Remove Arts Remove Collaboration Remove Structure Remove Teen
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Sustaining Innovation Part 3: Interview With Sarah Schultz of the Walker Art Center

Museum 2.0

This post features an interview with Sarah Schultz, a museum staffer at one of the institutions Light profiled in the book (the Walker Art Center). In my experience, innovation is about flexibility, capacity, and collaborative relationships. In the 1990s, we decided we wanted to engage a teen audience.

Arts 46
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Year Three as a Museum Director. Thrived.

Museum 2.0

I''ve now been the executive director of the Santa Cruz Museum of Art & History for three years. When I look back at some recent projects that I''m most excited about (like this teen program ), I realize that I had very little to do with their conception or execution. Participatory work can be very labor-intensive.

Museum 49
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Participatory Design Vs. Design for Participation: Exploring the Difference

Museum 2.0

It was co-designed by staff across the Ontario Science Centre, teen co-conspirators, and visitors via a series of ingenious brainstorming and making exercises developed by Julie Bowen and her brilliant team. They need to treat respect users as design collaborators (to some extent) if they want to keep them as contributors.

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Designing Talkback Platforms for Different Dialogic Goals

Museum 2.0

There was a wonderful example at the Ontario Science Center in their Hot Zone area, which features several voting and commenting kiosks popular with teens. There was one kiosk in particular that was drawing several inappropriate comments, until it was moved from a corner into an open space close to the entrance to the women's bathroom.

Design 31