Publications

 

INTERVIEW: LUST
Subject: Boijmans van Bueningen Museum Digital Depot
By Jon Sueda
Published in Tweak: AIGA Graphic Design Journal for the Carolinas, (Raleigh NC., Issue 5, 2004)
Photography by: Paul Barbara & Tom Haartsen

Museum exhibitions are always mediated experiences. Art objects are removed from their original environments and brought together by a curator so that particular relationships can be seen. The narrative created by organizing the objects within a space is always affected by secondary devices that reveal other levels of information. Introductory texts, name plates, headphone tours, and catalogues are standard elements developed to contextualize each piece and the exhibition as a whole. This historical, social, and environmental context is essential information that a viewer needs in order to interpret the significance and relevance of the work shown.

Within the last decade, advancement in technology allowed curators and exhibition designers to utilize screen-based interactivity to expand the information already built into the physical exhibition. These interactive kiosks now exist in many museums and are extremely efficient. They offer more information without taking up wall space and address curiosities of different audiences. For example, some museums create special interactive experiences specifically for children who want to learn more and present the information in a language that they comprehend more easily. This approach to exhibition design adds to the museum experience and is sympathetic to the mission of many art institutions. By presenting the opportunity to access in-depth information about the art, you actively take part in educating the public and promoting appreciation for the work.

In 2003 the Boijmans van Bueningen Museum located in Rotterdam, the Netherlands attempted to expand the boundaries of the interactive experience in a museum context by simply creating a more challenging brief for an interface design. The museum asked the question, “How can a patron interact with and gain more knowledge of the 117,000 piece permanent collection even though only 6% is exhibited at any given moment?”

The Boijmans turned to LUST, a five-person studio located in The Hague. They answered the challenge by creating a 2-part interface that allows a visitor of the museum to experience the artwork from a totally different point of view. Part one of the interface, known as the “Data Cloud”, is a 3-dimensional spatial map holding all 117,000 pieces of artwork. This statistical map positions each piece (visualized as colored dots) in virtual space according to specifications the user chooses. For example, you could select “work from the 20th century” and all the dots in the field that applied to that category would light up in a different color. Using a joystick a viewer can navigate through the space and gain a better perspective of the scope of the entire collection.

Part two called the “data wall” utilizes a transparent interactive window that the user experiences the artwork through. The interface is free of menus and standard interface metaphors. It uses new touch screen technology (fictitiously visualized in the recent Steven Spielberg film Minority Report) which creates a literal interaction with each piece. If you want to re-size an object you actually grab a corner of a digital rendering with your finger and manually enlarge it instead of hitting a zoom button on a menu. With this interface you can rotate a piece, open drawers, get a close up view of a painting and access historical information in text form.

data wall interface
above image: DataWall

 

data cloud interface
above image: Museum patron using Data Cloud

Although this interface is technologically and conceptually challenging for most museum patrons, LUST and the Boijmans have embraced the experiment and see it as a giant leap toward what the future of exhibition design might become. The following interview with LUST focuses on their studio’s philosophy on interactive design, and the process they went through in creating the Boijmans van Bueningen Museum Digital Depot.

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INTERVIEW

Jon Sueda: LUST strikes me as a studio with a very strong ideology about how the design process should happen. Could you explain this belief system?

LUST: It’s very simple, through a thorough and complete research phase, a piece should design itself. That means we try not to allow preconceptions to influence any of our projects. We let the design process guide us from the bottom up. It’s not a very efficient way to design. Sometimes halfway through a project we still don’t know what the final product will look like, but to us it is a way of keeping our design free of stylistic decisions. LUST’s design is not devoid of style, but we find it more difficult to justify a concept based on style than the other way around. We call it “process-based design” (actually that’s what Rudy Vanderlans called our method in our Émigré interview, and it has stuck). We try to allow things like systems, mistakes, and randomness to guide our process. If the process is holy and a mistake occurs, we allow it into the realm of possible outcomes.

People also remark that we have a keen sense of using technology. At times this is evident in our early work which explores our fascination with the pixel, ASCII, basic html, postscript errors, matrices, etc...

So you embrace the explicit language of the tools a designer uses?


Of course! During the design process we work with things like computers, monitors, laser printers, html, paper, matrices, etc... Sometimes these elements end up in the design. For example, if we are creating a typographic system for a book, the graphs, charts, matrices or whatever we use in the sketch phase ends up being so beautiful that it usually becomes the basis of the design. Why try to reinterpret that into a final “look” when that can be the final look?

What was the original design brief for the Boijmans Museum project?

Basically to design a permanent interactive information system where visitors of the museum could dig deeper into the depot of the museum’s collection. The depot contains 117,000 works of art of which only 6% is exhibited at any given moment. From the beginning there were two parts that we needed to visualize: the macro (the information cloud, or “Data Cloud”) and the micro (the wall of art, or “Data Wall”). The Data Cloud was to be visualized as a statistical representation of the entire collection and the Data Wall was to be a deeper investigation of how one particular art object is connected to the rest of the collection. We were also asked to be as innovative as possible. They really wanted this to be a new museum experience.

