Complexity_in_Museum_Exhibition_Design
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<strong>Complexity</strong> <strong>in</strong> <strong>Museum</strong> <strong>Exhibition</strong> <strong>Design</strong><br />
Napapong Matt Naparat, Carleton University, Ottawa, nnaparat@connect.carleton.ca<br />
Abstract<br />
<strong>Complexity</strong> <strong>in</strong> <strong>Museum</strong> <strong>Exhibition</strong> <strong>Design</strong> is an exploration of the complex dynamic between<br />
design, culture, and the system of representation – exhibition. This literature review, as part of a<br />
master’s thesis research <strong>in</strong> progress, stems from recogniz<strong>in</strong>g the fact that museum exhibition<br />
techniques communicate visually and through other senses, the <strong>in</strong>creas<strong>in</strong>gly <strong>in</strong>terdiscipl<strong>in</strong>ary<br />
nature of an exhibition’s development process, and the current trend of audience <strong>in</strong>teractivity<br />
through technology and other media <strong>in</strong> museum exhibitions to engage with the viewer and promote<br />
learn<strong>in</strong>g.<br />
This paper exam<strong>in</strong>es how design, as a means to construct as well as to communicate <strong>in</strong> museum<br />
exhibitions, <strong>in</strong>fluences the representation of culture, ultimately affect<strong>in</strong>g the audience <strong>in</strong>terpretation.<br />
With an aim to raise awareness among museum practitioners, particularly designers of their design<br />
choices <strong>in</strong> creat<strong>in</strong>g an exhibition and their implication, this paper thus <strong>in</strong>tends to provide a<br />
comprehensive understand<strong>in</strong>g of the balance between design construction and exhibitionary<br />
representation. It addresses both the complexity of issues and phenomena <strong>in</strong> design as well as the<br />
complex approaches developed <strong>in</strong> their response.<br />
To analyze the complexities of museum exhibition design through both theories and current<br />
practice, six areas under <strong>in</strong>vestigation <strong>in</strong>clude: 1) <strong>Design</strong> <strong>in</strong> the system of representation and its<br />
limitations, 2) The role of design <strong>in</strong> current museum practice, 3) The trend of technology-<strong>in</strong>tegrated<br />
exhibitions, 4) The <strong>in</strong>terdiscipl<strong>in</strong>ary aspects of exhibition design, 5) Examples of exist<strong>in</strong>g museum<br />
exhibitions and their techniques of represent<strong>in</strong>g, 6) The implications for future museum exhibition<br />
design.<br />
Keywords<br />
exhibition design; museum practice; <strong>in</strong>terdiscipl<strong>in</strong>arity; cultural representation; media and<br />
technology.<br />
Modern museums and exhibitions <strong>in</strong> many ways are a product of the Enlightenment – mediums to<br />
represent ‘a community of learn<strong>in</strong>g and knowledge, a concordance of taste, scholarship and<br />
<strong>in</strong>dustry, among the countries of Europe’ (Déotte, 2004, p. 52). With this <strong>in</strong> m<strong>in</strong>d, it is<br />
understandable that museums have come to assume their stereotypical yet vital roles as<br />
pedagogical <strong>in</strong>stitutions. A recent American Association of <strong>Museum</strong>s survey <strong>in</strong>dicates 87% of<br />
respondents deem museums trustworthy while 67% trust books and only 50% trust television news<br />
(Marst<strong>in</strong>e, 2006). The <strong>in</strong>fluence and authority of museums are prevalent as ‘the public generally<br />
accepted the idea that if it was <strong>in</strong> the museum, it was not only real but represented a standard of<br />
excellence’ (Cameron, 2004, p. 66). However, <strong>in</strong>creas<strong>in</strong>g compet<strong>in</strong>g sources of <strong>in</strong>formation and<br />
recreation do affect museums’ foothold and popularity <strong>in</strong> today’s culture.<br />
To reaffirm their function as social/cultural <strong>in</strong>stitutions and rema<strong>in</strong> f<strong>in</strong>ancially viable, there emerged<br />
a trend <strong>in</strong> museum exhibitions resort<strong>in</strong>g to enterta<strong>in</strong><strong>in</strong>g and experiential values (Weil, 2002;<br />
McLean, 2004). The museums’ choice of us<strong>in</strong>g design components/techniques to supplement the<br />
traditional goal of education is self-evident through today’s ubiquity of new media and technologies<br />
<strong>in</strong> museum exhibitions. It is also a response to ‘the pressures of the market and wider demands for<br />
hi-tech and <strong>in</strong>teractive experiences’ (Henn<strong>in</strong>g, 2007, p. 29).<br />
<strong>Museum</strong>s with their didactic pursuit have over time honed a unique ability to teach by show<strong>in</strong>g<br />
(He<strong>in</strong>, 2000). The museums’ system of representation had undergone a series of transformations<br />
from the Renaissance curiosity cab<strong>in</strong>ets, to the Industrial Revolution showcas<strong>in</strong>g techniques<br />
(Greenhalgh, 1988), and <strong>in</strong>clud<strong>in</strong>g the recent urge to <strong>in</strong>stil capitalist values of <strong>in</strong>novation and<br />
consumption via hierarchical arrangement of objects (Marst<strong>in</strong>e, 2006). The advance of technology,<br />
<strong>in</strong> some ways, changes the role and priority of museums and exhibitions alike. For <strong>in</strong>stance, the
prevalence of eduta<strong>in</strong>ment and <strong>in</strong>fota<strong>in</strong>ment <strong>in</strong> museum exhibitions (Preziosi, 2006), with design<br />
as ‘<strong>in</strong>terface’ or the mediation of <strong>in</strong>teraction, can be considered as an extra layer of complexity to<br />
the already complex system of representation <strong>in</strong> museal world. The designed features, such as<br />
push buttons, enable the audiences with a participatory and affective experience (Henn<strong>in</strong>g, 2007).<br />
