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NORDISK MUSEOLOGI 2007 1, S.

3-18

Brave new world: Mobile phones,


museums and learning
- how and why to use Augmented Reality within museums 1

ANNE KAHR-HØJLAND*

Abstract: This article deals with mobile technologies as tools for learning within
museums. Using the presentation of EGO-TRAP – an exhibition which uses mo-
bile technologies as the technical platform for creating an Augmented Reality – as
my point of departure, I will discuss the advantages of using mobiles as tools for le-
arning in museums. EGO-TRAP may be seen as a first modest step into a new
museum paradigm. On the basis of a brief outline of the change of paradigms wit-
hin museums I propose a new paradigm based on interactivity, narration and vir-
tuality embedded in an Augmented Reality with an educational aim. This kind of
Augmented Reality, I argue, seems to satisfy the demands of hands-on experiences,
narrative structure and individual experiences, which I point out as being crucial
for a beneficial learning experience at museums.
Keywords: Augmented Reality, mobile phones, museum learning, narratives,
interactivity, hands-on experience, science centres.

EGO-TRAP – A VIRTUAL EXTENSION OF secondary high schools in Denmark, though a


THE EXPERIMENTARIUM modified version of the EGO-TRAP is now
underway for primary school children. Both
I will open this article with a description of a versions of the exhibitions have been develop-
concrete example of a mobile facilitated exhi- ed in co-operation with the staff at the Experi-
bition recently launched at the Experimenta- mentarium and a professional scriptwriter.
rium in Copenhagen, Denmark. By means of If visitors want to try EGO-TRAP, they
an interactive narrative, facilitated by the visi- must bring a mobile phone to the Experimen-
tors’ own mobile phones, the exhibition entit- tarium. The mobile phone must be signed up
led ”EGO-TRAP – you have no idea” provides for the mobile Internet (WAP/GPRS) before
a virtual extension of the physical environment arriving at the Experimentarium.
at the Experimentarium (cf. http://www.expe- Upon arriving at the Experimentarium, the
rimentarium.dk/ego-trap)2. EGO-TRAP was visitors have to register for EGO-TRAP by me-
initially directed at young people from upper ans of their own mobile phones. A woman’s
ANNE KAHR-HØJLAND

4 voice then presents herself as a guide who orga- sitor also becomes familiar with the technical
nizes the exhibition individually for each user. system as he grows used to getting informa-
She introduces the exhibition as a personal test, tion from the woman’s voice in his ear and re-
which allows the visitor to gain insight into dif- sponding to her through the keypad on the
ferent aspects of his own skills. From this point, phone.
the voice in the phone functions as a personal
guide for each visitor through the exhibition at Level 2: the level of co-operation – and
the Experimentarium. What the user does not arousing suspicion
know is that the description of the exhibition as After receiving his personal profile, the visitor
a personal test is not a full and entire descrip- is prompted to contact another (real) visitor
tion of the process that follows. For the next who is in the exhibition; according to the wo-
one or two hours, the visitor will play the main man who guides them the profiles of the two
role in an interactive narrative which changes visitors appear to match. This introduces the
according to his interactions with the exhibits dimension of cooperation, as both visitors will
as well as his response to the voice on the mobi- be asked to cooperate in learning. Level 2 fol-
le phone. The interactive narrative progresses at lows the same principles as level 1: both visi-
the following three levels: tors are prompted to predict their own capabi-
lities before using the exhibits and are evalua-
Level 1: testing the visitor’s characteristics ted by the woman’s voice afterward. The the-
– and ‘getting to know the system’ mes of the interactive exhibits involved at this
The visitor is led from one exhibit to another in level have changed from the (primarily) physi-
order to test different skills – e.g. “Can you re- cal tests of level 1 to exhibits emphasizing the
cognize tones?”, “How good is your spatial visitors’ skills at working together, for example
awareness?”, “How fast can you wheel a chair?” by letting them communicate by whispering
etc. At each exhibit, the visitor is urged to set to each other in two receiver dishes (“the whis-
up hypotheses or predictions of his own abiliti- pering gallery”) or by letting their faces melt
es and characteristics, for example “how long together by using the mirrors in the exhibit
will it take you to put this three-dimensional fi- called “mixing faces”.
gure together? (enter your answer on the key- Also, this level deliberately tries to arouse
pad of the phone)”, or: “How much lemonade their suspicion. During their interaction, the
will you be able to fill in the glass as a result of visitors will receive a phone call from a hacker
your work on the wheelchair?” – “How well who interrupts the sequence and arouses their
will you be able to follow the lines in the floor suspicion of the woman who is guiding them.
wearing the glasses that trick your brain?”. The Who is this woman? Does she have a hidden
idea of urging the visitor to make predictions agenda? The hacker will tell the visitors that
and evaluate his ability to make these predic- they seem to be part of a dangerous experi-
tions is to prompt the reflective processes in re- ment being carried out by the woman who is
lation to each exhibit (Dewey, 1933; Osborne, guiding them. The visitors now have to deci-
2002: 205 ff). de; whom should they trust? If the visitors
The level ends by the guide preparing a per- trust the supposed hacker, he will show them
sonal profile of the visitor. At this level, the vi- a piece of evidence proving that the woman
BRAVE NEW WORLD: MOBILE PHONES, MUSEUMS AND LEARNING

