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Frequently Asked
Questions (Answers below)
INTERACTIVE
EXHIBIT DEVELOPMENT
What are the most common 'devices
of interaction'?
What are the most important things
to remember when developing a new computer based
interactive exhibit?
How long does it take to develop
an interactive exhibit?
COST
OF INTERACTIVE EXHIBITRY
What is the average cost of an interactive
exhibit?
How can we save money on interactive
exhibit components?
Does Mystus offer any special deals?
What are the hidden costs when including
interactive components in an exhibition?
RELIABILITY
AND MAINTENANCE
How reliable are computer based
exhibits?
How do I know that the exhibit will
work how I want?
Can I update or change the exhibit
easily in a few years?
THE
LANGUAGE OF INTERACTIVITY
What can you do with interactive
exhibits that you can't do with traditional static
exhibits?
What do you think makes a good
exhibit.
ABOUT
MYSTUS INTERACTUS
Where did Mystus get its name and
what does it mean?
How long have you been in business?
How many people work at Mystus?
Where is Toronto?
What
are the most common 'devices of interaction'?
Devices of interaction are physical devices that
allow the visitor to interact with the exhibit.
These include exterior contact points such as buttons,
knobs, and other objects the visitor uses to operate
aspects of the exhibit. The interior elements are
mostly electrical or mechanical. The most common
devices of interaction are...
Pushbuttons - Arcade Momentary, Membrane,
Touch Capacitative
Computer Interfaces -Touch Screens, Track
Balls, The Mouse, Voice Recognition
Electronic Sensors - Motion Detectors, Proximity
Sensors, Distance Sensor, Optical Sensors
Mechanical - Dials, Levers, Push, Pull, Lift,
Drop, Coin Mechanisms
Audio - CD Player, Audio on a Chip, Handsets,
Hearphones, Headphones, Speakers (Flush, Cone, Mushroom,
Wall Mount, Water Resistant)
Video - Laserdisc, DVD, Desktop Computer,
Video Cameras
Multimedia - Graphics, Photographs, Animation,
Random Access, Simulations, Information Delivery,
Archive Displays, OCR, Printouts, Emailing Results,
Can include audio and video
Mechanical - Working Models, Phenomenon
Microprocessors - Use these in place of dedicated
electronics to get more control with less parts.
They are more reliable because we use the same parts
over and over.
Desktop Computers - Lots of memory, fast
decision making, data acquisition/storage/retrieval,
stats gathering
Electronics - Low voltage DC, Spare boards,
Standard parts, Testing, RF Controls, Infrared controls
Networking - Monitor exhibit function, Collect
data on exhibit usage, Update information in the
exhibit, Link experiences in different exhibits
Housings - Require good access and ventilation
for interactive components.
What
are the most important things to remember when developing
a new interactive exhibit?
Prototype! Prototype! Prototype!
- Try it out before you design and fabricate.
Use visitor testing to verify concept and functionality
- It is surprising how visitors will actually respond,
best to absorb that into your design as early as
possible.
Design with maintenance in mind
- A great exhibit is one thing, but a great exhibit
that lasts a long time is infinitely better.
Identify the method of maintenance for each component
- Think through your worst case scenario and solve
for that situation. Your exhibit will be infinitely
better because you did.
Housings require good ventilation & access
to hardware
- Don’t let a small blip become a big problem by
limiting access to components. Overheating and static
discharge are the two big enemies of electronic
hardware failure.
Use readily available off-the-shelf equipment
wherever possible
- This saves time and money during development and
if a repair is ever needed it’s cheap and easy.
Use last year's technology
- Cutting edge technology comes with cutting edge
risks. Use proven technology.
Make sure the building has clean power
- Electronic gear can be very sensitive to clean,
spike free power, especially computer equipment.
Destruction testing
- If you don’t destruction test your exhibit, your
visitor will. Will it stand up? People do what they
do, not always what they should do.
Teach the language of the exhibit in the exhibit
- It’s not always obvious to the visitor what they
are supposed to do. If they don’t know what to do
they just walk away confused and disappointed.
Remember that industry experts are not museum
exhibit experts
- Making good exhibits a rare and specific talent.
When working with content experts remember that
they are not familiar with gruelling museum environments,
nor the very limited attention span of most visitors.
Do your documentation
- Information at front of mind now will be quickly
forgotten when the next project starts. Good documentation
can mean the difference between an exhibit that
lasts forever and one that is tossed aside at the
first bend in the road.
