YES, YOU MAY TOUCH THE ART: NEW MEDIA INTERFACES AND RHETORICAL EXPERIENCE IN THE DIGITALLY INTERACTIVE MUSEUM by JESSICA ERIN SLENTZ Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy Department of English CASE WESTERN RESERVE UNIVERSITY MAY, 2017 CASE WESTERN RESERVE UNIVERSITY SCHOOL OF GRADUATE STUDIES We hereby approve the dissertation of Jessica Erin Slentz candidate for the degree of Doctor of Philosophy*. Committee Chair T. Kenny Fountain Committee Member Kimberly Emmons Committee Member Kurt Koenigsberger Committee Member William Deal Date of Defense March 9th, 2017 *We also certify that written approval has been obtained for any proprietary material contained therein Table of Contents List of Figures ii Acknowledgements iv Abstract vii Chapter One: Introduction 1 Chapter Two: Touchscreen Interfaces in the Cleveland Museum of Art and the National Archives Museum 31 Chapter Three: Yes, You May Touch the Art: Habits of Interaction and Participatory Experience 59 Chapter Four: This is How You Touch the Art: Rhetorical Experience and the Visitor as Expert 119 Chapter Five: I’ll do Research, but Play is for Kids: Visitor Participation in the Work of the Museum 156 Chapter 6: Conclusion 181 Appendix A: Types of Data 196 Appendix B: Interview Questions – Cleveland Museum of Art 197 Appendix C: Interview Questions – National Archives Museum 198 Appendix D: Tracking Map 199 Appendix E: Curated Views 200 Bibliography 201 ii Table of Figures Chapter Two Figure 1: The Collection Wall 34 Figure 2: Color 36 Figure 3: Water 37 Figure 4: Vessels 37 Figure 5: Gallery One Proper 38 Figure 6: Why Do We Paint Lens 40 Figure 7: Lens Home Page – Look Closer 41 Figure 8: Records of Rights and the Touch Table 45 Figure 9: Color-Coded Categories 45 Figure 10: Event w/ 5 Documents 46 Figure 11: Keyword Tree 46 Chapter Three Figure 1: Swipeable Image Stack 78 Figure 2: Number of Likes 78 Figure 3: Multiple Ways of Navigation 80 Figure 4: Records Related to Event 80 Figure 5: Keyword Link Tree 88 Figure 6: Story Lens 94 Figure 7: Remix the Picasso 96 Figure 8: Drag Each Piece 96 Figure 9: Email 97 iii Figure 10: Select a Technique 99 Figure 11: Make Your Own Painting 99 Figure 12: Palate 101 Figure 13: Finished Painting 101 Figure 14: Start Sculpting 103 Figure 15: Video and Skip 103 Figure 16: Email Your Vase 110 Figure 17: React and Share 112 Figure 18: Assign Reaction Words 112 Chapter Four Figure 1: Please Do Not Touch sign at the CMA 128 iv Acknowledgements As I complete this dissertation and this PhD adventure, I feel so blessed and grateful for so much, I feel at a loss for a way to fully quantify that gratitude in writing. But I’m going to give it a shot: First, thank you, Kenny, for being the best advisor I could have ever asked for. I am so happy that I have gotten to work with you over these past 5 years, from coursework through this dissertation, and will be forever grateful, not only for your caring and supportive mentoring, but also for the example you set of the kind of teacher/scholar/friend/colleague one should aspire to be. I appreciate, so much, your patience, humor, and work-ethic, and have really enjoyed getting to know you (and Ryan!) over the years. We often don’t realize how much the little things we say and do affect other’s lives…I want you to know that my life is forever better because of you. Second, Kim and Kurt, thank you for all of your support, encouragement, mentorship, advice, teaching, suggestions, laughter, tissues (when I fall apart in your office), candy, softball games (the Catchers in the Rye will forever be a legend) and awesomeness over these last five years. Bill, thank you for coming on as my fourth reader; it was wonderful to get to work with you again all this time after our semester teaching together. Like Kenny, you three have really been wonderful examples of how to be a teacher/scholar/friend/colleague in this crazy world we call academia, and I feel blessed and proud to be able to have gotten to work with you. Thank you all for agreeing to be my committee and join me on this crazy journey. I knew when I was bugging Kurt prior to admission that I was meant to be at CWRU, and you four are the main reason I still believe that every single day. Thank you so so SO v much for everything! I truly hope we get to work together in the future and I am looking forward to that time. Thank you to my quirky, warm, incredible family for always being there for me, reminding me that I am unconditionally loved, that someone has my back, and that I am always held by God’s hand. Thank you for your stories, your jokes, your hugs, your prayers, your ears and shoulders any time I’ve needed them, your trust in me when I doubted myself, your love of life, your creativity, and your ever-present love. You guys have gotten me through some really intense times these last five years, and I could not have done this without you. I love you so much. Thank you to Catherine and Kristin for being the best friends a girl could ever wish for, for always being there for me, for becoming my family in CLE, for making life awesome, for always reminding me that all the feels are normal, and for all of your support this last year even from a distance. I could not have done this without you either and I can’t wait for our future adventures together. They are going to be epic and amazing!!! Thank you to the Cleveland Museum of Art, especially Elizabeth Bolander, who coordinated approval for my data collection and allowed me to schedule my work around CMA research activities taking place within Gallery One, and Jane Alexander, who is a wealth of knowledge about Gallery One, its history, and its future. Thank you to the National Archives Museum, especially Alice Kamps, who has been so supportive of this project, both with the logistics of data collection and in conversations since. Thank you to the English Department and the College of Arts and Sciences for the Dean’s Fellowship, which it possible to include the National Archives Museum as a site of study in this vi project. Thank you to the Baker Nord Center for the Humanities for the Digital Interfaces Grant and the Graduate Research Grant, which together provided the technology and technological assistance needed for data collection and analysis. And thank you to the English Department and the School of Graduate Studies for the Adrian-Salomon Fellowship, which helped me to successfully finish writing and defend on time. A huge thank you to all of the other wonderful people who make my life amazing every single day. To my Viva Dance Studio fam and the Dance Konnection (sic) team, especially Crystal, Rachel, and Kaitie…my dissertation got written largely because you three kept me sane. To Camille, who brightens up every day and is patient even when I’m a very boring fur-mom. To Little Italy, which became my home and my refuge in a very real way. To Cleveland, which will always hold a special place in my heart. To Murray Hill Market and Pho & Rice, who kept me fed the last month of writing. To Trader Joe’s Gluten Free Brownies, which staved off many a panic attack. And a lastly, my biggest thank you to God, who has blessed me over and over and over again still, who heard a lot from me this past year, and who has always, always, always had my back. vii Yes, You May Touch the Art: New Media Interfaces and Rhetorical Experience in the Digitally Interactive Museum Abstract by JESSICA E. SLENTZ New media technologies, particularly touchscreen interfaces, are playing a highly visible role in new exhibition practices within museums. Many museum studies scholars see the participatory experiences mediated by such technologies as potentially redefining relationships between the institution and the public by allowing museum visitors access to roles and discourses traditionally reserved for a cultural elite. In these pages, I employ rhetorician Gregory Clark’s (2010) theory of rhetorical experience to investigate the claim by museum studies scholars that a “paradigm shift” is being enacted by digital technologies within museums. I show that digitally mediated experiences, particularly those facilitated by touch, can induce actions on the part of the visitor that shift their engagement in the museum from the private, solitary practices of viewing and interpretation, to the documented, public roles of educator, curator, researcher, and critic. I also show that the rhetorical nature the experiences that invite visitors to participate in such activities can effect changes in attitude and identity on the part of the visitor from visitor-as-spectator to visitor-as-co-producer. viii This qualitative study takes place in two public institutions with recent installations of groundbreaking exhibition technologies, the Cleveland Museum of Art, in Cleveland, Ohio, and the National Archives Museum in Washington, D.C. I use ethnographic methods, including participant observations and interviews, to identify what I term the “habits of interaction” afforded by the touchscreen interfaces in these hybrid spaces of physical and digital activity. Interrogating the integral relationship between one’s ability to take up new interpretive positions through participation in digitally mediated experiences and one’s previously existing digital literacies, I closely examine the rhetorical experiences visitors engage in through interaction with touchscreen interfaces. Museum visitors interacting with these interfaces see themselves as actually “able to touch the art” and thus as active participants in the work of the museum. Such experiences can shift visitors’ interpretive positions by persuading them to take up the roles of instructor, researcher, critic, and curator, which are traditionally reserved for the institution itself. 1 Chapter 1: Introduction On January 21, 2013, the Cleveland Museum of Art (CMA) in Cleveland, Ohio, unveiled its newest exhibition space, Gallery One, in a public opening. In this 13,000 square-foot (Alexander et al., 2013) exhibition space that sits off both the main entrance and the expansive atrium of the CMA, visitors found not only paintings, sculptures, prints, ceramics, tapestries, and furniture from the museum’s permanent collection, but also seven ground-breaking pieces of touch-controlled technology – a 40-foot micro-tile touchscreen called the Collection Wall, and six three-foot wide tablet-like screens called Lenses. The CMA created quite a stir in the museum world with the opening of Gallery One.1 The development of Gallery One, funded by a 10-million-dollar donation from the Maltz Family Foundation (Alexander, Interview), was part of a several-year-long effort on the part of the museum “to make visitors central to the reinstallation and reinterpretation of the permanent collection” (Alexander et. al.). The CMA team involved in envisioning and executing the installation of the space set out with the goal of creating digitally-mediated experiences that could “bring visitors closer to the art” (Alexander, Interview). They worked to offer visitors access to the permanent collection through both the interfaces housed in Gallery One and the CMA’s ArtLens app, which was launched at the time of Gallery One’s opening. While the actual, physical technology that the CMA installed in Gallery One is groundbreaking, the motivation behind the creation of the exhibition space, the concomitant mobile app, and the digitally-mediated experiences visitors can engage in 1 At the time of defense, four years after its opening, Gallery One still houses technology that no other museum in the United States has. 2 through them is not unusual in the museum world today. As personal computing technology evolves and influences the ways that visitors view, interpret, and communicate information, museums are increasingly seeking to augment linear and topdown media experiences with emerging digital media technologies and social media platforms that can foster interactive experiences (Mulburg and Hinton, 1994; Luke, 2002; Samis, 2012; Simon, 2012; Titlow, 2016). Digital interfaces facilitate museum experiences that have the potential to offer visitors relationships with the materials displayed, relationships that linear interpretive technologies, such as wall placards and audio tours, cannot. As the CMA has, many museums today, are working to explore and incorporate emerging technologies in an attempt to stay relevant in a highly digitized world. John Titlow (2016) quotes Sree Sreenivasan, the Metropolitan Museum of Art’s chief digital officer, as saying, “People ask me: What is your biggest competition…Is it MoMA? Guggenheim? Our competition is Netflix. Candy Crush. It's life in 2016.” Like Sreenivasan, many museums recognize the reality that the majority of their visitors navigate their daily experiences with the assistance of digital computing devices and are responding accordingly by offering digitally-mediated experiences within the physical space of the museum. At the same time, while the museum’s motivation for incorporating emerging technologies into their exhibition practices is a concerted effort to bolster visitor engagement and retention, many museum studies scholars see this digital turn in exhibition practices as manifesting a significant cultural shift in the museum world. Many scholars agree that contemporary exhibition practices that seek to merge virtual and physical engagement within the museum denote what Gail Anderson (2011) describes as 3 “a fundamental shift in ideology and practice” (p. 8), a shift in the museum sector that redefines the traditional relationships between the “institution” and the “public,” allowing museum visitors access to roles and discourses traditionally reserved for a cultural “elite” (Haskins, 2007; Parry, 2007). Ross Parry (2007) goes so far as to argue that new media interfaces and participatory exhibition displays are fundamentally changing entrenched notions of authority and curatorship and reshaping traditional notions of who controls the cultural narrative shaped by a museum’s collection. It is this hypothetical “paradigm shift” that this dissertation seeks to interrogate. The claim that digitally-mediated experiences within museums can fundamentally change entrenched hierarchies of access to cultural production and interpretation is a significant one. It is also a potentially problematic one. Many digital exhibition technologies do offer visitors multiple points of access to the artifact – by providing additional educational material, by involving senses other than sight, or even by incorporating game play. However, most of these technologies often do little more than that, and instead continue to facilitate the traditional interpretive hierarchy of an institution educating the lay visitor in proper ways to interact with the work of art or text. The question becomes, then, is there, in fact, a paradigm shift, what Parry (2007) calls “realignment of the axes of curatorship” (p. 102), taking place in the museum world? And if so, what kinds of experiences are driving that shift? The paradigm shift that museum studies scholars laud is ultimately a rhetorical one. Scholars suggest that new media interfaces can be used by museums to invite the visitor to engage in activities, such as curation, instruction, and public response, that were previously reserved for the expert in the institution. In other words, new media interfaces 4 can be used to create experiences that persuade visitors to identification with the institution in ways that were previously not possible. I argue that rhetoric, in particular an approach to digital rhetoric that incorporates a working theory of rhetorical experience, gives us a unique way to understand and analyze the rhetorical work that is happening in visitors’ engagement with new media interfaces in museums. But in order to understand the rhetorical work that is being done in visitors’ interactions with new media technologies in spaces of exhibition and display, we must first take a closer look at those interactions and the experiences visitors participate in through them. Project Description My dissertation investigates the rhetorical experiences composed by and through interaction with new media interfaces in spaces of cultural exhibition and display, examining how and why such interfaces persuade the visitor to take up particular interpretive positions and roles. Inspired by the work of Kenneth Burke, I define rhetoric as the use of language, visuals, texts, and objects to induce actions, attitudes, and belief in others. For Burke, this inducement, this persuasion, is made possible largely through processes of identification, namely by coming to identify with the positions, views, and values of another. By experience I mean any phenomena one personally encounters, undergoes, or lives through as well as the act or process of perceiving those phenomena.2 In this qualitative study, I use the ethnographic methods of observations and interviews to focus on museum visitors’ encounters with ground-breaking touchscreen exhibition technologies. Owing to their recent installation of innovative touchscreen exhibition technologies that invite visitors to participate in previously institutional activities in ways 2 My definition is adapted from the most common of sources, Merriam-Webster's Dictionary. 5 that are unique to these institutions, I conducted this study within the Cleveland Museum of Art, in Cleveland, Ohio, and the National Archives Museum in Washington, D.C. Refining the theory of rhetorical experience as set out by rhetorician Gregory Clark (2010), my study intervenes in contemporary work in digital rhetoric by modeling a workable vocabulary and effective methodology with which to study experience as rhetorical, meaning as forming attitudes and inducing actions (to paraphrase Kenneth Burke's [1969] famous definition of rhetoric [p. 41]). A vocabulary and methodology with which to examine rhetorical experience will allow rhetoricians to analyze the attitudes and social relationships that can be fostered or shaped by a user’s interactions with digital interfaces. My study also contributes to the field of digital rhetoric by providing a critical investigation of the rhetorical implications created by touchscreen interfaces, new media interfaces that continue to evolve and have not yet received the kind of scrutiny that traditional museum media have in rhetorical scholarship. The rhetorical approach of my study contributes to contemporary museum studies by offering increased insight into the rhetorical nature of new exhibition practices, complimenting current museological studies of new media interfaces and participatory experiences that are taking place within museums themselves and which often focus primarily on institutional concerns such as visitor response and retention. Research Questions This study is explicitly concerned with the experiences composed by and made available through touchscreen interfaces in spaces of cultural exhibition and display. As touchscreen interfaces become ubiquitous in modern society, they are increasingly playing a role in new exhibition practices as a key type of interactive interpretive 6 technology. The influential technology housed in both the Cleveland Museum of Art and the National Archives Museum offers an opportunity to understand how this emerging technology can influence visitors’ rhetorical experiences and the future of participatory experiences in museums. The research questions driving this study are as follows: 1) What types of interactions and experiences do institutions hope to foster with touchscreen interfaces? 2) How do visitors in these spaces engage with these particular touchscreen interfaces? 3) What experiences do the affordances of these interfaces make available? 4) Do these interfaces shape a visitor’s interpretive position in relation to the work of art or text, and/or to the museum itself? If so, how? In the chapters that follow, I answer these questions, showing that the rhetorical experiences visitors perceive as being made available by touchscreen technology in both the Cleveland Museum of Art and the National Archives Museum do in fact persuade visitors to take up particular interpretive positions within the museum, and shift visitors’ perception of their relationship to both the object and the institution. Ultimately I show that the rhetorical nature of the experiences that invite visitors to participate in traditionally institutional activities such as research, instruction, and critique can effect a change in attitude and identity on the part of the visitor, causing a shift from visitor-asspectator to visitor-as-co-producer. Museums Studies and Interactive/Participatory Technology Rhetoricians have long found museums to be rich sites of study. Much scholarship on the rhetoric of display and exhibition explores the ways that the spaces 7 and materials of museum exhibition work to preserve and inform public memory (Blair et al., 2010; Haskins, 2007; Prelli, 2006). Museums serve as driving forces of cultural preservation and production, and as such are often sources of hotly contested cultural debates as well (Dubin, 1999; Falk, 2012; Luke, 2002; Pearce, 1994). The cultural production and framing that museums enact is always inherently rhetorical, as museum collections and exhibitions are always, whether overtly or not, constructed for particular audiences and with underlying political agendas or biases (Pearce, 1994; Potter, 1994). Since the release of the groundbreaking report Museums as a Social Instrument by early museum scholar Theodore Low (1942), which galvanized the role of the museum in American society, both museologists and rhetoricians have been concerned with the interchange between the institution of the museum and the public at large. The museum, Low stressed, is a "social instrument" (p. 7) which holds a distinct responsibility to educate the public and drive, "advances in social thought" (p. 21). How museums should and do work to motivate advances in social thought has been debated in museum studies since Low’s formative piece. At the time of his report, museums traditionally operated with the purpose of preserving collections, an institutionalized practice, and one seen as problematically elitist.3 Instead, Low said, museums should work to situate themselves as institutions of education: "The purpose and only purpose of museums is education in all its varied aspects from the most scholarly research, to the simple arousing of curiosity" (p. 21). To this end, Low contrasted "conservative" approaches to education – linear, top-down, scholarly 3 As I will discuss in Chapters 2 and 4, the elitism of mid-twentieth century museums that Low was responding was highly connected to classist views of who should and should not have access, particularly through touch and object handling, to the museum’s collection. 8 endeavors governed by fiscal concerns and a board of trustees – to "progressive" approaches of audience-driven popular education and public work, claiming that the museum must shift towards the progressive in order to survive and justify its existence in a modern world (p. 22). This tension between what Low termed conservative and progressive educational practices has remained as relevant within museum studies today as it was then, and the conversation has grown increasingly dynamic over the last half-century as the role of the museum as a cultural institution has evolved. Museologists have given much attention to museums’ changing modes of communicating with their visitors, (Anderson, 2011; Clark, 2010; Luke, 2002; Parry, 2007; Pearce, 1994; Potter, 1994; Samis, 2012; Simon, 2012). The museum studies subfield of “new exhibition studies” is concerned with the greater reliance now being placed on new media technologies and digitally-mediated experiences within the museum. The chief tenet of new exhibition studies is participation, or the crafting of experiences that engage visitors in cooperative activities within exhibition spaces. As Sharon Shaffer (2015) explains, the focus on participation in museums is at the heart of the “paradigm shift” that is occurring in exhibition practices, as “the original primacy of the object [is giving] way to a shared role, with the visitor as a player in meaning making” (pg. 23). Creating participatory experiences, in Nina Simon's (2012) words, "means trusting visitors' abilities as creators, remixers, and redistributors of content" (p. 331). In other words, as museums invite visitors into participatory experiences within the space of the museum, they also potentially shape for them a different kind of subject position within the museum itself. 9 The manner and extent of a visitor’s participation within an exhibition space and the museum as a whole are driven by the type of technologies and interfaces used to engage and educate the public within these spaces. Several rhetoricians have begun to examine the ways that digital interfaces contribute to such spaces and the rhetorical work that such technology does (Haskins, 2007; Brady, 2011; Parry, 2007; Samis, 2012; Schwartz, 2008; Zagacki, 2009). However, little attention thus far has been paid to the actual experience of participation itself, and how that experience is rhetorical. I argue that in order to understand the rhetorical work done by contemporary exhibition practices and to interrogate the full extent and ramifications of the conceptual shift that many claim is occurring in those spaces, close attention must be paid to the rhetorical experiences afforded by technologies of exhibition and display, specifically to touchscreen interfaces that, through both their affordances as new media interfaces and the content they mediate, persuade the visitor to take up certain interpretive positions. Digital Rhetoric and Touch Technology Digital Rhetoric is a young field, vibrant and as varied as the ever-evolving technology it aims to interrogate. Digital Rhetoric serves to show, as James Zappen (2005) succinctly explains, “how traditional rhetorical strategies function in digital spaces, and suggest[s] how these strategies are being reconceived and reconfigured within these spaces” (p. 319). Instead of seeking to redefine rhetoric, digital rhetoric aims to “rethink (or reinvent),” as Collin Brooke (2009) puts it, the driving tenets of classical rhetoric to understand the practices of design (both textual and visual) and meaning making that occur through communication mediated by, and interaction with, digital texts and technology (p. xiii). Many foundational scholars in digital rhetoric focus on how 10 concepts from classical Greek and Roman rhetoric (Gurak, 1997; Welch, 1999; Miller, 2001) or the classical rhetorical canons of invention, arrangement, style, memory, and delivery (Gurak, 1999; Brook, 2009; Porter, 2009; McCorkle, 2012; Rice, 2012) take on new meaning when applied specifically to digital communication. Some argue for the adoption of interpretive and analytical practices unique to digital texts (Lanham, 1999; Bolter and Grusin, 2000; Hayles, 2004; Roswell, 2013). Still others begin their work at the point of interaction with the interface itself, seeking to understand the rhetorical issues arising from particular pieces of technology (Brooke, 2009; Carnegie, 2009; Farman, 2012; Swarts, 2012). My study is situated in the relatively new tradition of the latter: the practice of interrogating a particular aspect or type of technology as it emerges to better understand the rhetorical implications it holds. Scholars who approach digital rhetoric through an interrogation of technology place special emphasis on the interface itself. By definition (IEEE, 2000), an interface is “a shared electrical boundary between parts of a computer system, through which information is conveyed” (p. 574). Digital rhetoricians, however, have expanded on this technical definition of interface by incorporating the rhetorical and communicative implications of interactions between user and interface into their definitions. Steven Johnson (1997) argues that interfaces are more than just digital objects; rather they serve as a “translator, mediating between the two parties, making one sensible to the other” (p. 14). Synne Skjulstad and Andrew Morrison (2005) stress that “interfaces have come to be understood as more than a static, graphical layer lying between system and user. They exist as devices for shaping and spatializing the organization, selection and articulation of what is to be communicated electronically” (p. 11 413). In other words, digital interfaces both display and frame the content and message mediated by them and are, simultaneously, part of that content and message.4 Because of the integral role interfaces play in any digitally mediated communication, Collin Brooke (2009) emphasizes that interfaces are essential to any workable theory of digital rhetoric. At their core, interfaces are about interaction, sensory perception, and meaning making, which makes them just as rhetorically significant as the textual and visual content they mediate. As digital interfaces have evolved over the last decade, increasing attention is being given both to “pervasive” or “invisible” interfaces, “such as mobile phones, RFID [radio-frequency identification] tags, and other location-based technology” (de Souza e Silva and Firth 2012, p. 3) and haptic, or touch-operated, interfaces (Swarts, 2012; Farman, 2012; de Souza e Silva and Sheller, 2014; Martinussen et. al., 2014). In particular, the field of haptics, generally understood as “the science of applying tactile, kinesthetic, or both sensations to human-computer interactions” (El Saddik 2011, p. 5), has gained increased attention from both new media scholars and rhetoricians within the last decade because of the growing pervasiveness of haptic interfaces and the unique mode of interaction digital haptic interfaces afford users, namely the mode of touch. It is this exciting new turn in digital rhetoric to which this project speaks.5 Historicizing touch within the Western rhetorical canon, Mark Paterson (2007) emphasizes that “touch is crucial to embodied existence” (p. 2). Yet touch, Paterson 4 The idea that the interface is part and parcel with the content it mediates echos Marshall McLuhan’s (1964) claims that “the medium is the message” (p. 7). 5 Haptics is a wide-ranging field of study, and haptic interfaces take many forms, including sensoryaugmenting, wearable technology that allows users to sense objects they are not physically touching. For the purposes of this study, I am focused specifically on digital touchscreen interfaces, similar to those of tablets and mobile smartphones. To avoid conflation of touchscreen interfaces with other types of haptic interfaces, I will refer to the interfaces studied as “touchscreen” interfaces from here on in. 12 argues, has traditionally been under-theorized in rhetorical studies, and has been seen as the “basest sense” in a longstanding culture of “oculocentrism” (p. 6). Challenging rhetoricians to pay closer attention to the sense of touch, Paterson claims that touch, as the “co-implication of body, flesh and world” (p. 32), presents a unique focal point through which to examine the immediacy and physicality of a person’s experience with the world (and with touch technology). Touch also has a rich and complicated history within museum studies, as who can and cannot touch objects in the museum is steeped in institutional hierarchies and class politics (Candlin, 2008). For centuries, access to touch within museums, seen as taboo, has been limited to the elite and the expert. It is precisely because of this complicated history of touch in museums that experiences with touch technology do the kinds of rhetorical work that I will explicate in this dissertation. I will discuss the history and importance of touch in museums and how it informs both visitor experience and this project in more detail in Chapters 2 and 4. Despite the rise of both the predominance of touchscreen interfaces in daily computing and the increased scholarly attention being paid to them, digital rhetoricians do not currently have a vocabulary or methodology unique to these types of interfaces and the interactions they afford; instead rhetoricians who study digital haptic interfaces borrow from the vocabularies of engineering and computer science (when discussing usability), cognitive science, textual analysis and visual rhetoric, often treating the interface as a two-dimensional text without fully addressing the three-dimensional reality of a user experiencing something through interaction with it. I believe it is crucial for digital rhetoricians to have a dynamic vocabulary and methodology with which to interrogate touchscreen technologies, one that seeks to 13 address the specifically rhetorical concerns and rhetorical opportunities these technologies manifest. As technology continues to evolve we will continue to see a shift from touch-operated interfaces to “touchless,” gesture and expression-operated interfaces, a trend that is already progressing steadily (Olsen, 2015). Unless we can fully understand the rhetorical implications of touchscreen interfaces in their own rights, rather than approaching them as two-dimensional texts, we will not be able to effectively interrogate any further shift that occurs in emerging technologies and the rhetorical experiences those new technologies might afford. Through a close examination of the experiences afforded by touchscreen interfaces, and the employment of a vocabulary that seeks to identify how users interact with them, namely my discussion of habits of interaction which I outline in Chapter 3, this project offers the field of digital rhetoric a model through which to better understand the rhetorical implications of touchscreen interfaces and their use. Theoretical Framework Throughout this project, I use the concept of rhetorical experience as set forth by rhetorician Gregory Clark (2010) to explore the experiences made possible by visitors’ interactions with touchscreen interfaces in spaces of exhibition and display. Clark offers a compelling argument for viewing human experience as rhetorical. However, as Clark does not offer a workable vocabulary with which to do so, I expand on Clark’s theory by using James Gibson’s (1986) theory of affordances to model an operational vocabulary with which to speak about rhetorical experience. I will introduce both of these theories briefly here. I then expand upon Gibson’s theory of affordances and Clark’s theory of rhetorical experience further in Chapters 3 and 4 respectively. 