Although the use of design components <strong>in</strong> the form of physical/computer <strong>in</strong>teractives and<br />
multimedia applications (sound, video, and projection) helps achieve educational and enterta<strong>in</strong><strong>in</strong>g<br />
purposes, it also provides a predeterm<strong>in</strong>ed discourse for the subject matter. Each design<br />
component/technique – appropriated by the exhibition creators (curatorial staff and designers) to<br />
represent – is not ‘a neutral medium through which, transparently, a message passes unaltered<br />
from sender to receiver. It is itself a participant <strong>in</strong> the creation of mean<strong>in</strong>g’ (Brett, 1996, p. 61).<br />
These various technologies of representation thus have a formative power over the presented<br />
content (Brett, 1996). They can <strong>in</strong>fluence the accuracy of <strong>in</strong>formation and/or the conveyance of<br />
<strong>in</strong>terpretation, and therefore impact the audiences’ <strong>in</strong>terpretation. Consequently, the<br />
communication with the aid of design can become overly contrived.<br />
This paper addresses both the complexity of issues and phenomena <strong>in</strong> design as well as the<br />
complex approaches developed <strong>in</strong> their response. The complexity <strong>in</strong> museum exhibition design, on<br />
one hand, is a result of the subjective nature of the contents on display and the potential for<br />
multiple layers of <strong>in</strong>terpretations. On the other hand, a different level of complexity arises from the<br />
semiotic process of exhibition design – an <strong>in</strong>terdiscipl<strong>in</strong>ary, <strong>in</strong>tricate approach developed to<br />
showcase/communicate the complicated subject matter <strong>in</strong> an engag<strong>in</strong>g and democratic fashion.<br />
To help set framework for this paper, it is important to clarify the terms and conditions of the three<br />
key elements of the research site: museum exhibition, culture, and design. One way of look<strong>in</strong>g at<br />
how these three are related is to refer to Donald Preziosi’s (1998) chapter <strong>in</strong> his book The Art of<br />
Art History, <strong>in</strong> which he states ‘<strong>Museum</strong>, <strong>in</strong> short, established exemplary models for ‘read<strong>in</strong>g’<br />
objects as traces, representations, reflections, or surrogates of <strong>in</strong>dividuals, groups, nations, and<br />
races and of their ‘histories’’ (p. 509). The term museum exhibition used <strong>in</strong> this essay is considered<br />
as communicative means to convey <strong>in</strong>terpretations of culture (message) through various<br />
techniques of present<strong>in</strong>g objects and other contents. The use of the term culture is kept to a<br />
general sense of the aspects of people, ethnicity, countries and societies and of their histories. As<br />
for the term design, it implies a means of construction that helps materialize the <strong>in</strong>terpretation <strong>in</strong><br />
the form of representation, what Preziosi refers to as the ‘exemplary models for read<strong>in</strong>g’. However,<br />
the term design goes beyond its physical attributes <strong>in</strong> museum exhibitions; it also implies<br />
communication. Accord<strong>in</strong>g to Merriam-Webster’s collegiate dictionary (2003), the etymology of the<br />
word design shows its orig<strong>in</strong>al mean<strong>in</strong>g as ‘to outl<strong>in</strong>e, to <strong>in</strong>dicate, or to mean’.<br />
Furthermore, Preziosi (1998) describes an exhibition as a ‘practice of composition and narration<br />
creat<strong>in</strong>g a reality through prefabricated materials and vocabularies…’ (p. 512). From this notion<br />
two components <strong>in</strong>volved <strong>in</strong> any museum exhibition can be derived, one be<strong>in</strong>g design and the<br />
other be<strong>in</strong>g narrative. <strong>Design</strong>, as a medium to construct and/or communicate, <strong>in</strong>volv<strong>in</strong>g<br />
arrangement and careful organization of th<strong>in</strong>gs to stand for someth<strong>in</strong>g larger, implies an act of<br />
<strong>in</strong>terpretation. The narrative or storyl<strong>in</strong>e, as a means to deliver the subject matter, creates<br />
coherence for the <strong>in</strong>terpretation of various fragmentary contents (Ernst, 2000; Geertz, 1973).<br />
To exam<strong>in</strong>e the complexity <strong>in</strong> museum exhibition design, this paper takes <strong>in</strong>to consideration two<br />
ma<strong>in</strong> types of exhibition: narrative and object oriented. The two types employ their artefacts<br />
differently. Narrative-oriented exhibitions focus on tell<strong>in</strong>g stories us<strong>in</strong>g the objects to corroborate<br />
the representation/<strong>in</strong>terpretation; object-oriented exhibitions depend more on the collections of<br />
objects to be the highlight and therefore tell their own stories (Edson & Dean, 1996).<br />
The function of design <strong>in</strong> museum exhibitions has expanded beyond a technique of render<strong>in</strong>g truth<br />
and cultural differences <strong>in</strong> ‘objective’ form (Mitchell, 2004). This is because ‘we <strong>in</strong>habit a world<br />
where virtually anyth<strong>in</strong>g can be conta<strong>in</strong>ed <strong>in</strong> a museum, and where virtually anyth<strong>in</strong>g can<br />
conv<strong>in</strong>c<strong>in</strong>gly (or not) serve as a museum’ (Preziosi, 2006, p. 69). It entails materializ<strong>in</strong>g the<br />
curatorial <strong>in</strong>terpretation, enliven<strong>in</strong>g the audience experience, and promot<strong>in</strong>g learn<strong>in</strong>g <strong>in</strong> the<br />
museum for diverse audiences. <strong>Design</strong> thus plays a direct, if not largely <strong>in</strong>fluential, role <strong>in</strong><br />
communicat<strong>in</strong>g the message with<strong>in</strong> the exhibitionary system of cultural signification.
