“In 1627 the scientist and philosopher Francis Bacon described an imaginary science centre designed for both amusement and hand-on investigation of scientific phenomena in his unfinished book The New Atlantis. This dream did not become reality until 1969 when the Exploratorium was founded in San Francisco by the US scientist Frank Oppenheimer. It was this place that inspired Professor Richard Gregory, CBE, of the University of Bristol, to start up the Exploratory in 1983 – the first hands-on science centre in the UK. By the time The Exploratory closed finally on September 1st 1999 it had attracted over two million visitors.” exploritory.org.
It is interesting that 1999 is sited as the closure of The Exploratory. It did not close through lack of popularity, in fact the opposite was true. It was one of the only science/nature exhibitions which was self sustaining. Rather than government grants it survived on entry fees and donations alone. In 1987 visitor numbers had reached 100,000/year and by 1989 had doubled to 200,000/year. There were stories of school kids who visited talking about it for weeks.
In around 2005 The Exploratory became part of a consortium which won a large amount of Lottery Funding. As part of this full control of The Exploratory was handed over to the consortium. When Explore @ Bristol was launched the mechanical ‘plores‘ of The Exploratory were replaced with multimedia exhibits. This was not supported by Professor Gregory, indeed everybody who had originally been involved with The Exploratory were not retained by the new organisation.
“‘Plore’ is coined because there is no existing word having the required meaning. The equivalent museum words ‘Demonstration’, ‘Working Model’, ‘Artefact’, or the most commonly used, ‘Exhibit’ (which one may note can be used as a noun or a verb) are far too passive in meaning and specifically associated with passive viewing; but we wish to include the touching, handling and generally active exploration which is the essence of the Exploratory. So we call our hands-on models, experimental apparatus, puzzles and games-against-nature ‘Plores’ – to be explored in the Exploratory by Explorers.” exploritory.org.
This was partly a sign of the times, in the late 90s everyone was exited by computers and museums and science exhibits saw computers as the was forward to capture visitors imagination. Looking at modern Museums (e.g. M Shead Bristol) the multimedia components seem uninspiring to me. I think the main problem is that they do not give us anything than computers at home can. In some ways they give us less than the internet. They also are not much good for spectators. Tom Bennet, a Pervasive Media practitioner biased at the Pervasive Media Studio in Bristol talked about not only the direct participants but also the spectators should engaging with exhibits. He was talking about installations in buildings (such as stately homes) but this also seems true for museums and science exhibits. It is one thing for an individual or small group to be engaged by an exhibit, if it is also engaging for spectators it could be seen to be of far greater value. In the M Shead, Bristol there are large screens with big buttons which when pressed play various videos on a large screen (which video depends on the button). This may not be very interactive but I did find others in the area sometimes were also watching the screen, so to some extent the spectators were also participants.
For me the best experience in the M Shead was sitting in the old double decker bus which plays stories about Bristol (some related to buses) through the speakers. Having large old vehicles in a Museum may seem like a dated idea but it is using the physical space to give you an experience that you would not otherwise have. The Museum of Aviation in Belgrade is a good example of this. Visitors are allowed to touch and clime on exhibits, there is even the wreckage of a F-117 Nighthawk (stealth bomber) you can prod.
Museums may be designed to teach but it is the ludic qualities they have that seem to work best. Simply being able to go inside, look at and physical interact with exhibits satisfies what Roger Caillois referes to as Ilinx (vertigo) ludic qualities. The Exploratory and it forerunners capitalised on other ludic qualities. As well as the ludic vertigo qualities of the mechanical exhibits, or plores, could cover quite a range of other ludic qualities. They were designed as experiments which had elements of chance and simulation. If the exhibits are designed as games with a score this adds composition to the mix. At this point we have all four of Caillois’s ludic qualities.
For physical museums and exhibitions where they can differentiate themselves from online or multimedia is the ability for them to have vertigo ludic qualities. There physical nature seems there biggest asset. Keyboards and screens may be a good way for us to explore the physical objects but if you are going to have a physical museum not having physical objects seems like missing the whole point.
I am not saying computers and modern technology do not have a place in these types of spaces, but that they should be combined with something that is physical (e.g mechanical) to create a experience that engage the senses and is good to watch others doing as well as doing oneself. The Exploratory managed to do incredible things with little funding. Using its ideas and adding modern technology should create exhibits that are engaging for both adults and children alike. So rather than having multimedia exhibits should we not return to the philosophy started by Francis Bacon and used to make The Exploratory such as success.