These Incredible High-Tech Exhibits Are the Future of Museums
Released on 11/10/2014
(applause)
(steady beat)
Thank you so much for having me here.
I'm really excited to be able to share
some ideas that we've been developing
in terms of designing future memories.
It's also a little funny to be doing it here,
so close to Silicon Valley because some of the ideas
that we actually have on technology
pretty much fly in the face of a lot of the common wisdom,
some of the amazing things that have come out
of this very area.
The ideas that I'm going to share with you
about memories come from a long-standing interest
in memory and specifics.
We've been working on the 9/11 memorial museum
which we just opened this last May.
For eight years we were partnered with ThinkDesign
to develop the master plan for the museum
and the design all the exhibitions then design the media
and then produce over 90 different media pieces.
This is the slurry wall, the so-called piece
of infrastructure that withstood the pressure
of the Hudson river for a full year after 9/11.
When president Obama inaugurated the museum
this past May he said Here is where we will tell
their story so that generations yet unborn
will never forget of co-workers who led others
to safety, passengers who stormed a cockpit,
our men and women in uniform who rushed into an inferno.
He was speaking in specifics about the way in which
we tell stories in the museum because we made
an early decision to win the competition,
to not do it like a typical museum
with a historian or curator.
We tell the story of 9/11 through stories
of those who lived and made history on that day.
It allows us to acknowledge the fact
that 9/11 isn't quite history but it's not quite
current events.
When you first walk in to this museum and see
this narrative map made up of people's memories,
you're actually aware of the face that a third of the world
watched 9/11 live or heard about it on that day,
but you hear the story actually from those
who lived through it.
[Man] On the day of September 11th, 2001...
[All] On the day of September 11th...
[Man] I was in Honolulu, Hawaii...
[Woman] In college at UC Berkeley...
[Man] In Miami, Florida...
[Woman] We were actually in a meeting
when someone just barged in and said--
[Woman] Oh my God, a plane has just
crashed in to the World Trade Center!
[Girl] I went to frantically get to a radio.
After you pass through those different memories
of people witnessing it from afar and you see them
witnessing it up close, you stand in front
of that slurry wall just beyond there
and witness history yourself.
The museum is a constant dance between seeing things
that are facts, things that are real,
things that are absolute, and then investigating
the memories yourself.
Like any memorial it has this wall of faces
and you can see an individual, but here you can
select any individual in front of you
and see all of these memories from that person.
All of this is donated and collated
from different family members.
You can actually hear, in this case a brother
delivering an oral history about his memory
and about who he was.
So mixing between these different memories,
you can see these artifacts from the recovery
but also here from people inside the towers
and what their experiences are.
[Man] Very quiet.
One of the firemen from Rescue One
looked up and he said We may not live through today.
We looked at him and we looked at each other
and we took the time to shake each other's hands
and wish each other good luck.
We're gonna have to walk up 80 flights of stairs
with our gear on, but this is what we have to do.
We're going upstairs and we're going to save somebody.
So we mixed together all these different
memories of the past with acknowledgement
that this story is not over and that it's changing
in the present day.
So we have, in this final space, which is called
Foundation's Hall, a broad array of different experiences,
but all of them changing.
We have for example this experience,
which is an algorithmic piece.
It's actually made up of over two million
different articles of the news from September 11th, 2001
all the way to the present day.
They're arranged in chronological order
according to different themes that the algorithm
actually puts forward.
This is constantly changing and updating,
acknowledging that 9/11 itself, whether it's
the action from the middle east,
or in Guantanamo are simply not finished yet
and that the event itself is ever-changing.
Finally the last thing the visitors do
is they're able to leave their own memories
and actually see them projected
directly onto the slurry wall itself.
This was part of a general strategy to the museum
where we really wanted people to be able to synthesize
and to come to peace in whatever way was possible
with the actual museum experience.
The museum just crossed a million visitors
just since May and over 15% of those visitors
write their own mementos.
Since most people come in groups, that's pretty much
half of the group members that are coming in
that are writing their own messages.
I literally just snapped these with my phones,
but just to show you what we're getting.
My father came home from work that day
in a dusty suit and I thank God he came home at all,
or miss you both every day, love you dad and Chris.
Love, Jon.
Or this one, we were mere kids when this happened,
and now as adults we understand the impact
of this tragic event.
It's actually this one I want to talk about
in particular because I did this event on 9/11 this year,
a panel, and Bill Hurst who's an experimental psychologist
was on the panel.