Design for minimized downtimes
- This is part of the art of exhibitmaking. No one
likes it when an exhibit is down. Minimize the pain.
Have a plan.
Stock spare parts
- Pay the extra little bit for peace of mind.
Minimize moving parts
- An effective way to minimize exhibit failure.
Capture the user's attention in less than ten
seconds
- Creating a great exhibit is a little like writing
a pop song. Your visitor will only give you 10 seconds
to make it worth their while to continue.
Develop your exhibit as a combination of modular
components
- Another trick for minimizing downtimes and quickly
debugging a repair situation.
Simple is good but not at the expense of content
- ‘Too Much’ clouds the inspiration but ‘Less is
More’ only if it tells the whole story.
Use quick disconnects in all cabling
- A little maintainability trick. This allows components
to be easily swapped and or returned for repair.
Schedule to allow settle in time
- Most glitches occur in the first few weeks of
operation. Plan to be around to tweak these before
sending the exhibit on its way. Even better let
it run for a few weeks in the shop before it goes
anywhere.
How long does it take to develop
an interactive exhibit?
At Mystus we ask for 12-16 weeks to design, develop
and deliver the average interactive exhibit including
a custom housing, depending on complexity and size
of the project. For the active components only we
ask for 8-12 weeks. We often times deliver in shorter
times but this can affect the price and the ability
to include content that requires research. Exhibit
duplicates can be produced in 2/3 the time as they
need not be prototyped.
What is the average cost of
an interactive exhibit?
The price varies widely and is affected by how much
development time is needed, whether the exhibit
requires a housing, shipping costs, complexity,
copyright fees, whether we install it or not etc.
We've produced small audio handset interactives
for as little as $2500 CDN ($1725 US) but also major
computer and mechanical hybrid exhibits for $200,000
CDN ( $148,000 US). We're pretty fast at quoting
on a specific project once we know the details and
due to our low overheads usually offer a lower than
average price. Give us a call or drop us an email.
How can I save money on interactive
exhibit components?
Using off the shelf components where possible can
reduce costs significantly. Keep the feature list
on a project to a manageable level. Don't try to
put too much into one exhibit. Simple = less expensive.
Rely on prototyping to address issues early that
could cost a lot in changes made later. Most of
all, plan the function and content of an exhibit
well to reduce changes during the development process.
Changes are expensive and get more expensivethe
later they are in the process.
Does Mystus offer any special
deals?
The best deals are exhibits that use components
similar to those we've developed for other exhibits.
A look at our portfolio and product sections can
give you ideas about components and features we
can reconfigure to suit a new concept at a lower
cost.
What are the hidden costs
when including interactive components in an exhibition?
Maintenance costs is a common one. It’s not usually
a lot of money but always painful as often not budgeted
for. Minor changes in design can have major influence
in reducing maintenance costs. See our tips above
for making exhibits more robust and easier to maintain.
Design considerations should also include consumable
supplies like paper for a printer. Another surprise
cost is that of securing the right to reproduce
copyrighted items such as photos, video and music.
On site installation, depending how the design is
done, can take quite a while in some cases and working
in a remote location away from studio and shop tools
slows things down. Try to design as modularly as
possible and test things out in as close to final
a setup as possible before shipping.
How reliable are computer
based exhibits?
There was a time when computer exhibits needed a
lot of attention. Computers these days though are
very good. And the authoring environments with which
we create custom programs are much better now too.
One thing nice about software based exhibits - once
a program is working it doesn't 'break'. Besides
desktop computers we use small microprocessor controllers
- a computer on a chip basically. We use these for
dedicated control operations typically with electronic
sensors and displays. We've yet to have to replace
one of these in the field once the exhibit is installed
and tested and has been left alone. The worst enemies
of computer based exhibits are heat buildup and
static discharge, both deadly, the first slowly
and the second instantly. A note about troubleshooting;
You generally can't see what's wrong in a computer
based exhibit. You have to follow a procedure of
testing isolated components and swapping in spare
parts in performing a reapir. Usually the problem
is traced to a connection that has come loose due
to movement of the equipment.
How do I know that the exhibit
will work how I want it to?
We rely heavily on prototyping and visitor testing
techniques to try things out as early as possible
in the development process. Our clients review the
prototypes before the design is committed to fabrication.