14 In his essay “Rhetorical Experience and the National Jazz Museum” in the collection Places of Public Memory: The Rhetoric of Museums and Memorials (2010), Gregory Clark proposes his “outline of a theory of rhetorical experience” (p. 114). Merging both aesthetic and rhetorical theory by bringing into conversation the work of John Dewey (1934) and Kenneth Burke (1969), Clark makes a strong case for the importance of approaching experiences – particularly the aesthetic experiences composed by various spaces and media of exhibition and display – as objects of rhetorical study. Quoting Dewey’s understanding of aesthetic experience, which views “aesthetic” as related to meaning making and human communication broadly construed (p. 113), Clark agrees with Dewey that experience is the “‘interaction of organism and environment which…is a transformation of interaction into participation and communication’” (p. 115). Experience, as interaction between one’s self and one’s environment is, as Clark points out, always situated in “particular places at particular times” (p. 116). Additionally, as “transformation” of interaction into “participation and communication,” experience is neither a passive nor a solitary occurrence; it always produces a result that translates into some kind of action, and it always has social ramifications. Clark posits, thus, that all experience is rhetorical, as experience always enacts some sort of change in attitudes, or deeply held thoughts and convictions, on the part of the individual that then “become civic in their consequences when those attitudes affect [public] identities” (p. 118). Clark notes that rhetorical experiences are not only lived by the interacting audience, but they are also composed, or “carefully designed” (p. 122) by a persuading rhetor to produce particular actions and interactions on the part of an audience; as such, 15 Clark argues, experiences can be approached by rhetoricians as objects of rhetorical analysis. Clark uses a brief sample analysis of potential experiences within the National Jazz Museum in Harlem to show how a theory of rhetorical experience might shed greater light on how audiences move through and engage with spaces of exhibition and display. His conclusion is that rhetorical experience, which involves simultaneously interacting with and navigating multiple works, texts, and identities through a wide range of sensory channels, including sound, touch, and smell, can be seen as embodied in a way that “the rhetorical work of display” cannot (p. 132). Clark argues that seeing aesthetic experience as rhetorical encourages rhetoricians to focus on the particular moment of interaction itself – the locus of activity and the rhetorical effects that activity produces – rather than on a critical, rhetorical analysis of a specific, stationary work or text. In my discussion, I use Clark’s understanding of experience as rhetorical, embodied,6 interactive, and having the power to effect some kind of change on the part of the individual. However, while Clark provides a useful and significant way to analyze and articulate practices of interpretation and meaning making that involve more than just reading or viewing a work, he goes little further than to argue that experience is rhetorical and should be seen as such. Clark’s theory does not offer us a clear vocabulary with which to apply this theory to specific rhetorical experiences. In order to augment Clark’s theory to more effectively be able to analyze particular rhetorical experiences, I turn to psychologist James Gibson’s (1986) notion of affordances. 6 By “embodied,” I mean embodied practices, by which, to borrow from T. Kenny Fountain’s (2014) definition, “I mean types of habitual social action and social knowledge that are constructed and communicated in and through the materiality and physical movements of the body” (p. 13). 16 With his theory of affordances found in The Ecological Approach to Visual Perception (1986), Gibson provides a useful vocabulary with which to describe how environments influence experiences. Gibson defines affordances as what an environment “offers the animal, what it provides or furnishes” (p. 127). John Sanders (1999) clarifies Gibson’s term, defining affordances as “opportunities for action in the environment of an organism” (p. 129). For Gibson, much like Dewey, an environment is made up of both animate and inanimate objects. The animate objects, or animals (including people), perceive the available affordances offered by the materiality of the environment – objects, surfaces, and other animals. Affordances, the opportunities for action that one perceives in the objects within one’s environment, ultimately dictate one’s behavior within that environment. Affordances, according to Gibson, directly influence behavior by determining the available means of action (or limitations to action) in any given space and time. Gibson goes so far as to say "[w]e were created by the world we live in" (p. 130). It is the materiality of the environment, then, that makes any kind of experience possible. Gibson also stresses that the affordances of an object, surface, or person are not self-contained, universal properties possessed de facto by that object, surface, or person. Rather affordances are perceived by the animal and are relative to that animal (p. 135); they are contingent upon that particular actor in that particular space at that particular time. Sanders (1999) explains the connection between the interface and users’ perceptions of affordances in Gibson’s theory, saying that “things in our experience are not just neutral lumps to which we cognitively attach meaning. The things we experience ‘tell us what to do with them’” (p. 129); there is an active exchange between user and 17 interface. The affordances of a particular object, Sanders says, offer an interaction with the world that goes beyond “an embodiment that is merely physical” (p. 135). Affordances, by dictating what a user “can do” (p. 135) in the world around them, are responsible for the experiences one has in that world, and thus, if we return to Clark’s understanding of rhetorical experience, the kind of transformation of attitudes and identity that can occur in those experiences. Gibson’s term affordances has been appropriated by many digital rhetoricians seeking a way to discuss user interactions with various media and interfaces; however, much of the work that has incorporated a notion of affordances has veered, some further than others, from Gibson’s original understanding of the term. Gunther Kress and Theo van Leeuwen (2001), often touted as first to use the term in visual and digital rhetoric, and many scholars following their example (Bogost, 2007; Gurak, 2009; Jones & Hafner, 2012; Zappen, 2005), reduce the term to mean simply the options for action that technology offers its users that control what a user can do (usually paired with the corollary of “constraint” that determines what a user cannot do). Similarly, in his article “Technologies, Texts and Affordances,” Ian Hutchby (2001) discusses affordances as qualities that artifacts – in this case technological artifacts – possess on their own, which “constrain the ways [the artifacts] can be ‘written’ or ‘read’” (p. 447). Hutchby’s, like Kress’ and others’, use of affordances thus downplays the role of a user’s perception, holding an affordance to be something that is inherently in the artifact itself rather than contextual and perceived by a particular animal in a particular environment. For the purposes of this study, I return to Gibson’s original understanding of the term affordances, viewing affordances as opportunities for action as perceived by 18 particular actors in a particular space and time in relation to the material objects in their environment. As I will show in Chapter 3, this aspect of Gibson’s theory is crucial to an understanding of the affordances of digital technologies. In previous reductive and inconsistent appropriations of Gibson’s term, much of the importance that the term can hold for digital rhetoricians is lost, particularly the strong relationship that Gibson sets up between affordances and the interface. Applying Gibson’s original understanding of affordances to an analysis of digital interfaces, we can see that the affordances a particular interface offers a user depends entirely on that user’s perception of those affordances, which in turn relies on that user’s previously existing digital literacies. Because Gibson’s notion of affordances is expressly concerned with the relationship between an actor and their environment that results in an embodied, interactive experience that can prompt shifts in attitudes and identification, I use the term affordances as the foundation for my discussion of both the habits of interaction visitors perceive as being made available to them by the touchscreen interfaces studied (Chapter 3) and the roles that visitors take up through those habits of interaction (Chapters 4 and 5). Research Sites and Methods Research Sites This study was conducted in two sites, the Cleveland Museum of Art in Cleveland, Ohio and the National Archives in Washington, D.C. Both the Cleveland Museum of Art and the National Archives have implemented groundbreaking interactive exhibition technology into their permanent collections that invite the visitor to participate 19 in previously institutional roles such as creating tours for other visitors to follow and tagging archival documents with keywords. Designed to “seamlessly integrate” (CMA website) technology with the museum’s permanent collection, Gallery One, a multi-room exhibition space at the Cleveland Museum of Art (CMA) features cutting-edge exhibition media not found in other peer institutions. This hybrid exhibition space includes, alongside its interactive technology, select pieces from the museum’s permanent collection. For the purposes of this study, I am concerned with the seven touchscreen interfaces contained within and connected to this hybrid space: the Collection Wall and six interactive kiosks called Lenses.7 The centerpiece of Gallery One is the Collection Wall, a 40-foot multi-touch MicroTile screen. The Collection Wall’s digital display, which is the largest in the United States, refreshes regularly to display either a mosaic of small images or curator-composed categories of larger images. Some of these categories are germane to the discourses of art history, such as “Funerary Equipment” and “Still Life.” Others organize artworks under more “vernacular” (Samis 2012, p. 307) designations such as “Hats,” “Patterns,” and “Top 10 Faves.” Visitors can use the touch-screen Collection Wall to access digital 7 The CMA also offers an app for both iPhone and Android users. The ArtLens app complements both Gallery One and CMA’s larger collection. ArtLens operates both as a haptic, mobile device (users carry iPads with them throughout the museum) and as locative media (necessarily location-based, it uses geolocation to give users access to additional information about artworks that are physically near them). ArtLens allows visitors to “scan” a work of art, accessing multimedia educational material that is superimposed and/or played alongside their view of the physical artifact. ArtLens allows users to save and share “favorites” at the Collection Wall docks, elsewhere in the museum or when at home. Users can create and title their own tours through the museum proper, as well as access and follow other visitor-created tours. While I will reference ArtLens several times in the course of this project, it is primarily in situations where visitors reference the app use in relation to their use of the touchscreen interfaces. A whole other study could be conducted simply on visitors’ use of their own mobile devices within museums, and indeed this is a ripe field of study currently. However, for the purposes of this study, and answering my research questions, I am focusing on the touchscreen interfaces installed by the museums, not the mobile devices that visitors bring into these spaces with them. 20 images of every object on display in the museum, flip through “related” artworks, browse visitor-created tours, and save “favorites” to their ArtLens account. While the Collection Wall connects Gallery One with the museum proper, the six Lenses, large touch-screen monitors that stand at approximately 5 feet high, offer significant interaction with artworks displayed near them in the Gallery One space. These re-imagined kiosks invite visitors to virtually interact with art they can not otherwise touch, by “sculpting” clay, learning to draw with perspective, experimenting with abstract painting techniques, searching CMA’s collection using their own facial expressions, and more. Similar to the ways in which Gallery One offers CMA visitors unique interactive engagement with the artworks in the museum’s collection, the National Archives Museum in Washington D.C. uses touchscreen technology to foster unique engagement with the archive itself. A 17-foot touch-screen table, which National Archives staff calls “A Place at the Table,” is housed in the David M. Rubenstein Gallery on the first floor of the National Archives Museum. The touchscreen table allows visitors to browse “more than 300 National Archives documents on subjects such as workplace rights, First Amendment rights, equal rights, and Native American rights” (National Archives website), to tag documents with appropriate themes and with their responses as readers and share them with the rest of the visitors in the gallery space. The touchscreen interfaces at both institutions invite visitors to participate in the work of these institutions in distinctive ways. The CMA uses interactive exhibition media not only to give visitors a variety of educational experiences, but also to allow them to participate in traditionally institutional activities, such as designing tours of the 21 permanent collection. Similarly, the National Archives uses touchscreen technology to give visitors the experience of browsing, tagging and analyzing archival texts. In chapter 2, I will describe and analyze these sites further, as well as discuss each institution’s goals for both their unique touchscreen installations and the hybrid spaces of virtual and physical activity in which they are housed. Data Collection I obtained IRB approval for this qualitative, ethnographic project on April 3, 2015.8 Following IRB approval, I collected data over the course of 2015, spending three weeks in residence in Washington D.C. to complete on-site data collection at the National Archives Museum in June of 2015,9 and 15 weeks of study at the Cleveland Museum of Art between May and December of 2015. The bulk of the data collected for this study is in the form of observations and contemporaneous field notes. Observation and contemporaneous field notes, according to Emerson, Fretz and Shaw (2011) are crucial to successful ethnographic research, as they serve to “inscribe” social processes (p. 13) and are the primary source of data in any ethnographic study. Over the course of data collection, I observed close to 500 (499) museum visitors, while recording field notes about my observations. My field notes contain information about visitors’ approximate age and gender, size of the party, how long they spent interacting with a particular interface, how they approached the interface and what they did after they left that interface, transcriptions of conversations or portions of conversations they had with those around them and/or museum employees, notes on the actions they engaged in in interacting with the screen, and my interpretation of their 8 9 CWRU IRB Protocol Number: IRB-2015-1124 Made possible with support from the Dean’s Fellowship. 22 interactions with and reactions to other visitors also engaging with the interfaces or occupying a nearby space. The observations and field notes I completed allowed me to record, and later analyze, how, in real time, visitors perceive the affordances made available by these new media interfaces and exhibition spaces and how they respond to their perceptions of those affordances. Most of my observations were done focusing on one interface at a time. On a typical data collection day, I would spend 2-4 hours in front of one particular touchscreen, for example, the Collection Wall, recording all the activity that happened there during that time. However, in addition to these typical observations, in the Cleveland Museum of Art I also completed eleven (11) full tracking observations, in which I followed a particular group of visitors around the entire Gallery One space, notating where they stopped, how long they stayed, and what activities they did there.10 For these trackings, I used a gallery map provided by the CMA, which they use for internal studies. These trackings are similar to the primary core of observations and field notes, but differ in that I spent a longer time observing one particular party of visitors rather that focusing on the activity surrounding one interface. These trackings are similar to data that is collected by the CMA in its research, but as they are intended to, and result in, primary information about visitors’ preferred pathways through the space, they were less useful for my purposes, and thus I did not continue with them after the first 11. To enhance the data collected in field notes, I also conducted interviews with both museum employees and visitors. Interviews with museum visitors allowed me to compare researcher observations in field notes with first-person accounts from those 10 Visitors I tracked generally stayed for about an hour. 23 observed. In choosing participants to interview, I approached adults over the age of 18, as I had IRB clearance to speak only with adults or children accompanied by their guardian. Interviews with museum staff, along with official press documents and documents involved in the development of the interfaces and spaces, provided background information on the rhetorical and institutional goals of those responsible for the design and function of the exhibition spaces and technology observed. Overall, I conducted and recorded interviews with 43 visitors and with gallery directors at both sites. These interviews amounted to over four (4) hours of audio files, many of which were compromised in quality due to the architectural idiosyncrasies of the museum spaces they were recorded in and the background noise of often large crowds of museum visitors. To aid in ease of coding, and to ensure the greatest accuracy in interview transcription, I had my interview data professionally transcribed by an online transcription company Rev.com.11 I had initially anticipated transcribing the interviews on my own, but as I do not have sophisticated audio equipment, it became clear that having them professionally transcribed would be a better alternative. I listened to each interview multiple times again during coding to verify their transcriptions and fix any misunderstandings or mistakes. In addition to observations, field notes, and interviews, I also collected photographs and video, known as researcher generated visual data (Spencer 2011, p. 42), which served as ways to record both the spaces and interfaces themselves, as well as visitors’ experiences with those spaces and interfaces. I collected 137 photographs and four (4) video files. A complete table outlining the data collected for this study (Appendix A), the interview questions asked at CMA (Appendix B) and the National 11 Transcription costs were covered by a Baker Nord Center for the Humanities Graduate Research Grant. 24 Archives Museum (Appendix C), and the gallery map used for tracking (Appendix D) can be found in the appendices.12 Data Analysis I conducted qualitative and interpretive analysis of all data collected, grounded in rhetorical analysis, visual ethnography, and qualitative coding. I primarily used NVivo, OneNote, and Microsoft Excel to organize my data. I used open-to-focused coding methods recommended by Emerson, Fretz and Shaw (2011) and John Saldana (2012). Making multiple passes through my data, I used open coding to identify categories and themes that arose in the data. Some of these categories and themes include words or phrases used by visitors, such as “interactive” and “fun,” and others describe actions or responses that I observed such as “Swiped” or “Watched other Visitors.” As I continued making passes through my data, I focused my coding to identify patterns and create theory. These more focused categories, for example “Visitor-to-Visitor Instruction,” direct the discussion of my findings in this dissertation. As a portion of my researcher-generated data is photographs and video, I also incorporated principles of visual ethnography into my overall analysis. Visual approaches to ethnographic research have received a good deal of attention over the past decade, as researcher-generated or found visual data (such as artwork, images, or video) and respondent-generated visual data has become an important part of ethnography and other social science research methods (Spencer, 2011, p. 42). A longstanding approach to synthesizing images with textual data assumes the research will transform these visuals representations of experience into textual data by transferring them into written 12 Any published articles, white papers, institutional studies by museum employees, and press documents are not included in Appendix A, but rather cited in the works cited. 25 descriptions (Ball and Smith, 1992, p. 6). Visual ethnography, in contrast, challenges the researcher to pay close attention to the role of the image in their research as a piece of data in its own right. For the purposes of this study, I treated researcher-generated and respondent-generated images as pieces of visual data, not merely as visual representations of descriptions written in my field notes. Employing visual ethnographic approaches theorized by Stephen Spencer (2011) and Sarah Pink (2012), I coded visual data alongside textual data, in a similar process of open-to-focused coding, taking all emerging categories and patterns into account in final analyses. Summary of Findings In this study, I identify and analyze what I term the “habits of interaction” made available by the touchscreen interfaces in these hybrid spaces of physical and digital activity. Interrogating the integral relationship between one’s ability to take up new interpretive positions through participation in digitally mediated experiences and one’s previously existing digital literacies, I examine the rhetorical experiences visitors engage in through interaction with the interfaces studied. I show that through a combination of the immediacy of touch and a visitor’s existing digital literacies, the interfaces, for many visitors, “disappear.” What I mean by this is that as a visitor physically interacts with the touchscreens studied through the habits of interaction that I identify, the interfaces fall way and the content displayed “takes over.” That visitor then sees herself in direct relationship, not with the artifact that the digital content displayed represents, but with the original, physical artifact itself. In other words, museum visitors interacting with these touchscreen interfaces see themselves as actually “able to touch the art” and thus as active participants in the work of the museum. 26 The experiences visitors engage in through the habits of interaction I identify ultimately shift visitors’ interpretive positions by persuading them to take up the traditionally institutional roles of instructor, researcher, and critic. Participation in these roles, in turn, persuades visitors to see themselves as active participants in the work of the museum. At the same time, visitors do not see all experiences afforded by the touchscreens as equally important. In addition to their previously existing digital literacies, museum visitors bring a number of biases, or previously existing attitudes, to their engagement with the touchscreen interfaces. These biases, particularly the beliefs that digital experiences are intended more for children than adults, and that play and work are diametrically opposed activities, directly influence how visitors respond to the experiences they participate in. It is only in the more “serious” experiences of research, creation, and critical response that the erasure of the interface and the physicalization of the digital image occur in visitor accounts, and in which visitors see themselves as contributing to the cultural work of the museum. Visitors’ ability to identify, or as Kenneth Burke (1969) says, to see themselves as “belonging,” as an active participant in the work of the museum is dependent, not just on their previously existing ideas about what the work of the museum is, but on their previously existing ideas of what the work of the museum is not and who does and does not have a role in it. Ultimately, the findings of this study demonstrate that powerful rhetorical experiences are indeed being enacted through museum visitors’ interactions with new media interfaces. In other words, when we examine the “paradigm shift” that museum studies scholars claim is occurring through new exhibition practices, we can see that there is indeed a rhetorical shift in attitude and identification taking place in certain digitally- 27 mediated experiences. At the same time, not all digitally-mediated experiences within museums do the same kind of rhetorical work. When we examine the habits of interaction visitors perceive as afforded by the touchscreen interfaces studied, the role that visitors’ previously existing digital literacies play in shaping their experiences with those interfaces, and the existing biases that influence visitors’ ability to be persuaded, we realize that there are particular users and bodies that perceive access to certain experiences and others who may be precluded from interaction with the interfaces altogether. Dissertation Outline Chapter 2: Touchscreen Interfaces in the Cleveland Museum of Art and the National Archives Museum In this chapter I describe and situate the interfaces at the center of this study: 1) The Collection Wall and six touchscreen kiosks called Lenses at the Cleveland Museum of Art, and 2) the touch table installation titled “A Place at the Table” in the Record of Rights exhibit at the National Archives Museum. Using data collected from museum employees, I discuss how the institutions that house them intended these interfaces to be used. I then introduce the complicated history of touch in museums, highlighting the significance of visitors being able to interact with objects through touch in the museum spaces studied. I also introduce the tension that underlies this study, which is that while visitors are “touching” objects, they are not, in fact, touching objects in the museums’ collections directly, but rather a mediating screen. Chapter 3: Yes, You May Touch the Art: Habits of Interaction and Participatory Experience 28 In this, the first of three data-driven chapters, using Gibson’s theory of affordances as a foundation, I show that visitors perceive various actions as afforded by the touchscreen interfaces in both field sites. I term these actions, which are borrowed from visitors’ previous experiences with mobile and touch technology, “habits of interaction.” Using visitor accounts, I demonstrate how six key habits of interaction – touching, swiping, zooming, hyperlink browsing, favoriting and sharing, and creating with touch and motion – formed by the immediacy of touch and visitors’ existing digital literacies, can enact an erasure of the interface. Specifically, visitors interacting with these interfaces see themselves in direct relationship, not with the touchscreens or the digital content displayed, but with the physical artworks and artifacts themselves. Chapter 4: This is How You Touch the Art: Rhetorical Experience and the Visitor as Expert Museum visitors contrast these touchscreen interfaces with traditional interpretive technologies, such as wall placards, audio tours, and brochures, which many see as barriers to access that narrow their range of possible engagement. While many visitors initially decry museums as “antiquated,” “tedious,” “boring,” and “elitist,” they view their interactions with these interfaces as a “completely different kind of experience.” By and large, visitors see these interfaces as creating an accessible space where the museum’s collection is no longer “for a select few.” In this chapter, I employ Clark’s theory of rhetorical experience to explore the change in visitors’ attitudes and identities from lay viewers of a private collection to participants in the work of the museum. I show that the rhetorical experiences afforded by these interfaces persuade visitors to take up “situational expertise” that is manifested in the enacting of institutional roles, particularly 29 the role of instructor, researcher, and critic. I then show that in taking up these roles, visitors recognize shifts in subject positions within and attitudes toward the museum. Chapter 5: I’ll do Research, but Play is for Kids: Visitor Participation in the Work of the Museum Visitors in both museums initially equate participatory interfaces with children’s play, viewing the activities often afforded by new media interfaces as being “for kids.” For many, ludic, or playful, experiences stand in contrast to the more “serious” tasks of the museum, such as research, education, and conservation. After interacting with these interfaces, many visitors were surprised to “find such adult technology” that allowed them to “pursue their own interests” and “have a role” in the more serious work of the museum. While visitors of all ages interact with the touchscreen interfaces with the same habits of interaction, visitors equate ludic experiences as entertainment for children, and the more “adult” experiences of research, creation, and critical response as contributing to the cultural work of the museum. In this chapter, I show that rhetorical experiences are shaped not just by participation in a particular experience or role, but by pre-existing biases one holds prior to that experience. I show that it is primarily in the more “serious” experiences of research and creation that the erasure of the interface and the physicalization of the digital image occur in visitor accounts, in which a change in attitude and identity occurs in which visitors see themselves as contributing to the cultural work of the museum. This chapter raises salient questions about visitors’ understanding of the work of the museum and who has access to participation in it. Chapter 6: Conclusion 30 The findings of this study demonstrate that museum visitors are indeed engaging in powerful rhetorical experiences through their interactions with new media interfaces. When we examine the habits of interaction those technologies afford, we realize that there are particular users and bodies who perceive access to these experiences and others who may be precluded from interaction altogether. This exclusion of certain persons and particular bodies from participatory experiences in the museum sits in sharp contrast to the lauded potential for the “democratization”13 of cultural experience that museologists see resulting from these technologies. In this conclusion, I summarize the findings of this study, using the results presented to refine the theoretical notion of rhetorical experience. I then challenge the uncritical adoption of new media interfaces within museums by arguing that the rhetorical experiences that make this shift possible can result in new disparities in access, interaction, and participation. 13 The word “democratic” came up several times in conversation with museum officials. Former Director of the CMA also used it when speaking about Gallery One (Bernstein, 2013). 31 Chapter 2 Touchscreen Interfaces in the Cleveland Museum of Art and the National Archives Museum In this chapter I describe and situate the interfaces at the center of this study: 1) The Collection Wall and six interactive kiosks called Lenses at the Cleveland Museum of Art, and 2) the Touch Table installation titled “A Place at the Table” in the Record of Rights exhibit at the National Archives Museum. I introduce the complicated history of touch in museums, highlighting the significance of visitors being able to interact with objects through touch in the museum spaces studied. I also introduce the tension that underlies this study, which is that while visitors are “touching” objects, they are not, in fact, touching objects in the museums’ collections directly, but rather a mediating screen. Cleveland Museum of Art: Gallery One The Cleveland Museum of Art (CMA) is located in the University Circle neighborhood of Cleveland, Ohio, a 1-square mile area in which several of the city’s major cultural institutions and three major institutions of higher education are housed. Founded in 1913 (Clevelandart.org) and named the second-best museum in the country by Business Insider in 2016 (Grebey), the CMA is a public institution, offering free admission (except to special exhibits) and a variety of family-friendly events that are open to the public. CMA recently underwent a massive renovation and building project, with the opening of their expansive atrium entry area and the Gallery One exhibit in early 2013. Gallery One was the result of a sizable donation from the Maltz family and several years of deliberations about a hybrid exhibition space that would merge digitally 32 mediated experience with select artworks from the museum’s collection. Designed to “seamlessly integrate” technology with the museum’s permanent collection, Gallery One features cutting-edge and one-of-a-kind exhibition media. Six touch-screen “lenses” invite visitors to virtually interact with art they could not otherwise touch, “sculpt” clay, experiment with abstract painting techniques, search CMA’s collection using their own facial expressions, remix famous artworks into their own creations, and more. The ArtLens app allows users to save and share “favorites,” compose tours and follow other visitor-created tours. ArtLens operates locatively inside the museum, showing visitors what is “near [them] now,” and allows visitors to “scan” a work of art, accessing multimedia educational material that is superimposed and/or played alongside their view of the physical artifact. Visitors can use the Collection Wall to access digital images of the museum’s permanent collection, flip through “related” artworks, browse visitorcreated tours, and save “favorites” to their ArtLens account. Adjacent to Gallery One is another separate exhibition space called Studio Play. Studio Play, once a space designed for young children, underwent a complete renovation in the spring of 2016, and now features kinetic technology which offers visitors additional participatory experiences. The Collection Wall The Collection Wall is an imposing 5 foot by 40 foot multi-touch MicroTile screen. Accessible directly off of the CMA’s main atrium, the Collection Wall is mounted alone on the far wall of a large, open room that allows for a sizable group of visitors to interact with the wall while other visitors pass behind them into the other rooms of the Gallery One space. A small desk at which visitors can ask questions, rent 33 iPads (for five dollars a day) or set up their mobile devices for use14 sits to the right of the wall. The space is dimly lit with recessed and track lighting, and the ceiling is lower than in any of the museum’s other galleries, drawing the viewer’s attention directly to the wall itself. Several low, wide, modern plastic chairs sit far back at the edge of the wood floor that reflects the Wall’s light. The open space, the black frame in which the Collection Wall is mounted and the viewing chairs all echo the way large paintings or installation pieces might be displayed elsewhere in the museum. At the same time, the floor behind the row of viewing chairs is carpet rather than wood, and there are tables with chairs along with several bookshelves offering a preview of the CMA’s public Ingalls Library. By thus conflating stark display and warm research space the surroundings of the Collection Wall create a foundation for how the visitor should use the wall – as both art object and interpretation tool. The Collection Wall is currently the largest multi-touch display wall in the United States. According to the CMA’s website: The wall is composed of 150 Christie MicroTiles and displays more than 23 million pixels, which is the equivalent of more than twenty-three 720p HDTVs. The Christie iKit multi-touch system allows multiple users to interact with the wall, simultaneously opening as many as twenty separate interfaces across the Collection Wall to explore the collection. 14 Visitors use iPads to access the ArtLens app, which syncs to the wall via RFID tag. Visitors who have their own mobile devices, Apple or Android, may download the app and request RFID stickers to adhere to their device for that visit and future use. If a visitor wishes to use the ArtLens app in Gallery One and/or throughout the museum but does not have and iPad with them, they may rent one for the day for five dollars. 