<strong>Design</strong> <strong>in</strong> the system of representation and its limitations<br />
<strong>Design</strong>, as a constructive/communicative means, participates <strong>in</strong> how a representative model<br />
(whether three dimensional, graphic, or virtual) conveys mean<strong>in</strong>g. To understand the role of design<br />
<strong>in</strong> the system of representation, this paper reviews semiotic theories and their models. This is to<br />
regard museum exhibitions as designed products or vehicles to convey mean<strong>in</strong>g – the exhibition<br />
message.<br />
This paper proposes two ways of look<strong>in</strong>g at the relationship between museum exhibitions and their<br />
mean<strong>in</strong>g/message on culture. One is through Ferd<strong>in</strong>and de Saussure’s theory of sign and its<br />
signification. Accord<strong>in</strong>g to de Saussure (as cited <strong>in</strong> Potts, 2003), the operation of signs consists of<br />
two elements: what is be<strong>in</strong>g signified (a nonmaterial mean<strong>in</strong>g) and its signifier (a physical entity).<br />
With de Saussure’s schema, the exhibition becomes the signifier po<strong>in</strong>t<strong>in</strong>g to culture, the signified.<br />
Although the role of design is not explicit, it is presumable that design is the means through which<br />
the exhibition creators use dur<strong>in</strong>g the complex mediation process – the articulation. <strong>Design</strong> thus<br />
allows for and facilitates this b<strong>in</strong>ary operation.<br />
Figure 1: de Saussure’s model of sign<br />
Another way of look<strong>in</strong>g at how signs operate is through a more realist approach by an American<br />
philosopher, Charles Sanders Peirce. Peirce’s model <strong>in</strong>troduces a third element – <strong>in</strong>terpretant.<br />
Peirce’s (as cited <strong>in</strong> Potts, 2003) theory suggests that the sign as material entity po<strong>in</strong>ts to its object<br />
(tangible or not) via an <strong>in</strong>terpretant. Us<strong>in</strong>g Peirce’s model, the exhibition becomes a sign that<br />
po<strong>in</strong>ts to its object, mean<strong>in</strong>g/message on culture, through an act of <strong>in</strong>terpretation. The act of<br />
<strong>in</strong>terpretation, explicitly factored <strong>in</strong>, is critical to how signs operate consider<strong>in</strong>g how a work would<br />
have no mean<strong>in</strong>g without an <strong>in</strong>terpretant. However, there is an issue of ‘unlimited semiosis’ where<br />
the <strong>in</strong>terpretant (the reference po<strong>in</strong>t) changes and so does the mean<strong>in</strong>g. For example, museum<br />
visitors can also be considered as the <strong>in</strong>terpretant <strong>in</strong>stead of the exhibition creators. As for this<br />
paper, it considers the exhibition creators/designers as the ma<strong>in</strong> <strong>in</strong>terpretants dur<strong>in</strong>g the exhibition<br />
development stage; they are the ones who make choices on both the <strong>in</strong>terpretation of culture as<br />
well as its representation.<br />
Figure 2: Peirce’s model of sign<br />
In review<strong>in</strong>g these two theoretical models, it becomes apparent that ‘there’s no such th<strong>in</strong>g as<br />
direct, unmediated correlations between signs and mean<strong>in</strong>g, and that <strong>in</strong>terpretation and slippage is<br />
therefore always present’ (B. Foss, personal communication, February 2, 2010). <strong>Design</strong>, whether<br />
explicitly accounted for or not, contributes to this potential slippage on two levels. First, design<br />
components/techniques as a means to construct employ non-neutral mediums to represent.<br />
Second, the designed representation as a means to communicate is subjected to the<br />
creators/designers’ discretion. <strong>Museum</strong> exhibitions as highly mediated vehicles thus alter<br />
historical/cultural truths.<br />
Timothy Mitchell’s (2004) analysis on the certa<strong>in</strong>ty of representation through the case of the<br />
Exposition Universelle shows that there are limitations to the concept and techniques of<br />
representation. Accord<strong>in</strong>g to Mitchell, there are three aspects to the system of representation<br />
which also serve as its limitations: 1) The apparent realism of the representation – how the model
always tries to perfectly imitate the reality of what is be<strong>in</strong>g re-presented <strong>in</strong> the form of appearance<br />
and details, but not necessarily scale; 2) The dist<strong>in</strong>guishable difference between the model and<br />
what it stands for – partly due to the displacement <strong>in</strong> time and space between the reality and its<br />
imitation; 3) The double dist<strong>in</strong>ction with<strong>in</strong> the exhibition – one between the system of<br />
representation and the external world, which is then reiterated by catalogues, plans, or signage to<br />
dist<strong>in</strong>guish between the actual exhibition and the plan of the exhibition (p. 448).<br />
<strong>Design</strong> hence enables at least two levels of complex representation: the construction of threedimensional<br />
models and the graphic presentation of the design <strong>in</strong>terpretation. This notion<br />
re<strong>in</strong>forces the existence of two dist<strong>in</strong>ct orders of be<strong>in</strong>g with<strong>in</strong> the system of representation – ‘the<br />
order of th<strong>in</strong>gs and the order of their mean<strong>in</strong>g, of representation and reality’ (Mitchell, 2004, p.<br />
449). In the realm of museum exhibitions, as a system that generally signifies culture, design plays<br />
a direct and authoritative role <strong>in</strong> convey<strong>in</strong>g what will be construed.<br />
The role of design <strong>in</strong> current museum practice<br />
Beyond the theoretical scheme of representation, design has a prom<strong>in</strong>ent role particularly <strong>in</strong> the<br />
exhibition’s development. The role of design <strong>in</strong>volves: materializ<strong>in</strong>g the narrative concept,<br />