We also use a stepped fabrication process. For complex
exhibits the client is invited to review the exhibit
at several points during fabrication. Incidentally,
we apply the concepts of prototyping to all aspects
of the exhibit so even graphic development has a
prototype stage. For graphics we call it style design
but it's the same animal.
Can we update or change the
exhibit easily in a few years?
This is usually a design issue. We recommend moulding
the design such that this is possible, and it usually
is possible. To this end we recommend using sub-components
that have a long life expectancy and are inherently
flexible in their application. We also tend to put
the customization of an exhibit into the software,
while using standard hardware. Software is infinitely
easier to update than hardware.
What can you do with interactive
exhibits that you can't do with traditional static
exhibits?
Interactive exhibits have two advantages and one
disadvantage. Interactive exhibits can present information
in response to the visitors choices. This allows
for an exhibit to alter it's delivery for different
interests and abilities, for different ages, for
different languages etc. Secondly, interactive exhibits
can move and change in time. Some concepts are best
grasped by seeing a phenomena unfold. Its one disadvantage
is that there are quite often moving parts which
require more maintenance and often inherently cost
more. We have developed many techniques for reducing
the impact of the maintenance requirements. We also
believe that the payoff in deeper understanding
of many special concepts is worth the cost. With
the dramatically growing interest level in interactive
exhibits by both museum professionals and the public,
it seems we are not alone in our thoughts.
What do you think makes a
good exhibit.
We believe that the best exhibits are the ones which
become 'marker events' in the life of the visitor.
When the visitor returns to their every day activities
they carry with them a new reference point against
which to compare their experiences, make new judgments
and have new appreciations. We also like to make
exhibits that encourage the transfer of information
amongst companions -parent to child, friend to friend
etc. with the exhibit as catalyst. There is a lot
you can put into an exhibit but there's also a lot
the visitor knows. With a little prompting, visitors
will share their own experience on the subject with
others.
Where did Mystus get its name
and what does it mean?
The telephone pole represents both the steadfast
support that we offer our many clients and the light
speed communication technologies that our business
was first built on. Our first exhibits were based
on microprocessor components (computers on a chip).
As with the telephone pole, the apparently static
network of wires in those first exhibits were ablaze
inside with information passing back and forth in
millionths of a second. We have added many other
services now to our exhibitmaking toolbox, but lightning
speed microprocessor control is still a key component
of the uniqueness that is Mystus Exhibits.
British author John Fowles' novel, The Magus, tells
the story of a magician who creates a fabricated
reality for the narrator. The magician's illusion
is yet deeply true and relevant to the narrator's
life. This novel articulates Mystus's role as exhibitmakers.
Building on this, 'Mystus' is a conjunction of words...
To unfold the MYSTeries
of the natural world, the exhibitmaker takes on
the role of magUS
(magician) to create interactive exhibits that educate
and inspire us.
While
our medium is lightning fast technology, our processes
are studied and deliberate. We like to characterize
our mode as 'artfully renaissance'.
How
long have you been in business?
The business was started loosely in 1991 and crystallized
to full time activity in 1994. Mystus has been incorporated
since Feb 2000. Matthew Bates, owner and director
of Mystus, has worked in the museum business since
1981 when he started working for the then cutting
edge computer lab at the Ontario Science Centre
in Toronto, Canada.
How many people work at Mystus?
The Mystus family of contributors is about 15 key
people some as employees some as regular associate
contractors. Every project that we are awarded has
unique requirements for talent. We’ve spent a lot
of time developing the talents in our group so that
we can respond quickly to a new challenge. Project
management and a deep talent pool are two important
keys to our success.
Where is Toronto?
Toronto is the largest city in Canada and the 5th
largest city in North America, situated near the
west end of Lake Ontario at the meeting place of
three rivers from whence it gets its name ('Meeting
Place' in the local Indian dialect). Lake Ontario
is one of the 5 Great Lakes representing 1/3 of
all the fresh water in the world. Canada lies to
the North of the USA, along the longest unprotected
border in the world. More trivia: Yonge Street which
starts in Toronto is also the longest 'street' in
the world. Toronto is a major industrial centre.
Toronto is also the home of the Ontario Science
Centre, one of the leading museums in the presentation
of interactive exhibits for many decades. Our main
office and prototyping shop in the heart of downtown
Toronto. We love our city and our country but are
especially proud of being part of the museum community,
which is inherently an international one.
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