who has been guiding them is testing them for As mobile technologies – especially mobile 5
a cunning and evil purpose. This will lead phones – obviously are a determining factor
them to the third and final level. If they don’t for this new era, I will discuss the role of the
trust the hacker, of course, the game is over. mobile phone as a facilitator of learning within
museums in the following.
Level 3: confrontation and insight - who is
really behind the EGO-TRAP? Mobile technologies – as advantageous
Guided by the hacker, the visitors will end up facilitators of museum learning
in a secret, dark room where they are confront- As mentioned initially in this article, the pri-
ed with an animated rat! This final level is a mary target group of EGO-TRAP consists of
level of insight: It turns out that the woman young people (aged 14 to17). Mobile phones
who has been guiding the visitors is actually a are becoming increasingly popular among
mutated rat who has taken control over a scien- young people, but the fact that young people
ce lab. This means that in reality the visitors are very familiar with mobiles is not the only
have taken on the role of ‘laboratory animals’. reason why mobiles function as advantageous
The story ends with the rat challenging the visi- facilitators of learning within museums. Mo-
tors to fight for their freedom by means of a biles also contribute to the improvement of
computer game (which the visitors are deter- the learning potential in semi-formal learning
mined to win). After this, the game is over. The settings, as these new technologies possess the
aim of this final level is to stimulate the visitors ability to control a narrative or computer
to make critical, ethical reflections about who is game, due to the mobiles’ features as compu-
providing the information – does such a thing ters. Mobile technologies are valuable remedi-
as objective truth exist? How does this relate to es for creating such an experience of being in
their evaluation of the scientific evidence on an “I-bubble”. An I-bubble arouses out of the
display? feeling of having a strictly individual and per-
sonal experience, where the world around you
EGO-TRAP – USHERING IN A NEW ERA
seems to recede into the background. In the
1980s Virtual Reality (VR) was very popular.
EGO-TRAP is an example of how to use mo- VR offered you a new reality which was creat-
bile phones in museums. EGO-TRAP is a ed purely by computers. None of the things
kind of role play, where the narrative develops you could do in VR were tangible and real.
according to how the visitor uses and responds Entering such a VR would allow you to get
to the system. The narrative is formed by the the feeling of being in an I-bubble, which also
interactive exhibits already existing at the Ex- meant that you would have to leave the real
perimentarium. Therefore, EGO-TRAP can world or at least shut it out. The advantage of
be described as a virtual extension, an Aug- the mobile phone is that it offers one a similar
mented Reality, of the exhibition (cf. Bolter & feeling of being in an I-bubble without si-
MacIntyre, 2005; Klopfer & Squire, 2005). multaneously requiring one to shut out the
This way of using mobiles as augmenting the real, tangible world.
museum experience is ushering in a new era Another advantage of mobile technologies
within museums. is that they are mobile. They are tiny compu-
ANNE KAHR-HØJLAND