He studies memory and specifically he did a study
about 9/11 stories and he said
That's a very interesting thing that you're doing
with people writing messages afterwards.
You're asking about it.
He said You know what you're really doing,
you're helping them inscribe the memory
of the experience deeper inside themselves.
I thought this was very interesting.
I hadn't quite thought about it in that way.
He basically wanted to explain that the brain in this case,
the synapses that make up memories have all
these different pathways, hippocampus and amygdala.
As you fire different ones together,
they literally inscribe the memories
deeper inside of yourself.
They make a deeper impression.
I took him out to lunch a bunch of times
and started a dialogue with him.
I'd like to share with you today some of
both our projects, from local projects,
but also some of the ideas that he shared with me
that make memories far more impactful.
The first one is we're more confident
in our memories if they involve emotion.
For this engagement, the Cleaveland Museum of Art,
we were asked by the board at the end of this
huge 350 million dollar expansion to look
at how technology could engage new visitors,
could engage people who didn't know anything about art
or families.
Essentially what we did is looked at ways at first to delete
a lot of the technology that they had planned
and then to make things really simple and impactful.
In this case, this woman is selecting
an individual sculpture.
That's the original locations that that sculpture is from.
Very simple ways to contextualize these artworks
so that people can make these emotional connections.
That, for example.
This is the bedroom that that actually was painted for.
Totally changes the way you think about temper paintings.
In this case, this is the original castle
that that tapestry was woven for.
Here is Picasso when he invented cubism.
It suddenly makes this emotional impact.
In this piece, which is probably the signature
part of this engagement.
This is all 3,000 artworks that are in the museum
at that time and they're organized in different ways.
Love and lust, color, these are different algorithms
that are bringing forth these artworks,
but then an individual visitor can go and select
and make connections between the artworks themselves.
You can look at them by materials,
you can look at them by artworks or by era,
and then you can load them onto an ipads to make
your own tour of the museum.
Lastly, and this is probably one of the craziest ideas
our studioses had, this is using facial detection.
You make a different face and as the expression is matched,
it shows you an artwork that looks like that.
It suddenly transforms the gallery into a place
to make that emotional connection with the artwork
and suddenly it's a social space,
it's a space of performance.
It's a space to actually make those connections
between people.
That's the first counts I'd like to shed,
is the idea that social media should actually be social.
Groups of people in front of technology itself.
Reminded me of this mantra which we started using
during the engagement.
You can see with technology this makes a lot of sense.
The idea of participation which is at the heart of our work.
This is actually from Ben Franklin.
This is just how humans are, we believe.
In fact, you see it again in these memory studies.
Another study had people taking photographs inside galleries
and sure enough, as you take photographs of artworks,
you remember them less, that's just the facts.
What is interesting though is if you ask people
to take close-ups, to investigate with the technology,
they remember twice as much.
This is an engagement for the Cooper Hewitt Smithsonian
Design Museum.
We're doing this Dillisk Fedirenfrum.
We designed this experience and pitched the museum
on a lot of crazy ideas but the craziest one,
which is the one they chose,
was to allow every single visitor to have a pen
that both tracks them inside the museum,
let's them collect things from the casework,
but also make design.
In making design, you want to learn more
about design itself.
It's exactly putting you in the act of playing designer.
The pen itself was developed with partners
at GE, Estelle Networks.
Makes simply an undercurrent.
It's simply this wonder of technology and I'm going
to show you some early prototypes.
This doesn't open until December.
Our studio were constantly building and constructing
these individual pieces.
These tables will be located in select galleries.
Most of the museum is traditional with case work,
but you can draw anywhere and connect
directly with the artifacts themselves.
The collection is open to you, to take with you
and to gather and to make connections, one to the next.
You can see all those different connections
between parts of the collection and save it onto your pen,
most importantly as a piece of inspiration.
It's not just a scholarship or an inert artifact
sitting in a case, it's there to inspire you,
it's a designer and of course that's what
Cooper Hewitt is so good at.
If you just want to draw, this is what happens.
It takes any shape that you draw and matches it
directly with a piece in the collection.
I've seen this for hours and hours and I still love
to just watch the ways that these different
formal connections actually play out.
What's amazing is that it's making this formal argument
embedded inside the technology that all of design
starts with that, whether it's digital or physical,
a pencil or a pen, line work.