How did you respond to the daunting request of creating a “new museum experience”? Did you already know about the touch screen technology before you started the project? Or did you do a lot of research to find the perfect means to visualize your ideas?

When we get these huge projects, the questions posed are quite daunting. Where others people might fear it, we see it as a challenge. The first step is always research, NOT design, NOT sketches, NOT brainstorming! RESEARCH! We basically asked Boijmans to give us a separate budget to do 3 months of research after which we would publish our findings in a “report”.

The process of creating this report led us to visit different interactive museums (ZKM in Kalsruhe, Ars Electronica in Linz, NEMO in Amsterdam, the Experience Music Project in Seattle) to see what other people were up to. We needed to figure out which technologies worked and which didn’t, what kind of things we wanted to achieve and which were just “eye candy”, etc...

We also contacted different technology companies like Siemens, Philips. Mitsubishi, NEC, and asked them if they had any new technologies that we might be able to use. We even called up different companies whos media technology we really admired to ask how they achieved certain things. Through it all we googled our asses off and made tons of live video and digital photos of things that inspired us.

In what form did you present your findings to Boijmans?


After all this, we catalogued all the research and began to analyze it and decide which technologies we liked, and which ones did not work. We also determined which ones were out of our budgetary reach and how can we could approach the same effect but with less expensive technology. We then wrote 5 scenarios of how a space like this could function. These scenarios were created from the point of view of a businessman waiting for a meeting, a student doing research, a family with 2 children, a senior citizen with a year pass to the museum, and an art historian with a day off. All these audiences had to be served by the space. These scenarios led us to define a set of rules. Eventually these rules were referred to as the “10 commandments” (see 10 commandments): rules to guide the design process and not lead us astray. Because possibilities of interactive media are so infinite, it was necessary to establish our goals and not just employ “cool” or “hip” design. At this point we had enough information and trust in the material to start the design phase.

How did you initially proceed to visualize the project using your studio’s process? Did systems, mistakes, and randomness factor into the project?

Mistakes and randomness are not systematical approaches that we try to force onto everything we make. We feel that if a process is sacred, then everything that happens during this process must be allowed or at least considered. It’s like the old idea of making a drawing then accidentally spilling something on it, and then discarding it because it is ruined. Before we throw anything away we try to see if the mishap might strengthen the concept instead of weakening it.

There were moments in the design of the Boijmans project when these factors affected the outcome:

Focus:
One of the early themes we talked about was focus. During the sketch phase, we kept referring to the individual levels of hierarchy in the content as “planes”. We came to the conclusion that we needed to direct and redirect the visitors “focus” from one plane to the other. In other words, controlling a viewer’s focus from the art to the interface. Sketches of these “planes” eventually became the interface design. Instead of “designing” an interface based on focus, we let focus be the interface (see Diagram A-Interface).

Privalite screens:
Early in the research of the privalites, we were told that they could only be either on of off, no levels of transparency. Our initial tests were with an A4 sized model of the panels that were powered by batteries. We turned it on and noticed that the glass would gradually transition from opaque to transparent over a few seconds, not instantly like it was supposed to. The manufacturer said this was the result of a flat battery and he’d replace it so we could see how the glass really worked. Immediately, we looked at each other and said, “wow”, if we could purposely harness these gradations of transparency then we could guide the focus of people from the art to the glass.

Cloud:
Logically, the cloud and the menu system for the cloud benefited the most from systems analysis. We just configured a framework and the dots filled in according to the axis we defined. We didn’t “design” the cloud. We even asked ourselves “what happens if the resulting model was “ugly”? What would we do?” Luckily it was beautiful, but there were things we didn’t expect but decided to leave in order to stay “true” to the concept. For example, the z-axis represents the actual format of an art object. The difference between the smallest pieces in the collection (small prints) and the largest (land art) was so great that the scale we’d have to use had to be proportional to actual scale. If it wasn’t, no one would be able to differentiate between a group of small objects (the pixels would be too close to each other). Now as a result, you really must travel far in the cloud to get to the land art. This reflection of true scale helps give the visitor an idea of just how large these land art projects are in relation to the smaller pieces.

 

data wall b
above image: Museum patron using Data Wall touch screen

Why do you choose to use common geometric shapes to visualize information in the data cloud?

By working from the basic needs of an interface, there should be no need for things like references to real life idioms. An interface is pure when it refers to itself and not some sort of analogy to worldly things. What does burnished aluminum windows have to do with interactive navigation? We try to keep navigational elements to a minimum.

I find the threshold for abstraction to be so different between Holland and America. American information design often uses iconic references to “worldly things” as you said. While LUST seems perfectly content using pure geometric shapes and color to visualize information. Why is this purity more effective in your opinion? Is there any context where it falls short?

Art has already moved passed the idea of figurative representation. In Holland, abstraction is a part of the cultural fabric. Mondriaan’s tree branches becoming vertical and horizontal lines is a concept the average Dutch person understands. I think that this leads to a different cultural mind set. Why are we perfectly capable of accepting “modern art” as abstract but “modern design” as not?