6 ters which can easily be brought into the mu- municate with others – in the first place.
seums without inhibiting the mobility of the What differentiates the mobile phone from
visitor. This, among other things, makes mo- for example the PDA (Portable Digital Assis-
bile technologies capable of combining the tant) is, among other things, the possibility of
three elements whose I stress the importance receiving and answering phone calls whether
in the updated version of the ‘learning mu- the calls come from a server or from another
seum’; namely interactivity, narration and vir- human being. In the example of EGO-TRAP,
tuality. this feature is utilized in the way the system
At present, no one doubts the fact that the communicates with the individual, but even
use of mobiles in semi-formal learning set- more important, the phone is used as a medi-
tings may boost attendance to these places, ator between two visitors. The mobile phone
mainly because mobiles appeal very strongly makes it possible to create informal meetings
to the young audience (Goodin, 2006: 2). between the visitors. Seen from a socio-cultu-
The question is if a mobile phone contributes ral learning perspective, these meetings are
to more than mere fun and games; can a mo- very important, as it is through our meetings
bile phone, for example, support reflective with other people that we negotiate new know-
learning processes? ledge, e.g. we construct knowledge from com-
Mobile phones are all based on computer municating with others (Säljö, 2003; Wertsch,
technology. Many of us are not particularly 1998). According to Säljö and Wertch, human
aware of how much we use computers in our understanding is a result of knowledge and pat-
daily lives. When using a microwave oven, a terns of action grounded in interactions unfol-
sewing machine, a camera or a washing ma- ded between individuals in society. Knowled-
chine, very few of us are aware that we are also ge is not a question of biology, as knowledge is
using a computer because we think of oursel- created in the interplay between individuals.
ves as the ones doing the task, not the compu- Säljö and Wertch’s theory is influenced by the
ter embedded in the appliance (Norman, socio-cultural learning theory presented by
1989: 185). Similarly, very few of us are aware Vygotsky. The mediating function of tools is
that the mobile phone in our pocket is a fully considered crucial in this learning perspective
functional handheld computer. As Marc Pren- (Säljö, 2003; Werstch, 1998). Learning takes
sky puts it, today’s high-tech mobile phones place by means of physical, mental and semio-
“[…] have the computing power of a mid- tic tools – in EGO-TRAP another semiotic
1990’s PC […] even the simplest voice-only tool, in the shape of the mobile phone, is in-
phones have more complex and powerful troduced as the mediator of scientific infor-
chips than the 1969 on-board computer that mation.
landed a spaceship on the moon” (Prensky, EGO-TRAP has been developed to create
2005: 1). This feature of the mobile certainly reflective processes in the exhibition. One of
qualifies it an efficient organizer of a narrative the hypotheses behind the design of EGO-
– or an Augmented Reality. TRAP is that the use of a narrative structure
Of course, communication is also one of supports the establishment of a ’room for re-
the basic features of the mobile. Actually this flection’ (Kahr-Højland, 2006). As will be
was what the mobile was made for – to com- commented on later in this article, narrative
BRAVE NEW WORLD: MOBILE PHONES, MUSEUMS AND LEARNING

structure has proven to be closely related to longer conscious of our own use of it. This is 7
human comprehension. To put it briefly, the what Paul Dourish calls the receding of the
narrative supports the inner processes of mea- medium:
ning-making by structuring information in a
meaningful way, which often leads to tacit The most successful technologies are those that recede
knowledge, whereas conversation with other into the background as we use them, becoming an
people supports the process of making the ta- unannounced feature of the world in which we act
cit knowledge explicit (Avraamdiou & Osbor- (Dourish, 2001: 1).
ne, 2005). EGO-TRAP is modelled according
to the structure of an interactive narrative. At Today, it may seem unlikely that mobiles will
the same time the meeting with another per- recede in this way, but Alison Griffith draws
son is a very essential function, as this meeting attention to the fact that display cases, when
facilitates the establishment of a room for re- first introduced as a new medium for presen-
flection in a more explicit way than the narra- ting objects in museums, were exposed to
tive structure does (Allen, 2002: 260 ff.). massive criticism. It was said that the display
cases stole attention from the objects they
The mobile as a digital showcase were supposed to highlight (Griffith, 2003:
As Bruno Ingemann and Lisa Gjedde claim 388). The use of the mobile as a facilitator of
(Ingemann & Gjedde, 2005: 270), the inter- an Augmented Reality in semi-formal lear-
activity as well as the interface of the mobile ning settings may be considered a kind of ‘di-
may possibly steal all of the attention from the gital display case’, meaning that initially the
exhibit whose information it is supposed to mobile will face the same problems as the dis-
highlight. In the case of EGO-TRAP, a mobi- play case did when it was first introduced. Di-
le phone is added to an already existing inter- gital media account for a new way of highligh-
active exhibition. One might ask if there is a ting information, and the challenge for the
risk of the mobile ‘disturbing’ the hands-on mobile is to become as transparent as the –
experience in such a way that this experience now inconspicuous – display case.
is pushed to the rear; will mobile phones steal
all of the attention from existing interactive The interactive museum
exhibits and prevent the visitor from interac- The opening of the Exploratorium – the
ting with them? world’s first science centre – in San Francisco
When I propose mobile technology as an in 1969 marked the beginning of a new para-
‘exhibition tool’ that might be fruitful to ex- digm as regards the organization of museums.
plore, it is because I believe that among other With interactivity and playfulness at its core,
things a mobile phone will not draw visitors’ the Exploratorium immediately became a
attention away from an the exhibition. Mobi- success, at least according to the number of
les are most likely here to stay, tools we use visitors: what was immediately evident was
without reflection. To use Donald Norman’s that this type of museum had a strong appeal
term, mobiles have turned into a transparent to the audience.
medium (Norman, 1989: 185). The mobile The concept of interactive exhibits means
has become so familiar to us that we are no that the visitor has to participate in an active
ANNE KAHR-HØJLAND