34 At the base of the wall there are eight docks (See Figure 1) that sync visitors’ own or rental iPads to the wall’s database via RFID tags, allowing users to sync their favorite images and tours from the wall to their ArtLens app account. Figure 1: The Collection Wall The Collection Wall’s digital display is divided into two hemispheres, separated by the connecting frame, but visually it acts as one display despite the screen division. The display refreshes every 30 or 60 seconds, alternating between a slowly scrolling mosaic of small images (see Figure 1) that represents the CMA’s permanent collection (which is displayed for 60 seconds), and selected displays of larger images (which are displayed for 30 seconds each). The groupings of larger images take shape as one of 34 35 different “curated views of the collection” (clevelandart.org) 15, or as categories named thematically (such as by time period) or by media type.16 Some of these categories are constructed on a timeline, offering a historical overview of a particular theme for the viewer. Each historical overview encompasses a different, inconclusive timeline with unclear starting and ending dates. The category “Fashion,” for example, is set out from pre-1500 through post-1910, while “Mother” spans from pre-600 through post-1950. Categories displayed with a timeline present a wide scope of works in different media and create a particular heuristic through which to interpret the category. For example, the category “Mother” includes medieval paintings of the Madonna and Child as well as more contemporary portrayals of modern motherhood in works from the early 1950’s; this conflation of works within the space of the wall’s frame suggests a link between not only “Mary” and “Mom,” but between religious and secular, and ancient and modern art. In addition to such historical overviews, the display rotates through groupings based on a variety of continuums. “Color,” for instance, includes mid-sized images of various works of all media, from a wide range of time periods, in a spectrum that flows (left to right) from blue, to yellow to taupe to red (Figure 2). Yet another display reads “Birth” in the upper left corner of the wall and “Death” in the upper right, a continuum of images constructing a narrative from the beginning to end of life, much like “Day” and “Night” which follows the same pattern. The last type of category displayed is a grouping by object, media or theme description, such as “Water” (Figure 3), “Vessels” (Figure 4) and “Hats.” The content 15 See Appendix E for list of curated categories at time of writing There is no designation on the wall or elsewhere which of these categories are considered the “curated views” and which aren’t, one exception being the category “Director’s Favorites.” 16 36 management system that runs the wall’s display display updates every ten minutes, “[updating] the wall with high-resolution artwork images, metadata, and the frequency with each artwork has been “favorited” on the wall and from within the ArtLens iPad/iPhone app” (clevelandart.org). All of these curated themes and categories “can be changed dynamically [by CMA curators] creating another mode of expression for staff, and connecting with temporary exhibitions or creating new ideas for the permanent collection” (clevelandart.org). Figure 2: “Color” 37 Figure 3: “Water” Figure 4: “Vessels” 38 The Lenses In a large room connected to but separate from the space housing the Collection Wall sits the main collection of Gallery One. It is in this space, which I refer to as Gallery One Proper, that technology and art come together. The walls of Gallery One Proper display paintings, prints, artifacts and sculpture much like the other galleries at CMA. However, unlike the other galleries in the museum, the artwork in Gallery One does not fall under one obvious category. Instead, sections of the gallery’s collection are intended to coincide with the theme of one of the six “lenses” that are installed around the room (see Figure 5). Figure 5: “Gallery One Proper” 39 The Lenses are reminiscent of interactive, digital technologies, often called kiosks,17 used at other museums. Each Lens stands at 4.5 feet tall, and includes a 3ft touchscreen interfaces framed by a silver metal frame and stand (see Figure 6). Each of the six Lenses is titled with a question (which, for the sake of convenience, I assign a short name). The Lenses are titled as follows: • • • • • • Why Do We Paint? (Painting Lens) What Does a Lion Look Like? (Lion Lens) Where Do Stories Come From? (Stories Lens) How Do Our Bodies Inspire Art? (Bodies Lens) What Was the World Like? (World Lens) How are Art and Trade Connected? (Vase Lens) Each Lens has a home screen that displays a photograph of the section of Gallery One located immediately in front of it. This photograph shows the artworks one sees if they look beyond the Lens, but with a small icon of a magnifying glass underneath each one (see Figure 7). When a visitor touches one of the magnifying glasses, they access what Jane Alexander (2014), Chief Information Officer for the CMA, calls the “Look Closer” feature: which shows high-resolution images of the artwork, which may be rotated 360 degrees and zoomed by touch. The artworks reveal assorted informational hotspots relating to specific details of the work, the artist, era, etc. through slideshows, text, and video (p. 348). The Lenses were called as such because the CMA wanted visitors to look through them, as one does a lens, and “get closer to the art” (Alexander, Interview). According to Jane 17 A few visitors, familiar with digital technology often found in museums, referred to the Lenses as kiosks. Most, however, just referred to them as “touchscreens” or “screens.” In her 2014 article, “Gallery One at the Cleveland Museum of Art,” CMA Chief Information Officer Jane Alexander calls the Lenses “kiosks.” For the purposes of this project I refer to them as Lenses. 40 Figure 6: “Why Do We Paint Lens” 41 Figure 7: “Lens Home Page – Look Closer” Alexander, the Lenses were intended to resemble easels, reminiscent of the kind of workspace that visitors often associate with painters or other artists. The Gallery One team wanted to craft a space that combined a birds-eye view of the museum’s collection (from the Collection Wall) with participatory experiences that merge education with visitor input (Alexander, Interview). The artworks chosen for display in Gallery One represent a broad sampling of the museum’s collection, spanning eras, styles, and media. 42 According to Jane Alexander (2014), the CMA and their collaborators18 sought to offer experiences that allowed visitors to feel more “involved” in the collection, and connected to the museum (Interview). She said: Team members wanted to convey information in ways that felt like experiences rather than didactic lessons, allowing visitors to drive their own encounters with works of art and share their results with each other. (p. 305). It is exactly this distinction between experiences and didactic, top-down lessons that I will discuss in this dissertation. Former Director David Franklin wanted technologically mediated experiences to augment visitor’s experience within the space of the museum, rather than extend their experience beyond the museum walls.19 In addition to offering new experiences and “bringing visitors closer to the art” (Alexander, Interview), the installation of Gallery One was, of course, a marketing decision. Museums are turning to emerging technology and social media in order to stay culturally relevant in today’s highlydigitized world (Titlow, 2016). As journalist Fred Bernstein (2013) said shortly after the opening of Gallery One: The new director hoped to enlarge the museum’s audience while he was enlarging its building. Technology, he believed, would lure new visitors, especially ones experienced with digital devices. At the same time, he said 18 Gallagher and Associates (exhibit design), Zenith Systems (AV Integration), Piction (CMS/DAM development), Earprint Productions (app content development), and Navizon (way-finding) (Clevelandart.org). 19 Franklin adamantly refused to make the CMA’s collection available on Google Art, stressing the importance of connecting the museum’s collection with the space of the museum. 43 he believed he could make seasoned museumgoers want to come more often, by deepening their understanding of the artworks. At the time of this writing, I was not given access to internal analytics that the CMA is compiling, but the message the CMA informally presents is that the overall effect of Gallery One has been positive, both in terms of visitor response and in terms of visit rate and retention. National Archives Museum: A Place at the Table The National Archives Museum (NAM), in Washington D.C., is an imposing building located several blocks away from the United States Capitol and directly across the street from the Smithsonian Institute’s sculpture garden. As a federal organization and a public institution, the NAM offers free admission; however, the museum can only accommodate a certain number of visitors at a time and there is usually a long line for entry. In addition to a gallery that houses a rotating collection, the NAM has several permanent gallery spaces and a rotunda in which the Declaration of Independence, Constitution of the United States, and other governing documents can be viewed. The first gallery visitors see as they pass through security is the David M. Rubenstein Gallery, which houses the Records of Rights exhibit. The permanent20 Records of Right exhibit, with the Touch Table as its centerpiece, opened in 2014. The Touch Table sits at the center of the Records of Rights exhibition space. The Table sits between two walls on which are mounted video screens that display a softly rolling series of images and quotes from the gallery’s collection; the other two sides of the table are open to the rest of the gallery space (see Figure 8). The Touch Table is 17ft 20 Curator Alice Kamps said that “permanent” exhibits stay up about 10-15 years (Kamps, Interview) 44 long and features 12 “stations,” 6 on each side, from which visitors can access the records displayed there. The “stations” are not physically framed (there is a frame that cuts through the middle of the table but it serves a structural purpose and does not seem to prevent visitors from looking over it from one station to the other); each station operates as its own display. Down the center of the table is a river-esque graphic that undulates with greater speed as more visitors interact with the Table. There are six categories of records in the form of digitized documents, images, and video, each which has a corresponding color that frames and fills boxes of text and navigational symbols (see Figure 9). The six categories of records accessible from the Table are: Equal Rights (green), Rights to Freedom and Justice (pink), Rights to Privacy and Sexuality (blue), Workplace Rights (red), First Amendment Rights (yellow), and Rights of Native Americans (purple). Each of these categories is divided into “chapters,” each category has a varying number of chapters, and each chapter is labeled and includes a box of introductory text. When visitors click one of the categories from the menu (see Figure 9, bottom) they open a new page which shows that category’s chapters on a timeline, in chronological order from left to right. When clicked, each chapter, in turn, opens to reveal a number of different “events.” Users can navigate through chapters either by quickly selecting a new chapter from a short line of chapter numbers in the lower left of the screen, or by swiping left to right through the chapters. If a visitor navigates from a chapter to an event, they then bring up a new page that shows, on the left, the text detailing that event and, on the right, a number of different records related to that event (see Figure 10). Selecting one of these documents brings up yet a new display showing an image of the document on the right (with a brief overlay of text that says 45 Figure 8: “Records of Rights and the Touch Table” Figure 9: “Color-coded Categories” 46 Figure 10: “Event w/ 5 Documents” Figure 11: “Keyword Tree” 47 “pinch to zoom,” which I discuss in Chapter 4) and informational text specific to that document on the left. Along with the informational text, each event includes a number of archival tags (“keywords” according to Kamps, see Figure 10) that when selected bring up a site map - like page that shows that particular tag across all 6 overarching categories (for instance, one can touch to see where "women" come up in all 6 categories and then select related documents from other categories) (see Figure 11). In house, the Touch Table is officially titled “A Place at the Table.” Curator Alice Kamps, in charge of the Table’s creation and installation, said that the design team wanted to make an “interactive,” the museum’s term for digital interfaces that visitors can engage with, that many people could use simultaneously, but that would also allow visitors to speak with each other as they would across a dinner table (Kamps, Interview). The name, “A Place at the Table” however is not displayed anywhere on the touchscreen itself or in the Record of Rights gallery; it has been kept largely internal. The Table is most often referred to as the Table or the Touch Table, which is what I call it in this study. The Touch Table was the result of an 18-month collaboration between a team at the National Archives Museum and Second Story, a New York City based company that designs digitally mediated experiences (Kamps, Interview). It was initially envisioned after work on the Records of Rights exhibit had begun, in part as a way to give visitors access to a much larger portion of the archive than the gallery space allowed for display on the wall or floor-mounted cases. Unlike the CMA’s extensive press surrounding Gallery One, the NAM says very little about the Touch Table on the website. I would not 48 have known what it was had I not visited in person and stumbled upon it almost accidentally. Alice Kamps was very clear about her motivation behind the installation of the Touch Table. She said: The goal that I had was that people have a way to pursue their own line of inquiry that we wouldn't dictate the information that was presented to them. They could search or explore based on what interested them. We tried to design it with multiple entry points. That's why it has different ways of navigating through the record. As I will show in the following chapters, visitors echoed Kamps language; she applauded visitors being able to “pursue their own line of interest,” and visitors used this language to describe their own experiences. The NAM has not conducted their own analytical research about the Touch Table or Record of Rights exhibit, but from my findings from visitor responses, Kamps and her team achieved her goal as many visitors expressed excitement that they were able to “follow their own interests.” While both Kamps and NAM visitors see the Touch Table as offering an experience of following one’s own interests, it is important to note that what is displayed by and accessible through interaction with the Touch Table is still a curated, and limited, portion of the NAM’s archive. I explore this tension further in Chapter 4. On Touching Things in Museums In speaking about the touchscreen interfaces at the center of this study, both Alice Kamps of the National Archives Museum and Jane Alexander of the Cleveland Museum of Art spoke of the importance of what they called “interaction,” of visitors participating 49 in certain experiences, and with some autonomy, within the space of the museum.21 While both Kamps and Alexander lauded the benefits of visitor participation within the museum, neither of them addressed the specific role that touch plays in the digitally mediated experiences they helped curate. Both women seem to see touch as a given; touch is an understood aspect of the technology they implemented, a tool with which visitors could use the interfaces and little else. For them, the important aspects of the technology were the experiences visitors could have and the roles they could see themselves taking up through interaction with the touchscreens. For the visitors at both sites of study, however, the reason those experiences and roles were significant to them was precisely because those experiences were facilitated through touch. Unlike the museum officials responsible for the installation of the technology studied, who saw touch merely as a means to an end, museum visitors viewed the ability to touch as a monumental aspect of both of these exhibition spaces. For museum visitors, touch is exactly what set the experiences they had in these exhibition spaces apart from their previous experiences in other museums. As I will show in this dissertation, visitors approach exhibition technology with a host of digital literacies borrowed from their experience (or lack thereof) of mobile technology (Chapter 3) as well as with existing biases about the kinds of experiences traditionally available to them in museums (Chapter 5). Visitors also, importantly, see the interfaces in context, forming opinions about them based in part on their understanding of museums in general, what kind of work museums do, and who participates in that work, which I discuss further in Chapter 4. As such, while visitors recognize the interfaces as 21 The actual experiences visitors take part in will be explored in detail throughout this dissertation. 50 touchscreen technologies to be interacted with via touch, they still often exhibit reluctance to actually touch them. As an example, a young boy, approximately 5 years old, began to run from the Collection Wall into Gallery One proper towards the Painting Lens with his hands outstretched. His mother followed, yelling in a panicked tone, “No! Don’t run! Don’t touch!” She finally caught her son’s hand before he reached the Lens, and the pair left Gallery One having touched nothing. Other visitors expressed their hesitation or reluctance to touch to one another, asking their fellow visitors questions such as, “Do I just touch it?”, “You just touch it, right?”, and “We can put our fingers on this, right?” (CMA visitors). Similarly, at the NAM, many visitors who approached the Touch Table on their own, seeing no other visitors already interacting with the table, would just stand and read from the Table with their arms folded or with their hands in their pockets, and leave without touching it at all. The hesitation to touch that these visitors expressed is not a hesitation to touch the screen itself, which they all identified as touchable based on their previous experiences with touchscreen technology, as I discuss in Chapter 3. The hesitation instead is a reluctance to touch the screens within the environment of the museum that stems from a social understanding of the traditional taboo against touching objects in the museum. Touch has a complicated place in the history of museums and is rooted largely in tensions of class politics. Prior to the mid-nineteenth century, “both private and public collections were often touched by visitors, and indeed experienced through a range of sensory channels” (Classen and Howes, 2006). By the mid-nineteenth century, however, “the acceptance of tactile experience had disappeared” (Candlin, 2008) as museums restricted access to their collections, reducing the availability of visiting hours and 51 sensory experiences that the middle and working class had access to. As museums expanded their collections and reexamined their role in society, many museum officials emphasized the role of the museum as a steward and protector of a precious collection. As such, many viewed the corrupting touch of the lower classes as an anathema to the conservationist vision of the museum. As Candlin (2008) says of the museum elite of the nineteenth century: …they thought that the touch of their social inferiors was unruly and destructive. Indeed, they even considered that the close proximity of working people and valuable objects was enough to pollute or damage the objects. Both the possibility of touching objects and the recognition that touch could contribute to learning, pleasure and subjectivity all depended on who touched (p. 13). This division between the institution, seen as part of the elite, and the public, seen as a lay audience whose interaction with the museum’s collection needed to be carefully managed by the intuition, lasted well into the later half of the twentieth century. During that time, the ability to handle a museum’s collection via touch was seen almost solely as belonging to those officially sanctioned by the institution, meaning curators, conservationists, other experts, and collection owners (Classen and Howes, 2006; Candlin, 2008). During the second World War, Theodore Low (1942) charged museums to reexamine their role in modern society. Museums, Low said, were supposed to “play an important role in community life” (p. 7), but had fallen short due to having become so far removed from the public they were meant to serve. He contrasted “conservative” approaches to education – linear, top-down, scholarly endeavors governed by fiscal concerns and a board of trustees – to new, “progressive” approaches of audience-driven 52 popular education and public work, saying the museum must shift towards the progressive in order to survive and to justify its existence in a modern world (p. 22). Museums continued to evolve over the course of the twentieth century and conversations begun by Low developed into the relatively new field of new exhibition studies. Currently, new exhibition studies, which emphasizes the importance of visitor participation in museums, includes a renewed look into object handling and touch in exhibition spaces. Much work has been done on the benefits of multisensory museum experiences over purely visual ones and on the importance of touch in visitor education (Classen, 2005; Classen and Howes, 2006; Pye, 2007; Chatterjee, 2008). Indeed, many museums today, both through providing access to direct object-handing of items in their collections and through digitally-mediated experiences facilitated through touch technology, are offering more tactile experiences in their exhibitions and spaces. At the same time, the taboo surrounding touch in museums, and visitors’ understanding of touch as purely the purview of the institution remains strong. The fact that so many of the visitors I observed and interviewed expressed either a hesitation to touch and/or an excitement about being given access to this unexpected activity (both of which I will explore at length in this dissertation) suggests that the taboo of touch in the museum is still alive and well in contemporary museum culture. In fact, surprisingly, there is still much work in museums studies that reifies the traditional divides between the institution and a corrupting public. Take this advice from Sharon Shaffer (2015) for example. Shaffer (2015) says: For many adults, an art museum visit is the supreme test of a child’s behavior. These adults are constantly worried that the accompanying child 53 will touch or harm valuable art objects or embarrass the family in some way with inappropriate behavior. Addressing a child’s need to touch is an adult’s first job at the art museum. Even though many sculptures and paintings beckon to be touched, adults need to establish that an art museum is only a seeing place, not a touching place. Some children respond to the idea of touching only with the eyes” (p. 54). Here, Shaffer, in a relatively recent piece on young-audiences in museums written for both parents and museum officials, stresses that “an art museum is only a seeing place.” She also presents a point of view that equates touch with “harm” and “inappropriate behavior” unbecoming of a responsible museum visitor. It is institutional sentiments such as this that visitors are responding to when they say things such as, “museums are usually like ‘don't get too close, I don't think you should be touching that. Don't breathe too hard’” (CMA Visitor), and when they claim that they largely see museums as “elitist,” “boring,” and “tedious.” In the chapters that follow, I will show that underlying visitors’ responses to the experiences they perceive as afforded by the touchscreen interfaces, and the rhetorical work those experiences make possible, is an appreciation for the experience of being able to touch objects within the space of the museum that is directly contrasted with visitors’ existing beliefs about access and their relationship to the institution. For the majority of visitors studied, touching the flat, smooth screens of the digital interfaces served as a direct stand-in for touching the actual art objects. In other words, for many visitors who interacted with the touchscreens studied, the interfaces fell away, disappeared, and visitors saw themselves as physically interacting with the actual art 54 object or archival artifact digitally displayed by the interfaces. As one visitor said when describing why he was excited about the touchscreens at the CMA, “You want to interact with art, you want to touch the art” (CMA Visitor). Other visitors spoke of being able to “feel texture” of the artwork when touching the screens. Yet another said that he was surprised to stumble into Gallery One, “Where you can actually touch the stuff and be able to read about it” (CMA Visitor), implying that what he was touching was the same as what he was reading about – the art object itself. In his article “Fingerbombing, or ‘Touching is Good’: The Cultural Construction of Technologized Touch,” David Parisi (2008) gives us a way to understand what is occurring in visitor’s physical interaction with the touchscreen interfaces in these gallery spaces. Parisi contrasts active touch, in which an actor directly manipulates objects with a feeling, sensing hand with gaming touch, “in which the hand manipulates without feeling…a model of touch absent of feeling in which the perceiver is only a manipulator, a controller” (p. 319). Gaming touch, he says, requires a “technologically extended hand” meaning that what the user is manipulating is a controller, a joystick, a mouse, a screen, or some other kind of device that moves digital images of objects displayed on a computer screen. Gaming touch of the digital representations of objects displayed on the screen is not the same as active touch of physical versions of those objects. However, Parisi claims, users respond to gaming touch in much the same way as they do active touch depending on the framing of the “mediated experience.” What I will show in this dissertation is that visitors equate the gaming touch of feeling only the smooth screen of the touchscreen interfaces with the experience of physically interacting with, and feeling, the actual art and archival objects. I discuss this phenomenon at length in the following 55 chapters, discussing both how this equation of the interface with the art object is occurring in visitors’ experience and also how that equation influences visitors’ rhetorical experiences. While visitors’ recognition of the uniqueness of the touchscreen interfaces and the experiences afforded by them at the Cleveland Museum of Art and the National Archives Museum is significant, not all visitors view these interfaces and experiences as equally beneficial or important. For every group of visitors I tracked at the CMA who interacted with the Collection Wall and Lenses, there were many more who traveled through the Gallery One space without interacting with a single piece of technology. Visitors of all ages perused the gallery space following the perimeter of the room, viewing the art objects, and avoiding the Lenses and Wall completely. In my observations, I noticed that for some visitors the technology simply did not create a pleasant sensory experience. One woman in her mid-60s, shying away from the Collection Wall as the rest of her friends used it said, “it makes me a little dizzy” (CMA Visitor). This woman eventually left Gallery One into the atrium area and waited for her friends to join her there before continuing to the rest of the museum. Another woman in her mid-20s approached the Wall, touched it briefly and, turning to the man with her, said, “it stresses me out” (CMA Visitor). The couple then also left Gallery One without touching any of the other touchscreens there. Still other visitors viewed the technology as ultimately detracting from the ways in which they normally prefer to view and interpret art. One visitor I interviewed, ambivalent about his experience with the Collection Wall, said, “I prefer to look at the art” (CMA Visitor). Another couple, in their mid-30s, spent about 20 minutes in Gallery 56 One proper without touching a single one of the touchscreens (though they had used the Collection Wall for some time). When asked why they did not use the Lenses, they responded: Man: Just interacting with [the Wall] without doing to the touchscreens…I guess…Just talking amongst ourselves about it [gesturing towards the art displayed]. Woman: I think sometimes I like to look at the artwork before I read about it, so I feel like they [the Lenses] almost have like spoilers or something. As discussed previously, Gallery One proper resembles a traditional exhibition space, with the six Lenses distributed throughout. While this couple happily interacted with the Collection Wall, which stands alone in its own space, when they entered the more traditional exhibition space they did not appreciate the inclusion of the technology there. This couple viewed the Lenses as potentially interfering with their interpretation of the art, preferring to view the art objects displayed without supplementing their viewing with the digitally-mediated experiences afforded by the Lenses. The above couple’s response highlights one of the primary tensions underlying this study, namely that the experience of viewing the art object is ultimately different from that of viewing a digital image of that object displayed on a screen. Similarly, the experience of touching a digital screen is not the same as that of touching the actual art object. As I show throughout this dissertation, despite the reality of these two distinctions, the lines between both experiences get very blurred in visitors’ experiences and in visitors’ responses to those experiences. 57 Despite the fact that some visitors view digitally mediated experiences as potentially detracting from their experience of viewing the museum’s physical collection, and despite the anxiety or hesitation several visitors expressed over touching or interacting with the interfaces studied, the vast majority of visitors I observed and interviewed saw the touchscreen interfaces as unique, important, and exciting, and as offering access to experiences not normally available to lay visitors in the museum. In fact, as I will show throughout this dissertation, the majority of visitors, through interaction with the touchscreen interfaces studied, viewed themselves as able to touch the art, and, because of this ability, as active participant in the cultural work of the museum. At the same time, it is important to keep in mind that while the curators of both exhibition spaces and the touchscreen interfaces studied cite their goals for those spaces and interfaces as wanting to “bring visitors closer to the collection” (Alexander) and as wanting visitors to feel like they are participating in the work of the museum (Kamps), it can't be ignored that these kinds of new, expensive, and highly technologically-equipped exhibition spaces are primarily a concerted marketing effort on the part of the museum. Such new exhibition spaces, while they are contributing to the “paradigm shift” (Anderson, 2011) that is occurring in exhibition practices, are still first and foremost an attempt to keep the museum relevant, to attract and retain visitors at a time when, as John Titlow (2016) says, “people of all ages are increasingly glued to their devices.” The tensions that arise between the museums’ goal to create more participatory experiences and their goal to retain visitors and attract donation, between visitors’ appreciation of the integration of emerging technologies with exhibition practices and other visitors’ 58 hesitation to incorporated digital experiences into their viewing of the museum, and the tensions, which I will highlight in the chapters that follow, between which visitors have access, or do not, to particular experiences with the touchscreens studied all underlie the findings and ultimate recommendations of this study. 59 Chapter 3 Yes, You May Touch the Art: Habits of Interaction and Participatory Experience During an uncharacteristically quiet afternoon in the David M. Rubenstein Gallery of the National Archives Museum in Washington, D.C., a man approached the 17-foot touch-screen table located auspiciously in the center section of the gallery space. There were a couple of visitors already using the table, so the man, who appeared to be in his mid-forties, approached the closest unused station and touched the screen on the image of a document that was displayed. The man proceeded to read through several different chapters22 of the category he opened into, used the menu button to return to the system’s main menu, used right and left-facing arrow symbols to navigate from one document to the next, used the “X” symbol to close out of other documents, and used both his fingers and his hands to zoom in and out of various images of documents and photographs. He spent close to ten minutes like this, navigating through various chapters, events, and documents. All in all, he used over a dozen different motions and actions to interact with the touchscreen interface of the Touch Table. Yet, afterwards, when asked in an interview how he used the Touch Table and what specific “actions and motions” he employed during that use, the man replied: The first thing was I saw the First Amendment so I wanted to learn about that. Then, the second one was just going through the different parts of the First Amendment and different...I guess you would say different positives and negatives that people had back then about the First Amendment, so I was reading about that. (NA Visitor) 22 Refer to Chapter 2 for description of the Touch Table interface, software, and display. 60 This visitor’s response to my interview question focused on the content he saw himself as engaging with, not on his physical interactions with the interface itself. In a similar exchange at the Cleveland Museum of Art, in Cleveland, OH, I asked another visitor the same question. When asked what specific actions or gestures he used to manipulate the Collection Wall, the 40-foot MicroTile touch-screen that is the centerpiece of Gallery One,23 this man replied, “I crossed through different regions and different types of art. I particularly paid attention to the coins. The gold coins and also the porcelains.” After spending nearly fifteen minutes browsing through digital images of artworks on the screen using touch and swiping motions, this visitor saw himself as primarily engaging with the content displayed, not the interface itself. His response also suggests that what he encountered was the artworks themselves, not digital representations or images of the artworks. Both of these exchanges exemplify how the majority of museum visitors spoke about their experiences using these touchscreen interfaces. Interaction with these interfaces requires gesture, motion, and sensory engagement, a physical relationship with the screen itself in order to manipulate the digital images displayed therein. Yet, when asked what specific actions or motions they used in order to interact with the touchscreens, the majority of interviewees focused their answers and narratives around the content displayed by the touchscreens rather than on their individual physical interactions with the touchscreens themselves. A number of interviewees went on to cursorily describe those actions, but only when pressed further. At the National Archives Museum, interviewees routinely answered by describing what topics they had focused on, 23 Refer to Chapter 2 for description of the Collection Wall, software, and display. 