showcas<strong>in</strong>g objects on display, orientat<strong>in</strong>g and plann<strong>in</strong>g visitor’s experience, and modify<strong>in</strong>g the<br />
exhibition to meet the measures of success (Alexander & Alexander, 2008).<br />
To better understand the design role <strong>in</strong> an exhibition, this paper exam<strong>in</strong>es Michael Baxandall’s<br />
(1991) framework of museum exhibit operation. The framework focus<strong>in</strong>g on object-oriented<br />
exhibitions, proposes a triad among which three <strong>in</strong>dependent yet related agents are <strong>in</strong>volved: the<br />
artefact makers (people who created the collected objects to represent their culture), the exhibition<br />
creators, and the viewers. These three dist<strong>in</strong>ct agents each pursue their own purpose; they <strong>in</strong>teract<br />
<strong>in</strong> the space between object and label, where the viewer actively processes and mediates between<br />
a visual object on display and textual <strong>in</strong>formation <strong>in</strong> a label format.<br />
It is with<strong>in</strong> this <strong>in</strong>tellectual space that the design affects all three agents. For the artefact makers,<br />
the overall design of an exhibition highlights and/or downplays certa<strong>in</strong> aspects of their culture; the<br />
decision/execution of the exhibition creators cannot equally represent all aspects of the artefact<br />
makers’ culture. For the exhibition creators, the design, <strong>in</strong> the form of components and techniques,<br />
is not a neutral medium through which a mean<strong>in</strong>g/message about the artefact makers’ culture can<br />
be transmitted unaltered. As for the viewers, the design can guide their <strong>in</strong>terpretation of the objects<br />
on display by either enhanc<strong>in</strong>g or limit<strong>in</strong>g the message about the artefact makers’ culture through<br />
the representation. Out of the three agents, only two can be managed, the artefact makers and the<br />
exhibition creators; the viewers, particularly their <strong>in</strong>terpretation of the presented culture and<br />
response to the exhibition rema<strong>in</strong> unpredictable.<br />
Figure 3: Baxandall’s model of exhibition<br />
The concept of ‘entrance narrative’ refers to the audiences’ preconceived notion – the variable<br />
disposition of the viewers’ knowledge and beliefs. Despite the <strong>in</strong>fluence of design elements and<br />
<strong>in</strong>formation provided, the viewers will act by their own lights to their own ends with<strong>in</strong> this<br />
<strong>in</strong>tellectual space (Baxandall, 1991). Entrance narrative is considered as the most powerful<br />
determ<strong>in</strong>ant of a visitor’s response (Weil, 2002). It thus proves to be a challenge for many museum<br />
exhibition creators s<strong>in</strong>ce there is no guarantee that the viewers will grasp the <strong>in</strong>tended<br />
mean<strong>in</strong>g/message.
Another critical aspect <strong>in</strong> museum exhibitions, <strong>in</strong> which design plays a major part, is the visitor’s<br />
learn<strong>in</strong>g <strong>in</strong> the museum. Accord<strong>in</strong>g to Falk and Dierk<strong>in</strong>g (2004), design is one of the eight key<br />
factors fundamental to museum learn<strong>in</strong>g experiences as it controls the exhibition’s physical<br />
context; ‘Whether the medium is exhibitions, programs, or web sites, learn<strong>in</strong>g is <strong>in</strong>fluenced by<br />
design… Appropriately designed exhibitions are compell<strong>in</strong>g learn<strong>in</strong>g tools, arguably one of the best<br />
educational mediums ever devised’ (p. 142).<br />
Despite the exhibition creators’ good <strong>in</strong>tention to <strong>in</strong>duce, facilitate, and promote learn<strong>in</strong>g, there is<br />
an issue of authenticity with the use of design. The design components/techniques could<br />
compromise the accuracy of an exhibition’s contents. The twofold uncerta<strong>in</strong>ty of museal<br />
representation via exhibition design <strong>in</strong>volves 1) the presented culture be<strong>in</strong>g a construct based on<br />
exhibition creators’ <strong>in</strong>terpretation, 2) the exhibition creators’ construct be<strong>in</strong>g <strong>in</strong>evitably subjected to<br />
and fabricated by design techniques – what the viewers ultimately see or <strong>in</strong>teract with. The<br />
question rema<strong>in</strong>s ‘Even if the equipment, processes, and costumes are thoroughly researched, is<br />
the demonstrated craft over-romanticized?’ (Alexander & Alexander, 2008, p. 263).<br />
Notwithstand<strong>in</strong>g the authenticity issue, design is still a useful means to mitigate. Baxandall (1991)<br />
posits two design-related aspects to consider for an exhibition’s design development: context and<br />
freedom and <strong>in</strong>formation. First, the exhibition’s context of view<strong>in</strong>g needs to <strong>in</strong>dicate cultural<br />
differences, signall<strong>in</strong>g the cultural relativity of the viewers’ <strong>in</strong>terpretation and the subject on display.<br />
Second, there needs to be less exhibition creators’ control of the viewers’ <strong>in</strong>terpretation by allow<strong>in</strong>g<br />
the well-<strong>in</strong>formed viewers to create their own <strong>in</strong>terpretation.<br />
The trend of technology-<strong>in</strong>tegrated exhibitions<br />
The recent profound changes <strong>in</strong> museum exhibitions attest to many museums’ desire to attract<br />
more visitors, underl<strong>in</strong><strong>in</strong>g their need to rema<strong>in</strong> relevant and f<strong>in</strong>ancially viable. This trend <strong>in</strong>volves:<br />
[<strong>Museum</strong>s] expand<strong>in</strong>g their range of exhibitable and often controversial themes and<br />
experiment<strong>in</strong>g with new exhibition techniques and styles of development. <strong>Exhibition</strong>s are<br />