8 way during his visit at the science centre. An communicating scientific and technical topics
example of an interactive exhibit could be by means of interactive exhibits. Within a pe-
wheel chairs presented as your personal po- riod of thirty years more than 800 science
werhouse: you are supposed to wheel a chair centres have opened their doors all over the
as fast as you can, and as you wheel the chair world (Martin & Toon, 2005: 407-408).
lemonade corresponding to the energy you ex- Actually, the concept of interactivity as it
pend will drip into a glass. After wheeling the appears at science centres has been so strongly
chair you will be able to regain the energy lost established that it has been affecting more tra-
by drinking the lemonade (The wheelchair ex- ditional museums, causing the re-mediation
hibit is situated at the Experimentarium in of the traditional display cases. For example
Hellerup). an art museum in Odense, Denmark, had to
There are many different kinds of interacti- employ extra staff for an exhibition which dis-
ve exhibits at science centres. Some focus on played different kinds of installations and
the use or functions of the human body, some technical models, most of which had knobs
are about conditions concerning chemical, and strings. Apparently the audience were so
physical or mechanical processes on Earth. familiar with the interactive concept that they
Common to all of them is that they all require automatically started manipulating the exhi-
the visitor to use his hands, and hopefully his bited models even if it was actually meant to
mind, and the aim is to communicate science. be a ‘hand-off ’ exhibition, where touching
The hidden agenda behind this kind of exhi- was strictly prohibited (Installationer, Brandt
bits is a learning strategy emphasizing perso- Klædefabrik, 2000; http//:www.brandts.dk).
nal activity as a key to personal engagement, As I have already mentioned, the big diffe-
which again leads to experience-based learn- rence between science centres and traditional
ing and which helps the visitor to retain the museums is that science centres seek to meet
learning experience (Ansbacher, 2002: 4-7). the audience, the focus here being on the per-
What characterizes this kind of interactive son, who is supposed to transform informa-
exhibit is that it is not meaningful unless a vi- tion into knowledge. Therefore I argue that
sitor interacts with it, meaning that it is based the emergence of science centres based on
on a constructivist approach to learning interactivity marks a paradigm shift within
(Hein, 1995: 21-23). Using different kinds of the field of semi-formal learning settings, as
interactive exhibitions, science centres have the processes of transforming information
been able to both attract people and hold into knowledge are now considered very im-
them – family visits at science centres often portant. In this way, what is carried out in
last about five hours (St John, 1993: 59-66; practice at science centres is a direct applica-
Peacock, 2004: 10; Sørensen, 1996: 1-5). Be- tion of the fundamental educational theories
cause science centres have been able to hold formulated by John Dewey, claiming that the
the audience so well, the science centre as a process of learning is inseparable from action
museum genre has gained a foothold. Since and experience (Dewey, 1933: 14-29). Dewey
1969 numerous science centres have appeared (1859-1952), who was a very productive and
all over the world, establishing the science wide-ranging researcher, worked systematical-
centre as a sub-genre of museums, a museum ly with, among other things, the concepts of
BRAVE NEW WORLD: MOBILE PHONES, MUSEUMS AND LEARNING

Boys from upper secondary high schools using bicycles and wheelchairs in EGO-TRAP.
Foto: Brøndby Gymnasium.

