At the show Luxury in Silk (Luxus in Seide) in the Germanisches Nationalmuseum Nürnberg, the subject of yesterday's post as well, this wall caught my eye. Clearly the arrangement of words is based on the word clouds now used on websites to visualize the most frequent search terms and clicks. But here the cloud serves to show the plethora of jobs in the 18th century that had to do with creating clothing, shoes, and jewelry ("Mode-Metiers im 18. Jahrhundert"). It's interesting to see such an aesthetic transition from an online space to a physical one.
A new sort of art exhibition opened in Berlin about a month ago (running until January 28). From Monet to Kandinsky - Visions Alive is a similar presentation to last year's Van Gogh Alive exhibition in the same space (mentioned in this post on art as sensory experience). Using a combination of multiple projectors, sophisticated animation, and music in surround sound, the developers offer a way to experience art quite different from a gallery visit. The focus here is on sensory impact, not traditional pedagogy; all information about the artists whose work is shown is limited to a room on either side of the display space, each hung with a daunting set of text-dense posters. Really the viewer is meant to linger in the main exhibition space, a single large room with many folding chairs and bean bags—an invitation to relax and enjoy the sights and sounds.
The exhibition consists of moving images of paintings projected onto all four walls (and onto a freestanding, screen-clad A/V tower, at left in the photos here). Music plays. Various paintings by a single artist are shown on the multiple walls, at varying degrees of "zoom." The real variety, though, comes with the animation: every painting has been reworked into a psychedelic moving image. Lillies from Monet's waterlily series have been cut from their paintings and now tumble lightly from ceiling to floor over a background of other Monet gardenscapes. Mondrian's squares gain shadow and thus depth, first flickering on like so many lit windows in an apartment building at night, then becoming hundreds of wooden blocks tumbling through outer space like celestial child's toys. Klimt's spirals and gilded squares break free of their canvases and swirl like confetti. After 60 minutes the film starts over again; and to my own surprise, I found that I could have gladly stayed for another round, so complex and beautiful is the imagery. Not only nice for the eyes, but food for the brain. For although text in this room is limited to a short phrase from the artist projected over the door, the animation shows a firm knowledge of the artworks and artists. The animators were not just strutting their technical stuff; they implemented effects to enhance the art according to its content or even the artist's biography. Thus Van Gogh's painting Wheatfield with Crows is the last of his works to be shown (to the sound of cawing as the birds float over the horizon), just as it was the last work he ever painted. Toulouse-Lautrec's segment opens with silhouettes of the heads of various spectators he painted, as if seated in a theater, a spotlight playing across them as their voices titter—underscoring the importance of spectatorship and nightlife to the artist's repertoire. The many Van Gogh self portraits that morph into one after the other after the other emphasize the artist's obsessive nature, perhaps visible in the repeated attempts to capture his own likeness. By the end, I was enraptured. Quite a shift from my initial skepticism; I'm embarrassed to admit that at first, I was horrified by what seemed like an overly showy spectacle at the expense of an apparent substance (ahem, text?). How lucky that my companion convinced me to stay and relax into the colors and sounds—which indeed turned out to be wonderful, but also by far not the only merits of this exhibition. Remember the "talking statues" in London? Now the same folks (Sing London) have extended their project to Berlin. As they did in London, they are equipping numerous commemorative statues around town with audio clips that a visitor can access through small signs in front of the statue; snap the QR code and you're ready to listen. Two colleagues and I tried out the Lise Meitner statue and found it worked flawlessly. The voice actor brought a vibrant personal touch to the statue—a great way to bring it to life. One useful aspect of this concept is that such audio accompaniment can be overlain on any preexisting object; it does not have to be developed at the same time as the object installation. All that has to be added to the physical display space is a QR code (or a link to another technology—like Blinkster, used in Berlin's Ethnological Museum).