<strong>in</strong>creas<strong>in</strong>gly filled with <strong>in</strong>teractive elements, multimedia and networked technologies, catchy<br />
and conversational labels, and objects out from under the glass. (McLean 2004, p. 194)<br />
To extend and update their role as educational <strong>in</strong>stitutions, museums modify their style of delivery<br />
beyond the traditional display of objects <strong>in</strong> a rational order; they engage visitors with ‘sett<strong>in</strong>gs,<br />
objects, ideas, performances, conversations, and as a whole, with experiences’ (Alexander &<br />
Alexander 2008, p. 274).<br />
The use of sensory stimuli entices and captivates the audiences’ attention. Multimedia<br />
applications, such as audio-visual and touch-screen <strong>in</strong>teractives not only put the narrative and the<br />
displayed collection <strong>in</strong> context for visitors, they also enrich the visitors’ learn<strong>in</strong>g experience. The<br />
sensory approach is crucial to good <strong>in</strong>terpretation because museum exhibitions are by and large<br />
nonverbal, sensory experiences; by elicit<strong>in</strong>g visitors’ participation, either psychological or actual,<br />
and comb<strong>in</strong><strong>in</strong>g sensory perception with rational analysis, these delivery styles better expla<strong>in</strong><br />
contents (Alexander & Alexander, 2008).<br />
Some traditional ‘static’ design elements entail illustration, artefact labels, display arrangement,<br />
light<strong>in</strong>g, and diorama. Now these techniques have come to <strong>in</strong>clude physical <strong>in</strong>teractives, graphic<br />
panels, multimedia applications, immersive experience, and so on. Psychologically, the range of<br />
choices of design elements helps dim<strong>in</strong>ish museum fatigue and boredom by add<strong>in</strong>g appeal and<br />
change of pace to the exhibition (He<strong>in</strong>, 2000; Alexander & Alexander, 2008). More importantly,<br />
technologies help relate objects to each other and produce mean<strong>in</strong>gful visual narratives (Hooper-<br />
Greenhill, 2006). With the ability to create a broader and more cohesive picture, the sensory<br />
approach as one of many exhibition design strategies has become <strong>in</strong>tegral to communicat<strong>in</strong>g a<br />
message <strong>in</strong> museum exhibitions, particularly <strong>in</strong> the narrative-oriented type.<br />
The sensory approach, achieved through design <strong>in</strong> the form of <strong>in</strong>teractive elements and networked<br />
technologies, can be a powerful tool <strong>in</strong> impart<strong>in</strong>g knowledge and <strong>in</strong>formation, especially with its<br />
emotional appeals. However, it is important to remember that the sensory approach should only<br />
supplement and not replace the conventional means of words and verbalization as audiences can<br />
also get caught up <strong>in</strong> such multi-sensory experiences (Alexander & Alexander, 2008). The more
important and press<strong>in</strong>g question is how does the sensory approach affect the complexity <strong>in</strong><br />
museum exhibition design?<br />
With the trend of technology <strong>in</strong>tegration <strong>in</strong> museum exhibitions comes several changes. First is ‘the<br />
deconstruction (or destruction) of the traditional exhibition cases and designs’ due to the cyberdimensions<br />
for museum-to-visitor communication (Alexander & Alexander, 2008, p. 246). The<br />
prevalence of audio-visual and touch-screen computer <strong>in</strong>teractives best exemplifies this change.<br />
Second, the trend also implies a change <strong>in</strong> museums’ <strong>in</strong>terpretation as museum audiences take<br />
priority over museum collections (Hooper-Greenhill, 2004; Alexander & Alexander, 2008). Third is<br />
the re-conceptualization of authenticity – the ‘real th<strong>in</strong>g’ becom<strong>in</strong>g the simulated experience with<br />
the aid of technology, and not ‘the historically legitimated objects’ (He<strong>in</strong>, 2000, p. 66).<br />
Accord<strong>in</strong>g to He<strong>in</strong> (2000), the eventual outcomes of technology-led exhibitions are: exhibit-evoked<br />
feel<strong>in</strong>gs hold<strong>in</strong>g more weight than arrays of regimented collections <strong>in</strong> construct<strong>in</strong>g reality and the<br />
collected objects themselves los<strong>in</strong>g their factual <strong>in</strong>tegrity. In becom<strong>in</strong>g means to corroborate the<br />
curator-constructed <strong>in</strong>terpretation, the objects’ own provenance/mean<strong>in</strong>g becomes secondary to<br />
their effect on the presented subject and the <strong>in</strong>tended experience of the exhibition.<br />
There is risk associated with the current exhibition trend. <strong>Museum</strong>s risk los<strong>in</strong>g their authority by<br />
turn<strong>in</strong>g away from their collections. He<strong>in</strong> (2000) notes that even though it is ‘not its collected<br />
objects but its affirmative power to reify [that] enables a museum to control and articulate the<br />
experiences that visitors undergo’ (p. 66). If one considers He<strong>in</strong>’s claim that the didactic authority<br />
museums enjoy today is a direct result of their traditional epistemic homogeneity and the former<br />
prevail<strong>in</strong>g attitude on the s<strong>in</strong>gularity of truth, modern museums then have somewhat rel<strong>in</strong>quished<br />
such authority by becom<strong>in</strong>g more democratic <strong>in</strong> their exhibition’s <strong>in</strong>terpretation and message and<br />
allow<strong>in</strong>g more freedom for the audience’s <strong>in</strong>terpretation. Whether or not the current trend of us<strong>in</strong>g<br />
design elements and technologies to create sensory/visceral experience furthers or limits the<br />
pluralistic view of modern museums, one important question rema<strong>in</strong>s: how and to what extent does<br />
the current exhibition trend affect the museums’ authority?<br />