Design is best when it doesn’t refer to anything else. It becomes its own reference. To me this represents a degree of maturity. Detractors that say, “we can’t go against things we already know” or “we can’t forget the study of semiotics: signified and signifier, etc”. “These are predetermined culturally accepted norms”. Bullshit! Take screen typography where the old established ideas of serifs fail, or typing a text message with your phone. It’s the most unnatural thing to do, but I know kids who can do it while carrying on a separate physical conversation. We adapt!

Take the standard approach of a designer being asked to design an identity program for a city. First they research the city’s history. Say it was a Spanish settlement that thrived on the cultivation of oranges for agriculture. With this knowledge, they design something where sand colored paper is used to suggest the adobe stucco of the original architecture, then they sample an old engraved sign on one of the missions and turn it into a “Spanish-looking” font. Then a stylized orange is used as a logo. Every element must refer to something else. Why? To “dumb down” the concept to something people can understand? Does modern design really still need visual crutches like these?

We have to strive for higher levels of conceptuality.

Do you feel like people are adapting to the experience you’ve created?

Surprisingly yes. Of course there are people that still don’t understand it nor have no patience for it. We didn’t expect everyone to have an affinity for the new media. What we have observed is that older visitors are more likely to approach the screens rather than a “traditional” kiosk because it doesn’t look like a computer. As for the data cloud, people are actually asking for more functionality. It was never meant to be a search engine to look up “all the paintings by Kandinsky” for example, this is what the museum library is for. The Data Cloud was only meant as a way to visualize the collection. When one contemplates 117,000 pieces of art, it remains such an abstract number. Now that people actually can SEE and FEEL what that amount is, they want to be able to do much more with the knowledge. That’s nice to hear.

Now that the interface has been in the museum for a few months, what kind of responses have you received?

The main response is entirely positive! People are still very amazed at what it can do. People have praised Boijmans for taking a huge step forward towards a new way of experiencing art. Of course there have been critics. We need them. We knew that the first version was going to be full of unexpected choices. We didn’t know if it would work properly or if people would understand. It was necessary to take that first step. Now we are in the middle of the revision process. Version 2 is almost ready. We tweaked things that weren’t working, and we are updating technology as it becomes better. For example, the company that made the touch screen system has released a new version that has a bit higher resolution. We are trying to get this installed in the museum.

I would say that the biggest disappointment was that we could’ve pushed it further technically if budget was not an issue. We are planning the possibility of “saving your journey” so you can continue to go further from where you left the last time. We are also thinking about the possibility of taking home a hard copy (emailing your findings to yourself or printing out a map of where the paintings you just looked up are located). There are plenty of ideas for revision 3!

 

data wall c
above image: Data Wall Interface

Are mediated experiences made by designers the future of exhibition design?

It’s certainly an option besides the traditional way. I think our interface succeeds since the art itself is present... it’s part of the interface. I think these experiences don’t work when they’re “packaged” in a CD to take home. You need to see the real objects to understand what you’re are being told.

In the future, smart designers will figure out ways of using improved technologies to create more enjoyable and educational museum experiences without the technology getting in the way. Perhaps a virtual guide you can call up whenever you have a question, but will let you browse freely as well. This would be ideal. Of course, more traditional museums resist these new forms, but in time when they see enough designed experiences that don’t overrule the real pieces, they will adapt as well.

 

 

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The 10 Commandments
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Early in the Digital Depot project for the Museum Boijmans van Beuningen, we knew we didn’t want to fall into the common pitfalls of any hyper-techincal interactive digital museum kiosk. Realizing that our goal was to design a totally ‘new’ and never before experienced interactive environment in a fine arts museum setting, we deemed it necessary to set a few rules to help guide us through the design process.

The ‘rules’ became what we constantly referred to as the ‘10 Commandments’:

1. The Art Object is more important than the technology
2. Keep the interface ‘transparent’
- no Doom-like navigational console
- no flying, bouncing, rotating navigational elements
- no ‘burnished aluminum’ skins
- no bevelled buttons
3. Keep the interface and controls easy and intuitive
- touch instead of cursor
- finger instead of mouse
4. User must have direct ‘contact’ with Art Object
- touching a lamp, turns it on
5. No ‘start screen’ - always ‘on’
6. No ‘menu system’
- no buttons, icons, menu bars, pull-downs, pop-ups
- to zoom, just pull on the Object, instead of using a zoom slider
7. Use ‘proximity’ as much as possible
- things turn on because user is close to it
8. Multiple users at any time
9. No monitors, keyboards or mouse
10. Resist using existing metaphors
- clouds, webs, networks, cities
- navigational compass or small overview map
Early on, two other ‘rules’ were scraped because of budgetary reasons, but they still merit mentioning:
A. Offer possibility for hardcopy
- send and E-mail to yourself
- print out some data
B. Offer possibility to ‘save’ data
- system remembers where you left off during last visit

For more information, please contact:

LUST
Dunne Birekade 17
2512 BC The Hague
The Netherlands
T. +31 (0)70 363 5776
F. +31 (0)70 346 9892
E. lust@lust.nl
http://www.lust.nl
©2003 LUST