The recent release of a film about paintings by Goya highlights the increasing trend of using cinema as a complement to—not to say substitute for?—actually visiting museum galleries. For this film is not about Goya, nor about his paintings per se, but about an exhibition of his paintings in the National Gallery in London. This, as far as I know, is a new genre of filmmaking (although pointers to the contrary would be greatly appreciated!). It emphasizes the experiential aspect of an exhibition, somewhat like the Van Gogh Alive show that immerses its viewers in floor-to-ceiling projections of excerpted details from Van Gogh paintings—creating a surreal landscape in which experience, not the stuff of traditional exhibitions, takes center stage. The Goya film, like the others by Exhibition on Screen, does not go so far as this, but still does focus on a luscious experience of the exhibited material and its historical context (see the period reconstructions in the trailer) more than, say, Frederick Wiseman's film National Gallery, which centered on life in the museum itself. It seems a wonderful way to inspire audiences to visit museums (I'm in the camp that believes that people will mostly use resources like this as an impetus, not a substitute, for going to museums themselves). I wonder what the partnership looks like between the museums and the filmmakers, and what the audience numbers are for these films.
Just as physical aspects of display ideally promote effective communication, so can the reverse be true. So I pricked up my ears when this blog post from the vibrant We Are Museums group reported on the British Museum using the app Periscope to give a virtual tour of a special exhibition (embedded above). As a mode of global communication based on visual material, Periscope is a logical next step to Instagram: succinctly defined by the British Museum website, "Periscope is an app from Twitter which streams video direct from a smartphone to a global audience online." The user gets to select which feed she wants to watch, as if looking through the eyes of another user anywhere in the world. Although it was released 10 months ago, the WAM blog post points out that only a few museums have harnessed its potential to broaden their global audiences; but it seems likely to grow in popularity. I wonder what the very globally-oriented and social-media-wrangling Met might decide do with Periscope.
It's a tricky task to make nature itself into an exhibition. Nature walks (in botanical gardens and model farms, for instance) often rely not on a group of objects or other predetermined set of material, but on an unpredictable troupe of actors who may or may not be on stage that day. What a challenge to present material that the visitor might not even get to see! But certain display tactics can help smooth over the possible unevenness of this living exhibition. The Anne Kolb Nature Center in Hollywood, Florida centers on a boardwalk that winds through a section of mangrove habitat. (It also has a lovely visitor's center which, when I visited, included a display of contemporary art on spiffy movable walls.) At the start of the walk, large signs with vivid pictures of the animals (above) introduce the visitor to the point of the exhibition: to VIEW the plants and animals. Further, to help the visitor engage—and to help them see the critters tucked away in their hidey-holes—the Center offers a handout with a checklist of the plants and animals one might encounter on the walk. This is an easy, effective, low-cost way to encourage visitors (especially kids) to really look, and even to try to identify the things they see. It would be fantastic as an app for mobile devices too.
An online (or more broadly, a digital) platform is a great solution to the layers of information embedded in any exhibition, from the large-writ headers to the digging-deeper details for specialists and the especially interested. Formatting these layers so that they are both accessible and beautiful is a challenge—one that The Metropolitan Museum met with gusto in its #metkids project. This website, although meant to introduce children to the museum's collections, is a delight for any age. The cheery red background and lively graphics are pleasing to the eye, and the simple arrangement of text with clear headers makes information easy to find. Further info can be found by clicking the terms highlighted in yellow, another easy visual cue. This site seems like a good point of reference for anyone thinking about digital presentation, be it stand-alone or supplementary to a physical (brick-and-mortar? We need a term for this) exhibition.
A recent silly post on The Poke (tagline: "time well wasted") offers an unexpectedly valuable glimpse into the heads of museum visitors. Among other things, it shows that visitors may have the most fun in a museum by using the exhibits to their own humorous ends. It's not exactly "making fun" of the objects, but using them to generate a laugh—something that the hard-working staff responsible for the exhibits might see as disrespectful, but which I would like to suggest is instead a useful jumping-off point for reconceiving how to make engaging displays. For example, a few themes reappear several times in the Poke article: people like imitating statues and paintings to comedic effect, whether by pointing out a resemblance to themselves or by creating a new context for the object (e.g., a music video by Beyonce!). It's also entertaining to add a funny attribute to the object: a hand puppet on a statue's hand, a cell phone positioned as if a portrait is taking a selfie, a modern caption to an old painting.
It seems to me that all of these interactions with objects could be turned from "pranks" (as they are presented by the very format of the Poke article) into sanctioned museum activities that leverage these visitors' energy and creativity, particularly when it comes to picture-taking. For instance:
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Ideas on Display
A humble space to reflect on concepts of museum display as enacted across a wide range of subjects, countries, and approaches.
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