The <strong>in</strong>terdiscipl<strong>in</strong>ary aspects of exhibition design<br />
Notwithstand<strong>in</strong>g an <strong>in</strong>crease <strong>in</strong> literature on museums and museology, ‘a significant progress <strong>in</strong><br />
understand<strong>in</strong>g the remarkable properties, mechanisms, and effects of museological practice<br />
rema<strong>in</strong>s elusive’ (Preziosi, 1998, p. 510). This paucity of understand<strong>in</strong>g attests to the complexity of<br />
exhibition design – a collaborative and <strong>in</strong>terdiscipl<strong>in</strong>ary development process. Another <strong>in</strong>dication of<br />
its complexity is the fact that research and theories about museum exhibition design pr<strong>in</strong>ciples<br />
rarely go beyond the basic physical affordances. However, there is an <strong>in</strong>creas<strong>in</strong>g effort to establish<br />
better guidel<strong>in</strong>es and recommendations for museum exhibition’s <strong>in</strong>terpretation, plann<strong>in</strong>g, and<br />
development to promote learn<strong>in</strong>g and communication effectiveness. Nonetheless, each exhibition’s<br />
one-off nature makes it difficult to assess and compare between museum exhibitions.<br />
The complex and multi-faceted nature of exhibition design also affects the number and role of<br />
professionals <strong>in</strong>volved. In adopt<strong>in</strong>g a more pluralistic view – focus<strong>in</strong>g on the diversity of ideas,<br />
cultures, and values, ‘museum professionals are becom<strong>in</strong>g <strong>in</strong>creas<strong>in</strong>gly conscious of the need to<br />
diversify the pool of curators, exhibit developers, and designers who have control of exhibition<br />
content and style of presentation’ (McLean, 2004, p. 193-4). Beyond exhibition designers, once<br />
viewed as tradesmen, becom<strong>in</strong>g a key player <strong>in</strong> the development process, this change also<br />
redef<strong>in</strong>es the role of exhibition creators <strong>in</strong> general:<br />
They [exhibit creators, not just designers] are essentially ‘expert generalists,’ able to<br />
synchronize the variety of discipl<strong>in</strong>es that <strong>in</strong>form the exhibit-development process – to<br />
recognize the importance of the dynamics at play <strong>in</strong> the three-dimensional environment, and to<br />
be sensitive to the expectations and <strong>in</strong>terests of a diverse audience. They are first and<br />
foremost communicators, dedicated to susta<strong>in</strong><strong>in</strong>g the relationships and enrich<strong>in</strong>g the<br />
conversations between exhibition and visitor. (McLean, 2004, p. 205)<br />
What is noteworthy here is the double redistribution of authority <strong>in</strong> the <strong>in</strong>terpretive process of<br />
museum exhibition: 1) with<strong>in</strong> the exhibition creators’ circle where various discipl<strong>in</strong>ary experts share<br />
the authoritative role; 2) beyond the exhibition creator’s circle where there is more <strong>in</strong>clusion of<br />
audiences and their <strong>in</strong>put.
McLean (2004) po<strong>in</strong>ts out that ‘Def<strong>in</strong><strong>in</strong>g ‘enterta<strong>in</strong>ment’ with the m<strong>in</strong>d-set of a scholar or<br />
‘education’ with the m<strong>in</strong>d-set of a theme-park operator’ is a challenge and can be a disservice to<br />
the audiences (p. 209). It is clear that despite the need and mutual appreciation of the<br />
<strong>in</strong>terdiscipl<strong>in</strong>ary collaboration, there is an issue of balance of the <strong>in</strong>terpretive <strong>in</strong>put, particularly<br />
among the <strong>in</strong>terdiscipl<strong>in</strong>ary team members. Although these changes <strong>in</strong> museum practice can be<br />
regarded as the museums’ earnest response to the complexity and sophistication of the exhibition<br />
design as well as their target audiences, they also imply an added level of complexity <strong>in</strong> museum<br />
exhibitions.<br />
Examples of exist<strong>in</strong>g museum exhibitions and their techniques of<br />
represent<strong>in</strong>g<br />
The follow<strong>in</strong>g section discusses two exist<strong>in</strong>g exhibitions to demonstrate how design is deployed <strong>in</strong><br />
the two ma<strong>in</strong> types of museum exhibition, Napoleon and the First Empire at the Montreal <strong>Museum</strong><br />
of F<strong>in</strong>e Arts be<strong>in</strong>g object-oriented and the Canadian War <strong>Museum</strong>’s (CWM) permanent exhibition<br />
as a narrative-oriented example. These two museum exhibitions use different design components<br />
and techniques to convey their messages.<br />
The exhibition on Napoleon consists of two rooms: one square and a long tunnel-like rectangle that<br />
together form an L-shape. The ma<strong>in</strong> colour scheme - deep royal blue walls with a t<strong>in</strong>t of dark grey<br />
– complements the collections, which <strong>in</strong>clude gilded frames and objects, silverware, and warm red<br />
wood furniture. It is evident that the exhibit space and arrangement have been designed with the<br />
<strong>in</strong>tention for the artefacts to be the central element. This is further achieved with each artefact<br />
illum<strong>in</strong>ated by several spotlights, while leav<strong>in</strong>g the overall ambiance m<strong>in</strong>imally lit. While the<br />
artefacts are be<strong>in</strong>g highlighted aga<strong>in</strong>st the dark walls, what rema<strong>in</strong> obscure and almost illegible are<br />
the artefact labels entail<strong>in</strong>g work title, brief description/explanation and its source. The highlight of<br />
the exhibit comes <strong>in</strong> the last section, a square red room has been created as homage to Napoleon<br />
with two benches on the side. The <strong>in</strong>tent here is likely to encourage viewers to reflect on and<br />
admire the presented subject – provid<strong>in</strong>g room for contemplation which was what museums were<br />