61 ignoring discussion of the interface entirely, instead describing how they saw documents they viewed as pertaining to their lived experiences.24 At the Cleveland Museum of Art, many interviewees went so far as to describe themselves as actually being able to touch and manipulate the art itself. At first glance, this tendency for museum visitors to ignore the physicality of the touchscreen interfaces in favor of the digital content they manipulate is not surprising; the disappearance of the interface has been seen as a central tenet of emerging digital technology since the early days of new media theory. In 2001, Lev Manovich predicted a future rife with virtual reality (VR) technology. He contrasted virtual reality with the 2dimensional space of the screen, claiming that with virtual reality, “physical space is totally disregarded, and all ‘real’ actions take place in virtual space” (p. 114). Bolter and Grusin (2000) spoke of the desire for immediacy in technological interactions as perpetuating a move towards “transparent interfaces” which exist with “no recognizable electronic tools – no buttons, windows, scroll bars, or even icons as such” (p. 23). Touchscreen interfaces exist and are interacted with in physical space, and thus do not make possible the boundary-breaking experience of virtual reality as imagined by Manovich, Bolter and Grusin. However, the museum visitors I interviewed described their experiences in a way that affirms the potential for hybrid virtual/physical spaces to enact such an erasure of the interface. For the majority of visitors interviewed, their experiences with the touchscreen interfaces were similar to the way that Manovich (2001) 24 I discuss the implications of visitors’ focus on content and its relationship to their lived experience at length in Chapter 4. 62 described an experience with VR, “The screen disappeared because what was behind it simply took over” (p. 114).25 The touchscreens that form the loci of this study are not virtual reality interfaces, however; they are still very much screens. A screen, in Manovich’s (2001) basic definition specifically describing new media technology, is “a rectangular surface that frames a virtual world and that exists within the physical world of a viewer without completely blocking her visual field” (p. 16). The touchscreen interfaces of the Collection Wall, the Lenses, and the Touch Table all function according to the digital logic of the personal computer, allowing visitors a limited range of available ways to interact with the content therein. Yet, something inherent in the experience of interacting with the touchscreen interfaces studied seems to enact the erasure of the interface that Bolter and Grusin (2000) saw as a potential of the transparent interface, “so that the user is no longer aware of confronting a medium, but instead stands in an immediate relationship to the contents of that medium” (p. 24). What is it about these touchscreens, then, that effectively makes them invisible to museum visitors, and inspires visitors to see themselves as interacting directly with the physical texts and artworks remediated by them? In Chapter 2 I discussed the significance of visitors’ ability to touch objects in museums. Here, I argue that it is a combination of the immediacy of touch and a visitor’s 25 The erasure of the interface that occurs in interaction with new media interfaces is reminiscent of Heidegger’s concept of “ready-to-hand,” which is the idea that the objects we encounter and use in our everyday environment tend do not usually garner our attention in their use. In other words, as Harrison Hall (1993) explains, “in our ordinary dealings with things they hardly show up at all in the ordinary sense of being explicitly noticed or perceived” (p. 126). Instead, our attention is focused on the action and the intended results of this action. What is interesting in the case of touchscreen interfaces in museums, as I will show, is that while visitors’ intended action might be to complete digitally mediated activities via use of these “ready-to-hand” interfaces, because of the disappearance of the interface in this instance, they perceive themselves to be interacting directly with the works of art displayed. 63 existing digital literacies that make possible the erasure of the touchscreen interfaces in these spaces, and that allow a visitor to see herself not as touching a screen but as actually “touching the art.” Digital literacies, understood by Jones and Hafner (2012) as the “practices of communicating, relating, thinking and ‘being’ associated with digital media” (p. 13), are learned and embodied skills and social practices that direct an individual’s interaction with digital interfaces and media (Jones and Hafner, 2012; Knobel and Lankshear, 2007; Kress, 2003; Selfe, 1999). The touchscreen interfaces in the Cleveland Museum of Art and the National Archives Museum can make possible a variety of ways to interact with the digital content those screens display. Because engagement with touchscreen technology requires a meeting of the physical body and the computer interface, it creates an experience of “simultaneous exchange of information between the user and the machine” (Hayward et. al 2004, p. 18). Museum visitors, then, engage with the touchscreen interfaces observed in this study through embodied interaction with the both the interface itself and the content it displays through touch, a sensory experience and subject position not made available by traditional interpretive media such as wall plaques and audio tours. Borrowing language from mobile interface theorist Jason Farman (2012), who elucidates how embodied interaction with these touchscreen interfaces can provoke unique habits on the part of users, I call the ways that visitors interact with the touchscreens habits of interaction. In this chapter, I discuss six particular habits of interaction – touching, swiping, zooming, hyperlink browsing, creating with touch and motion, and favoriting and sharing – that are accomplished by corresponding kinetic motions and visual recognition of words and symbols that indicate possibilities for navigation. They also are borrowed habits of interaction that rely on 64 visitors’ existing experience with touchscreen interfaces, such as tablets and mobile phones, and with features that have become germane to Web 2.0, such as hyperlinks, keyword tags, and social networking. The habits of interaction with which visitors engage with the touchscreen interfaces directly influence how visitors make sense of the digital content displayed by these interfaces. In the hybrid physical/virtual spaces of the institutions studied, visitors perceive certain habits of interaction afforded by the touchscreens therein, and through interaction with those touchscreens using the habits of interaction they perceive being made available to them, they see themselves as participating in a unique kind of museum experience, one that is collaborative and creative, rather than just, as one visitor put it, “walking around looking at the pictures and staring dumbly at it” (CMA Visitor). In other words, the habits of interaction a visitor perceives the interfaces as affording allow them to take part in a particular range of experiences that can shift the interpretive position of the visitor, allowing the visitor to actively and publicly participate in types of activities that in the past were exclusively undertaken privately by the institution. I will explore these previously-intuitional activities and the rhetorical experiences that engender this shift from visitor-as-spectator to visitor-as-co-producer further in Chapter 4. In this chapter, I will introduce and analyze six key habits of interaction that visitors can perceive as possible with these touchscreen interfaces. I will also show, and analyze how visitors perceive, experience, and describe those habits of interaction. Finally, I will show that it is a combination of the immediacy of touch and a visitor’s existing digital literacies that make it possible for these interfaces to “disappear,” for the content within to “take over,” and for the visitor to see herself in direct relationship, not 65 with what artifact the digital content displayed visually represents, but with the original, physical artifact itself. Gibson’s Affordances and User Interaction Key to my analysis of the habits of interaction visitors use to engage with the touchscreen interfaces at the center of this study is the notion of affordances, a term first coined by psychologist James Gibson (1986). In The Ecological Approach to Visual Perception, Gibson defines affordances as what an environment “offers the animal, what it provides or furnishes” (p. 127). John Sanders (1999) extends this definition by noting that affordances are “opportunities for action in the environment of an organism” (p. 129). A complex concept, the term affordances has become commonly used in the field of digital rhetoric as a way to discuss digital interfaces, and to identify what opportunities for action, for communication and interpretation, various media technologies offer users or render inaccessible or impossible to them. Gunther Kress and Leo van Leeuwen (2001), introduced the term briefly in their discussion of modality and media in communication in Multimodal Discourse: The Modes and Media of Contemporary Communication, as a way to identify the possibilities of or constraints upon communication and meaning-making inherent in particular modes of communication. While they admitted the term warranted further exploration, their understanding of affordances is tied closely to the material properties of media, the “material resources” (p. 66) we use to communicate, including the body and technological tools of production. Following their example, many scholars (Bogost, 2007; Gurak, 2009; Jones & Hafner, 2012; Zappen, 2005), have come to use the term in ways that focus solely on the 66 materiality of resources or the interface, and uphold affordances as qualities inherently possessed by the object or interface itself. While the materiality of the object is an important element of Gibson’s affordances, as Anne Wysocki (2005) and Carmen Lee (2007) point out, such definitions ultimately fail to articulate the intertwined relationships between material objects, affordances, and human interactions inherent in Gibson’s original concept, and thus downplay the crucial role a user’s perception plays in determining what affordances an object makes available to that user. For Gibson (1986), an affordance is not an innate quality possessed by the material object itself; the term refers, instead, to the “complementarity of the animal and the environment” (p. 127). In Gibson’s theory, an environment is made up of both animate and inanimate objects; the animate objects, or animals (including humans), perceive the affordances made available by the materiality (i.e. objects, surfaces, and other animals) of their environment. Affordances then directly influence animal behavior by determining the means of action (or limitations to action) available to a particular animal in a given physical space at a given time. Gibson stresses that the affordances an object, surface or other animal might offer the acting animal are not self-contained, universal properties possessed de facto by that object, surface, or other animal. Rather, as affordances are perceived by the acting animal and thus are uniquely relative to that animal (p. 135), they are entirely contingent upon that particular actor in that particular space at that particular time. Sanders (1999) elaborates on this connection between the object and the animal’s perceptions of affordances, stating that “things in our experience are not just neutral lumps to which we cognitively attach meaning. The things we experience ‘tell us what to do with them’” (p. 129). In this understanding, there is an 67 active exchange between actor and object that dictates what a particular actor “can do” (p. 135) in the world around them. Ian Hutchby (2001), in his call to sociologists of technology to embrace Gibson’s term as a theoretical paradigm, identifies this exchange between actor and object as the relational nature of affordances, saying: …affordances are not just functional but also relational aspects of an object’s material presence in the world. Affordances are functional in the sense that they are enabling, as well as constraining, factors in a given organism’s attempt to engage in some activity…Certain objects, environments or artefacts have affordances which enable a particular activity while others do not…the relational aspect, however, draws our attention to the way that the affordances of an object may be different for one species than for another (p. 448). In other words, as Hutchby stresses, the affordances that any object might “offer” to a particular actor are entirely contingent upon that actor’s perception of those affordances, and therefore will vary from one perceiving actor to the next regardless of the stasis of the object. An actor’s perception of affordances, in turn, is contingent upon that user’s understanding of the materiality of a particular object and their potential bodily interaction with that object. As T. Kenny Fountain (2014) explains, affordances are "the mutual contact between the object-ness of the object and our bodily capacities" (p. 92). Thus, one’s perception of available affordances is tied to both one’s observation of the nature of the object itself and of one’s unique interpretation of the opportunities for action made available by that object to his or her individual body. 68 This relational aspect of affordances is what sets Gibson’s use of affordances apart from Kress and van Leeuwen’s, which more closely resembles what Hutchby (2001) calls “technicism, or the idea that technologies ultimately have features specific to themselves” (p. 443). For digital rhetoricians, Gibson’s affordances offers a much richer way to examine the relationship between actor and object, or user and interface. Affordances, being the meeting of the user and interface and the relationship between the physical properties of the interface and the user’s personal perception of the potential actions that interface makes available to them, are opportunities not just for action, but also, most importantly for my purposes here, for interaction. I will use Gibson’s term thusly to examine the affordances, the opportunities for embodied interaction, that museum visitors engaging with these technologies can potentially perceive them as making available. In the course of data collection, I found that museum visitors and I often had slightly differing ideas of what “interaction” meant. Visitors at both sites of study identified the touchscreen technology they engaged with as “interactive,” and when asked if their experiences using the touchscreen technology in the exhibition spaces differed at all from their expectations of those space coming in, their answers commonly focused on the “interactive” nature of the interfaces. One visitor said, "Well, based on prior experiences [with museums], this [Gallery One] is a lot more fun. This is a lot more interactive” (CMA Visitor). Another visitor, described what was his first visit to the museum saying, “It [the museum] wasn't what I thought it would be. It was completely different and interactive and fun" (CMA Visitor). Yet another visitor contrasted his experience with the Collection Wall with the experience of viewing the artwork 69 elsewhere in the museum, saying, “It [the Collection Wall] makes it [the museum] more interactive rather than just walking around looking at the pictures and staring dumbly at it" (CMA Visitor). In these responses, exemplary of dozens of others, visitors are identifying the touchscreen interfaces as “interactive” as a contrast to their previous experiences with, or expectations of, traditional interpretive technologies, such as wall plaques and audio tours, and the museum in general. Visitors’ emphasis on interaction when describing their experiences with these pieces of technology is not surprising considering the type of interfaces they are, the content they display, and the activities they make possible. As Teena Carnegie (2009) succinctly explains, new media interfaces “work continually to engage the audience not simply in action but in interaction” (p. 171). There are different ways to understand interaction, however. Manovich (2001) claims that “to call computer media ‘interactive’ is meaningless – it simply means stating the most basic fact about computers” (p. 55), which is that in order to use a computer or interface a user must physically interact with it in someway. When I speak about visitors interacting with touchscreen interfaces, this is the basic understanding of interaction that I am using. When visitors speak of their experiences with the touchscreen interfaces, however, they are speaking of something beyond simple physical interaction with an interface; they are speaking of something more akin to participation. This becomes especially clear in interviewee statements that make designations between different kinds of interaction they perceive the interfaces as making available. One interviewee, when speaking about her daughter’s use of the Lenses at the CMA said, "She stopped at pretty much all of them. The ones she lingered at were really the ones that were really interactive" (CMA Visitor). For this visitor, the 70 ones that “were really interactive” were the Lenses she perceived as affording experiences of artistic creation – which I describe and analyze further in my discussion of the habit of interaction of creating through touch – as opposed to experiences that entailed primarily reading text. Similarly, another CMA visitor, when discussing his experience with the Lenses said, "Some of them are fully interactive where you can emulate what's happening, and then some of them are fully informational,” identifying the same dichotomy. Both the “fully interactive” and the “fully informational” experiences this visitor spoke of are experienced, as I will show, through the same habits of interaction, namely touching and swiping. However, visitors identify experiences that allow them to engage in participatory, public experiences as “interactive” and contrast those experiences with the solitary, private experience of reading. As one visitor in the National Archives explained, "I think the interactive nature of it [the Touch Table] is good too because people like to feel they're taking a role” (NA Visitor), again linking interaction with participation. In the following chapters of this dissertation I will discuss the significance of these participatory experiences in more detail. In this chapter I focus on the physical interactions between visitor and interface that makes those experiences possible, using “interaction” to mean the physical meeting of the visitor’s body and the technological interface. Habits of Interaction The six habits of interaction that I discuss in this chapter can be understood as some of the possible affordances that the touchscreen interfaces studied make available for visitors using them. Affordances, as I have shown, are in highly subjective and 71 personal opportunities for interaction, as the affordances a user may perceive an interface as making available will vary from one user to the next base on their perception of that interface. A museum visitor’s perception of a touchscreen interface’s affordances will depend on that visitor’s perception of the possibility for physical interaction (both as a result of the materiality of the interface and their own physical abilities) as well as their understanding of the nature of the interface itself. A visitor’s ability to perceive an interface’s affordances, then, are, as Hutchby (2001) explains, directly tied to their lived experiences with similar interfaces (p. 452), or, in other words, a user’s previously existing digital literacies. The various habits of interaction that the touchscreen interfaces studied make available assume particular digital literacies of their audiences, namely familiarity with other touchscreen interfaces and the actions of touching, swiping, zooming, hyperlink browsing, favoriting, sharing, and creating with touch. Because affordances are subjective, I use two approaches in this study to gain a better understanding the kinds of affordances visitors perceive in their interaction with the touchscreen interfaces at both museums: 1) First, I closely observe visitor interactions with digital interfaces to identify common habits of interaction that I see arising, and then 2) I use these observations in combination with visitors’ first-hand accounts to better understand how they view the experiences they are participating in. In the section that follows, I describe and analyze the primary habits of interaction I have identified – touching, swiping, zooming, hyperlink browsing, favoriting, sharing, and creating with touch and motion – terms which themselves are borrowed from the language of personal computing and touchscreen/mobile devices. I then show how the visitors I observed and interviewed engaged in these habits of interaction, and what they viewed themselves to 72 be doing when they did. I demonstrate how the perception of these habits of interaction as possible affordances relies on visitors’ previously existing digital literacies. And finally, I explore how these habits of interaction make possible both the erasure of the interface, and the reification of the digital image into a physical “object” in the participatory experiences of museum visitors. Habits of Interaction: Touching In order to execute all of the habits of interaction analyzed here, visitors must first use their fingers and/or hands to physically touch the surfaces of the touchscreen interfaces in both sites of study. Because of this, I have identified touch as the primary habit of interaction that visitors use to engage with the screens in question. The habit of interaction of touching presents a sharp contrast to how visitors interact with other traditional interpretive technologies within the museum, which they approach primarily through the senses of sight or sound. As I discussed in Chapter 2, touch has been a highly contested and politically charged topic of debate in the museum world for centuries, and touching objects from the collection is generally frowned upon in most museum spaces. As such, touch is also the pivotal affordance of these touchscreen interfaces that sets them apart from other interpretive technologies used within the museum. It is important to note that in order to perceive the other habits of interaction explored here as being made available to them through contact with these touchscreens, museum visitors must first and foremost perceive the affordance of touch in these interfaces. In other words, in order to interact with the interfaces at all they must first recognize them as material objects that are able to be touched. On one level, this may seem straightforward. Touchscreens are central to today’s environment of what Jason 73 Farman (2011) calls “pervasive computing,” which he says, “is characterized by the ubiquity of digital technologies woven into the fabric of daily life” (p. 6). With the prevalence of smart phones, tablets, smart boards in classrooms and workplaces, and touchscreen displays used in public spaces such as parks and malls, interactive computing devices permeate everyday life in many areas of the world. This ubiquity can be seen in museum visitors’ interview responses; when visitors were asked how they knew how to interact with the interfaces in question, nearly every interviewee cited previous experience with other touchscreen interfaces such as mobile phones and tablets. Because of this previous experience they were able to quickly and easily identify these displays as something that invited engagement through touch. However, despite this familiarity and recognition with the touchscreens of pervasive computing, many visitors first responded to these screens with confusion, hesitation, and even anxiety about whether or not their perception of them as touchable objects was indeed correct. This hesitation I observed stems not from the materiality of the screens themselves, but from the environment in which these interfaces are housed, the museum. As I discuss in Chapter 2, touching objects in museums has been, in contemporary history, primarily seen as “taboo” (Pye, 2007, p. 16), a privilege reserved for the institutional expert, the curator, and not appropriate for the untrained, lay public. Because of this familiar social taboo of touching things in museums, many visitors were initially hesitant to touch the touchscreen interfaces studied. Visitors expressed hesitation to touch the screens even despite the obvious visual and spatial distinctions between the touchscreens and the other artifacts displayed in the gallery spaces, and despite visitors’ 74 recognition of the screens as “touchscreens” thanks to their previously existing digital literacies. A revealing example of this hesitation can be seen in one family’s exchange at the Cleveland Museum of Art. One weekday afternoon, a woman walked in with two young boys, both under the age of 10; all three approached the Collection Wall and stood in front of it for about a minute just watching the display change. The woman, who the boys called “Grandma,” turned to the CMA employee working at the ArtLens desk and asked, "We can put our fingers on this, right?,” demonstrating a reluctance to touch the screen without institutional permission from the museum staff. The museum employee answered, “Yes, of course,” and only then did the woman touch the screen, talking with the boys about how “cool” it was, and helping them to select different images. As the three of them did this, a second woman, assumed to be the first woman’s daughter and the boys’ mother, entered the Gallery One space and ran over to the Collection Wall shouting and pushing the boys’ hands away. She said a couple of times, in a panicked voice, "There's no touching!" expressing what seemed to be anxiety and embarrassment, over her sons’ behavior within the museum space. The first woman turned to her excitedly and replied, "No, you ARE allowed to touch this!” The second woman, unconvinced, guided the whole group away from the Wall and out of Gallery One. This family was not the only group of visitors that expressed confusion, hesitancy or even anxiety about touching the technology in both locations. One CMA visitor described his first reaction to the Collection Wall, saying, "Usually in art museums we are supposed to be hands off everything, so we were not inclined to initiate touching until someone told us" (CMA Visitor). In his and his son’s case, it was another visitor, rather than a museum employee, who explained that they were allowed to touch the Wall. At 75 the National Archives, yet another interviewee discussed being surprised that people were touching the Table in a gallery space that was primarily full of paper documents displayed on the wall. This visitor said he was initially confused, “because with documents it's usually like, you know, in a display case, don't touch it, don't get near it, just, you know, enjoy it from afar and that's about it" (NA Visitor). In each of these examples, museum visitors were responding to institutional norms and taboos, learned concepts of how they, lay people, are meant to act in the space of the museum. Asking for permission and using words such as “allowed” suggests that visitors recognize a hierarchical relationship between different ways to engage with museum collections sensorially. While I will discuss this hierarchy of engagement further in Chapter 4, it is important to establish here that, in addition to the materiality of the touchscreens and visitor’s own previous experience, digital literacies, and physical abilities, environment and social norms also play an integral role in the affordances that visitors perceive these interfaces as making available. The inseparability of materiality and environment that dictates visitors’ perception of these touchscreen interfaces is consistent with Gibson’s concept of affordances, which sees affordances as a meeting of the animal, the object, and the environment, and is crucial to a thorough examination of all of the habits of interaction I explicate here. Habits of Interaction: Swiping and Zooming After museum visitors recognize one of the touchscreen interfaces as something touchable, both as a physical object and as touchable within the environment of the museum, they can interact with the interface through a number of actions, motions, and 76 kinds of touches. Two of the primary habits of interaction I have identified are the action/motions of swiping and zooming. At the Cleveland Museum of Art, visitors interact with the Collection Wall primarily through touching and swiping. As discussed in Chapter 2, the Collection Wall at the CMA has two predominant display modes regardless of who is using the screen at the time: small-image mosaic, and large-image curated category. These two modes refresh alternatingly every 30-60 seconds. Shortly after the display of the Collection Wall refreshes to the next mode, additional groupings of medium-sized images appear in various locations on the screen, surrounded by whatever large or mosaic images the Wall is displaying at that time. These groupings also appear when a visitor touches one of the images on the screen, emerging at the point on the screen he or she touched. These groupings resemble stacks of images, with labeling text above and below (see Figure 1). The image at the front of the stack is labeled with a blue ribbon at the top that announces one of the “Tours” that the image is included in. Underneath the image is white text that states the name of the art piece, the year it was created, and the artist’s name, followed by the words “On view in…” and the gallery number in which the visitor can find that piece. Finally, centered underneath the attributional text sits a blue heart icon. When these stacks of images first appear atop the larger background display, they do so with an animation of a white hand using its pointed index finger to flip through the stacks of images by swiping the top one to the right or the left. The moving white hand then presses (with its pointed index finger) the blue heart icon underneath the image, which causes the number to the right of the red heart icon at the bottom left corner of every image (see Figure 2) to increase by one. This swiping, heart-clicking animation 77 continues automatically until a visitor takes over the action themselves by touching the screen and swiping the top image on the stack either to the right or the left. The six Lenses in Gallery One proper also afford the habit of interaction of swiping. With these interfaces, however, this habit of interaction serves a different purpose than it does with the Wall. At the Lenses, instead of being a means of navigating through groups of images, swiping allows visitors to rotate 360-degree digital images of the actual 3dimensional artworks (sculptures, vases, statues, etc.) each Lens highlights in order to get a complete view of the entire piece. When a visitor touches the magnifying glass icon displayed under an image on the home screen of one of the lenses, an information page about that artwork opens, with an image of the piece displayed large on the screen and five or six links to further information about that piece arranged down the left side of the screen. Briefly superimposed over the image of the piece is an animation of a hand showing different motions, and instructional text that reads, "Pinch to zoom” and “Swipe to rotate.” A few of the artworks highlighted by different lenses are decorative plates; over those, instead of “Swipe to rotate,” the text reads "Swipe to flip," and swiping allows the visitor to view the underside of the plate displayed. When a visitor uses the habit of interaction of swiping to either flip or rotate an image of the artwork, the visitor can swipe right or left across the screen to rotate the image from one side to the other, eventually turning the piece around in a full circle. The habit of interaction of swiping, then, allows visitors to view angles and details of an artwork that they are otherwise unable to see by manipulating digital images of the physical artwork displayed in front of them. 78 Figure 1: “Swipeable Image Stack” Figure 2: “Number of Likes” 79 In addition to using the habit of interaction of swiping to manipulate the digital images of the physical artworks in the exhibition space, visitors can also use finger and/or hand motions to “zoom in,” which enlarges the digital image and allows visitors to view particular details such as brush strokes, grooves, colors, wear and tear, etc. close up. Unlike swiping to rotate, which can only be done to the images of 3-dimensional objects, all of the images of the displayed objects can be zoomed in on, including 2-dimensional paintings and prints. Zooming on the Lenses can be accomplished either with finger motions – spreading the forefinger and thumb out from a closed to an open position to increase detail and from an open to a closed position to return to a wider view of the image – or by hand motions – moving both hands apart from each other or closer together to zoom in or out respectively. All of these motions must be done while simultaneously touching the screen. Visitors at the National Archives can also interact with the Touch Table through the habits of interaction of swiping and zooming. At the Touch Table, swiping is used to navigate from one chapter to the next, and from one event in a chapter to the next. Unlike with the Collection Wall, at which swiping is the only way to navigate through the stacks of images, swiping is just one of several ways to perform the same navigational trajectory through the sections and documents displayed by the Touch Table. For example, visitors might swipe from one event in a chapter to the next, they may use the navigational bar found at the bottom left of the chapter intro display to move quickly from one chapter to the next (see Figure 3), or they may scroll through using right and left arrow buttons found at the bottom right corner of the display (see Figure 3). 