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resource research Exhibitions
This article considers the design and production of spectacles in Britain following the introduction of standardised frame styles under the National Health Service. NHS spectacles were provided as a functional, durable medical appliance to be delivered cost-effectively and there was no explicit concern for fashion or the patient experience. The actions of the government and professional bodies greatly affected the trade in eyewear and thus restricted opportunities for innovative design and consumer choice. Within the range of state regulation frames there was no active concern for ‘design’ in
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TEAM MEMBERS: Joanne Gooding
resource research Exhibitions
In January 1885, the Glaswegian Professor of Chemistry Dr Robert Carter Moffat organised a special operatic concert at St James’s Hall, London, to which he invited around two thousand scientists and musicians. The point of this invitation concert was that all the singers used bottled air. Moffat himself appeared between the various performances, wielding his mysterious Ammoniaphone, or bottled-air machine, a long silver tube which he flourished in the faces of his audience while describing its virtues with considerable animation. The premise of the Ammoniaphone was that since Italian opera
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TEAM MEMBERS: Melissa Dickson
resource project Media and Technology
Co-led by the University of Washington and Science Gallery Dublin, this project aims to drive and transform the next generation of broadening participation efforts targeting teen-aged youth from communities historically underrepresented in STEM fields. This project investigates how out-of-school time (OST) programs that integrate epistemic practices of the arts, sciences, computer science, and other disciplines, in the context of consequential activities (such as creating radio segments, designing museum exhibitions, or building online games), can more broadly appeal to and engage youth who do not already identify as STEM learners. STEM-related skills and capacities (such as computational thinking, design, data visualizations, and digital storytelling) are key to productive and creative participation in many future civic and workplace activities, and are driving the 30 fastest-growing occupations in the US. But many new jobs will entail a hybrid blend of skills, such as programming and design skills that many students who have disengaged with academic STEM pathways may already have and would be eager to develop further. There is not currently a strong foundation of research-based evidence to guide the design, implementation, and evaluation transdisciplinary programs - in which STEM skills are embedded as tools for meaningful participation - or how such approaches relate to long-term outcomes. Hypothesizing that OST programs which effectively engage youth during their high-leverage teenage years can significantly impact youths' longer-term STEM learning trajectories, this project will involve: 1) Five 3-year studies documenting learning in different technology-rich contexts: Making Afterschool, Media Production, Museum Exhibition Design, Digital Arts Programs, and Pop-Up/Street Science Programs; 2) A 4-year longitudinal study, involving 100 youth from the above programs; 3) The creation of a number of practical measurement tools that can be used to monitor how programs are leveraging the intersections of the arts and sciences to support student engagement and learning; and 4) A Professional Development program conducted at informal science education conferences in the EU and US to engage the informal STEM field with emerging findings. This project is funded through Science Learning+, which is an international partnership between the National Science Foundation (NSF) and the Wellcome Trust with the UK Economic and Social Research Council. The goal of this joint funding effort is to make transformational steps toward improving the knowledge base and practices of informal STEM experiences to better understand, strengthen, and coordinate STEM engagement and learning. Within NSF, Science Learning+ is part of the Advancing Informal STEM Learning (AISL) program that seeks to enhance learning in informal environments.

Transdisciplinary, equity-oriented OST programs can provide supportive social contexts in which STEM concepts and practices are taken up as the means for meaningful participation in valued activities, building students' STEM skills in ways that can propel their future academic, career, and lifelong learning choices. This project will build the knowledge base about these emerging 21st century transdisciplinary approaches to broadening participation investigating: 1) The epistemic intersections across a range of disciplines (art, science, computation, design) that operate to broaden appeal and meaningful participation for underrepresented youth; 2) How transdisciplinary activities undertaken in the context of consequential learning (e.g., producing a radio segment, designing an exhibition for the general public) can illuminate the relevance of STEM to young people's lives, concerns, and futures; and 3) How participation in such programs can propel students' longer-term life choices and STEM learning trajectories. The project is a collaboration of the University of Washington, Science Gallery Dublin, Indiana University, Youth Radio in Oakland California, Guerilla Science in New York and London, and the London School of Economics.
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resource research Public Programs
This paper argues that for citizens to be engaged with science they need to be able to share analytical techniques as well as the results of analyses. The category of "brand" which condenses the instrumental with the symbolic is both powerful in its uses and familiar to laypeople. The paper shows briefly how the categories of penicillin, biotechnology and applied science can be analysed in this way. It suggests that historians apply such an approach to the historiography of such new categories as synthetic biology and that this might be useful to curators of such topics in museums.