orig<strong>in</strong>ally conceived to accomplish (Ernst, 2000).<br />
The exhibition on Napoleon, <strong>in</strong> many ways, typifies Baxandall‘s concept of the <strong>in</strong>tellectual space<br />
between the artefact and the label where the <strong>in</strong>put from the three agents <strong>in</strong>teract. The deliberate<br />
space and therefore the <strong>in</strong>teractions are largely shaped and formed by several basic design<br />
elements: space layout and artefact arrangement, colour scheme, light<strong>in</strong>g, and graphic content.<br />
This is quite a contrast, should one compare it to the CWM’s permanent exhibition. Narratives, as<br />
<strong>in</strong>terpretive ideas, often drive exhibitions of social history; artefacts as corroborative evidence<br />
contribute differently to the overall mean<strong>in</strong>g (Lav<strong>in</strong>e, 1991; He<strong>in</strong>, 2000). The CWM’s permanent<br />
exhibition not only consumes more space <strong>in</strong> its entirety, but the <strong>in</strong>tended message also seems<br />
more complex as the experience and communicative means have been masterly eng<strong>in</strong>eered.<br />
Without artefacts be<strong>in</strong>g the central focus, the exhibition communicates through more advanced<br />
representative media, such as audio-visual elements, computer/physical <strong>in</strong>teractives, bold graphic<br />
panels, simulated battle scene via projection, and even immersive wartime trench experience. In<br />
many ways, the design techniques employed by the CWM are more forceful <strong>in</strong> engag<strong>in</strong>g the<br />
audiences’ attention. However, the question rema<strong>in</strong>s if the <strong>in</strong>terpretation of culture, <strong>in</strong> this case of<br />
war history, is accurately conveyed.<br />
The differences between the two examples demonstrate levels of complexity <strong>in</strong> design<strong>in</strong>g museum<br />
exhibitions and their experience. The design components/techniques used for the representation<br />
have evolved from the pr<strong>in</strong>ted plans and catalogues to digital graphics and computer <strong>in</strong>teractives.<br />
The <strong>in</strong>tellectual space <strong>in</strong> today’s exhibitions is without a doubt more contrived and no longer clearcut<br />
as just between the object and its label; it now concerns sensory and experiential aspects <strong>in</strong><br />
the form of advanced multimedia and networked technologies.<br />
The implications for future museum exhibition design
Figure 4: Schema Integrat<strong>in</strong>g Overall Concepts of this Research Paper<br />
The schema above illustrates the central and key role design plays <strong>in</strong> museum exhibitions. The red<br />
l<strong>in</strong>e represent<strong>in</strong>g the conveyance of culture <strong>in</strong>dicates various key elements <strong>in</strong>volved <strong>in</strong> museum<br />
exhibitions. The order, which is not hierarchical, suggests the museums’ transmission process<br />
between the cultural subject on one end and their audiences on the other end. The design enables<br />
communication by bridg<strong>in</strong>g between the narrative (a form of cultural <strong>in</strong>terpretation/message) and<br />
the exhibition (a representative model). Between each key element, issues contribut<strong>in</strong>g to the<br />
complexity of museum exhibitions are identified.<br />
This paper thus far has focused on the issues concern<strong>in</strong>g the complexity <strong>in</strong> museum exhibition<br />
development and communication: representation and its limitations, technology <strong>in</strong>tegration,<br />
authenticity, authority, entrance narrative, and <strong>in</strong>terdiscipl<strong>in</strong>ary team of exhibition creators. These<br />
issues underly<strong>in</strong>g the complexity of museum exhibitions can be classified <strong>in</strong>to three levels, where<br />
design plays a crucial part with<strong>in</strong> each level: 1) The complexity of <strong>in</strong>terpretation, 2) The complexity<br />
of representation, 3) The complexity of learn<strong>in</strong>g <strong>in</strong> museums.<br />
The complexity of <strong>in</strong>terpretation is often mitigated by the use of narrative. <strong>Museum</strong> exhibitions<br />
convey their <strong>in</strong>terpretation/message with the aid of design components/techniques. Objects cannot<br />
stand alone <strong>in</strong> an exhibition; <strong>in</strong> fact, their mean<strong>in</strong>gs come from ‘l<strong>in</strong>ked objects, texts, and images<br />
that focus the direction of signification’ (Hooper-Greenhill, 2006, p. 236). Though the exhibitions<br />
and their design elements are chang<strong>in</strong>g, design will cont<strong>in</strong>ue to be the mediatory agent that<br />
enables, facilitates, and materializes (whether physically or virtually) the complex signify<strong>in</strong>g<br />
process of museum exhibitions.<br />
The complexity of representation <strong>in</strong> museum exhibitions is where design is often assumed to play<br />
the most prom<strong>in</strong>ent role. <strong>Design</strong>, as a means of construction/communication <strong>in</strong> represent<strong>in</strong>g<br />
aspects of culture, has become more than merely a tool for mimicry. Freud recognized early on<br />
that <strong>in</strong> order to represent historical account <strong>in</strong> spatial terms, it can only be done through<br />
juxtaposition <strong>in</strong> space (Forrester, 1994). Hence, design pr<strong>in</strong>ciples, such as order, arrangement,<br />
eurhythmy, and symmetry (Vitruvius & Morgan, 1960), are <strong>in</strong>dispensable <strong>in</strong> the system of<br />
representation. The current sensory approach us<strong>in</strong>g various new and emerg<strong>in</strong>g design techniques<br />
and technologies further adds to the complexity. While technology advancement may change the<br />
way museums archive and exhibit, design will cont<strong>in</strong>ue to be our first and primal <strong>in</strong>terface and<br />
mediator.