80 Figure 3: “Multiple Ways of Navigation” Figure 4: “Records Related to Event” 81 Visitors using the Touch Table can also interact with the touchscreen through the habit of interaction of zooming. With the Touch Table, as with the Lenses at the CMA, zooming allows the visitor to take a closer look at the details of the digital image of the artifact they are viewing, be it a document, photograph, video etc. When visitors use the Touch Table to navigate through a chapter, if they selects one of the titled events, they then bring up a new screen that shows, on the left, informational text detailing that event and, on the right, a number of various artifacts related to that event (see Figure 4). Selecting one of these artifacts brings up a new display that shows a larger image of that artifact on the right, with informational text on the left. A gray text box with white text reading "pinch to zoom” appears briefly, for three seconds, over the artifact image. No motion, animated example, or further instruction accompanies the directive of “pinch to zoom,” and it appears so briefly that it can easily missed if the visitor looks elsewhere even for a moment. To zoom, visitors may use one or more fingers to enlarge or shrink the image. Also, paradoxically, a “pinching” motion done with the fingers actually makes the image smaller, not larger, which renders the brief directive of “pinch to zoom” potentially confusing. In order to zoom into the image, visitors must move their fingers or hands away from each other, virtually stretching the image to zoom in. “Zooming” in on the image shows the text or image displayed in greater detail; the visitor may also use one or more fingers to move the document up or down within its designated frame on the screen. While visitors can interact with all of the touchscreens studied through the habit of interaction of swiping, each touchscreen communicates the availability of that habit of interaction in different ways. On the Collection Wall, the swiping hand animation over 82 the stacked clusters of images is the only instruction offered to visitors detailing how they may interact with it. While the hand animation models how one might swipe through the images presented, a visitor must first be at least cursorily familiar with other touchscreen interfaces, such as smart phones or tablets, that allow for finger-controlled swiping motions in order to recognize this animation as a call to action. Without prior experience with touchscreen interfaces and their affordances, one might see the animation merely as a moving image to watch, not as an example of an action to emulate. It is also not apparent simply by watching this animation that a visitor can make their own stack of images appear, with the same textual accompaniments, by touching any of the other images displayed on the wall. Similarly, even though the Lenses give cursory instructions such as “swipe to rotate” and “pinch to zoom,” engaging in the full potential of those habits of interaction requires that visitors understand those instructions as actions that are accomplished through touch. The Touch Table at the National Archives Museum gives even less instruction than the Wall and Lenses do. While visitors at the NAM are given the textual instruction of “Pinch to Zoom,” it is both easily missed and misleading, and there is no indication, verbal or visual, that visitors can use swiping to navigate between chapter events. Despite there being few overt indications that visitors can interact with these interfaces through swiping or zooming, of all of the habits of interaction identified in this study, “swiping” and “zooming” were the only ones that museum visitors specifically named as such in interviews. As previously stated, when asked about what actions and motions they used to interact with the screen, many interviewees’ initial reaction was to 83 describe their experience with the digital content, the art or documents, and not the interface itself. Many of these visitors, however, when pressed further went on to describe their actions with the words “swiped,” “swiping,” “swipe motions,” “hand swiping,” and “zooming.” Visitors’ ability to name these habits of interaction directly as “swiping” and “zooming” is in part connected to the instructional clues that are displayed, however sparse. One visitor explained that the Collection Wall, “Had a little hand on it when we were swiping through stuff” (CMA Visitor). A National Archives visitor explained that the Touch Table “said ‘Pinch to Zoom’” (NAM Visitor), so they did, and yet another, when asked how he knew how to do the actions he did replied, “Apple. There were instructions on the screen though” (NAM Visitor). While demonstrating that the instructional animations and text allowed some visitors to identify the actions they used to interact with the screens, these three instances were the only times that visitors referred directly to the instructions they observed. No other visitor attributed their recognition of these habits of interaction to guidance on the part of the interface itself. Instead, the majority of visitors cited “cellphones,” “smartphones,” “iPads,” “tablets,” “other touchscreens,” and “Apple,” as in the example above, as their sources of knowledge for how to swipe and zoom. Visitors’ ability to identify their actions as “swiping” and “zooming” and to note the connection between these interfaces and others is a by-product of pervasive computing and demonstrates the integral connection between visitors’ prior experience with touchscreen interfaces and their perception of the affordances these touchscreens make available to them. As previously mentioned, in order for visitors to perceive these habits of interaction as being made available to them, they must first possess the digital 84 literacies necessary to recognize the interfaces as 1) able to be touched, and 2) able to be manipulated through habits of interaction they are already familiar with. These digital literacies are acquired through prior experience with similar interfaces, which requires access to those interfaces and the physical ability to interact with them. Jason Farman (2011) stresses that digital literacies also include the socially constructed ways we learn to understand and interact with our technology, writing, “the ways we currently inscribe onto our devices (such as the pinch/pull zooming when using maps on a haptic interface) are all culturally specific and do not translate globally” (p. 11). Because of visitors’ common prior knowledge of swiping and zooming, two key habits of interaction they perceive touchscreen interfaces as affording, they were able to focus more on their engagement with the digital content displayed by the screen, particularly when zooming, which several visitors identified as bringing them closer to the art itself. As one visitor said, “I did zoom on a few. Zoom into the art pieces…I like being able to pay attention to the details…So having this technology, I can just zoom in all ‘Oh what is that?’...it allows you to get close up so your visual texture is more accurate” (CMA Visitor). In this example, the visitor is both using the language of touch-computing to describe what she did – “zoom” – but talked about it as zooming into the art pieces, rather than a digital image of the art. This example illustrates a tension that arose several times throughout my analysis, namely that when asked what actions they used to interact with the screens visitors most often responded by focusing on the digital content or the physical artworks displayed by that content, but when asked how they knew how to do the actions that they did, they most often used language that implied, or directly 85 referenced, previous experience with touchscreen technology. This phenomenon is a vivid illustration of how visitors’ perceptions of these touchscreen interfaces’ affordances are directly related to their previously existing digital literacies, but through their engagement with the interfaces as such, the interfaces fall away, allowing visitors to focus on the artwork remediated therein. Habits of Interaction: Hyperlink Browsing Hyperlink Browsing at the CMA Hyperlinking, or the networking of connections between different pages, programs, or windows in a digital database, allows computer users to access media and information through myriad paths of association. Hyperlinking is both the primary visual and navigational logic for most personal computing devices and the operational paradigm of the internet. As such, the act of following one hyperlink to the next to open up new applications, texts, images, etc., has become routine, the primary way to navigate through digital information. Hyperlinks also allow computer users to browse a database, or to follow digital pathways through a number of available hyperlinks to any number of possible destinations as determined by the database and linking algorithms. Browsing through a database using hyperlinks is not the same as searching that database; whereas browsing allows users to follow pre-determined paths from one piece of digital information to the next, searching allows a user to specify, usually by typing text in a “search bar” linked to a search command, what particular piece of information they would like to access and to navigate directly to that information. With hyperlink browsing, users must rely on the associations between different pieces of information that 86 are predetermined by the entity or entities that programed the database and linking algorithms. With the Collection Wall at the CMA, visitors can browse with hyperlinked lines of text that allow them to navigate through different associations to other categories of images. These lines of hyperlinked text appear both above and below the swipeable stacks of images previously discussed. Unlike the attributional text below the front image of the stack, which is in white font, hyperlinked lines of text designating what gallery, additional categories, or tours the artwork can be found in, are in blue font or highlighted in blue. When clicked/touched, these lines of hyperlinked text (see Figure 1, “oil on canvas,” “1960s,” “Tour: Line and Rhythm” and “Gallery 227”) open up different swipeable, hyperlinked groupings of images within the Collection Wall’s database that replace whatever current grouping the visitor was viewing. Following these linked associations, the visitor can navigate through continued hyperlinks to see how each image is connected with other artworks throughout the museum. With extended browsing at the Collection Wall, one can follow fluid and numerous connections between digital images of the artworks in the CMA’s permanent collection. A visitor can follow a path from the category “American Painting in the 1960’s” to an image of a Baroque clock compiled under the hyperlink “Visitor Created Tour: Random Tour with Cool Stuff.”26 The interface of the Wall does not, however, afford touch-typing or other search capabilities; the database of images the Collection Wall displays can only be navigated through the predetermined algorithms of these browse-able, hyperlinked categories. 26 Visitors create tours on iPads with the ArtLens app. The ArtLens tour database is then synced with the Collection Walls at regular intervals. 87 Hyperlink Browsing at the NAM Visitors using the Touch Table at the National Archives Museum can also interact with the table using hyperlink browsing. In addition to using swiping, the navigation bar, directional arrows, menus, and “back” buttons to navigate through chapters and events, visitors can browse through documents in the archive thematically through keywords. When a visitor opens a particular event, they will find under the informational text on the left a number of text boxes with various thematic keywords such as “Women,” “14th Amendment,” “Children,” etc. (Figure 4). When one of these keywords is selected/touched, the display is replaced by a sitemap-like keyword tree (Figure 5) that shows how that keyword is linked to events in all six overarching categories. Using these keyword hyperlinks, visitors can browse to see where a particular keyword comes up in all six categories (see "14th Amendment" example in Figure 5); they can then select related events from other categories. Hyperlink browsing in this way allows visitors to browse through the archive using thematic connections, rather than just following a linear path through the separate categories separately. Neither the Collection Wall nor the Touch Table give any direct notification of, or instruction on, the habit of interaction of hyperlink browsing; instead, both interfaces utilize visitors’ previously existing familiarity with the act of browsing in virtual spaces, particularly the Internet. The Collection Wall echoes the browsing potential of Web 2.0 by presenting hyperlinks in blue text, the color currently used by Google and other Internet search engines to designate live hyperlinks. The Touch Table in turn emulates the common blog/web-text device of keyword tags; users familiar with reading digital 88 Figure 5: “Keyword Link Tree” genres such as blogs can deduce from previous familiarity with keywords and category tags that these links lead to other related texts. Unlike swiping and zooming with hand gestures, which require some prior familiarity with other touchscreen interfaces specifically, browsing will be understood by anyone who has used the internet. Similarly, hyperlinking will be a germane digital literacy of anyone who has used a contemporary computer. Computer users today are necessarily familiar with the act of clicking, with some sort of device, be it a mouse or finger, existing text or images on a computer screen, in order to open new applications, 89 move to new pages of information, bring up images, documents or websites, etc. Pervasive computing functions on hyperlinking. In the early days of the personal computer and Web 2.0, however, hyperlinks/hypertext/hypermedia were seen by scholars as representative of the ways in which interaction with digital technology and the world-wide-web differed from engagement with other forms of 2-dimensional media such as film or the printed page. The ability of readers to follow seemingly endless connections between information and media was seen as an example of the variability and “branching (or menu)” interactivity/participation inherent in new media (Bolter and Grusin, 2001, p. 40). Bolter and Grusin (2001) claimed that navigating hyperlinks was an exercise in replacement, saying: When the user clicks on an underlined phrase or an iconic anchor on a web page, a link is activated that calls up another page. The new material usually appears in the original window and erases the previous text or graphic, although the action of clicking may instead create a separate frame within the same window or a new window laid over the first (p. 44). Because of this immediate replacement, or the user-controlled erasure, of one text or visual by another, some scholars were skeptical of hyperlinking’s influence on more traditionally linear literacy and argumentation practices. Manovich (2001) went so far as to deem hypertext distracting and potentially leading to the “decline of the field of rhetoric in the modern era” (p. 77). Thankfully, his fatalistic prediction was not realized, but, as Collin Brooke (2009) emphasized years later, rhetoricians do need to be cognizant 90 of the ways that this integral practice of computing affects the ways that rhetorical situations are composed and analyzed. In the space of the museum, facilitated by touchscreen interfaces, hyperlink browsing as a way of digitally navigating through virtual images of the objects in the museum’s collection, is both spatially (within the walls of the museum itself) and experientially/sensorially (touching as well as seeing) juxtaposed to physically “browsing” the museum’s collection by walking through the museum proper. When walking through the various galleries in both museums, visitors can view the art objects, texts, and artifacts displayed at their leisure; they can move at their own pace, choose which gallery to visit when, consult the museum map to determine where a particular curatorial theme is located, and use audio tours and wall placards to orient themselves to a work’s history or its curator’s interpretation. However, whereas an object in the museum proper is displayed in a fixed location and viewed only in relation to the institutionally curated works immediately surrounding it, the browsing and hyperlinking capabilities made possible by both the Collection Wall and Touch Table allow for broader view of how works can be seen and interpreted in relation to other works. Both touchscreen interfaces also, most importantly, through the habit of interaction of hyperlink browsing, provide visitors with a virtual space to navigate through disparate categorical groupings of artifacts with the immediacy (Paterson 2007, p. 3) of touch. I found in both observations and interview responses, that visitors who perceived the habits of interaction of touch and hyperlink browsing as afforded by these interfaces responded to this immediacy directly and explicitly. Although visitors in both museums were browsing, which means they were following predetermined virtual 91 pathways to a limited number of destinations, and although neither interface affords search capabilities that allow visitors to choose their own particular routes to certain information, visitors still saw the habit of interaction of hyperlink browsing as offering them the freedom and capability to follow their own line of inquiry through the material displayed. Almost every interviewee in both museums expressed a sense of appreciation for the freedom the interfaces gave them to follow their “own interests.” At the Cleveland Museum of Art, one visitor noted that being able to touch the Wall was key to her experience of freedom of choice, saying, “So it was nice to touch, to be able to be around different things that actually interest you and actually seeing different things that you might have an interest in looking more into” (CMA Visitor). Another visitor, when asked how she interacted with the Wall stated that after swiping through the stacks of images, “then you pick out which picture we were interested in [sic]” (CMA Visitor). Both of these visitors saw being able to chose what they were interested in by browsing as different from the kinds of experiences they would be able to have in the museum proper, not because they cannot choose to view what they like as they physically explore the space, but because with the Collection Wall they can do so immediately, bypassing objects they might have less interest in. This sense of immediacy was expressly identified by a visitor at the National Archives who explained that using the Touch Table was more engaging than viewing the documents displayed on the wall because, “You can look at something that you want to look at. If you're interested in it, you can find it almost immediately" (NA Visitor). Yet another identified browsing as offering more viewing choices than the museum proper, “Because you can choose what you're interested in and what you're looking for” (NA 92 Visitor). Visitors also contrasted the experience of browsing the museum’s collection with the Touch Table with the experience of using other interpretive technologies in the museum. For example, one visitor explained, “I definitely feel like audio tours, it's more of The Man taking you through and telling you what this is, and why this is important. Whereas I feel like this [the Touch Table] is more, of like, you know it's all important, have a look at what you'd like to look at, and experience it on your time and at your interest level” (NAM visitor). In all of the examples, visitors emphasized the ability to follow ones’ own interests, to chose what one wanted to look at, and to explore further. Two things are particularly interesting about this. First, visitors’ identification of a freedom to “choose what you're interested in and what you're looking for” is not entirely an accurate representation of what is happening in those moments. With the Touch Table in particular, visitors are only given access to approximately 300 artifacts in the museum’s archive, an almost imperceptible fraction of the archive’s actual holdings.27 Additionally, those 300 artifacts are institutionally organized into six very specific categories. However, despite these limitations, every visitor interviewed at the NMW suggested that they were choosing their own interests when using the Touch Table. They did this either by saying so explicitly as in the examples above, or by ignoring the interface entirely and discussing instead the content that they were able to explore. One couple, when asked what actions they used to interact with the Table replied: 27 According to the National Archives’ website, “In Washington alone these records total approximately 10 billion pieces of paper and 25 million still pictures and graphics; 300,000 reels of motion picture film and 400,000 sound and video recordings; 12 million maps, charts, and architectural and engineering plans; and 24 million aerial photographs.” 93 Well, our son is recently involved and living on an American Indian reservation in North Dakota. He tells us that there's quite a bit of resentment and animosity towards the white man. Being a white man, he has experienced it firsthand, and we went up there last year and experienced it also. I guess we, as other Americans from Europe, never realized how potent that animosity is (NA Visitors). This couple went on from here to discuss for several minutes what they had read at the Table and how it related to their son’s experience. When asked whether their experience using the table differed from their expectations coming in, the man replied, “I think it's a really good part of the museum. I think instead of walking around and getting kind of bored, you can look at something that you want to look at.” For this couple, the interface itself was unimportant; the touchscreen fell away, and rather than seeing themselves as interacting with an interface, with particular limitations, they saw themselves as engaging with content of their own choosing. Additionally, visitors who, using the habit of interaction of browsing, saw themselves as exercising a freedom of choice also identified themselves as taking part in the work of the museum. I will explore this connection between visitors’ habits of interactions and the roles that they take up through them at length in Chapter 4. Habits of Interaction: Creating with Touch and Motion In Gallery One of the CMA, in addition to accessing educational/informational material about the physical artworks in their closest proximity and zooming in on and manipulating digital images of the works of art, visitors can also interact with four of the six the Lenses by “independently” creating works of art, which I call the habit of 94 Figure 6: “Story Lens” interaction of creating with touch and motion. At the Stories Lens, visitors can “Tell a Story” in two different ways (Figure 6). In one activity, they can “Make a Comic,” by organizing different visual scenes and text bubbles to create a comic strip based on one of the three stories displayed (Perseus, Bacchus, or Adam and Eve), or they can make a movie “trailer” by dragging five scenes and accompanying text bubbles onto a virtual “film” strip at the bottom of the screen, choosing a style of soundtrack (such as suspense or action), and “showing” it in video form. At the Art and Trade Lens, visitors can “Custom Order a Vase” by selecting a kind of pottery material, shape, style, and type of paint or decoration, and combining the different options into a unique finished product; they are then given the option to “Make Another Vase” upon completion, which again 95 gives them the creative agency of having “made” their custom vase. In addition to these activities, there are three primary examples of the habit of interaction of creating with touch and motion that I am going to discuss in greater detail here. The first two, “Remix Picasso” and “Make Your Mark” are done on the Painting Lens. The third, “Build with Clay,” is done on the Bodies Lens. The Painting Lens stands centered several feet in front of a large painting by Picasso, Still Life with Biscuits (1924), allowing visitors both to interact with the Lens itself and to step around it to view the physical painting behind it. The home-screen of the Painting Lens is set by default to a home-page that offers the user a choice of five different activities titled as follows: Choose a Reason, Make Your Mark, Remix Picasso, Change Perspective, and Discover Tempura. When a visitor chooses to “Remix Picasso,” by touching the coordinating icon on the screen, she is guided through a brief introduction that features scrolling close-up digital images of the Picasso painting displayed in front of the station, along with two accompanying quotes that appear and dissolve in and out of view in concert with the scrolling image. There is no further reference to these quotes throughout the activity or interpretation of how they are significant to the activity. The visitor has the option to watch this introduction unfold, which takes approximately 60 seconds, or skip it by touching a “skip” icon in the top right corner of the screen. Once the introduction is completed or skipped, the visitor sees a digital image of the painting in front of the station, with an icon stating simply “Remix the Picasso” and an arrow pointing right (Figure 7). Upon pressing the directional icon, the visitor watches as a digital image of the painting displayed in front of her is broken up into seventeen 96 Figure 7: “Remix the Picasso” Figure 8: “Drag Each Piece” 97 distinct pieces and separated, revealing a blank, white, digital canvas in the center, with another directive icon reading “Drag each piece onto the canvas” (Figure 8) that disappears when the visitor touches the first piece. Each piece can be rotated and made smaller by using stretching, pinching, and twisting hand motions while touching the piece on the screen. When the visitor is satisfied with the work they have done, they have the option either to return to the “home” screen (which icon is always at the bottom center of the screen) or click “Email my Painting,” which I will discuss further as a distinct habit of interaction. Choosing “Email my Painting” brings the visitor to a touch-screen keyboard that allows them to type in the email address of their choosing and send their work. In their email inbox then they receive an email from the CMA saying “you have remixed Picasso at the Cleveland museum of art!” along with the newly created image that is tagged with the CMA logo and available for download onto their device (see Figure 9). A visitor can have a similar experience by participating in another activity on the Painting Lens, “Make Your Mark,” and an activity on the Bodies Lens, “Build with Clay.” When a visitor chooses “Make Your Mark,” after watching or skipping the introduction, they are presented with a new screen that shows several different artworks from the museum’s collection in three different abstract painting techniques, drip, pour, and gesture (Figure 10). A circle with instructional text saying “Select an Abstract Painting Technique” appears briefly and then disappears. The visitor can click through two examples each of the three possible techniques using right and left arrow icons. When she chooses a technique, she is then brought to a blank canvas with a text circle that says simply “Make your own painting by swiping the canvas” and then disappears 98 Figure 9: “Email” 99 Figure 10: “Select a Technique” Figure 11: “Make Your Own Painting” 100 (Figure 11). In the top right corner of the screen is a small button that says “Color” above a button that says “undo.” When the visitor touches the “color” button a small “palate” of a select few colors appears across the top of the screen (Figure 12). The visitor can change the color they use by touching one of the colored circles in the palate. They then use their fingers or hands to tap or swipe across the screen. The strength of the “paint” strokes changes based on how wide a hand surface they are using and how long they keep their hand placed on the screen. When they are done with the painting, the visitor is given two options, displayed on the right of the screen, “Email Painting” and “Done.” Touching “Done” brings her to an image of a gallery with her painting displayed, label with an assigned name underneath (Figure 13) and an arrow pointing left that allows her to browse through a selection of past visitors’ paintings. If she touches “Email Painting” the same process described earlier ensues. At the Bodies Lens, visitors can choose to “Build with Clay.” This activity directs the visitor through seven different steps involved in sculpting a Haniwa statue. When a visitor chooses “Build with Clay,” after the option to watch or skip the introduction, she is brought to the opening page that displays an image of the finished sculpture and directs her to “Start Sculpting” (Figure 14). This activity includes a great deal more instruction than the Remix Picasso and Make Your Mark activities, and each of the seven steps involved in creating the sculpture – Knead, Roll, Assemble, Smooth the Surface, Make a Face for your Haniwa, Trace to Cut out Shapes, and Drag to Attach the Slabs – features explanatory text and a short video in the upper right hand corner of the screen describing what goes into that particular step (Figure 15). Each step is done by touching the screen 101 Figure 12: “Palate” Figure 13: “Finished Painting” 102 and emulating the motions asked for in the imperative instruction or demonstrated in the video, motions such as kneading, rolling, or tracing shapes in the clay. While this activity is longer in duration and requires more tasks to complete than those on the Painting Lens, Build with Clay is highly automated. A visitor can choose to go through each of the seven steps to complete the sculpture; alternatively, she has the option, as displayed in the upper right hand corner of the screen, to “Skip this Step” (Figure 15), in which case the animation is sped up and that phase is completed by the computer program while the visitor watches. Even the most personalized step of “Make a Face for your Haniwa,” which uses the Kinect® camera atop the Lens to take a picture of the visitor’s face as inspiration for the face of the Haniwa, can be automated, as the final face is the same regardless of the picture the visitor takes. Whether or not a visitor completes each phase through touch, or skips each phase, watching the sculpture come together automatically, she still has the option to email her Haniwa when it is complete, similar to both activities described earlier. To complete any of these three activities through the habit of interaction of creating through touch and motion, visitors must first perceive both touch and swiping/pinching/zooming motions to be afforded by the touchscreen interfaces, as the experience of creating is manifested by these fundamental actions and gestures. As with the previous habits of interaction, in order to perceive them as possible, visitors must possess a range of digital literacies and familiarity with the norms of pervasive computing. Using the Painting Lens as an example, in order for the visitor to interact with the interface at all, she would, as I have previously discussed, have to first recognize the Lens as something that can be touched. She would then have to be familiar with current 103 Figure 14: “Start Sculpting” Figure 15: “Video and Skip” 104 visual trends in touchscreen and mobile computing to know that buttons on the home screen were touchable hyperlinks that would bring her to different pages of content. Once she had chosen to “Remix Picasso,” she would have to assume that the text “drag” was an instruction to “drag” with her hands. The completely unannounced or demonstrated options to enlarge, shrink or rotate the individual pieces again assume knowledge of current touchscreen technology such as tablets and smart phones. Finally, in order to be able to participate fully in the experience by saving the work she created, she would have to have an email address, or have memorized the address of someone who did, as well as be familiar with the English alphabet, the QWERTY keyboard, and the language and symbols associated with the technology of email such as “@” and “send.” The “Remix Picasso” icon functions as both the activity’s title and the single opening instruction. Remixing, which Jones and Hafner (2012) define as, “technically editing and modifying [digital texts] in order to produce a new creative work” (p. 198) is a type of digital literacy in and of itself, and is at the core of what Lev Manovich (2007) calls “remix culture.” Remixing as a practice challenges institutional notions of the purity of the work of art, of authorship, and of access to artistic critique and production. By offering museum visitors a chance to “Remix Picasso,” the CMA is merging "official museum [language] and the cultural literacy of everyday visitors" (Samis, 2012, p. 307). However, the habit of interaction of creating a new work through touch and motion in this case, requires that the visitor be familiar with the cultural practice of remixing media. If the visitor is not familiar with the practice of remixing, the immediate dissolution of the digital image and the instruction to “drag the pieces onto the canvas,” could be understood as a direction to attempt to put the pieces back into their proper order, like a 105 puzzle. It is only through familiarity with the cultural term “remix,” that the user will know that the directive to “Remix Picasso” means she is now allowed to create something new out of those pieces. A visitor engaging in the deconstructing and remixing a “master’s” work of art within the space of the museum is indicative of the “paradigm shift” that Anderson et. al (2012) posit is enacted by new exhibition practices. Nina Simon (2012) claims that “Supporting participation means trusting visitors' abilities as creators, remixers, and redistributors of content” (p. 331). Directly asking the visitor to remix a digital version of a prominent piece in the museum’s collection and save the “new” work they create as their own, invites the visitor to participate in their own production of creative work within the museum space. Additionally, by then tagging that new work with the museum’s logo, the CMA seems to be suggesting that they are, in effect, incorporating visitor’s work into the work of the museum itself.28 Visitors who spoke about interacting with the Lenses through the habit of interaction of creating with touch and motion did see themselves as engaging in artistic production, and were excited about that capability. One visitor, a man of approximately 40, got so excited he shouted across the gallery to his friends, two other men about the same age, saying, “Did you see this guys? You can paint on this one! You can actually paint and it shows up!” (CMA Visitor). Significantly, as this visitor’s exclamation exemplifies, visitors saw themselves as creating with the materials represented by the virtual experiences, in this man’s case “actually paint,” not with the interfaces 28 I see a problematic tension here between the suggestion that the visitor is given creative autonomy, and the immediate “branding” of the visitors work as a product of the institution. In an effort to not derail my discussion of habits of interaction in this chapter, I will return to this tension in more depth in my conclusion. 