reflection and experience, and how these phe- relate to a more interpretive hermeneutical ap-
nomena are related to the process of learning. proach to learning (Hiim, 1999: 22; Bruner,
The theoretical work of Dewey has also had 1990: 61 ff.; Bruner, 1996: 94 ff.). It is there-
great influence on educators outside the for- fore worth noting that the first efforts to con-
mal school system (Wahlgren, 2002: 92-101). front the positivistic approach to knowledge
within semi-formal learning settings have ac-
Science centres confronting the positivistic tually been in the scientific field. Yet while the
approach to learning traditional museum has been criticized for fo-
Traditionally speaking, science is associated cusing too strongly on the information it pro-
with a positivistic approach to knowledge and vides, science centres are criticized or their in-
learning whereas the humanities commonly sistent focus on the receiver. As far as play is
ANNE KAHR-HØJLAND

10 concerned, I presume that no-one working in led person (e.g. a teacher or an adult). The lat-
the educational field would doubt its impor- ter is regarded as the competence which pus-
tance in relation to the process of learning. hes the progress forward. This means that a
But is stimulating playful interactions enough mediator between the child and the world the
when lasting learning is the ultimate goal? child is trying to perceive is capable of bring-
Critics state that games and entertainment ing the learning process to a higher level than
cannot be successfully combined with profes- where it would have been without the media-
sional education, as the act of playing and ga- tor. Using Jerome Bruner’s terminology, the
ming leaves no room for the process of negoti- development of the child is facilitated by the
ating new knowledge into permanent learning more skilled adult building ‘scaffolds’ of
(Wellington, 1990: 247-252). Bo Kampmann knowledge for the child (Hallgård Christen-
Walther (2003) distinguishes between playing sen, 1997: 42; Vygotsky, 1978: 86). If mu-
and gaming: Playing is characterized as being seums do not relate their exhibits to some
“an open-ended territory in which make-belie- kind of superior context or structure, there is a
ve and world-building are crucial factors” whe- risk that the visitor might be seduced by the
reas gaming is regarded as “something that ta- game being played to the detriment of the ex-
kes place on a higher level, structurally as well hibit. In other words: if the visitor is simply
as temporally” (Walther, 2003: 1). following the structure of gaming or playing
Even if the difference between playing and unconsciously, it is no longer a semi-formal
gaming lies in the degree of complexity, pla- learning setting – e.g. a place consciously
ying and gaming are both peculiar in having aiming at making its audience learn something.
their own order and structure. According to The museum will have become similar to infor-
Gadamer, the actor who plays the game will mal learning settings, like trips to the forest and
automatically be given over to this structure, to amusement parks (Kahr-Højland, 2006).
having as its consequence that once the game
is running, it will be the game that plays, whi- The necessity of structure
le the actor just follows the rules of the game So, if we want permanent learning to occur in
(Wind, 1976: 70). This means that if museum museums, we will have to “scaffold” the visitor
exhibitions encourage gaming, they should in his use of interactive exhibits so as to activa-
seek to “scaffold” their visitors at the same te his reflective processes. This “scaffolding”
time, cf. Jerome Bruner’s interpretation of Vy- may consist of some kind of structure within
gotsky’s work. The idea of “scaffolding” was the organization of exhibits, as the addition of
introduced by Jerome Bruner et. al. in 1976 as a structure may help the visitor feel safe and
a further development of Vygotsky’s theory also automatically allows him to relate the in-
about zone for proximal development (Bruner, formation provided to a superior context; that
Wood & Ross, 1976: 89-100; Vygotsky, 1978: is, the presence of a structure may boost his
84-91). In his theory of how children learn, Vy- reflective processes (Perregaard, 2001: 37; La-
gotsky distinguished between two competenci- bov, 1967 (1997)).
es, one being what the child is capable of doing Generally speaking, in science centres you
on its own, another defined by what the child will not find any route or guidance as to how
is able to do with the assistance of a more skil- to find your way through the exhibition, even
BRAVE NEW WORLD: MOBILE PHONES, MUSEUMS AND LEARNING

if it is often spread over thousands of square dinosaurs demonstrating different aspects of 11