With such entrusted authority and as a place of ideologies (Foucault, 2004), it is absolutely critical<br />
to exam<strong>in</strong>e how museums exhibit and communicate culture through design. The complexity of<br />
learn<strong>in</strong>g <strong>in</strong> museums primarily concerns the audiences and their <strong>in</strong>terpretation. Despite the issue of<br />
entrance narrative, a study and <strong>in</strong>clusion of potential audiences dur<strong>in</strong>g the design development<br />
process will allow the f<strong>in</strong>al exhibition to convey more comprehensible and compell<strong>in</strong>g message<br />
(Hooper-Greenhill, 2004). Front-end, formative, and summative evaluations can to help def<strong>in</strong>e<br />
target audiences and predict their responses. The key to museum exhibition success may then be<br />
‘[the ability] to determ<strong>in</strong>e what mean<strong>in</strong>gs visitors make from their experiences, and then to shape<br />
the experience to the extent possible the manipulation of the environment’ (Alexander &<br />
Alexander, 2008, p. 277).<br />
Above all, the complexity <strong>in</strong> museum exhibitions lies <strong>in</strong> the <strong>in</strong>stitution’s purpose. <strong>Museum</strong><br />
experience naturally becomes convoluted under the devised comb<strong>in</strong>ation of architecture,<br />
constructed narrative, displays of artefacts, deliberately designed space, and technology<br />
<strong>in</strong>tegration. It is important to keep <strong>in</strong> m<strong>in</strong>d that museums are human <strong>in</strong>ventions conceived from our<br />
own aspirations and ideologies (Alpers, 1991); ‘they exist for the th<strong>in</strong>gs we put <strong>in</strong> them, and they<br />
change as each generation chooses how to see and use those th<strong>in</strong>gs’ (Alexander & Alexander,<br />
2008, p. 12). <strong>Museum</strong> exhibitions can thus be more or less complex <strong>in</strong> design and through the<br />
means of design.<br />
Conclusion<br />
The changes <strong>in</strong> museum exhibitions and their design suggest a shift <strong>in</strong> such cultural/social<br />
<strong>in</strong>stitutions from be<strong>in</strong>g a temple to a forum, where discussions and <strong>in</strong>teractions among visitors<br />
strive (Alexander & Alexander, 2008; Weil, 2000). In museums becom<strong>in</strong>g more democratic and<br />
tak<strong>in</strong>g their audiences more <strong>in</strong>to consideration, there arise the issues of narrative and voice as well<br />
as the issues of <strong>in</strong>terpretation and mean<strong>in</strong>g construction (Hooper-Greenhill, 2004). This can be<br />
considered as a new level of complexity added to the exist<strong>in</strong>g complex phenomena of museum<br />
exhibitions and their responsive approach via design.<br />
Research is the key <strong>in</strong> address<strong>in</strong>g levels of complexity <strong>in</strong> museum exhibitions and the changes<br />
they undergo. It can help exhibition creators to select concepts, develop compell<strong>in</strong>g narratives, and<br />
design appropriate sensory experiences dur<strong>in</strong>g <strong>in</strong> various stages of the process. More importantly,<br />
research allows exhibition creators to better understand the expectations and learn<strong>in</strong>g of their<br />
audiences (Alexander & Alexander, 2008).<br />
One rema<strong>in</strong><strong>in</strong>g challenge <strong>in</strong> design<strong>in</strong>g museum exhibitions is the difficulty <strong>in</strong> test<strong>in</strong>g the concept<br />
and its outcome. With each exhibition’s scale and demands for resources, it has been difficult to<br />
assess and modify the design dur<strong>in</strong>g its development or to subject it to a holistic scrut<strong>in</strong>y the way<br />
product designers do <strong>in</strong> mock<strong>in</strong>g and study<strong>in</strong>g the usability of their product’s features. With the<br />
advance of technology, it is foreseeable that this can be resolved without be<strong>in</strong>g another added<br />
complication <strong>in</strong> exhibition design. In fact, a detailed analysis of both theories and current practices<br />
likely reduces certa<strong>in</strong> levels of complexity <strong>in</strong> museum exhibitions. F<strong>in</strong>ally, this paper asserts that<br />
the complexity <strong>in</strong> museum exhibition design is <strong>in</strong> the way of see<strong>in</strong>g:<br />
A visit to museums such as the Pitti Palace <strong>in</strong> Florence or the Musée de l’Homme <strong>in</strong> Paris,<br />
which reta<strong>in</strong> outdated modes of exhibition, suggests less that they were wrong and we can get<br />
it right than that the museum – as a way of see<strong>in</strong>g – itself keeps chang<strong>in</strong>g and that <strong>in</strong>stallation<br />
has a major effect on what one sees. A constant, however, is the issue of see<strong>in</strong>g. (Alpers,<br />
1991, p. 31)<br />
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Author Biography<br />
Napapong Matt Naparat<br />
Matt Naparat was born <strong>in</strong> Bangkok and now lives <strong>in</strong> Montréal, Canada. With an Industrial <strong>Design</strong><br />
background, he has pursued his career <strong>in</strong> exhibition/product/graphic design. He was <strong>in</strong>volved <strong>in</strong><br />
various national museum exhibition projects namely, Royal Ontario <strong>Museum</strong> Renaissance Project,<br />
New Canadian War <strong>Museum</strong> and Royal Canadian Mounted Police Heritage Centre. His<br />
experience has given him <strong>in</strong>sight <strong>in</strong>to the multi-faceted nature and complexity of today’s<br />
<strong>in</strong>terdiscipl<strong>in</strong>ary approach to exhibition design. His <strong>in</strong>terest <strong>in</strong> languages and culture led him to<br />
teach <strong>in</strong> Osaka, Japan. Now complet<strong>in</strong>g his master <strong>in</strong> <strong>Design</strong> at Carleton University (Ottawa),<br />
<strong>in</strong>corporat<strong>in</strong>g a fasc<strong>in</strong>ation with cultures, he is focus<strong>in</strong>g on the complex dynamic between design,<br />
culture, and the system of re-presentation – exhibition. To him, museum exhibition design is a<br />
powerful communication medium deserv<strong>in</strong>g a thorough <strong>in</strong>vestigation for potential applications <strong>in</strong><br />
other doma<strong>in</strong>s of knowledge.