we did not evaluate the prototype explicitly using the APE criteria, the prototype
appeared to be immediately attractive as shown by ease of recruitment. It was especially
attractive to visitors who first saw it already in motion through the use of another visitor. We also
observed that the exhibit encouraged prolonged active engagement, since we had many subjects
who stayed with the exhibit for more than 10 minutes and one who stayed for 45 minutes. Many
of the arm’s visitors were found to leave for extrinsic reasons such as a parent cajoling the
child/children to leave once they had decided it was time to look into other exhibits. The
evaluators also noticed that visitors posed and answered their own questions, including ‘what if’
questions followed by exploration using the arm, and that they searched for and reflected upon
causal explanations for exhibit phenomena. Finally, while we did not formally evaluate using the
ACI criteria, we did notice that parents or other adults took on a variety of roles while interacting
with children at the exhibit, including supervisor, player, co-learner, interpreter, and facilitator.
‘Refueller’ was not really a relevant category, given the set-up of the exhibit as a prototype.
33
1.3 Learning outcomes
The robot arm exhibit is part of a larger exhibition designed to inspire children to have an
interest in science and engineering, and the original design of the arm was intended to encourage
visitors to explore the nature of robots, how they function, and what they can do. The various
early designs experimented with different user interfaces to enhance the ease of operation, but
the fundamental question remained what do visitors learn from the exhibit? While the prototype
appeared to meet many of the PISEC and other design criteria it remains unclear what are the
fundamental learning outcomes of the exhibit.
A large problem the CMTM staff came across with the previous robot arm was that the
basic servo mechanisms that make up the arm are intellectually inaccessible ‘black boxes’ to
children which made it difficult for the staff to clarify what fundamental learning outcomes they
intended the arm to promote. It is for this reason that CMTM staff moved back to a more simple
design using first hydraulics then pneumatics. Building on this design, we have developed a
prototype that meets many of the design criteria for a family friendly exhibit. The question
remains, however, what are the fundamental learning outcomes of the prototype. Is the
prototype designed to encourage the development of fine motor skills, which is one of the NSF
impacts (Friedman 2008), or are the learning outcomes to encourage greater awareness,
knowledge, and understanding of pneumatic pistons, mechanical levers, and electromagnetism?
2. Recommendations
34
recommend getting the prototype out onto the floor as soon as possible as to get the most
information early on as possible. This stage lets you analyze the flaws present before further
perfection is sought out.
As for the prototyping process itself, we recommend that for the first stage the users be as
guided as possible. As the prototype is further developed, it is better to let the exhibit stand by
itself and observe from a distance only intervening in cases where the exhibit fails. We also
recommend taking note of the physical changes made to the exhibit. Also it is a good practice to
determine what is being tested at each prototyping round and logging them to see how they
change over time. Our post prototyping form as a whole we found to be very helpful and showed
the full evolution of the exhibit and how we adapted the exhibit and our prototyping process
throughout our project. We would recommend the same form to anyone testing a prototype
exhibit in addition to their evaluation forms and post prototyping debriefing processes.
Throughout this process we have learned that it is very important to design exhibits that
are designed to incorporate parental involvement. One way in which we recommend to
incorporate parental involvement is to have an exhibit that is both exciting to parents but not
intimidating. Finding a way to portray the exhibit so that it is intriguing to the child but not easily
understood will cause the child to ask questions without instantly giving up. These questions are
what provoke parental interaction. Another way to encourage parental involvement is to create
diagrams that help the parent understand the exhibit which greatly increase the chance that they
will assist the child.
35
be good to add information about would be how electromagnets work, how cylinders and
pressurized air work, the physics of angles, and examples of each in the real world. These
diagrams should be experimented with to determine the effectiveness of each at making the
material and scientific phenomena more transparent to the user.
Along with these didactic displays of information, we recommend having small trinkets
as side exhibit to provide assistance in understanding. One example would be a cylinder that the
children can actually move and see into to decipher its function. A simple magnet station could
also be created to highlight the fact that an electromagnet is present and to show how an
electromagnet works.