Humans are making things and out of that
comes the entire design world that we live within.
When you come up to any individual digital table
you can draw a shape and see it matched
directly with a part of the collection.
I'm going to go into wire frames to show you
what happens after that.
Again, all of this is in process.
You actually draw an individual shape and you get
a match with a piece from the collection,
but then on the right, you see that?
Those are three different, what we call making apps.
It allows you to digitally create things
inside of the museum to understand more
about the design process.
Just to show you what that looks like,
when you actually open it up, for example this is
an extrude tool.
You can see, this is my favorite part, on the right,
it's matching you with a part of the collection.
This is where we get into some of the challenges,
at least in our mind, for software.
We like software with an attitude, with a point of view,
and in this case, software that tells a story.
It's both giving you a tool, but it's instructing you
and showing you the historic precedence
for what you're making.
This is just a prototype for what it's actually
going to look like.
Very, very, very simple tools that allow you
to play with different materials and different shapes
and just again, even with the simplest of gestures,
start to understand something about design itself.
In this case there's different materials
that you can look at.
This one is really excellent for making different stemware
or individual pieces of lamps.
Finally I wanted to share with you this piece.
This is really the clincher
that the museum really bought into.
We said We want to give everybody a pen
and literally invite them to draw on the walls.
It's the opposite of what anyone would do in a museum.
They have this amazing wallpaper collection.
What we said is we want visitors to understand wallpaper
in a room that allows you to project 360 on the room itself.
These are just early style frames in terms
of the actual architecture but the idea is that
that pattern can then be taken with you and put
on your phones or it could even be printed,
maybe downstairs and you could take it as a product
when you leave the museum.
Just to show you what the actual room looks like.
This is the prototype and this is what it's like
to live-draw your own wallpaper inside of the museum.
What I really love about this is that all of the ways
in which people think about wallpaper,
these are the individual repeat patterns,
that's actually baked into the software itself.
It's teaching you about how software works.
Or in this case, all these lessons
from famous knoll designers from the 20th century.
That's Alexander Girard. You use his palettes.
You look at different pieces of inspiration
from his work.
It has teaching built in to the interface itself.
Again, it's software with a serious point of view
and a real attitude.
It also allows you to move through the historic wallpaper
and to hear oral histories from individuals
talking about that wallpaper.
In this final shot, this is actually the interface
itself as it works, and this is my favorite part.
See what just happened there where it said geometric?
We have little tool tips from designers
who are just going to talk to you
about different parts of the design process.
As you're drawing things it notices things you're doing,
in this case, Jonathan Addler has a little comment for you.
The idea that you can actually build expertise
into the software to help you be a better designer
and most of all to inspire you.
I'm just going to show two more projects.
The next one I'm going to show you has to do
with tangibility.
Obviously a lot of what we're trying to do
is to blend architecture and media together
into experiences.
In this case, this idea that people are much more
confident in their memories if they leverage
multiple senses.
This is for a company called Timken
which is an amazing B to B company that makes
precision mechanics.
They are in Ohio and, for example,
anyone who flew here, probably many people here,
there's a 99% chance that you ended up
on their landing gear because they make 99%
of the mechanics inside the landing gear
here in America.
It's that kind of attitude, they make can't-fail mechanics.
We tried to capture that story in partnership
with Davis brand capital that was re-engineering
the entire story around Timken and also
for their new global headquarters which really
focuses on innovation and on mixing together
design and expertise, what they know and what they make.
The actual precision fabrication itself.
I'm just going to focus on two interfaces.
All of them embed stories and parts of context within it.
In our case what we talked them into
was using tour guides, was using people.
The human face of Timken.
They're only doing very, very high-end engineer tours.
That's essentially their customer base.
In this case they're trying to show the context,
the world's largest wind farm.
This is the longest tunnel ever drilled in the world.
They only do these very, very extreme
forms of engineering, or this, the Mars rover.
They're inside each of the three rovers making it's way.
And you can--
This is a Mars rover, Curiosesity bearing.
It's a quarter inch precision radio bearing.
It operates at 100,000 rpm and it is extremely efficient.
I love that moment of pride.
The ability to hold up a single piece of mechanics
and understand exactly what it was,
what it was doing there on Mars.
What we did is we said We want your customers
to be able touch and unfold
and take these precision mechanics apart.
The engineers recoiled.
They were like First of all these things
are way, way too important and precise
to actually be touched.
