Dave Patten, head of new media at the
Science Museum, delivers his presentation.

He starts by looking at multi-user exhibits. An exhibit was developed around video conferencing, as this was something that only businesses were really using. It didn't work as expected though. EIther people used the exhibit on their own, or they discovered the videoconferencing, and used it to talk to other people in the museum, mostly teenagers chatting up other teenagers of the opposite sex. It was difficult to test this whole system. The exhibit used a telephone handset which people needed to tap a number in to connect the videoconferencing to a particlar feed. Unfortunately, the museum also used telephones to deliver audio commentaries, and so this ended up being confusing. This shows how important it is to do visitor tests and get into the mindset of the audience. The exhibit stayed in the museum for five years, but the museum learnt a lot from it.
The next multi-user exhibit, In Future, is a lot more successful. There are big circle tables, with a very simple wheel and and a button. THere are a number of different games, and the interesting thing is that people actually play with strangers, and often talk abot the game. A large screen at the back displays totals of the votes that are part of the games.
The musuem has also looked at putting the visitor into the exhibit. In the Challenge of Materials gallery, an exhibit called 'making a t-shirt' which takes a photo of the visitor, which then gets used within the exhibit as people design a t-shirt for themselves. At the end, they see themselves walking down a catwalk with the last three people who used the exhibit. People like this, and really engage with the exhibit.
Artists are also invited to make exhibits which put the visitor in the attraction. One exhibit that the museum is looking at for the new Launch Pad gallery is a video wall which displays videos captures of videos in sillhoutte. Visitors typically get engaged with this, and put on shadow puppet displays or even whole mini displays.
It doesn't have to be complicated though, he suggests. On Brighton Pier, there are boards displaying comic scenes which you can stand behind and have your face appear into. This is a fun and simple way of letting your visitors put themselves into the experience.
With another sytem at the Science Museum, visitors are able to leave comments on a variety of topics. The problem with thik is being too successfull, with thousands of comments being generated every week, requiring someone to sit through checking the comments. Typically only 15% are relevant comments, with others being gibberish or inappropriate.
The Energy Ring and 'dot dot comment', visitor comments are displayed in an artistic way. However, it's difficult to get a real time link between the comments being entered and being displayed, as people do make inappropriate comments.
Take away content - the Museum wanted to allow people to take content away. However, with printing systems, they typically were very expensive and created a litter problem.
A 'save' system allows people to generate a webpage from their content instead. This was developed in 1998, when not huge numbers of people had internet access. The museum knew it was going to go free, and wouldn't have tickets, and so needed some way of recognising people. Fingerprint technology was used, but initially it had a very low recognisabilty rating, especi ally with children, and so lots of work was done to improve it. Only 15% of people bothered to come back and view their webpage however, which seemed disappointing but is actually fairly high for this kind of thing. People either couldn't find their webpage, didn't want to, or didn't understand what they had done.
A second system allows people to e-mail themselves a link to some content, which means that there's an e-mail waiting for them when they get home. However, it's important to make sure that the e-mails collected aren't used for marketing purposes unless people specifically opt in.
For the Dana Centre, an electronic voting system was developed. Dave asks people to pick up a voting handset from under their chairs, and asks them to vote on a few questions to demonstrate the system.

Convergence - Dave suggests that convergence with technology has mostly already happened, with mobile phones becoming multi-function devices. The more interesting question is how you can converge real and virtual audiences. One example is an event held in the Dana Centre where people could watch live video of an operation taking place in a hospital, with the audience being able to ask the surgeons questions - this was an engaging experience, and is something you wouldn't be able to do in any other way.
The Dana Centre also webcasts its events, so that it can get a bigger and more diverse audience than the ones in the physical building. Some of the questions with this are how you let the online audiences take part in and effect the live event.
Conclusions.
"Evaluation is king. Plan carefully. Think like a visitor. Push the technology hard, but not too hard. You can always learn. Take some risks"
Question: Do you consider dwell-time when designing interactives. Dave suggests that this is considered, and that dwell time is quite low, around 2 minutes. For longer dwell time, seating is provided...
Question: Someone asks what kind of immediete feedback people expect when leaving comments. Dave says that this was difficult to make clear to people, and the exhibit software had to be re-written to make it clearer. With the energy ring, people see an effect on the ring - eg a lightening strobe - when they post a comment, but don't see their comment immedietly appear. People are fairly content with this, but ultimately want to see their comment appear live.