106 themselves. An even more salient example of this can be seen in the following exchange between myself and three interviewees, a woman and two men all in their mid-20s: Me: Can you walk me through a little bit what you did with them [the interfaces]? What were certain actions, or motions, you used if you can remember, like, specifics? Interviewee #1: He made stories [pointing at another in the group]. Interviewee #2: He [pointing at Interviewee #3] made a painting over here. Interviewee #3: Yeah, I did a painting. Me: You made a painting? Interviewee #2: Would you call it abstract work? (laughs) We call it J. Pollock style. Me: Can you describe how you did that? Interviewee #3: Just based off what I had in previous experience. Interviewee #2: From the fifth grade (laughs, others in the group giggle and comment on his art). Interviewee #3: Yeah. I was making a table with different solids and colors…Then I kind of did an abstract report card. Me: Okay, you did it by? Interviewee #2: Swiping your hands. Interviewee #3: Just by the hands, yeah. 107 Interviewee #2: I kind of played with it too, with him. Thought it was cool how the longer you held your hand there, the bigger the drop got…You could really vary it up. If you wanted a little line, you could just hold it really quickly. If you wanted a big glob, you could really just hold your hand there. In this exchange, the first interviewees described their friends, not as having used certain devices, but as having “made” something, implying independent creation. The first interviewee to respond spoke of the activity I briefly described at the beginning of this section, “Tell a Story,” saying her friend “made” stories. The second interviewee also identified one of his friends as having created something, saying he “made a painting,” referring to his interaction with the activity titled “Make Your Mark.” They continued the discussion of his creation by referencing grade-school art classes, saying his previous experience was from the fifth grade; again, the focus here is on the painting and the art, not physical interaction with the interface itself. When they do start talking about how he created the painting, they do briefly mention engagement with the interface, “swiping,” as the physical motion that he did, and then moved quickly to talking about the “paint” in words that refer to physical, liquid paint such as “drop” and “glob.” In this case, as in others, the interface falls away, and visitors focus on the content they see themselves as interacting with and the results of that interaction, which these visitors saw as independent artistic creation. This equation of interaction with a digital interface and creation of independent artistic content occurs in differing degrees with the different activities described here, 108 however. In the case of the activity “Build with Clay,” one visitor saw this activity as “fully interactive” because her daughter could “emulate what’s happening” (CMA Visitor). Being able to emulate what is happening on the screen, or the kneading, rolling, and building of a clay figure, is not the same as being able to build that clay figure yourself. It is not surprising that this visitor identified her daughter’s actions as “emulating” rather than making, as, as I have shown, the “Build with Clay” activity is much more directed and automated than the other two. However, this visitor and her partner also noted that this “fully interactive” activity was important for their daughter because: Interviewee #1: “...kids always want to touch. They want to...” Interviewee #2: “They want to feel the textures and things like that.” These visitors’ description, which they repeated several times, of being able to see and feel texture even though what they were actually touching was the uniform surface of the touchscreen, is exemplary of the interface falling away and the reification of the digital object into the physical object occurring through their use of the interface. The disappearance of the interface here is made possible by the habit of interaction of creating with touch and motion as visitors see themselves as engaging not with the screens themselves, but with the physical materials of creation – paint and clay –and as making new works of art or emulating those who do. In Chapter 4, I discuss the rhetorical implications of this phenomenon, and how this experience persuades visitors to take up particular roles in the museum. Habits of Interaction: Favoriting and Sharing Favoriting with the Collection Wall 109 The final habits of interaction I will discuss are favoriting and sharing. At the CMA, visitors can interact with the Collection Wall by favoriting an image in one of the swipeable stacks and with the lenses by emailing the results of one of their creations (sharing). At the NAM, visitors can interact with the Touch Table by “sharing a reaction” to one of the documents or images they see. At the Collection Wall, visitors may “favorite” an image of an artwork by clicking the blue heart icon displayed underneath that image. When a visitor favorites an image, the red heart in the bottom left corner of that image is animated briefly with a new heart and a “+1” sign. The red heart icon then returns to resting and the number to its right (see Figure 6) will increase by one. When a visitor is interacting with the Wall on their own, without the aid of an RFID-tagged mobile device on which the ArtLens app has been previously downloaded, touching the heart symbol increases the number of the hearts in this way and the word “Favorited” appears briefly across that section of the screen. However, if a visitor has docked an RFID-tagged device in the closest one of eight docks, has the ArtLens app open on that device, when he or she clicks the heart symbol, additional text saying “Saved to Favorites” accompanies an animation of a heart traveling to the docked iPad. That image and all of its related additional education material contained in the ArtLens app is then saved in that visitor’s personal collection of favorites and can be used to discover more about the work or add it to that visitor’s own tour. In addition to favoriting images at the Collection Wall, CMA visitors can use the lenses to email themselves the digital artifacts created through the habit of interaction of creation through touch and motion, such as images of the paintings they create in “Remix Picasso” and “Make Your Mark” and their Haniwa sculpture from “Build with Clay.” 110 The option to email is usually given at the end of the activity, along with the option to do the activity again; as pictured in Figure 16, visitors can either choose “Email Your Vase,” “Make Another Vase,” or click the “Home” button which brings them back to the home screen display of the lens (See Figure 16). Figure 16: “Email Your Vase” At the National Archives Museum, visitors cannot email from the Touch Table, but they can share their responses to the archival texts displayed. Underneath the informational text of a document, in the lower left corner, a block of text reading “What is Your Reaction?” is followed by the directive to “React and Share” with a right-facing arrow indicating continuation to another step (see Figure 17). When visitors click “React and Share,” they are brought to a new window that shows that document surrounded by 111 twenty different emotion/feeling keyword tags that are color-coded into three categories (see Figure 18). According to the Touch Table’s curator, Alice Kamps, the possible reactions are divided into three categories: the “neutral" emotion words, coded in blue text boxes, are Touching, Confusing, Surprising, and Powerful; the negative emotion words, in red text boxes, are Heartbreaking, Shameful, Shocking, Disgusting, Typical, Maddening, Tragic, and Frightening; and the positive emotion words, in purple text boxes, are Amusing, Joyful, Admirable, Eye-opening, Fascinating, Beautiful, Hopeful, and Inspiring. As indicated by the instructional text to “Tap up to three reaction words to assign them to the image,” visitors may select between 0 and 3 of these emotion words to attach to the artifact. After choosing their reaction words, visitors are then shown an animation of a small white hand dragging the document to the circle displayed above the document that reads. “Share Your Reaction.” Once a visitor does this, every other station on the Table, whether it is being used by another visitor or not, is lit up by the appearance of a textbox in the top right corner of that station’s visual field that reads “Someone shared a document” along with whatever reaction tags that visitor assigned to it. This textbox is a hyperlink that when clicked will bring the new visitor directly to the document that the first visitor shared, regardless of what event or category they had been reading in. The habits of interaction of favoriting and sharing differ from the habits of touching, swiping, zooming, browsing, and creating with touch and motion29 in that they 29 The one exception to this is in the “Make Your Mark” activity in which visitors’ paintings are “displayed” in a digital gallery when they are completed. However, this display is not permanent, as the “gallery” only shows a randomized handful of visitors’ paintings at any time, and once the visitor returns “home” they most likely will not be able to see their last painting again unless they had emailed it. 112 Figure 17: “React and Share” Figure 18: “Assign Reaction Words” 113 are public actions, they extend the visitor’s participation in certain activities through interaction with that interface to include others, either those sharing their immediate space with them, or those outside the museum (through email). Unlike the other habits of interaction, visitors very rarely spoke of sharing or favoriting directly to me. One visitor at the CMA, when speaking of the activity Build With Clay said, “I like that you can email them. That's really helpful” (CMA Visitor), but did not elaborate on why she felt emailing was helpful. Instead, what I found, is that visitors openly and frequently discussed these habits of interaction, particularly sharing (meaning emailing at the CMA and sharing a reaction at the NA) with each other, so much so that these habits of interaction were most often executed by groups of visitors rather than individuals. This finding, and the practice of public negotiation of response that visitors took part in, warrants its own attention, and I will return to it in more detail in Chapter 4. The habits of interaction of favoriting and sharing borrow from visitors’ previous experience with aspects of the participatory web practices of social media, another kind of digital literacy. Favoriting is a prime example of how crucial a visitor’s digital literacies are to their experience of perceiving a certain habit of interaction as being afforded by the touchscreen interfaces. At the Collection Wall, favoriting visibly increases the number of hearts attributed to a particular work and adds visitor choices to the larger categories displayed by the Wall, particularly in “Visitor Favorites” and “Top 50 Faves.” Like the other habits of interaction, favoriting on the Collection Wall directly engages a visitor’s existing digital literacies (or lack thereof). No text introduces “favoriting” as an available habit of interaction anywhere on or around the wall; in fact, the word “favorite” as an imperative 114 is never used. It is only after the visitor touches a blue heart that the word “Favorited” is displayed. The heart symbol, however, as an indication to “like” an image, is seen widely across image-centric social media sites such as Instagram, Pinterest, and Tumblr. A visitor who is familiar with these sites and thus with the visual discourse of the heart symbol meaning to “like” an image, will immediately be able to view the heart as a call to action. Without that prior knowledge, however, a visitor would not necessarily make that connection. Several visitors, in fact, did express confusion over this habit of interaction. One group of three women in particular expressed their confusion quite clearly. This group of women approached the Collection Wall one morning and, being the only ones at the wall at that time, stood watching for a while before one of them touched one of the smaller mosaic images and brought up a new swipeable stack of images. The same woman touched the heart underneath the image, and as the word appeared on the screen the woman beside her read aloud, “Favorited?” She continued by saying again, “Favorited? Is that a word? That's not a word." The third woman turned to the employee sitting at the information desk and asked, "Is favorited a word?" The employ nodded and said, "It’s the past tense of ‘favorite,’ like if you favorite something." The first woman, still unconvinced, said, “Oh…favorite as a verb…I've never heard of that,” and turned back to face the Wall. The employee came around from behind then desk and showed them how to swipe through the stacks of images, then clicked the heart icon, saying “Then you click here to favorite an image.” The third woman asked, “And what does that mean, to favorite?" to which the employee responded, "It means to favorite something, or say you like it." 115 This exchange illustrates a divide between the three women, who were not at all familiar with the social networking vocabulary of “favorite” and “like,” and the museum employee who repeats the same vocabulary in an attempt to help clarify the habit of interaction for them. It is hard to determine exactly where this divide originates from. The women were all in their mid-late 60s, and the museum employee appeared to be in his late 30s/early 40s, so it is possible that the misunderstanding stemmed from an agerelated difference in digital literacies and knowledge of the vocabulary of social networking. Unfortunately, as no specific personal details such as age or prior ownership of digital devices were collected in this study, this conjecture is unverifiable at this time. What this divide does demonstrate, however, is that whether the barrier to digital literacies be age, physical ability, access to personal/mobile computing devices, etc., a disparity in existing digital literacies can and will result in visitors perceiving different affordances as being made available to them. Conclusion Visitors interact with the touchscreen interfaces studied, the Collection Wall and Lenses at the CMA and the Touch Table at the National Archives Museum, through six primary habits of interaction, habits that they perceive as being afforded by these interfaces because of their previously existing digital literacies. In engaging in certain activities through these habits of interaction, visitors often see themselves as engaging directly with the art object, rather than a digital representation of the object mediated by the interface. The disappearance of the interface that occurs in visitors’ interactions with the touchscreen interfaces is, in and of itself, not surprising. As Jason Farman (2011) notes, this disappearance of the interface is a common result of an environment of 116 pervasive computing. He says, “Instead of the excessive visibility of our systems, ubiquitous or pervasive computing often seeks to create an environment in which the technologies remain invisible” (p. 7). With a proliferation of mobile, touchscreen and other personal computing devices, such screens become so much a part of our everyday life that they inevitably become “invisible,” routine elements of daily experience. However, the erasure of the interface that I observed taking place within these museums is different from the invisibility germane to ubiquitous computing. First, though many museums do employ touchscreen kiosks and other kinds of touchscreen interfaces in their gallery spaces, institutionally provided touchscreen interfaces are still not ubiquitous. Visitors, even those who told me that they frequent museums, often initially approached the touchscreen interfaces with hesitation; their first concern was determining whether or not it was something that could be touched.30 It was only upon interaction with the interface, particularly through the habits of interaction discussed here, that the interface fell away, allowing visitors to focus on the content displayed within, and allowing them to view the digital image as a reification of the physical art object. However, not all visitors engaged with the interfaces through the habits of interaction discussed in the same manner. Visitors were only able to perceive these habits of interaction as afforded by the touchscreen interfaces as a result of their previously existing digital literacies, including prior experience with touchscreen devices such as 30 This phenomenon is again reminiscent of Heidegger’s concept of “ready-to-hand,” or, more specifically, its corollary “present-at-hand.” While the objects we use in our environments, in their ordinary use, may become transparent, or “ready-to-hand,” there are instances where “break-down” occurs and the object reclaims our attention and becomes “present-to-hand,” “that is nontransparent to the user” (Zahorik and Jenison, 1998, p. 84). In the case of the touchscreen interfaces, in their use they became “ready-to-hand,” that is, they became invisible to their users, allowing visitors to focus on the content displayed by them. However, when visitors were puzzled about their touch-ability, or their seamless use was not apparent too them due to lack of necessarily digital literacies, “break-down” occurred and the interfaces because “present-at-hand,” or glaringly obvious objects in the users’ environment. 117 tables and mobile phones, familiarity with web and social media conventions, and socially constructed understandings of the work of the museum. In instances in which a visitor did not have the digital literacies necessary to perceive a particular habit of interaction as being afforded by the interface, that visitor also did not experience the erasure of the interface. These visitors did not see themselves as touching the art. Instead, they attended to their use of, and the challenges they experienced with, the interface itself. For the handful of visitors (who I discussed briefly in Chapter 2) who I observed and interviewed who did not immediately recognize the interfaces as being touchable, or who did not perceive the affordances that other visitors did, the interfaces became front and center, objects to be learned and reckoned with. Rather than seeing themselves as “getting closer to the art” or participating in creative activity, these visitors instead saw the interfaces as objects that potentially detracted from their museum experience. Because of the primacy of the interface, these visitors did not see themselves, as many others did, as engaging with the actual artifacts of the museum. While there were a handful of visitors for whom the interfaces remained prominent and problematic, for the majority of visitors I observed and interviewed, the interfaces did fall away in their use. These visitors not only saw themselves as having a closer relationship with the physical artifacts represented, but also as participating in the work of the museum by creating, critiquing, and being able to manipulate objects in the collection. Many visitors identified their participation as a different kind of experience that the one they normally associated with a visit to a museum. One exchange I had with visitors exemplifies this well: Interviewee #1: It’s [Gallery One] more complex [than the usual 118 museum]…so it made… Interviewee #2: (Interrupting)…Yeah. It's a lot more than just “look at this dot.” Interviewee #3: It got people more involved than just walking through and looking at something for fifteen seconds. Interviewee #2: Move the dot. Spin the dot. Be the dot. These visitors, like many others, recognized the experience offered by interaction with the touchscreen interfaces as different from the experience of interacting only visually with works in the museum. Their response shows that they saw that difference not only as being able to manipulate the artwork – move and spin the dot – instead of just look at it, but also as engaging in a fully immersive participatory experience – actually BEING the dot. In Chapter 4, I will show that touch is crucial to this experience of embodied participation. I will show that the experiences visitors perceive as afforded through the habits of interaction explored in this Chapter do rhetorical work. These rhetorical experiences persuade visitors to take on certain roles traditionally seen as belonging to the “expert.” By taking on these roles, performing “institutional” tasks such as research, instruction, and critique, visitors see themselves as “participants” in a democratic cultural conversation. Rather than identifying as outside viewers of a private collection, visitors see themselves as participating in the cultural work of the museum. I argue that the experience of taking up these roles has rhetorical affects, changing visitors’ subjective positions within and attitudes toward the museum. 119 Chapter 4 This is How You Touch the Art: Rhetorical Experience and the Visitor as Expert One weekday morning, two women and a young girl around the age of twelve entered Gallery One at the CMA, stopping at the Collection Wall for approximately ten minutes before moving into the larger gallery space. Over the next hour, the three discussed the art objects displayed in the gallery, interacted with all six lenses, participated in a number of different activities on each lens, emailed the results of their work when the activity included sharing via email as an option, and occasionally returned to a lens after first leaving it to explore another. When I interviewed them, nearly an hour after they arrived in the gallery, the three expressed delight over being able to use the technology to access more information about the art, being able to draw “circles, lines, zigzags curves, etc.,” and with those drawings create their own work, and being able to save their work by emailing it to themselves, which one of the women described as “very helpful.” The women said that one of the major strengths of the touchscreen interfaces in Gallery One was that they helped them “get closer” to the art objects displayed. They both agreed that the experience of interacting with the lenses made the art objects “more alive” than they would have been had they simply read the information on the wall plaques in the room. For these women, the primary difference between their experiences interacting with the lenses and reading traditional wall plaques was their ability, with the lenses, to touch the screens of the interfaces. As the four of us were discussing what they felt they took away from their experience with the technology, we had the following exchange: 120 Woman #1: Instead of standing in front of a piece of art and kind of squinting, 'cause you're reading the cards, you learn a little bit more information. Like the line one over here [points]; you go to the interactive screen, and it tells you "Okay, this guy went here, he actually did this for many, many hours before he came up with this." It's like a line, and I'm like "Really?" Me: All the information that goes into it... Woman #1: Yeah, so it makes you care about it. Me: Okay… Woman #1: Because it's giving you the background, it's not just "This is a piece of sculpture, don't touch it." Me: Okay. Woman #2: Especially for kids, I think, kids always want to touch. They want to ... Woman 1: They want to feel the textures and things like that. You want to touch this stuff. You want to get a feel for it. Woman 2: Right. I think the technology allows that. The technology really does. Here, the two women refer to “texture” and “feel,” suggesting that the technology allows them to feel the sensations involved in touching the object, when in fact they are only physically interacting with the smooth surface of the screen. This exchange exemplifies two common responses I received from visitors at the Cleveland Museum of Art that point to how interaction with these interfaces are shaping visitors’ experiences of the museum. First, at some point in their interactions with the touchscreens, visitors begin to see the digital images displayed as stand-ins for the physical art object, and to see themselves as being able to touch the actual art object 121 represented by that digital image. Second, because of this ability to touch, visitors see the act of interacting with the technology as offering an experience that is different from, and more fulfilling than, the experience of engaging with more traditional interpretive technologies such as wall plaques. Visitors often expressed this difference explicitly, claiming that their experience within the museum using these interfaces was different from their expectations of that experience had been when they first entered. As one man claimed, “I [was] sure that it [the museum] would show the background of the artist or give you a brief overview of what it was based on, but it [pointing to the Collection Wall] wasn't what I thought it would be. It was completely different and interactive and fun” (CMA Visitor). Visitors explained that the “different” experiences they saw themselves engaging in were directly related to their ability to interact with things in the gallery spaces through touch. As one of the women previously introduced elaborated, “Museums are usually like, ‘don’t get too close, [daughter’s name] I don’t think you should be touching that, don’t breathe too hard” (CMA Visitor), setting up a contrast between the experience she expected to have and the one she did. Similarly, at the National Archives Museum, a visitor expressed gratitude for the experience of interacting with the touch table because, “with documents it's usually like, you know, in a display case, don't touch it, don't get near it, just you know, enjoy it from afar and that's about it” (NAM Visitor), but with the touch table he could manipulate the documents himself. Visitors’ interactions with the touchscreen interfaces made them feel “closer to the art” (CMA visitor) at the CMA, more connected to the content displayed at both institutions, and less removed from the 122 museum itself because they felt they were able to “have a role” (NAM visitor) in the work of that museum. Thus, visitors, by their own testimony, felt more connected to and involved in the work of the museum after participating in experiences mediated by the touchscreens. Additionally, visitors who participated in those experiences took on roles traditionally reserved for the “expert” and the institution. For example, many visitors who interacted with these interfaces then took on the role of instructor, turning to advise other visitors how to engage with the technology. Still others took on the role of critic, leading fellow visitors in collaborative critique of the artifacts the interfaces digitally displayed. Museum visitors who took up these roles recognized themselves as also taking up a different subject position and a different relationship with the museum itself. These visitors described, or seemed to understand, their engagement with the interfaces and artifacts displayed as being a type of “conversation” (CMA Visitor) with the museum. That is, for these visitors, the interfaces and the experiences afforded by them seemed to allow the opportunity to participate in a cultural conversation that they viewed as previously accessible only to a cultural elite. Visitors by and large identified the availability for interaction (by which, as I explain in Chapter 3, they mean participation) as something inherently offered by the technology itself. Indeed, much of New Exhibition Studies sees the adoption of digital technology as the common denominator in progressive participatory experiences within museums. However, not all digitally-mediated participatory experiences are created equal. As Zimmer et. al. (2008) claim, “the experience afforded by digital technologies is usually at least as sensually and socially impoverished as it is for unmediated museum 123 and gallery visits” (p. 152). Most digital interfaces within museums simply reify institutional hierarchies of the institution educating the lay visitor with linear and topdown information. In the Cleveland Museum of Art and the National Archives Museum, however, I see something different occurring in visitors’ use of the touchscreen interfaces within these spaces that is ultimately shifting visitors’ attitudes towards, and interpretive positions relative to, the artefact and the museum. I argue that it is through the experiences that visitors are engaging in that this shift occurs. By experiences, I mean not the habits of interaction that visitors are using to interact with the interfaces or the activities they complete with those habits on their own right, but the roles that visitors are taking up through these actions. In other words, museum visitors interacting with these interfaces are participating in experiences that persuade them to take up particular roles and interpretive positions. These experiences, then, do rhetorical work by shifting visitors’ identities within and attitudes towards the museum. To better explore and analyze this phenomenon, I turn to Gregory Clark’s (2010) concept of rhetorical experience introduced previously in Chapter 1. Experience in Clark’s understanding is neither a passive nor a solitary occurrence. Instead, Clark emphasizes, experience always enacts some sort of change in attitudes, what Kenneth Burke (1969) identifies as deeply held thoughts and convictions, on the part of the individual. As such, experience always produces results that translate into action, and those results always have social ramifications. To further highlight the connection between experience, attitudes, and identification, Clark says that Burke believes that aesthetic experiences do rhetorical work by shaping individual attitudes, or deeply held thoughts and convictions, on the part 124 of the viewer/reader/experiencer. These attitudes prompt the individual to action, and the resulting action manifests the formation of public identities, or as Clark (2010) defines identities, “set[s] of attitudes held in common with others” (p. 118). For Burke (1969), the desire to influence an audience to identification is the motive of rhetoric (p. 24), and the act of identification itself is both rhetorical and public in nature (p. 28). Clark stresses the importance of this transition from individual attitude to public identification, saying that for both Dewey and Burke, “individualized and self-sufficient” (p. 116) rhetorical experiences “become civic in their consequences when those attitudes affect identities” (p. 118). In Chapter 3, I introduced the habits of interaction that visitors use to engage with the touchscreen interfaces in the CMA and the National Archives Museum, and showed how those habits of interaction served to enact an erasure of the interfaces, which in turn caused visitors to see themselves as actually touching the art. In this chapter, I will show that through the use of touchscreen interfaces, particularly through the habits of interaction discussed in Chapter 3, museum visitors take up certain roles traditionally reserved for the “expert” in the museum. By taking on these roles, performing “institutional” tasks such as research, instruction, and critique, visitors see themselves as “participants” in a shared cultural conversation. Rather than identifying as outside viewers of a private collection, visitors see themselves as participating in the cultural work of the museum. I show that the experience of taking up these roles has rhetorical effects, changing visitors’ subjective positions within and attitudes toward the museum. 125 The Taboo of Touch To understand why it is important that visitors are being persuaded by participatory experiences mediated by touch technology to take on these more democratic roles, we must first understand why these roles are more democratic in the first place. As discussed in Chapter 3, in order for visitors to perceive the habits of interaction identified as being afforded by the touchscreen interfaces at the center of this study, they must first identify the interfaces as touchable. While visitors are approaching these interfaces with a host of digital literacies acquired through their experience with mobile technology (or lack thereof), they are also, importantly, seeing the interfaces within the space of the museums that they are located in. As such, while visitors may recognize the interfaces as touchscreen technologies to be interacted with, they still often exhibit reluctance to actually touch them. At the CMA, for every group of visitors I tracked as they interacted with the Collection Wall and Lenses there were many others who traveled through the Gallery One space without interacting with a single piece of technology. Visitors of all ages perused the gallery space following the perimeter of the room, viewing the art objects, and avoiding the Lenses and Wall completely. The visitors who did, in the end, interact with the technology often did so first exhibiting reluctance to touch. As an example, one mother, as her young son began to run towards the Painting Lens, yelled in a panicked tone, “No! Don’t run! Don’t touch!” The pair left the gallery and touched nothing. Still others expressed hesitation or reluctance to each other, asking their fellow visitors questions such as, “Do I just touch it?”, “You just touch it, right?”, and “We can put our fingers on this, right?” (CMA visitors). Similarly, many visitors who approached the Touch Table at the National Archives, if there were no visitors already interacting 126 with the table, would stand and read from the table with their arms folded or with their hands in their pockets, and leave without touching. Additionally, while the feeling of being allowed to get “closer to the art” and of being able to touch the art expressed by the two women and young girl discussed at the start of this chapter were exemplary of many other visitors’ reactions to their experiences within the Gallery One space, these women’s experiences almost did not take place at all. The two women and the young girl they brought to the museum as part of a field trip supplement to her homeschool education were initially not going to enter Gallery One at all. When I asked them why their first impulse was not to enter the gallery, they responded: Woman 1: I don't even know what this space was, I actually thought it was something you had to pay for. Woman 2: [crosstalk] It's kind of like closed…an exclusive area. When you look in from the outside, you can't see in. Until you get in, I didn't realize there were so many people in here. Until you come in and come around the corner, all I saw was one of the employees standing and I was like, "Okay maybe I'm not comfortable coming into this part." It appeals, but it wasn't inviting, because you wanted to go in… Woman 1: You wanted to, but it was like, "Is this ... Can I do that?" Woman 2: I'm like, reading all the signs around the door, like "How much does this cost?" That the women brought the young student to the museum “hoping they would have something hands on” but initially were concerned that the area that allowed hands-on interaction was “exclusive” or would cost a special fee is not an unusual reaction. As discussed in Chapter 2, access to interaction with a museum’s collection through touch has a complicated history in contemporary museum history. According to Fiona Candlin 127 (2008), early museums welcomed the handling of objects, but, “by the mid-nineteenth century, the acceptance of tactile experience had disappeared” (p. 11). Interaction through touch did not disappear for every visitor, however. Instead, there was a shift in the way that museums managed their collections, visiting hours, and approaches to access, so that certain visitors were given an opportunity to handle objects in the collection, while others were actively barred from those opportunities. Candlin (2008), building upon the work of Classen and Howes (2006), identifies this divide as being strongly rooted in class politics, saying that, “restricted opening hours, public and private days as well as the private nature of most collections meant that the working classes, and to some extent, even the middle classes, did not gain access [to touch] anywhere near as easily as the elite” (p. 13). Rather, she, says, “Both the possibility of touching objects and the recognition that touch could contribute to learning, pleasure and subjectivity all depended on who touched” (p. 13). The class divide that Candlin critiques evolved over the years, as the role of museums in society began to shift from that of collection and display to that of driving “advances in social thought,” as Theodore Low urged in his 1942 white paper “Museums as a Social Instrument,” taking up the yoke of “education in all its varied aspects from the most scholarly research, to the simple arousing of curiosity” (p. 21). However, the entrenched notions of an institutional divide between the “public,” whose untrained and/or contaminated touch could potentially damage the artifacts in an institution’s collection, and the “expert,” whose touch is necessary for the preservation of those artifacts, still underlies the relationship between contemporary museums and their visitors. In the words of Zimmer et. al (2008): 128 museum access is almost entirely visual and solitary. Museums are thus thought of as sterile places in which artefacts are approached as nearly sacred objects of passive veneration, and in which visitors only interact with each other in hushed whispers (p. 151). This sterility was, and still often is, connected to the unspoken or spoken understanding that lay visitors, the untrained public, can damage the objects in a museum’s collection and thus should be discouraged and/or barred from touching them. Even in Gallery One, the CMA expressly prohibits touching the artwork displayed (Figure 1), citing preservation of the art as the impetus for this directive. Figure 1: “Please Do Not Touch sign at the CMA” While conservation of fragile cultural artifacts is an important part of many museums’ missions and work, much of the stigma surrounding “corrupting” touch is situated in a long and complicated history of class politics, a social history the remnants of which can be heard in visitors’ general attitudes towards museums. Many visitors, when asked what their attitudes were towards museums prior to their visit, said they view 129 museums to be “exclusive,” “antiquated,” “boring,” “tedious,” and “elite” or “elitist.” Many visitors said they made their decision to visit because they were convinced by someone else, or made the decision despite these sentiments, not expecting them to change. One young man, who studied art in college and was a repeat visitor of the CMA, said the five friends who were traveling almost didn’t agree to visit with him that day because “They think art and museums are for a select few.” While the majority of visitors, on the day I interviewed them, did choose to visit the museum (as opposed to being brought by family members, friends, or parents), these visitors still ultimately understood their role as museum visitor to be that of silent observation and private interpretation, not physical interaction or participation. Visitors’ attitudes towards museums as elitist and inaccessible are directly related to this understanding of their role as silent, lay observer, and it is exactly this institutional hierarchy that new exhibition practices seek to push against (Anderson, 2012; Barrett, 2012; Parry, 2007; Simon, 2012; Zimmer et. Al., 2008). Two innovations in interpretive technologies and exhibition practices that challenged the hierarchy of the “expert” institution vs. the lay public occurred in the 1980s and 90s, predating and then overlapping current developments in digital technology. Peter Samis (2012) explains: The first innovation was philosophical: the master narrative as promulgated by a single authoritative museum voice gave way to a polyphony of voices, and with them the admission of more than one perspective in evoking the value and meanings of a works of art. The second innovation was digital, the ability to randomly access as much or as little information as you wanted about an object in the gallery, and to 130 pick and choose your way through an exhibition without the museum determining your course…Taken together, these changes were big: The monopoly of the expert was challenged (p. 305). The ability of interpretive technologies to challenge the “monopoly of the expert,” to essentially redefine the social contract between museum and visitor that positions the visitor as an “empty vessel” to be educated is a powerful theoretical notion. When I embarked on this project I sought to undercover whether or not this was actually occurring. What I found is 1) not only is Samis’ claim true, but 2) visitors clearly see, and can articulate, a closing of the gap between institution/expert and themselves as visitor. When asked if his attitude towards the museum had changed after their interaction with the Touch Table, one National Archives visitor said, “It [the museum] just doesn't feel so elitist and intellectual, this idea of museums and archives, is that its like temple of knowledge. It's very intimidating for people to go into. This [the Touch Table] just sort of puts it on a level playing field” (NAM Visitor). This visitor saw the experiences afforded by the Touch Table as pushing against the idea of the “elitist” museum, bringing him, the visitor to a more equal standing with the institution. Yet another visitor answered the same question by saying: Well, to that, I definitely, this is my own little opinion, but you can keep going. But, I definitely feel like with audio tours, it's more of ‘the man’ [gesturing air quotes] taking you through and telling you what this is, and why this is important. Whereas I feel like this [Touch Table] is more of like, you know it's all important, have a look at what you'd like to look at, and experience it on your time and at your interest level (NAM Visitor). 