On Design ...
18 Aug 2004 10:17 amI'm always amazed when I come across something useful to haunt design while researching something completely different ... in this case, I was reading Stephen T. Asma's Stuffed Animals and Pickled Heads when I came across this paragraph discussing museum exhibits:
It easily applies to haunts, too, though I'd use "effective exhibit" instead of "realistic exhibit." It's good to be reminded that a good haunt should be a joint project - and good to have an example for designers / clients / investors / sponsors as to why it should be a joint project.
The kind of team that developers put together, its diversity, can determine how well the issues of a given exhibit are handled. For example, the Brookfield Zoo, in Illinois, has a radical approach to this planning stage. They put together teams that are pulled from every division of the institution, including keepers, visitor services people, publicity people, and so on. They wind up with even better cross-sections of public knowledge, and this helps resolve potential exhibit problems before it's too late to change them. For example, one problem that crops up in working with visual designers is that they don't really know on a gut level how poorly most people understand design. But production people and developers, and even the curators, can help with that problem because they don't understand design, either. And so when all these people who lack different things try to work together, the things they lack are almost as important as the things they bring to the process. That interplay of expertise and ignorance helps the team create a realistic exhibit.
It easily applies to haunts, too, though I'd use "effective exhibit" instead of "realistic exhibit." It's good to be reminded that a good haunt should be a joint project - and good to have an example for designers / clients / investors / sponsors as to why it should be a joint project.