metres and accommodates hundreds of inter- the dinosaurs (some more bloody than others)
active exhibits. Actually this “doing it on your both of which ended up by a chicken run con-
own”-concept is considered to be a very im- taining chickens, the contemporary descen-
portant part of science centres as semi-formal dants of the dinosaurs.
learning settings (cf. Alexander, 2006; Issido- The act of adding a narrative structure to an
rides, 2006 ). The exhibition at the Experi- exhibition is not new style of presentation in
mentarium in Copenhagen before the intro- itself. One often finds a fixed path in a tradi-
duction of EGO-TRAP, @-bristol in Bristol, tional museum. What is new is the combina-
UK; and the Launch Pad at Science Museum, tion of a narrative structure and the explorati-
London, are just a few examples of exhibitions ve approach to learning. The challenge thus
consisting of apparently non-structured inter- consists in creating a structure which is closed
active exhibits. enough to make the visitor feel comfortable
Nevertheless, in my opinion, this free choi- and yet open enough to encourage an explora-
ce concept represents a considerable problem tive approach to the exhibition.
as far as learning is concerned. As science cen-
tres are generally both huge and chaotic in
AUGMENTED REALITY WITH AN EDUCATIONAL
their construction, they require a considerable
AIM
amount of independence from their visitors
which may seem quite overwhelming to Having suggested that the act of playing is not
many. Also, studies have shown that there is a to be regarded as similar to the act of learning,
tendency to “random button pressing” (Pea- as it is both implicitly and explicitly maintai-
cock, 2004: 2) and a reluctance to read instruc- ned at interactive science centres all over the
tions, both of which inhibit serious interaction world, my point is that a new way of organi-
(Quistgaard, 2006: 26). Seen from an educa- zing museum exhibitions is needed: In order
tional point of view, bringing the learner in a to encourage learning within museums I pro-
position where he is likely to feel overwhelmed pose an organization of exhibits which seeks
and insufficient is problematic. Therefore in or- to combine the three elements interactivity,
der to prevent the feeling of insufficiency, I narration and virtuality. These elements may
argue that some kind of superior structure wit- be combined in what I call “Augmented Reali-
hin the organization of exhibits is needed. A ty with an educational aim”.
structure may be obtained by combining the What is meant by Augmented Reality may
exhibits in a mutual relationship, for example best be explained through an example: In
a storyline where each single exhibit correlates 2005 Stephen Dow, Jay David Bolter and
to a superior meaningful context. As an ex- their colleagues implemented a virtual add-on
ample of how to structure an exhibition, an to the Oakland Cemeteries in the US (Dow
exhibition about dinosaurs at the Experimen- et. al., 2005: 2-10). When people visited the
tarium in Copenhagen had offered two diffe- cemetery, they had the possibility of being
rent paths to be followed through the exhibi- guided from one gravestone to the next by
tion; the “scary path” and the “less dangerous” means of a PDA with headphones connected
path. Each path consisted of exhibits about to it. During the trip around the cemetery, the
ANNE KAHR-HØJLAND

12

EGO-TRAP: students logging in and playing The Rat Race computer game. Foto: Brøndby Gymnasium.

dead were “brought back to life” through voi- PDAs and the so-called “spatial narratives” in
ces of actors who dramatized the lives of the Oakland Cemeteries creates a virtual add-on
dead. In this way the history of the dead along to the cemetery: when using the PDA, one ex-
with the history of the US were revealed to the periences a new – virtual – dimension of the
visitors and an extra dimension was added to cemetery, in this case the stories of the dead,
the experience. The stories that were told were and the history of the US. The PDAs in this
determined by where the visitor was situated way support the creation of a narrative – a
in the cemetery. In other words, the Oakland- narrative which is determined by the place of
experience was determined by both the physi- Oakland cemetery; thus, the setting for the
cal setting and the PDAs. The use of the experience heavily influenced the design and
BRAVE NEW WORLD: MOBILE PHONES, MUSEUMS AND LEARNING

