A site-specific sound installation and performance by John Kannenberg is taking place at the Kelsey Museum of Archaeology at the University of Michigan this evening, and starts promptly at 5:30 p.m.
The artist’s piece includes three bodies of work that comprise what he calls “Hours of Infinity,” which utilizes an “imprecise drawing method coupled with a disciplined approach to sonic observation. (Kelsey Museum’s Event Announcement)” The activities merge ancient Egyptian and Greek philosophies, mindful meditation, and contemporary museum theory. Check out more at his website here!
Sounds pretty wonderful to me! Any Ann Arbor-ites should try to see it: performance starts at 6:00 pm sharp!
Have to say I’m loving the range of performance-based, ‘happening’-esque art buzzing around campus these days. Between this and the highly exciting Fluxus exhibit up in the temporary wing of the University of Michigan Museum of Art (UMMA), I’m a happy clam :)
I recently read Museums at Play: Games, Interaction, and Learning edited by Katy Beale over my Spring Break travels to NYC. The book is incredibly straightforward with simple 5-7 page chapters, each illustrating an example of an interactive experience (some low-tech & some very hi-tech). Because this is what I study – visitor engagement with collections – in traditional or digital spaces – I was very aware of several of these examples, but a few were new and very surprising.
Two (of the many) that struck my fancy:
- Art Heist at the New Art Gallery Walsall
- Playing With Light – An Interactive Science Exhibition [SciTech Australia]
Take away points from the book:
- Keep designs simple – the more complexity that’s added to a game, the more likely it will only work for subset of your audience, will be too time consuming, or will be confusing to pick up. Simple is better.
- Test prototypes on your audience several times – almost every chapter discussed how testing the product on families, kids, parents, or students revealed problems, challenges, and outcomes that were unexpected and required going back to the design boards – all of which ended up being instrumental to the success of the product.
- Never design for users coming up with “right answers” – the exhibits that made the interaction a contemplative experience were the most successful. They allowed different people to build off the ideas of others, which led to longer, more rewarding museum visit experiences. One chapter discussed the use of a large, unstructured space devoted to white legos, where users spent exorbitant amounts of time playing, redesigning, and engaging socially with others.
Only 7 days left to donate to the Teen Art Gallery (T.A.G.) project on Kickstarter!!!
This art gallery project was created for teens, by teens (ages 12-19), and the project is fantastic. It’s great to see teens so inspired, and to see them utilizing some of the great web resources afforded by the 21st century digital age: sites like Kickstarter give them the chance to raise funds, while Social Media platforms help spread the word. I’m so excited for these guys.
“Together, our mission is to provide fellow students with the opportunity to display their work in a gallery.” – T.A.G. members
Help them reach their $10,000 goal! You can read more about the project, or watch the 4 minute video here.