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TEAM MEMBERS: Robert Bud
resource research Exhibitions
This paper discusses the concepts and practice of museum conservation, and the role of conservation in preserving both material and significance of objects. It explores the conservation of science and industry collections and the fact that the significance of many of these objects lies in their operation. It considers alternatives to operating original objects but emphasises the value of experiencing the real thing, and argues that visitors should be given greater physical access to museum objects, including being enabled to handle and work functioning objects. It finishes by calling for
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TEAM MEMBERS: Elizabeth Pye
resource research Media and Technology
Framing ‘science and society’ as a conflict has diverted us from more important problems. Our economic environment urges the commercialisation and social acceptance of new technologies, and science communicators and their publics contribute work to these ends. These activities neglect existing, uncontroversial technologies that, in a collaboration between responsible scientists and their publics, could be deployed to address global problems.
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TEAM MEMBERS: Jane Gregory
resource research Exhibitions
This article concerns the conservation of historic doped fabric aeroplanes in the static museum setting of the Science Museum’s Flight gallery. It reviews historic sources, primarily archival and scientific research papers, to examine what doped fabric aeroplanes are made from, and why these materials were selected. It also discusses current conservation methods used for treating tears in the doped fabric covering of aeroplanes, and considers the ethical and practical limitations of these practices. An overview of the doped fabric aircraft collection currently held by the Science Museum is
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TEAM MEMBERS: Ben Regel Jannicke Langfeldt Louisa Burden Mary Ryan
resource research Exhibitions
In December the Science Museum will open Mathematics: The Winton Gallery. The new gallery tells mathematical stories in relation to a broad spectrum of fundamental human concerns. One of the key exhibits is a newly acquired machine for modelling storm surges in the North Sea. Designed by Japanese engineer Shizuo Ishiguro, the object offers a way to explore the far-reaching impact and relevance of mathematical work.
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TEAM MEMBERS: Claire Kennard
resource project Media and Technology
The project will research and further develop an interactive platform, Visitor Interactions in Microbiology (VIM), that enables museum visitors to influence and learn about the behavior of live microorganisms. Hands-on museum exhibits encourage visitors to engage with, and manipulate, scientific content. Currently, museum visitors experience microbiology by observing microorganisms through a microscope, through models, or through simulations, all of which limit interactivity. With the VIM platform, visitors draw on a screen or use a Kinect motion sensor to generate microscopic light images. The single celled organisms respond to these images in real-time. Preliminary testing shows that the platform has significant potential to promote prolonged engagement and science inquiry by visitors. The project will develop and research additional technological and design considerations to understand how VIM can be translated into effective museum exhibits. This project is supported by the Advancing Informal STEM Learning (AISL) program which funds research and innovative resources for use in a variety of settings as a part of its overall strategy to enhance learning in informal environments.

Project researchers will first compare VIM to existing microscopic exhibits to investigate both advantages as well as limitations with the platform. Based on that research, three iterations of prototypes of VIM and user testing will explore possible extensions of VIM with respect to modes of visitor interactions, types of organisms and types of stimuli. In addition to improving the VIM platform, the knowledge gained from this study will inform a new approach to informal science learning -- an approach that supports self-directed inquiry, interest in microbiology, and interest in underlying technology. The project will produce: (1) research results concerning the potential of VIM and the variety of interaction modes that are effective using the system and (2) an open-source catalogue of hardware, software and protocol instructions that will enable other institutions to take advantage of the research on VIM. Project research findings and resources will be widely disseminated to practitioners via conferences and professional journals. The research will provide the foundation for future work that will include the design of a permanent exhibition.
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TEAM MEMBERS: Hans Riedel-Kruse Joyce Ma
resource evaluation Media and Technology
This report is the external advisory review conducted for the Indoor Positioning System project.
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TEAM MEMBERS: Kate Haley Goldman
resource evaluation Media and Technology
As part of the Exploratorium’s Indoor Positioning System (IPS) project, we prototyped a crowd-­sourced, location-­tagged audio app, called Exploratorium Voices, or Open Conversation, that visitors could use on smartphones to listen to short comments from staff, experts and other visitors and to leave their own comments for others to hear. This app was developed with Roundware, an open-source framework that collects, stores, and delivers audio content, integrated with a Wi-Fi IPS that provided location data used to tag audio recordings and determine where a visitor was to play recordings left
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resource research Media and Technology
This EAGER project sought to generate early knowledge for the museum field about the capabilities and limitations of an Indoor Positioning System to: 1) automate the collection of visitor movement data for museum research, and 2) enable location-aware applications designed to support museum visitor learning. Working with Qualcomm, Inc., the Exploratorium installed and experimented with an early prototype of a whole-museum, WiFi-based IPS that acquired and processed timestamped location data (latitude/longitude) from mobile test devices, similar to cell phones. The project 1) defined IPS ground
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TEAM MEMBERS: Joyce Ma Josh Gutwill William Meyer Claire Pillsbury Douglas Thistlewolf