Methodology
What I wanted to look for in the quantitative research section of my field study was if there was any correlation between the interactivity of a display and its overall attendance/ the age demographic of its visitors. By finding this out we might be able to infer if more interactive displays attract more visitors than others and have a better chance of getting across information.
The first step in this process was to find an area where I could examine multiple displays that had varying levels of interactive features all at the same time. Fortunately enough I managed to find in the “Island of Evolution” where three such displays were located. They were:
Galapagos Island: What Do I Eat? / 1905 Expedition (Medium Interactivity)
This display is split into two main parts. The first part is a brief video documentary about the academies voyage to the Galapagos in 1905/1906 that had no interactive features while the second part is a display of a genetic tree were each button corresponded to a different type of finch found in the Galapagos and would give a brief talk about how that type of finch adapted to better fit its environment.
Deep Sea Dive (Low Interactivity)
The Deep Sea Dive exhibit is a small enclosed display meant to replicate the feeling of being inside an undersea submersible in which a brief documentary on the academies undersea research near the Galapagos Island narrated by Dr. John McCosker, former director of the Steinhart Aquarium.
Collect Samples (High Interactivity)
In this exhibit the viewer uses a motion control stick to virtually collect different bugs and sample specimens like how a naturalist would. Each sample gives you a brief description of what you just collected and how it fits into the ecosystem. This highly interactive exhibit features a variety of collection options and seemed to be geared for the museums younger audience.
After choosing these three exhibits I found a bench in which I could easily examine all of three displays and began my data collection. Each time I collected data I:
Sat at the exact same spot from 2:30-3:00pm on five different days of the week.
- Looked for how many visitors stopped by each exhibit during that time frame
- Took note of how many of the visitors stayed the full length of the exhibit or only a partial amount of time
-Took tote of how many of the visitors seemed to be above or below the age of 18 and marked them as either youth or adult.
-Took general observations about the behavior of each visitor or group of visitors that came through
Once I have gathered these samples I will total them up and see what patterns emerged.
Analysis
After all the samples I have gathered I added up the total number of visitors for each category for each of the five days and then took the average amount of this data. Here is what I have found:
-The Galapagos Island/ How Do I Eat? Got the highest amount of visitors and the highest average of visitors though only beating out Deep Sea Dive by one
- The Galapagos Island/ How Do I Eat? Had the highest number of notes next indicating irregularities or interesting observations
-Deep Sea Dive had the highest average number of youth
-Deep Sea Dive had the same number of partial visitors as adults but not all partial visitors were adults
-Collect Samples had the most consistent number of notes
-Collect Samples ha the most consistent number of visitors
-Collect Samples had the highest amount of visitors that stayed the full length
-Collect Samples had the highest difference between full and partial visits
-Collect Samples had the lowest total visitors
-Collect Samples had the highest number of youth visitors
Here are the observations that I took while recording this data and how frequently they came up during my field study:
Galapagos Island: What Do I Eat? / 1905 Expedition
-Majority of visitors gather toward the What Do I Eat? Section of the Galapagos exhibit (2 times)
-People don’t seem to be paying full attention to the Galapagos (4 times)
-Large tour group passed through (+7 adults, partial)
-Most youth (especially under or around 5 years old) hit the buttons then leave without watching the exhibit
- Visitor using the bench to call on their cell phones (3 times)
-Groups seem to gather if others are already watching video but always turn into partial (2 times)
Deep Sea Dive
-Groups tend to gather around visitors if someone is already watching it (5 times)
- Most partial visitors are only partial because they walked in halfway through the video which plays on loop (3 times)
-A few visitors seemed to hit the button to start the video and when it didn’t immediately start
Collect Samples
-Entirely children with their parents (5 days)
-Most guests stay for more than one play through of game allowing for fewer overall visitors (5)
Overall
-Very few visitors that went to one exhibit went to the others (3 days)
Total
|
Exhibit
|
Youth
|
Adult
|
Full
|
Partial
|
Total People
|
|
Galapagos
|
29
|
80
|
41
|
68
|
109
|
|
DeepSea Dive
|
35
|
66
|
35
|
66
|
101
|
|
Collect Bugs
|
56
|
29
|
82
|
3
|
85
|

Average (rounded up)
|
Exhibit
|
Youth
|
Adult
|
Full
|
Partial
|
Total People
|
|
Galapagos
|
6
|
16
|
8
|
14
|
22
|
|
DeepSea Dive
|
7
|
13
|
7
|
13
|
20
|
|
Collect Bugs
|
11
|
5
|
16
|
0
|
16
|

Interpretation
While at first it might seem that the Galapagos Island: What Do I Eat? / 1905 Expedition got the most visitors suggesting that the medium interactive exhibit was the most successful observations suggest otherwise. This exhibit had the most observations suggesting that there were far more inconsistencies in the data then any of the other exhibits. Deep Sea Dive got the second highest amount of visitors despite its complete lack of interactive displays besides the encasing dome that surrounds it. However its numbers, both in sheer total and average amounts, came very close to those of the Galapagos Island without the aid of the interactive features which leads me to believe that the interactive features had very little correlation to the amount of total visitors. This is further backed up by the fact that the Collect Samples was the most interactive display yet attracted the fewest total visitors but the highest percentage of full visitors. If interactivity of a display really played such as role into the amount of people that visited it wouldn’t the numbers of visitors of Galapagos and Collect Samples be similar?
The data shows a very minuet gap in numbers between the Galapagos and Deep Sea Dive with a higher number of notes indicates less viewer attentiveness from the Galapagos then Deep Sea Dive meaning that while people were drawn more to the exhibit that featured slightly interactive displays they were overall less attentive. It can also be noted that there is a stronger correlation between the age demographic of the viewer and the level of interactivity in the display. Collect Samples is 100% dependent on viewer participation and it attracted in the highest amount of people younger than 18 and a dramatically lower average number of people over 18. Collect Samples had also the highest full participation rate out of any of the three exhibits by a large margin.
From all this we can see a border where if an exhibit is 100% interactive it gets a higher viewer attention rate but a less diverse age demographic then those that are partially or non interactive. Partially interactive exhibits attract a high amount of attendance but a far less attentive one while completely non interactive exhibits get a similar number of viewers as the partial ones but more people attentive partial visitors that are drawn in by a crowd. The data also suggests that people are less likely to gather and see an exhibit that is more interactive which explains why there was such a low turnout for the Collect Samples.
These patterns are backed up by research done by Paul Zelevansky in the article Crisscrossing the Interface: The Design, Display and Evaluation of an Interactive Computer Exhibit were he states that more interactive designs in displays tend to get children more involved with concepts that they might not otherwise grasp. But he does go on to question the viewer attentiveness for these exhibits by saying:
“Someone is ultimately constructing the conditions and the terms of these encounters, even if the results appear to be open-ended. Trading quiet reflection for stimulation and speed may not be an educational bargain if the manipulation of the pro-gram becomes its own reward.”(Zelevansky, 1995)
In conclusion if a museum wants a higher number of people to see there exhibit then they should make it slightly interactive. If they want a higher participation rate in for their exhibit but a less diverse age demographic then they should make it 100% interactive. If they want people to actually grasp what they are interacting with, that is still up in the air.
References
Zelevansky, P. (1995). Crisscrossing the Interface: The Design, Display and Evaluation of an Interactive Computer Exhibit. Leonardo, 28(2), 137–142. doi:10.2307/1576135