Even the chrome itself, we don't even let the salespeople
touch any of these pieces.
What we did do is make a virtual version
where people can understand what's inside these bearings
on a very, very precise engineering level.
Again, this is all tour-led.
I think that makes a specific bond itself
where you can answer any questions,
but the ability to then magically dissolve and open up,
to actually show all the engineering inside
of all these individual precision pieces,
really is what's able to communicate
with the larger context of impact,
then on a very, very specific level,
all of the little engineering details that really prove
exactly what Timken is bringing forward.
Then of course the customers can play with it themselves.
That's a huge part of what they are offering,
the ability to see and manipulate,
to make that deeper contact with things
that are literally invisible is a huge part
of this engagement.
The last thing that I'm gonna share with you,
which I think wraps a lot of these ideas all together
is this piece that we're building
for the Bill and Melinda Gates foundation
along with the U.S. Federal Department of Education.
It's sort of a funny, double-funding source.
You have the most extreme innovators
and then a highly conservative organization
coming together along with the New York Hall of bet365体育赛事
and a number of other funders to come up
with a learning system around middle school physics.
We had this idea early on in the engagement.
We thought There's probably this scenario
where you have these bored kids sitting in class
and they're just seeing these formulas
and hearing a teacher drone on.
They can't quite understand what is being talked about
in terms of Newtonian physics and all these abstractions,
about gravity, about inertia, about momentum and rotation.
Then they would leave that classroom and run out
onto the program onto a swing or onto a slide,
literally embody all of those exact same ideas.
If you think about it, playgrounds are essentially
Newtonian physics machines for us to extract
those forces on our own body.
What we did is we built out a system that allows kids
to play on the playground and in playing,
learn about physics.
Essentially to do physics experiments on their own body.
This is an early prototype that we shot.
Again, if you think about dodgeball.
Dodgeball is everything that you need to know
in terms of Newtonian physics.
You have momentum, you have inertia, you have a mass.
She's gonna throw this ball, this is hilarious.
Look out!
There it goes.
The ability then to have this experience as a kid
and then to turn around and to start to extract
patterns, not even knowledge, but patterns out of it
is a huge aspect.
What they do is they trace the individual video
and then the patterns start to arise.
As a technologist, we were really excited
because we knew the power of this platform
is to basically do all of the math,
to reveal all of the physics inside of it.
The educators stopped this immediately
and said No, no, no, no, no.
This actually, the memory scientist underscored,
he said If you tell someone the answer to a math problem,
there is zero chance they will ever remember it, period.
There's nothing there, there's no friction.
What we started discovering is, in learning applications,
you actually want to build friction
and we call it positive friction.
Again, this is the opposite of what I think
a lot of software is doing today.
You need friction in order for people to actually retain it.
We bury a lot of information inside of the app
so you have to move through it to discover
even some simple mathematics in terms of distance
or rates, or if you click in further,
you can get into a forced diagram and start
to put the pieces together and you might
even have parts of the application that look like this,
that have some learning actually built into it,
that have something that's closer to a knowledge base.
This is actually quite controversial in education.
Do you even offer this level of application?
In terms of the prototyping, it's a complete joy
because you're out on the playground
with kids playing and that's the whole idea.
All they're doing is playing and discovering
and playing and discovering.
That process of allowing kids to go out there
and in the midst of a play activity be curious
and to discover and reveal all the ways in which
our daily activities, the things that we already know
to be true are actually embedded inside the physics itself,
that is really where the joy comes in.
In this footage, we shot this a week ago,
at Maker's Faire actually.
You can see it's constantly asking again
this social experience where someone's telling
someone something else to do and then they're using
the application itself together, to reveal
a lot of these patterns and to understand.
As you can see that's a live graph
of the actual physics itself built into the video.
Everything layered from their experience comes out
and builds it out.
We really want to endorse Scott's idea about this idea
of a new era.
I think this is a new era in terms
of the future of learning.
For us, we take it as this great leap forward
about how people are going to be learning
and the types of future memories that
we are going to be able to build with them.
For us this idea of something that's tactile,
something that's multi-sensory,
something that has productive friction,
that's social, that builds in a human relationship
in congruity with technology that's emotional
at it's core, that's what the future of learning is
and I think honestly, with those types of tenants,
we can start to build things that will last
far, far into the future, all the way
until it becomes part of the past.
Thank you so much.
(applause)
(electronic jingle)
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