131 For this visitor, the distinction between the imposition of the institution dictating meaning-making and interpretation, telling the visitor why a particular artifact is important, is challenged by the personal freedom of, as Samis suggested, being able to experience the collection on one’s own time, and with one’s own interests in mind. In addition to visitors who interacted with the touchscreen interfaces through the habits of interaction discussed in Chapter 3, recognizing more freedom and control of their interpretive experience in the museum, I observed visitors “taking on” roles traditionally reserved for experts in the institution. Specifically, I saw visitors performing “expertise” by engaging in tasks germane to that class of museum expert, namely educating, critiquing, and researching. Upon first reflection, I wanted to say that through the participatory experiences they perceive afforded by the touchscreen interfaces, visitors were actually gaining expertise. As T. Kenny Fountain (2014) says, “expertise involves more than learning the knowledge of a group; it involves learning to perform tasks as a member of that group as well as gaining the social role that allows one to perform those tasks” (p. 5). In the case of visitors acting as instructor or researcher within the museum, they appeared to be gaining, or more accurately claiming, the social role involved in those tasks. But as I further analyzed my data, specifically visitors’ performances of this “expertise,” it was difficult to determine what kind of expertise, if any, they possessed. Visitors interacting with touch technology do not quite fully possess what Harry Collins (2016) calls “interactional expertise,” in which the actor does not possess the tools to act within the discourse community “but acquires only the spoken discourse of the domain” (p. 6), because, as I will show, the language with which they talked about researching or 132 with which they instructed others, much more closely resembled “referred expertise,” or what Collins and Evans (2007) define as “expertise taken from one field and applied to another” (p. 64). As an example, when asked how he knew how to interact with the Touch Table the way he did, and how to teach his wife, one man responded, “I’m an engineer” (NA Visitor). This man saw his expertise as an engineer as giving him the ability, not only to use the Touch Table to follow his own research interests, but to teach his wife how to navigate with the Table and what elements he thought were important (When asked if they shared a reaction to any of the documents, he said, “No, I didn’t teach her that”). At the same time, visitors did not quite exhibit “contributory expertise” either, or the kind of expertise, as Collins (2016) says, that “we normally mean when we talk of experts—these are people who exercise their expertise by contributing to their specialist domain (p. 6). Even though visitors saw themselves as contributing to the work of the museum by being able to “have a role,” their contribution to that domain would not continue after their visit was complete. Therefore, upon further analysis of my data, I contend that what is occurring in these instances is that visitors are temporarily stepping into the “role” of the expert with what I refer to as “situational expertise.” That is, rather than achieving a broad subjectmatter or professional expertise themselves, visitors seem to enacting a kind of “in the moment” expertise that is situation dependent. To illustrate this situational expertise in action, I identified, using visitors’ language three primary roles that experts within the museum hold, and thus three primary roles in which visitors acted as situational experts: The expert as the person who teaches (instructor), the expert as the person with 133 knowledge (researcher), and the expert as the person who guides interpretation (critic). I will first show these three roles in action, and then reflect on the rhetorical effects the rhetorical experiences of taking on these roles produce. The Visitor as Person Who Teaches (Instructor) The phenomenon of visitors taking on the role of instructor, and teaching other visitors either about the content displayed by the interfaces (as described above) or how to use the interfaces was one of the first patterns I began to notice in visitor behavior in the hybrid gallery spaces where I conducted my observations. I made a note of this in my first field note in the Cleveland Museum of Art as I watched a group of four adults interacting with the Collection Wall taking turns teaching each other how to complete various actions with the interface. I observed another early exemplary instance of visitorto-visitor instruction when a group of four adults, three men and one woman, all appearing to be in their late 30s/early 40s, approached the Collection Wall, and all stood watching it for a short while. After watching the hand animation showing the swiping and favoriting actions, the woman asked, “Is it only the hearts you can touch on?” One of the men answered, “No, you can touch anywhere you want. Watch.” The other two men began to touch the screen, and the first man directed the others in possibilities for interaction saying, “You can touch on a picture, like this” (demonstrating how to click from one of the larger displayed images, and then swiping through the stack of images displayed). For the next few minutes, each of them interacted with the Wall in different places, stopping to show the others different actions they discovered, such as browsing with the gallery locator hypertext, switching categories of images, and swiping from both left to right and right to left). All four did this using demonstrative and imperative phrases 134 of instruction such as, “Look,” “Like this,” “If you touch here, you can...,” and “Watch.” For this group, while one man initially stepped up to instruct the others in how to interact with the Wall, the longer they used it the more each member of the group began to instruct the others as well. Often, visitors stepped into the role of instructor in response to other visitors’ questions, anxieties, or hesitations about interacting with the technology. For example, two young women in their early 20s approached the Collection Wall together, one of them immediately touching one of the displayed images on the Wall, the second standing back with her hands in her pockets watching both the Wall and her friend for several minutes before saying, “It stresses me out.” The woman who had been interacting with the Wall responded to her friend by turning, and proceeding to demonstrate to her friend how to use the Wall, using specific language and explaining how the hyperlinks worked and what different categories she could browse to. This woman showed her friend how to select an image from the mosaic display, explained that that image was then displayed in a category, showed her how to swipe through the category, and moved through different hyperlinks saying, “See, I can then learn more about it here [pointing to the category title] and here [pointing to the tour locator].” The second woman, after being shown by the first, then interacted with the Wall herself for several more minutes before they both left. These examples are only a small sampling of instances where visitors in Gallery One turned to instruct each other on how to use the technology. Occasionally visitors’ information was incorrect, like when one man, gesturing towards the Collection Wall said to the man who came up behind him, “Everything the museum owns, and what can be found in the galleries and stuff is on here.” Technically, the Collection Wall only displays 135 what is on view in the CMA proper, a fraction of total acquisitions in the CMA’s full collection.31 Visitors who held slightly inaccurate information about the museum or misinterpreted information given to them by museum employees, in taking on the role of instructor passed that misinformation on to others.32 Primarily, however, visitor-to-visitor instruction was not only accurate, but detailed. Visitors used technical terms such as “swipe,” “browse,” “zoom,” and “favorite,” in their instruction of other visitors that they did not repeat in interviews with me. Additionally, most visitors’ instructions were accurate and clear enough that not only could the other visitors, whether part of their group or strangers, understand and repeat the instructions, they could then communicate them to visitors who came along after them. Visitors at the National Archives also used detailed and technical language in their instruction of other visitors, using detailed corrections such as, “That's ‘pinching.’ That's not” (NA Visitor), when teaching another the habit of interaction of “pinch to zoom.” At both sites of study, it was not just adults who took on the role of instructor; many children turned to teach other children or adults (either adults in their group or strangers who they felt were confused about the interfaces) how to interact with them33. As an example, one afternoon a teenage girl and a young boy approached the Touch 31 The CMA’s full collection consists of approximately 46,000 artifacts and artworks. At any given time, only 3-4,000 of these items is on display in the museum. So the Collection Wall, as the museum proper, only displays about 6-8% of the museum’s total collection at any given time (CMA Employee in interview). 32 One may be tempted to suggest that visitors spreading misinformation is an example of why the museum, the institution, should solely hold, as it has traditionally, the role of educator. However, in each of the few instances I did observe of museum employees instructing visitors in Gallery One, the museum employee also gave visitors misleading or incorrect information in their instruction. There was no difference in the accuracy or caliber of visitor-to-visitor instruction vs. institution-to-visitor instruction that I observed. 33 There were, of course a number of instances of adult to child instruction as parents directed their children through the museum. Parent-child interaction in the museum is itself a vibrant subject of study (Fasoli, 2104) and a relationship that has a different set of implications than peer-to-peer interactions. As such, for the purposes of this study, I am focusing on peer to peer instruction here. 136 Table. The girl went to the closest open station and quickly started navigating by swiping through the open chapters. She read for approximately five minutes, reading through all the documents in one event before switching to another. After these five minutes, a woman, perhaps the teen’s mother, came over and stood close to the girl not touching the table. The girl pointed at an open document saying, “This is interesting,” and described to the woman the history and content of the document she had been reading. She then showed the woman how to navigate through the chapters, saying, “There's different ways to get around,” explained the functions of the back arrow buttons, how to swipe, and how to navigate with the menu and the keyword tree. She then left the Table, and the woman proceeded to stand reading for a few minutes before touching the table herself. The woman then read for quite some time, using the actions that the girl had explained to her. As another example, a young boy engaged in the “Global Influences” activity on the “How Are Art and Trade Connected” Lens in Gallery One, was approached by another boy about his age who had entered the gallery with a different school group. The first boy then asked, “Do you want to try?” and explained in detail to the second boy how to complete the activity, a matching game, and then how to navigate out of it to other parts of the Lens. He then left to his own group, and the second boy stayed at the Lens for another 6 minutes before rejoining his group. In all of the instances I observed of visitor-to-visitor instruction, visitors used two primary methods of instruction in their conversations with other visitors, instructional language and gesture/demonstration. I observed that as visitors took on the role of instructor, they used specific language to get and focus the attention of those around them. Firstly, they used imperative statements such as “Look,” “Watch,” and “Try this” 137 to explicitly instruct their fellow visitors. They also made mention of specific habits of interaction, saying, for example, “You can touch the picture like this,” “You can swipe,” or “You can take your picture and email it to whoever you want.” They also used corrective language, instructing others how to best interact with the interfaces with phrases such as “You have to stand over there [at the Bodies Lens]” (CMA Visitor) or “No, do it this way” (NA Visitor). Visitors also instructed others using demonstrative language such as, “Like this,” “Here,” “That,” “This way,” accompanied by gestures, both demonstrations of how to do a certain action and pointing. Pointing, which is often used with demonstrative language to establish joint attention (Deissel, 2012, p. 2418) is an important part of instruction. As Cristina Grasseni (2004) says, “the necessary training of the eye…consists in repeated and integrated acts of pointing, an indexical activity that orients, structures and organizes the visual field for the apprentice, by way of repetition, authority and comparison” (p. 49). In other words, pointing, along with demonstrative language, both directs the pupil’s attention to the object at hand and establishes the authority of the one doing the pointing, situating the pointer as the instructor. I observed visitors taking on the role of the instructor through the use of imperative, corrective, and demonstrative language accompanied by gesture and pointing. Visitors use of language and action in this way, placed that visitor in, to borrow a phrase from discourse analysis (Gee, 2011), the “socially situated identity” of an instructor (p. 30). By this I mean that by using language generally used in teaching moments, visitors took on the role of an instructor. They also clearly recognized the role that they were taking up. For example, when one woman tried to describe how she was able to use the painting lens at the CMA, her friend interrupted her by saying, “That's because I had to 138 show her [how to use it]” (CMA Visitor). Similarly, when I asked a woman at the National Archives how she knew how to interact with the touch table in the way that she did, her husband interrupted to explain that he “taught her the features” (NA Visitor). The instructing visitor’s socially situated identify as instructor was then confirmed by other visitors’ responses to them as they spoke in that role. As visitors received instruction from their fellow visitors, they responded to them in the same ways visitors responded to museum employees, using nods, expressions, questions such as “like this?”, “right here?”, and “with my fingers?” and affirmative phrases such as, “yes,” “interesting,” “wow,” “cool,” and “thank you.” These visitors also actively pointed to other visitors as their source of instruction. For instance, many visitors in both sites of study, when pressed as to how they knew how to interact with the interfaces the ways that they did responded that “someone else” had showed them how. Visitors who took on the role of the instructor did not just instruct their own friends and family either; the “someone else” that visitors spoke about as having instructed them was just as often a stranger as it was someone in their own party. As such, the socially situated role of the instructor that some visitors took up was also one that other visitors both acknowledged and respected. The Visitor as Person with Knowledge (Researcher) As discussed in Chapter 3, a key element of visitors’ experiences with the touchscreens in both sites of study is their perception of being able to pursue their own interests through interaction with the technology (through the habit of interaction of browsing). In every interview I conducted at the NAM, and in most of the interviews I conducted at the CMA, visitors used some cognate of the word “interest” when discussing their use of the technology. Visitors noted a sense of appreciation for and 139 autonomy in being able to “pursue [their] own interests” (NA Visitor). They also often credited the ability to touch as increasing their interest. As one visitor said, “But now that there's all this kind of stuff that we can touch and get our hands on, it makes it a lot more interesting” (CMA Visitor). Yet another, planning a future trip to the NAM with her nephew said that she was more excited about his potential experience because with the Touch Table, “he can actually do the touching, and he can make stuff bigger, and he can pick what he wants” (NAM Visitor). Visitors expressed that this freedom to be able to follow and attend to their own interests was different from what they expected before their museum visit, based on their prior knowledge of, and attitudes towards, museums. As one man said, when asked “What were some of the actions or the motions that you did [with the touch table]?”: Visitor: Well, picking out what I was interested in in the title. Then going from page to page ... ‘this one's very cool’…‘I love this’… Me: Did your experience using this technology in this space differ at all from your expectations coming into this exhibit? Visitor: Yes, this is awesome. I never even expected something like this. Me: What about it didn't you expect? Visitor: Well, I didn't expect to be able to just pick what I wanted like that. Again, in this answer, this visitor’s experience in the museum space was different than he expected due to the ability, through the habit of interaction of browsing which he perceived as afforded to him by the interface, to pursue his own interests through the content displayed by the interface. 140 This same visitor, when asked what his attitude was towards the museum or museums in general, responded: First that it's ... you need to as a person, you need to learn about history and about how things have come about. To me it's all about people and how there's good and bad in everybody. Different people are ... some people are bad. Some people are good. These are some things that are terrible that have happened in our life but we keep changing and growing and hopefully getting better. More tolerant. When asked if this had changed at all from before his time interacting with the Touch Table, he responded, “Yes, it’s changed,” and later, “It's more in-depth [after interacting with the Touch Table] than what I...I'm not a real big history buff, so...” This exchange illustrates a common progression that I observed in visitors’ accounts of their participation. First, the visitor recognizes a freedom to pursue their own interests separate from the suggested linear stream of information given to them by the museum. Second, they exhibit a change in attitude and identity within the museum as a result of this experience. Now, here, as with most other cases, the visitor did not expressly articulate that he felt his attitude towards the museum had changed. Instead, he acted on that change by assuming the role of a person with knowledge, and speaking with authority as to how he felt it was important that others should act (“…you need to learn about history”). He then downplayed his own relationship to history as a field of study (“I’m not a history buff”). His response suggests that his authority in that moment, his situational expertise, was something that came about due to his experiences with the technology, and being able to pick and choose through his own interests (through the 141 habit of interaction of browsing), rather than authority he came to via field-specific training or possession of contributory expertise. This example raises the question of why interacting with the technology resulted in this man’s shift from lay visitor outside the field of practice of history to speaking to me with authority as to why the practice of history was important. What I found is that in the ability to pursue one’s own interests through interaction with the technology visitors saw their role not as a a viewer, but as a researcher, and it was their experience in this role that resulted in that shift. One woman expressed the connection between following a chosen line of inquiry and conducting research succinctly saying, “Whereas I feel you actually do get more of an archive feeling, like you're researching, when you're actually going through like that. Because you can choose what you're interested in and what you're looking for, and you can get it as big to read the text as you want” (NAM Visitor). Another man additionally expressed a sense of freedom in that ability to research, saying, “I was reading about that [topic], and that touch screen computer is very interactive and very helpful because it allowed me to navigate without having to research them all” (NA Visitor). The visitor stepping into the role of the researcher was something I observed primarily at the National Archives Museum. It was also at the NAM that visitors spoke the most about being able to follow their own interests. This is not at all surprising given the nature of the Touch Table interface; visitors who perceive hyperlink browsing as afforded by the Touch Table can use that habit of interaction to follow a logical path 142 through organized information at their own discretion.34 Visitors’ perception, at the NAM, of being able to pursue their own interests is also a consequence of the nature of the museum itself, its collection, and visitors’ understandings of what the mission and work of the museum is. Seeing the archive as a place for “history” and “research,” visitors identify with these roles within that space.35 What is interesting about visitors in the National Archives Museum taking on the role of researcher is that the experience of following one’s own interests through engagement with the Touch Table is in no way an unrestricted or independent experience. The Touch Table allows access to just over 300 digital documents and images, a fraction of the National Archives’ collection, and those document represent a curated sampling of the archive meant to illustrate the history of six very specific snapshots of American history. When visitors are “following their own interests,” they really are only “researching” what interests them in the small collection of artifacts that they are given access to. And yet, not a single visitor I spoke with acknowledged or seemed to recognize the boundaries within which they were working. The difference between visitors’ expectations of their role as a passive viewer, or as one man explained, “just looking at a picture on a wall” and, as the same man said, being “able to interact with it [a document] and pick what you wanted, what you choose to see instead of everything at once” (NA Visitor) was so great for the visitors that I interviewed that even within the structured network of digital content they were given access too, they 34 The habit of interaction of browsing is manifested in the Touch Table by software design that echoes James Zappen’s (2013) claim that designers of web-based user experiences “need to acknowledge user control and facilitate user freedom of choice and freedom of movement” (p. 61). 35 In the same vein, visitors view art museums as a place for creation and/or the viewing of art. Thus, when visitors used the habit of interaction of browsing afforded by the Collection Wall, they did not view that as “research,” but as akin to being able to view the museum’s collection in their own way, and immediately. 143 saw their ability to research as actively participating in the work of the museum, an experience that they see as not available to them in other museum spaces. Visitors who take on the role of researcher, or the person with knowledge, demonstrate their situational expertise speaking with authority on a topic. They also seem to see their referred expertise and lived experience as directly applicable to this situational expertise. For example, I had the following exchange with a couple (which I discussed briefly in Chapter 3) after they had been at the Touch Table for several minutes: Me: Walk me through how you used this touch table. What were some of the actions that you did? Woman: Well, our son is recently involved and living on an American Indian reservation in North Dakota. He tells us that there's quite a bit of resentment and animosity towards the white man. Being a white man, he has experienced it firsthand, and we went up there last year and experienced it also. I guess we, as other Americans from Europe, never realized how potent that animosity is. But again, it's like anything else. With the one-on-one experience, somebody tells you or he tells us how it is, then you realize, “Oh, it's pretty bad.” This couple’s responses, both initially and on further pressing, were centered around a seamless mixture of what knowledge they had of Native American rights due to their second-hand expertise from experiences told to them by their son, and bits of information they had learned by browsing with the Touch Table. Not only was this couple’s first 144 impulse when asked about how they interacted with the physical interface of the touch table to focus on the content, not the interface itself, as discussed in Chapter 3, but it was to speak with authority on the topic by combining what they already knew from experience with what they had learned during browsing. In another example, I had the following exchange with a woman who had spent several minutes reading through “Rights of the Accused” and a short while through “Equal Rights.” When I asked her if her attitude toward the museum had changed after her interaction with the Touch Table, she replied: Woman: I think the attitude of learning more about the rights of Americans, that pretty much is what elevated me, pretty much the attitude of being grateful, and appreciative of freedom. I've always had that attitude. Me: Okay. Woman: I just think this [Touch Table] is a much easier way. Particularly with the digital technology to get younger people get more of their attention. Get them more interested in it. Me: Mm-hmm. Woman: I'm still pretty young, and a lot of people I tell that I went to segregated schools, they don't believe that. Because, I'm like 50 years old. And so, ‘you went to segregated schools!?’ ‘Yeah, I did.’ So that's why I appreciate having the rights, the freedoms, particularly the ones built about schools. Me: Okay. 145 Woman: Because I didn't get to go to a school that was integrated until I was a little bit older. Me and my brothers. My uncle and my cousin…I was 14. I was part of maybe, my brother was probably ten, and my husband was probably ten, I was probably 8 years old. And my girlfriend, she come from Delaware, they didn't integrate schools until '78, she was 14. Me: Delaware? Woman: Yeah. Me: Oh, wow. Woman: Delaware. Me: Oh, I had no idea. Woman: Because it's considered a southern state, so...A lot of people don't know that. That's why, when I see a lot of things like this about freedom, rights…because I experienced them. In yet another example, I had the following exchange with a woman who had spent close to 10 minutes reading across different categories at the Touch Table: Me: What did you take away from your experience with this piece of technology. Woman: Wow. I learned a lot more than I knew before. There were things that were familiar and reinforced that history for me. Me: Lastly, briefly describe for me what you view your personal attitude to be towards the material in this exhibit or this museum in general? 146 Woman: My personal attitude? Actually, there is one thing that happened was that I realized I never realized that we were a new country, and so we kind of like, there were so many….We were creating a country. We stole it from someone, but we decided that once we got those guys out of the way, but we created a country. This is kind of how we did it with lots of rules and regulations which I guess they all do that. I just thought the United States would be a little cooler about the whole thing. We came here punished, and we left Europe because we were oppressed, or we were looking to make money. There's all those money people like "yeah!", and then there's other people that were very much into making sure that your rights were being taken care of because that was their biggest deal. Rights and money is really what this country is built on. We just, the rights thing, that's where we're screwing it up really badly. In all three of the interviews presented above, the visitors answered my questions, not with technical responses to those questions, but instead with commentary that focused on the content of what they had been “researching” combined with what they already knew about that content from their own lives and experiences. These visitors spoke with authority, putting information they had learned during their time at the Touch Table into conversation with their own lived experience or expertise. These visitors, in a sense, were looking through the interface, and, in these cases, through the digital documents and images displayed, and instead were focusing on the ideas presented therein. This focusing on ideas is, of course, a common occurrence in a historical museum; the artifacts bring to 147 life ideas and histories and experiences of others, and we experience those ideas and histories through the exhibits and displays. However, this phenomenon holds particular weight in this case because it demonstrates a distinction between the institutional roles of instructor and researcher. When visitors took up the role of instructor, they did so using imperative, corrective, and demonstrative language and gesture, focusing on guiding other visitors on use of the interfaces. The instructor, in this case, instructed visitors in how to physically interact with the space of the museum, and how to access what the museum was working to display. Visitors taking on the role of the researcher, by contrast, performed that expertise by integrating the content displayed via the interfaces with their lived experience. The Visitor as Person Who Guides Interpretation (Critic) Not all of visitor-to-visitor instruction or guidance focused on how to use the touchscreen interfaces. Many visitors who took on the role of instructor also began to lead others in response to, or critique of, the content displayed, the interfaces themselves, and the museums they are housed in. As I saw visitors’ performance of situational expertise in the role of the person who guides interpretation, I struggled with what succinct title to classify this role as it took several distinct, but related, forms. After describing these different forms I will explain why I am identifying this role as the role of the critic. At the CMA, I observed visitors taking on the role of art critic by making judgment statements to those around them about work that other visitors had created with the habit of interaction of creating with gesture with the “Make Your Mark” and “Make a Face” activity at the Painting and Bodies Lenses respectively. Judgment statements 148 visitors made ranged from simple reaction statements such as “creepy” to suggestions for improvement such as, “try it again this way.”36 Some visitors made curatorial judgments about content and classification of visitor-created tours37 either by praising the other visitor’s decisions to include certain works of art in their tour or by critically expressing dismay at the visitor’s choices. One woman, for example, on swiping through a visitorcreated tour (I think titled “Finally”; I was not close enough to read the text for certain) turned to her friend and the 6 other visitors around her saying, “Interesting kind of tour. Not sure what they were thinking about with this,” and continuing to describe to those visitors why she thought certain artworks should not have been included in the tour. Still other visitors focused their critiques on others’ reactions to the content displayed, making judgments on what were and what were not appropriate ways for others to interpret and/or respond to that content, guiding other visitors in their responses or negotiating “appropriate” responses with them. At the NAM specifically, visitors’ interacting with the Touch Table through the habit of interaction of sharing (“React and Share”) often shared vocal judgments about how others should or should not react to the documents displayed. Visitors taking on the role of critic and engaging others in sometimes heated conversations about how one should respond to certain documents. For example, I 36 I will come back to this, but I think it’s important to note here that visitors made these statements and suggestions to strangers as well as the people they came in with. However, I never observed visitors discussing the actual art object with strangers, only their immediate parties. 