Another solution similar to having side exhibits with the arm is to tie the exhibit into
other similar exhibits in the museum it is in. It was noticed in the EcoTarium that people
understood how air can move things better when we were next to an exhibit where air lifted
things in the air. In the CMTM, the robotic arm will be incorporated into a pre-existing exhibit
where it will be near a fan that turns motion into electricity. This sort of connection will be
helpful for parents to describe how the arm works to their children.
As to highlight the magnet’s function, we would recommend adding metal pieces to tic-
tac-toe rather than having the paper pieces with washers taped between. This will undoubtedly
give the pieces a metal look and make the magnets function as obvious as possible.
Finally, we would recommend cleaning the arm up a little more to make it more
presentable. Possible enclosures for the handles would give it a nice look and new pieces for the
arm itself could be used due to the number of holes in them currently. However too many
improvements may take away from the unique look that it currently has which is a very industrial
look which has proved to attract children.
36
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Appendices
40
Audience Served (Roberts, 2010) Target Audience (Roberts, 2010)
Gender Tendencies
Major consideration should go to avoiding gender stereotypes such as girl’s verse boy’s
toys. In the past, pink toys and Barbie’s were designated to girls and boys had the option of
building and cars. It has been observed that after the preschool age, boys and girls have a
tendency to divide from playing together with Legos to their more gender-specific toys
(Orenstein, 2011). Scientific fields have been slowly moving toward a more even distribution of
genders, but it will also need help from parents to continue to break the stereotypes by bringing
their girls into an engineering exhibit and not just think that is a boy’s exhibit.
41
Appendix B – National Science Foundation
When designing an exhibit for National Science Foundation (NSF) the project begins
with a hypothesis about how some aspect of Science, Technology, Engineering, and
Mathematics (STEM) education can be incorporated into the learning and development process
of the exhibit. It starts with a proposal that offers a plan for development with innovative
resources, modeling, and studying of the innovation's impact of STEM learning. The proposal
should express a plan of work that describes research and development strategies appropriate for
attaining its goals. Proposals must demonstrate how the work is related to similar research and
development (Plimpton, 2012).
42
Appendix C - Collaboration
Since smaller museums have more limited resources, a collaborative was created to
bridge the gap in exhibit design and evaluation between large and small museum. This
collaborative, also known as the Environmental Exhibit Collaborative (XLab), is made up of the
EcoTarium in Worcester, Massachusetts; ECHO Lake Aquarium and Science Center at the
Leahy Center for Lake Champlain in Burlington, Vermont (ECHO); the Children’s Museum &
Theatre of Maine (CMTM) in Portland, Maine; and The Discovery Museums (TDM) in Acton,
Massachusetts. Each member has their own area of expertise. The EcoTarium has the largest
design and exhibit fabrication capacity of the collaborative, whereas ECHO has the greatest
number of hands on exhibits and specializes in the incorporation of computer based interactive
exhibits. The CMTM specializes in the early childhood development and has educational
programs for younger age groups (Worcester Natural History Society dba EcoTarium, 2013).
Some steps were put in place in the XLab contract that account for the differences
between the members, workshops and team meeting were set in place. These two day meetings
would be conducted 12 times per year to ensure open communication throughout the team. The
first day of the gatherings are group collaboration meetings and the second day would be
composed of presentations given by experts on the respective topics. This group based effort on
exhibit design is an extensive form of brainstorming and should set an example for other
museums to follow.
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Appendix D- Signage
WHAT IS AN ELECTO-MAGNET?
An electro-magnet is like the magnet on your refrigerator back home, but can be turned on and
off. It uses electricity to work and can be used for many everyday items.
Because of electro-magnets, Disney World has this cool train called a monorail!
44
45
Appendix F- Example Prototyping Summary
Summary of exhibit - Main processes of the exhibit to be used. No posters or written instructions. Setup
is two pistons both using the compressor and an electromagnet hooked up to a light switch.
Exhibit testing procedure – The main concept of the exhibit is to pick up a bolt using the electro magnet
and to ultimately place it on top of a notebook. Jerrod is the facilitator and will assist users in the use of
the exhibit. This testing will mainly test the functionality of the arm and children’s ability to use it.
Testing results
Successes
• Magnet is wowing
• Multi user capable
• Long visit time
Shortcomings
Suggestions
46