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In general, my perspective is solidly in line with that of Erich -- the
design expertise is essential and the incorporation of digital exhibit
elements moved (along with other factors) the design exhibits and
exhibitions from single individuals toward teams of individuals with diverse
expertise -- and to more systematic development processes to accommodate
those demands. Since I started in the museum field in the early 1990's that
is one of the biggest changes I have seen. It was not an easy transition,
and sometimes I think we forget how much better we are now at team work than
we used to be.
In terms of influential of hardware, I would nominate for your consideration
the use of the humble track ball as an interface device. Who did that first?
Track balls were a piece that allowed digital-human interface in the
context of constant and not very gentle visitor behavior. They also adapted
to exhibit components that moved beyond the "computer station" to large
screens or even devices that allowed visitor input in combination with
sensors.
Carey
Carey Tisdal
Tisdal Consulting
[log in to unmask]
314-496-9097
----- Original Message -----
From: "Erich Rose" <[log in to unmask]>
To: <[log in to unmask]>
Sent: Thursday, January 13, 2011 3:24 PM
Subject: Re: Influential uses of digital technology in exhibits?
ISEN-ASTC-L is a service of the Association of Science-Technology Centers
Incorporated, a worldwide network of science museums and related
institutions.
*****************************************************************************
When it gets fully broken down it may be in fact affordable computers that
made the biggest impact. No matter what I/O device is attached it has been
the ability to run programs that can do so much more than simple mechanical
or graphic devices. I know that is a very broad statement and I can hear the
moans and groans already. But maybe that is why there doesn't seem to be
any great leaps since then. Everything else has just been an incremental
chipping away or building upon of various input and output devices.
Computer tape > floppy discs > laser discs > CDs > solid state memory > etc.
Punch cards > keyboards > mice > trackballs > touch screens > machine vision
> gestural recognition > etc.
Monochrome monitors > full color monitors > video walls > video projectors >
LCD projectors > laser projectors > 3D > etc.
All just more of the same.
I realize your students want to understand the issue from the standpoint of
technology but it really is all about the content in the end. Those early
Computer geeks had it right when they coined the "GIGO" phrase.
As a designer it has always been a frustration when money goes to hardware
and physical environment and not to content development or even more
importantly good copy and script writing.
a little more than 2 cents worth...
Erich Rose
Erich Rose Design
807 The Living End
Austin, TX 78746
512-626-9930; [log in to unmask]
On Jan 13, 2011, at 3:07 PM, Eugene Dillenburg wrote:
> ISEN-ASTC-L is a service of the Association of Science-Technology Centers
> Incorporated, a worldwide network of science museums and related
> institutions.
> *****************************************************************************
>
> "[I]t is not the technology but the content that is important"
>
> I agree, but that's not the question my student asked. People are using
> digital tech to tell their stories, to convey their content. Where did
> that come from? Which installations have influenced the field at large?
>
> Perhaps there is no single, simple answer, and that's good to know, too.
> But thanks to everyone for the input so far!
>
> -- Eugene
>
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