the implementation of the narrative (Bolter & Storytelling 13


MacIntyre, 2005: 2-4). Bruner has, among others, argued that our
The Voices of Oakland is an example of consciousness is basically structured in narra-
how the combined use of narrative and virtual tives. In his books The Culture of Education
dimension may provide individualized experi- (1996) and Acts of Meaning (1990), Bruner
ences for the visitor. At Oakland Cemetery deals with the influence of the narrative on
the use of PDAs and headphones succeeded in both experiencing and making meaning. Bru-
establishing an “I-bubble” for the visitor, mea- ner distinguishes between two essential mo-
ning that the visitor had a unique experience, des of thought in common discourse – narra-
as the voices in his ears revealed stories about tive and paradigmatic – and he argues that
the people buried there. At the same time the the narrative mode has been given a far too
narrative was a principal factor in giving the low priority in the educational systems of the
information presented on each gravestone Western World. According to Bruner, narrati-
new relevance, as each piece of information ves should be considered the most basic tool
was put into a meaningful context provided possessed by the human being with which to
by the narrative (Dow, 2005: 6). create meaning, organize experiences and
understand the world. Bruner claims that we
Interactivity are all born with the narrative form embed-
In science centres, one finds a strong emphasis ded, a form which we can use to organize
on interactivity, as action and experience are knowledge, and that this narrative predisposi-
considered crucial for the process of meaning tion can also be used successfully to acquire
making. As already mentioned, the interactive knowledge (Bruner, 1990: 61 ff.; Bruner,
concept has proven to be a success in many 1996: 94 ff ). In this way Bruner suggests cohe-
ways. There is no doubt that hands-on exhi- rence between the narrative and human cogni-
bits are essential for the learning museum tion, and in this he is supported by cognitive
(Rennie, 1996: 53-98; Rahm, 2004: 223- scientist Jean M. Mandler. Mandler conclu-
225), but to some extent this is incompatible des that all human beings possess an instincti-
with a high degree of free choice. Following ve understanding of what happens in stories
the constructivist approach to learning held and that from a very early age human beings
by among others Hein, Roberts and Hooper- develop distinct expectations as to the struc-
Greenhill, a widespread use of interactive ex- ture and plot of traditional stories (Mandler,
hibits within museums should be maintained 1984: 4).
(Hein, 2006; Hooper-Greenhill, 1999; Ro- If the narrative is a key factor of human
berts, 1997). As I see it, one of the great chal- beings’ cognition and learning, it follows that
lenges of museums in 2007 is to combine tra- it would be fruitful to use the narrative as a
ditional and interactive paradigms, ie. focu- tool in an educational context. The narrative
sing on both the receiver and the information as an educational tool has been investigated
provided. This is where the narrative enters by, among others, Avraamdiou, 2005, Norris,
into this complex of problems, as the narrative 2004, Bostroem, 2002, Bruner, 1996, Bruner,
has several basic features which make storytel- 1990, Davis, 1999, Brier, 2002, Gjedde, 1999,
ling an advantageous means of presentation. Dow, 2005, Klopfer, and Millar, 1999, all of
ANNE KAHR-HØJLAND

14 whom emphasize how successful using the In this case, however, the use of the virtual
narrative as an educational tool is. dimension combined with interactivity and
To briefly sum up some of the conclusions the narrative is more similar to individual
presented by the theorists listed above, the computer-based games than to homepages.
narrative’s capacity for presenting ideas is ba- Through a much more widespread and refi-
sed on the following: ned use of mobile technologies than is known
● It can put complex phenomena into a frame- today, museums and science centres will be ca-
work that is recognizable to the recipient pable of offering their visitors individual expe-
● It can be decoded easily by its recipient riences. By means of virtual add-on technolo-
● It allows the recipient to identify with the gy, it is possible to create several different vir-
phenomena presented and thereby open to a tual add-ons to one and the same physical ex-
deeper level of understanding hibition or show-room. A more sophisticated
● It can contain what I call different layers of use of the virtual dimension provided by the
narration, which makes it possible to com- mobile phone will make it possible for the vi-
municate with a target group consisting of sitor to create his own “I-bubble”, that is, his
widely diverse people own unique, personal museum and learning
● The narrative calls for interpretation rather experiences. He will experience a personal ap-
than explanation, and in this way it invites proach that will allow him to provide feed-
reflection, which will make a thorough back by means of the keypads of his own mo-
understanding of the phenomena more likely bile phone. In other words: The virtual di-
The narrative is noted for – thanks to the cha- mension supports the feeling of individuality.
racteristics listed above – its ability to appeal It supports the idea of meeting all of the visi-
to humans in general. At the same time a story tors individually and where they are, even very
is a tool for structuring information; this different visitors in the same physical setting.
function may therefore be used by exhibition The reason why I am suggesting a new way
developers to influence the actions and the of planning museum exhibitions with interacti-
mind of the visitor. The narrative, even in a vity, narration and virtuality at the core is that
semi-closed structure, is able to emphasize these three elements combined support and
some pieces of information more than others. promote action and experience as well as struc-
Using a narrative structure in an exhibition ture, reflection and unique, personal experien-
means that it is no longer solely based on the ces, all of which facilitate permanent learning.
act of free playing. The table below distinguishes between the
three different kinds of exhibitions – the tra-
Virtuality ditional museum, the interactive museum and
As regards the use of the virtual dimension as the interactive/narrative/virtual museum. Ple-
a means of presentation in semi-formal lear- ase note that whereas paradigm I and II alrea-
ning settings, one might argue that the virtual dy exist, the third paradigm is a paradigm
dimension has already been put to use in mu- which is yet to come (ignoring the first mo-
seums all over the world. In the year 2007, a dest step being evident in EGO-TRAP). The
well-functioning museum without a homepa- first paradigm has more or less vanished in its
ge on the Internet is hard to imagine. pure shape.
BRAVE NEW WORLD: MOBILE PHONES, MUSEUMS AND LEARNING

