Iterative Exhibit Development, Part 1.01
February 18th, 2009In an earlier post I tried to convince you that you should start using an iterative model to develop your exhibits, but I didn’t really say much about what that meant or entailed. But I am thoroughly convinced that it is the lowest overhead way to make your museum content much better. So, I bet I’ll further harangue on the matter at some point. But, mercifully for us both, not today. But to the museums who (still) have the luxury of their own in-house exhibit developers, I present to you (and encourage you to adopt) the cheapest, most effective iterative trick to keep your exhibit content fresh and optimized and evolving…
Tweak per week™
If you are an exhibit developer (or give annual performance reviews to one) take 15 minutes every Monday to walk around the museum. (You really should anyway.) Use one of your exhibits. Watch visitors use one of your exhibits. Pick a single, simple, discreet item that you regret about the design, and… fix it. One per week. While you’re listening to hold music. Simple as that.
Maybe the wording of something is confusing in retrospect. Maybe the background color is too dark. Maybe you need a pop-up hint or a quit button you didn’t think to include. The title graphics were rushed and they’ve always bothered you. It should show you your time as well as your score. You probably already have a mental list a mile long.
Do one. Every week. Don’t do zero. Don’t do two. (Don’t try to fix everything while you are fixing anyway or suddenly it’s an actual capital-P Project that will never make it to the top of your plate.) That’s 52 worthwhile improvements, per developer, per year. Cost is negligible and you will see the results.