15
Exhibition Paradigm l Paradigm ll Paradigm lll
Context Traditional Science Centre Interactive/
Museum narrative/virtual
(Augmented
Reality)

Primary Information Audience/receiver Audience + information


Focus Interactions between
visitors and media +
interactions between
visitors

Media Display case, Interactive Interactive exhibits +


boards supplemen- exhibits, hands-on structure + Mobile
ted by movies, technologies
tape
recordings etc.

Learning Positivist Constructivist Constructivist


approach approach: ‘body of approach: learning approach + social-
knowledge’ that is an individual cultural learning
exists outside and process occurring approach
independently of in and directed by
the audience the individual itself

The table above distinguishes between the different kinds of exhibitions that characterizes
the museum paradigms I-III.

MOBILES IN THE MUSEUM - WHY BOTHER? dual experiences, hands-on experiences, narra-
tive structures as well as facilitating social lear-
As outlined above, I believe that museums, ning processes.
as sites for learning, may benefit from combi- EGO-TRAP, which has served as the ex-
ning the focus on information (emphasized in ample of how to put this new paradigm into
the first museum paradigm) and the focus on practice, is now open to the public at the Ex-
the visitor (maintained by the second para- perimentarium. At present I am investigating
digm). Mobile technologies and especially the how young students from upper secondary
mobile phone allows the establishment of a high schools interact in the exhibition by me-
new ‘augmented museum’ which offers indivi- ans of video recordings and interviews. It is
ANNE KAHR-HØJLAND

16

Upper Secondary High School Students using EGO-TRAP. Foto: Brøndby Gymnasium.

still too early to present any definite results her words, it will be possible to experience dif-
concerning the visitors’ experiences and reflec- ferent kinds of exhibitons and narratives in
tions in the exhibition. the same physical setting. When a family visits
It is possible, however, to point out one of a museum, the mother will experience one
the perspectives of this kind of mobile facilita- narrative while her husband experiences anot-
ted interactive narrative in museum commu- her and their children yet another – even if
nication: The creation of narratives by using they are in the same room and are able to talk
the vistors’ own mobiles, as in EGO-TRAP, to each other during the visit. The technical
makes a new kind of virtual extension of mu- platform has been put into practice in EGO-
seums in general possible. In the future per- TRAP – so now we have the possibility of ma-
haps there will be one single exhibition hall king myriads of narratives that will fit with
with myriads of narratives related to it – nar- the different kinds of exhibitions and visitors
ratives directed at children and adults. In ot- in different kinds of museums.
BRAVE NEW WORLD: MOBILE PHONES, MUSEUMS AND LEARNING

NOTES Education Committee. 1998. 17


Hooper-Greenhill, E., & Moussouri, T.: Researching
1. The article is based on a lecture held at the NO- Learning in Museums and Galleries 1990-1999: A
DEM 06 Conference in Norway, Bibliographic Review. Leicester: Department of
http://www.tii.se/v4m/nodem/index.htm. Museum Studies University of Leicester. 2006.
Ingemann, B., & Gjedde, L.:Kroppen på museum :
2. The exhibition has been developed as part of my Eksperimentel undersøgelse af interaktivitet
on-going Ph.D.-study, and its aim is to be an mellem brugere og museale genstande og rum. In
educational tool in out-of-school settings, which B. Ingemann & A. H. Larsen (Eds.), Ny Dansk
I refer to as semi-formal learning settings (Kahr- Museologi (pp. 165-228.). Århus: Aarhus Univer-
Højland, 2006: 88-90). sitetsforlag. 2005.
Kahr-Højland, A.: The Personal Exhibition as an
educational tool in a semi-formal learning set-
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ANNE KAHR-HØJLAND

18 Campusvej 55, 5230


Odense M.
For further information please visit:
www.kahr-hojland.dk
www.experimentarium.dk/ego-trap

Address: DREAM: Danish Research Centre on


Education and Advanced Media Materials,
University of Southern Denmark Odense. E-
mail: akh@dream.dk.

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