37 In Chapters 1, 2, and 3, I discuss the ability of CMA visitors to use the ArtLens app in conjunction with the habit of interaction of “favoriting” at the Collection Wall to curate their own tours, and the significance of this within the museum space. However, while visitors did recognize the ability to engage in curation, a key task of the expert in the museum, as a possibility and as a “cool” or “amazing” affordance, not a single person of the 350 people that I observed or interviewed in the CMA actually created their own tour with the ArtLens app. Many visitors obviously do, because it is possible for other visitors to follow them both from the app and by swiping at the Collection Wall, but as it is not something I ever observed, I cannot speak about it in detail in this iteration of this project. Visitors did however speak about, follow, and critique other visitors’ tours. 149 observed the following exchange between a group of visitors, two who had arrived together and the third (visitor 3) who was unrelated to them and had been using the Touch Table prior to their arrival Visitor 1: “What should I put as a reaction? Eye-opening, shameful…” Visitor 2: [Instructing] “You can put three.” Visitor 1: “Disgusting?” Visitor 3: [Having been looking over their shoulder] “No, it's not.” Visitor 1: “Shocking…?” Visitor 3: “Is it surprising?” Visitor 1: “Yes.” In this example, visitor 3 stopped his own reading to observe the actions of the visitors who came to use the Touch Table after him. He then interrupted their discussion about their own reactions to the document with a definitive statement of judgment about how they should respond, “No, it’s not [disgusting].” This exchange is exemplary of dozens of others, illustrating a common occurrence at the Touch Table. This kind of exchange, this negotiated response between visitors about how one should or should not respond, occurred in almost every instance in which I observed visitors interacting with the Touch Table through the habit of interaction of sharing (with “React and Share”) unless the visitor reacting was alone at the Table.38 38 In an interview, curator Alice Kamps mentioned that the original intention of the museum was to allow visitors even more autonomy with their responses. She said, “We knew that many of the records would elicit strong emotion. There's some really upsetting stuff in there. We wanted to give people an outlet to express how they felt. Originally, I really hoped to allow people to comment, but that wasn't a direction that our coach wanted to go because they were very concerned about people putting up offensive things. So this is what we came up with as kind of a compromise.” 150 In the examples shown above, visitors took on the role of someone seeking to influence and/or guide others’ interpretations of both the interfaces and the content displayed. Even though the manifestations of the role I observed visitors taking up, and the kinds of judgments – whether aesthetic judgments about digital content, curatorial judgments, or evaluations of others responses – visitors made varied, I see visitors in all of these instances performing a kind of critique within the museum space. I call this role that visitors take, the role of the person/expert seeking to guide interpretation, that of the critic. Critics hold a unique relationship to museums, in that they exist both inside and, necessarily, outside of, the institutional structure of the museum. In institutions such as the CMA and the NAM, curators and historians often function in the role of the critic, making and presenting institutionally-sanctioned judgments on the art objects or artifacts in the museums’ collections, including judgments of aesthetic and cultural value. These institutional critics, the experts, are the same Museum-capital-M, or “the man” as one visitor put it, that visitors identify as traditionally monopolizing discussions of interpretation or how one should and should not respond to works of art or artifacts. As one visitor described his attitudes towards art museums prior to the use of the Touch Technology, “Usually you just get these signs and pamphlets telling you what to think.” For visitors to take on the role of the critic, both of the content of the museum’s collection and of the museum itself, is not in itself a new phenomenon. Art critics’ work often includes value judgments on an exhibit’s curation and the institution in addition to the art object. Similarly, vernacular criticism, or the public critique of museums and their collections by non-experts through non-traditional channels such as Yelp (Droitcour, 2014) and other social media sites, has received increased attention over the past few 151 years as a destabilizing new form of aesthetic and social critique. However, that visitors are taking on this role, and performing this role with the recognition and validation of the other visitors within the museum spaces is significant. The role of the expert as critic/curator within the museum is a highly rhetorical one, as these figures, in determining both the content and arrangement of display and the kinds of information the museum communicates to visitors about that display, shape the potential possibilities for meaning-making that visitors will encounter. As Lawrence Prelli (2006) stresses, displays “make manifest or appear the culmination of selective processes that constrain the range of possible meanings available to those who encounter them” (p. 2). Visitors in this study recognized the selective processes that constrain the range of possible meanings of a display are as the realm of the critic/curator, the expert, and the institution. As such, when they themselves took on those roles, they saw themselves as participating in the cultural work of the museum. The Rhetorical Experience of Situated Expertise Visitors who, through interaction with the touchscreen interfaces, took up the situated roles of instructor, research, and critic, spoke about themselves as participating in the work of the museum. They also exhibited or described a change in attitude or identification owing to their experience of the roles they saw themselves as taking up. For these visitors, a gap between the institution and themselves as the lay visitor was closed, allowing them to act in role that they had previously viewed the purview of the museum. As one visitor explained, “It just doesn't feel so elitist and intellectual now, this idea of museums and archives, is that like temple of knowledge. It's very intimidating for people to go into. This [the Touch Table] just sort of puts it all on a level playing field (NAM 152 Visitor). For this visitor, the leveling of that playing field, or her position in that “temple of knowledge” was not due to a simplification of the museum’s content or display, but because of her ability, as a visitor to “research” via interaction with the Touch Table. Thus her taking up the role of the researcher through the habit of interaction of browsing changed both her view of herself in relationship to the museum and her attitude towards the museum in general. In other words, this visitor’s experience had rhetorical effects, persuading her to take on a role that resulted in a change of identification from that of a person removed from the “elitist” work of the museum to one participating directly in that work. It is in visitors’ accounts of the shift in their relationship to the museum that the effects of the rhetorical experiences visitors are experiencing in these museums can be seen. As I discussed in Chapter 3, visitors spoke often about how the “interactive” (by which they mean participatory) nature of the experiences they encountered was different from what they had expected to experience in museums. Visitors identified a stark difference between their ability to participate in the work of the museum through creation, response, critique, research, etc. and their understandings of museums as “elitist,” “boring,” “for a select few,” and obstructionist, not allowing them to approach or interact with the art. Because of the experiences that visitors had, and specifically through the roles they took up, visitors saw themselves as more included in the museum’s work, as “having a conversation” with the institution, and as being able to “get closer to the art.” The rhetorical experiences that visitors are taking part in in these spaces are manifested by their interaction with the touchscreen interfaces there. In “Interface as 153 Exordium: The Rhetoric of Interactivity,” Teena Carnegie (2009) examines the interface itself as a locus of relational activity that does rhetorical (persuasive) work. The interface, for Carnegie, is crucially a point of dynamic interaction that “becomes central to building and determining relationships” between user and interface, user and user, and user and content (or entity managing said content). These relationships ultimately effect what one is persuaded to do, and how, by that interaction (p. 165). Although Clark (2010) looks more broadly at exhibition media and spaces rather than at particular interfaces in his discussion of rhetorical experience, the perceived relationships that the exhibits at the National Jazz Museum in Harlem create are the foundation for his understanding of rhetorical experience as “civic,” or immersive and public, in nature (p. 129). In this way, relationships are key to understanding the rhetorical experience of interactivity with an interface, and how that experience might position the user/visitor within the larger civic climate in which they participate. Situational expertise and roles that visitors take up in interaction with these touchscreen interfaces counter the traditional assumption that one must attain an ideal level of expertise or knowledge in order to instruct other visitors, make value judgments about a particular piece, or publicly question another visitor’s response to items in the museum’s collection. The “leveling of the playing field” so to speak that visitors are responding to in their experience of these roles is often reified by the content and display of the interfaces themselves. For example, the hyperlinked browsing afforded by the Collection Wall makes no indication of a hierarchy of possible tour experiences that one may browse through; “Visitor Created Tour” and “Tour” are represented the same way visually and afford the same habits of interaction of swiping and browsing. This equality 154 of participation capabilities implies that the experience of following a tour created by a visitor is just as important as that of following one compiled by the museum. Likewise, this participatory experience communicates to visitors that they, too, have the opportunity to interpret the collection through the act of putting together, naming, and sharing their own tour alongside those created by professional curators. Similarly, when a visitor saves her work done in “Remix Picasso,” it is saved with the logo of the CMA, suggesting that the institution recognizes the value of that work by “claiming” it as part of their collection. In other words, the roles that visitors take up through interaction with these touchscreen interfaces are rhetorical in that they persuade the visitor to identify, not as merely a lay spectator of a private collection, but as an active, and valid, participant in the cultural work of the institution. The implications of this relational shift from visitor-as-spectator to visitor-as-cocurator/co-producer are salient, and their impact on the futures of both the museum and of emerging technologies in spaces of exhibition and display deserves further investigation by rhetoricians. As I have shown here, the rhetorical experiences that are driving this relational shift are made possible by the habits of interaction that visitors perceive as afforded by these interfaces. As I have also shown in Chapter 3, a visitor’s ability to perceive a habit of interaction as being afforded by any of these interfaces is determined largely by that visitor’s previously existing digital literacies. Thus, not all visitors have equal access to the rhetorical experiences afforded here. In addition to disparities in digital literacies resulting in an inequity of rhetorical experiences available to visitors, which I will discuss further in Chapter 6, visitors also, and very clearly, identified a specific divide in who did and did not have access to the 155 experiences described here. You may note, that all of the examples I have given in this chapter are examples of adults interacting with the touchscreen technology. That is not because children did not take on these roles – in fact, many children took on the roles of instructor and critic specifically – but rather because visitors recognition of the validity of those roles and the identity shift from visitor-as-spectator to visitor-as-co-producer only occurred in their discussions of adults’ use of the technology. In contrast, when children were involved, the interfaces were seen as “fun,” as “games,” as “cool,” and great for kids. The visitors who recognized their ability to take on the previously institutional roles of researcher or critic were “surprised” by such “adult technology.” In multiple passes of coding, the distinction visitors made between the experiences of kids in museums versus those of adults were salient, and suggestive of an attitude that only visitors who participate the in “adult” activities afforded by these interfaces are doing real work within the museum. In Chapter 5, I will explore the distinction visitors see between experiences for adults and children in museums, how it is primarily in the “serious,” “adult” activities that the disappearance of the interface is taking place, and discuss what questions these findings raise, not only about visitors’ perceptions of the artwork and the historical artifact, but also about their understanding of the work of the museum and who has access to participate in it. 156 Chapter 5 I’ll do Research, but Play is for Kids: Visitor Participation in the Work of the Museum On my last day of data collection at the National Archives Museum, I observed a young girl approach the Touch Table and begin to read the image of a document that was open at the station closest to her. The girl was followed by her grandmother, who, reading over the girl’s shoulder, exclaimed, “Ooooo, what’s this?” The grandmother watched the young girl briefly, then left the Table and walked around the perimeter of the gallery space looking at the documents encased and displayed on the wall. After several minutes, the woman rejoined her granddaughter, this time moving from watching the young girl to interacting with the Table at her own station. She spent about ten minutes navigating to and reading events in several different categories of rights, and eventually shared a reaction to one of the documents. Her granddaughter, meanwhile, continued to navigate and read on her own. When they began to leave the area, I approached the woman asking if she would be interested in participating in my study as an interviewee. As we spoke, the young girl went back to interacting with the Table and was not involved in our conversation. When I asked the woman if her experience using the Touch Table differed from the expectations she had of the museum and the gallery space before she came in, she answered: I didn't know that this [the Touch Table] was in here. I knew there would be some things for kids, so this was really…in fact, I kind of went off and did the wall stuff thinking that this was more like a kid thing, and then she [granddaughter] brought me over and she was showing me. My 157 expectation was…I didn't expect an adult touch screen thing (NAM Visitor). This particular woman did not elaborate on what, specifically, about the Touch Table inspired her to identify it as “adult.” Instead, she spent the next few minutes explaining to me the origins of the United States and how “We were creating a country. We stole it from some one, but we decided that once we got those guys out of the way…but we created a country.” Her mention, however, of the Touch Table being “adult,” echoes sentiments expressed by several other visitors at both sites. One elderly couple at the Cleveland Museum of Art expressed surprise that the Collection Wall and Lenses, which they assumed “would be interesting for kids,” were really interesting for them as adults; many others expressed this view as well. Visitors’ comments associating the touchscreens in these exhibition spaces as being “for kids” are reflective of a popular social belief that children and young adults have a different relationship to technology than those older than them, which I will discuss in more detail later in this chapter. Despite the fact that the visitors who interacted with the touchscreen interfaces were themselves, for the most part, very familiar with technology, visitors still continued to express an assumption that the touchscreen technology in these spaces was intended primarily for use by children. Upon further analysis, I began to realize that the distinction they were making, while on a surface level touched on the somewhat fraught cultural assumption that kids are just better with technology, was actually about something much more complicated than that. The distinction visitors made between technology intended for kids and the “adult touchscreens” they found in these spaces was a distinction between experiences, not 158 between interfaces themselves. For many museum visitors, ludic, or playful, experiences stand in contrast to the more “serious” tasks of the museum, such as research, education, and conservation. In other words, while visitors of all ages interact with the touchscreen interfaces with the same habits of interaction, museum visitors view “fun” and “games” as being “for kids” and the more “serious” (NAM Visitor) activities of research, creation, and pursuing one’s own interests as “adult.” Visitors’ assumptions that playful experiences in museums are specifically geared towards children arise out of familiarity with contemporary museums’ approaches to young audiences (Monk, 2013; Parish, 2010; Shaffer, 2015; Waterfall and Grusin, 1989) and out of a popular social approach to play, fun, and ludic spaces that prioritizes children’s experiences of play over adults’ (Blatner and Blatner, 1997; Grenier, 2010; Huizinga, 1950; Kolb and Kolb, 2010; Monk, 2013; Shaffer, 2015). Visitors’ assumptions are also grounded in the cultural narrative that contrasts “digital natives” with “digital immigrants” (Prensky, 2001). The biases with which visitors view these experiences directly affect the rhetorical nature of those experiences. For example, visitors make a distinction between experiences that are “fun” and those that are “work.” It is only in the more “serious” experiences of research, creation, and critical response that the erasure of the interface and the physicalization of the digital image occurs in visitor accounts, and in which a change in attitude and identity occurs in which visitors see themselves as contributing to the cultural work of the museum. A visitor’s prior digital literacies affect what affordances they see the touchscreen interfaces as making available, which in turn affects that visitor’s participation in rhetorical experiences through interaction with those interfaces. What is more, I 159 discussed the traditionally institutional roles of instructor, researcher, and critic that visitors take up through interaction with the touchscreen interfaces and through habits of interaction. The rhetorical experiences of participating in these roles persuade visitors to see themselves as participating in the work of the museum. In this chapter, I show that rhetorical experiences are shaped not just by participation in a particular experience or role, but by pre-existing biases one holds prior to that experience. I will do this by showing how three particular biases that underlie visitors’ approaches to the touchscreen interfaces studied affect their perception of and response to the experiences made available by those interfaces. These biases are 1) that children have a more natural connection to emerging technology than adults, 2) that play and work are diametrically opposed concepts, and 3) that digitally mediated experiences in museums are usually directed towards children (being ludic rather than serious). Through an in-depth examination of Kenneth Burke’s discussion of persuasion and identification, I show that the ability of museum visitors to identify themselves as participating in the cultural work of the museum relies not only on their previously existing digital literacies and on their perception of the affordances of the touchscreen interfaces, but also on the prior attitudes they hold and value judgments they make about the kinds of activities that they can and do take part in with those interfaces. The three biases I examine in this chapter function as topoi, or commonplaces, which are previously held beliefs that shape how an audience is able to be persuaded in a particular rhetorical situation. These topoi frame visitors’ experiences with the touchscreen interfaces, thus shaping the identifications that visitors take up through their use. While I use these three biases listed above as a focused example of these value judgments and their effect on visitors’ rhetorical experiences, this 160 finding also raises salient questions about visitors’ relationship to the work of the museum and who is and is not afforded access to participation in it. Kenneth Burke, Identification, and Rhetoric Gregory Clark, in his essay, “Rhetorical Experience and the National Jazz Museum,” argues that experiences – particularly the aesthetic experiences composed by various spaces and media of exhibition and display – can and should be approached as objects of rhetorical study. Clark grounds his theory largely in the work of Kenneth Burke (1969), who, citing Cicero, Aristotle, and Quintilian, defines rhetoric as “the art of persuasion, or a study of the means of persuasion available for any given situation” (p. 46). Burke elaborates on the art of persuasion by claiming that the “basic function of rhetoric” is “the use of words by human agents to form attitudes or to induce actions in other human agents” (p. 41). The ability of rhetoric to form attitudes, or deeply held thoughts and convictions, on the part of an audience is key to Clark’s discussion of rhetorical experience, particularly in rhetoric’s power to motivate an audience to identification, or as Clark (2010) explains, “a set of attitudes held in common with others” (p. 118). Because Burke’s discussion of identification is so central to Clark’s theory of rhetorical experience, I want to unpack it further here. Burke posits that the attitudes or actions that an audience is persuaded to take up in a rhetorical situation result in that audience “identifying” with a certain set of beliefs, symbols, and/or commonly held attitudes. Another way of saying this is that an effect of rhetoric is that the audience sees themselves as “belonging” (p. 28) to a particular way of thought or category of agents. Identification is not the same as persuasion; it occurs whether or not an audience is 161 persuaded by the message being communicated. This means that even if an audience fails to be persuaded to take up a particular attitude that is being promoted by a message, they may still identify with, or see themselves as belonging to, a certain set of attitudes. Identification with one set of attitudes necessitates the identification against another set; people who see themselves as belonging in a certain category view that category in terms of difference from other categories. Thus, Burke says, the power for rhetoric to result in identification hinges on an understanding of difference and division. In fact, Burke says, “Identification is affirmed with earnestness precisely because there is division. Identification is compensatory to division. If men were not apart from one another, there would be no need for the rhetorician to proclaim their unity” (p. 22). Division, then is necessary for effective identification, for rhetoric to form attitudes and induce action. While Burke does not put forth a theory of rhetorical experience as Clark later does, he does acknowledge that the actions an audience is persuaded to take up directly affect that audience’s identifications. He says, “We are clearly in the region of rhetoric when considering the identifications whereby a specialized activity makes one a particular participant in some social or economic class” (p. 27-28). In other words, Burke claims, the effect of participating in certain activities that one sees as situating oneself in some category is ultimately identification with that category. We can see this in effect by observing visitors who participated in the types of activities that they viewed as generally belonging to the purview of the institution, such as instruction, research, and critique, in turn identified with the institution, viewing themselves as active participants in the work of the museum. 162 In museum visitors’ identifications, and the actions and attitudes that informed those identifications, we can see the corollaries to the identifications they are making as well, in keeping with Burke’s claim that identification and division are inseparable. Visitors who saw themselves as participating in the work of the museum identified as such largely based on prior notions of the museum being “elitist,” exclusionary, and intimidating.39 In contrast, by using the touchscreen interfaces to participate in the activities of instruction, research, creation, and critique, visitors saw themselves as being, as one visitors said, “on a more level playing field” (NAM Visitor) with the institution, or, as another visitor said, “having a role” (NAM Visitor) in the work of the museum. Another one of the distinctions that underlie visitors’ identifications as participants in the work of the museum is the distinction visitors make between the kinds of activities available to them. Visitors identified some activities, namely “games,” as being “for kids,” and other activities as being “adult.” It is in a large part visitors’ designation as certain activities as “adult” within these museum spaces that contributes to their identification with the museum through participation in those activities. In Burke’s (1969) discussion of just how identification manifests in rhetorical situations he points to Aristotle’s “commonplaces” or “topics,” which Burke calls a “quick survey of ‘opinion’” (p. 56). Describing Aristotle’s commonplace topics (or koinoi topoi), 40 Burke says: 39 Hershey and Branch (2011), claim that Burke’s understanding of rhetoric has useful implications for the study of marketing, saying that his rhetoric and notions of identification help us understand “the rich context of how marketer-controlled activities might be used to play upon the a priori experiences and expectations of the consumer, in order to heighten the efficacy of these activities” (p. 180). It is exactly this principle that I am discussing here, the “a priori experiences and expectations” of the museum visitor. 40 Aristotle’s definition of topoi is murky, and has been debated by scholars since then. Edward Corbett (1986) claims for Aristotle “and his contemporaries, the topoi were devices enabling the speaker to find those arguments that would be most persuasive in a given situation” (p. 45). This idea evolved over the years in one, arising from Cicero that koinoi topoi, or loci commonplaces, are “are finished products that 163 Aristotle reviews the purposes, acts, things, conditions, states of mind, personal characteristics, and the like, which people consider promising or formidable, good or evil, useful or dangerous, admirable or loathsome, and so on. All these opinions or assumptions (perhaps today they would be treated under the head of “attitudes” or “values”) are catalogued as available means of persuasion (p. 56). In other words, Burke equates Aristotle’s topoi with previously existing attitudes (assumptions, biases, values, and, I would add, designations of difference) held by an audience that influence that audience’s ability to be persuaded towards action and identification. To show how the existing attitudes and biases that visitors hold can result in visitors’ identifications as participants within the museum in action, I will use the following example. One visitor to the National Archives Museum, who was familiar both with museums and with digital exhibition displays in general, when asked whether her attitude towards the museum had changed after interacting with the Touch Table, said, “usually, a lot of the things that are supposed to be interactive, are more geared towards children. So if you don't have children, which we don't, it can seem a bit juvenile when you're trying to play with stuff.” In her response we can see three primary assumptions and biases that informed this visitor’s attitude, namely, 1) that museums will have interactive (meaning participatory) displays, 2) when they do, those displays are usually integrate logical argument, emotional appeal, and style into a single structure” (p. 448), which Michael Leff (1996) in his claim that the topoi are more fluid and complex then finished arguments. As Carolyn Miller (2000) says, “Since Aristotle, topics have been conceived alternatively as pigeonholes for locating already existing ideas and as generative patterns of thoughts or methods of analysis” (p. 132). For the purposes of my argument here, I am going to focus on Burke’s interpretation of the topics, which coincides is most similar to Corbett’s interpretation of Aristotle and sees the topoi as already existing ideas that can be used to help persuade an audience. 164 geared towards children and 3) that the “juvenile” aspects of the participatory displays in museums that are directed towards children are connected to a preexisting bias about the nature of “play.” This visitor went on to say, “and then you would like a more adult experience, you usually can't find that,” expressing excitement that the Touch Table provided a more adult experience. She then equated that adult experience with the work of the museum saying “you actually do get more of an archive feeling, like you're researching, when you're actually going through like that. Because you can choose what you're interested in and what you're looking for.” In her response, this visitor made a distinction between the juvenile experience of “play” and the adult experience of “research.” Here we see what Burke was identifying as the importance of difference in identification. For this visitor, it was not just the experience of researching that persuaded her to see herself as participating in the work of the museum, but the fact that that experience was different from experiences normally provided for children. Research was adult in part because it was not play. Kenneth Burke’s discussion of identification and rhetoric thus gives us a way to examine and understand what is occurring in rhetorical experiences with touchscreen interfaces in museums. In what follows, I will examine three primary existing biases (functioning as commonplace topics) that shape visitor’s rhetorical experiences with these interfaces, namely the beliefs that 1) children have a more natural connection to emerging technology than adults, that 2) play and work are opposing concepts, and that 3) digitally mediated experiences in museums are usually directed towards children (being ludic rather than productive). I will first situate these three biases that visitors have within larger conversations about young audiences in museums and social attitudes 165 towards play. I will then show how these biases shape visitors perceptions of the experiences they are afforded access to through interaction with these touchscreen interfaces, and how their perceptions, in turn, affect the identifications they make. Bias 1: Children Have a More Natural Connection to Emerging Technology Than Adults In both sites of study, visitors often expressed the importance of the touchscreen technology for young visitors, saying things such as, “The screens are good for children” (CMA Visitor) and “That’s great for kids” (CMA Visitor). Visitors gave several explanations for why they viewed the touchscreens as beneficial for young audiences. For one, visitors seemed to believe that digital technology can hold children’s attention better than traditional displays and interpretive technologies. One woman, comparing the Touch Table in the National Archives museum to the documents displayed in cases on the wall said, “I just think this [the Table] is a much easier way [to visit the museum]. Particularly with the digital technology to get younger people get more of their attention, get them more interested in it” (NAM Visitor). Another woman at the Cleveland Museum of Art said, “I think it [the Collection Wall] will involve kids more. I think the kids that walk through will like it a lot more instead of just standing in front of a picture” (CMA Visitor). Additionally, visitors expressed a view that digital technologies are better suited to children’s education than linear technologies are. As one visitor claimed, “I do think that it [Gallery One] will get some more motivation to children to learn about art and have fun with it” (CMA Visitor). Yet another responded, “Well, I just thought they were excellent learning tools for young people, that didn't have much of an idea about art” (CMA Visitor). 166 All of these explanations that visitors presented for why they see the touchscreen interfaces as particularly beneficial for children are connected to an underlying notion that young visitors are automatically more drawn to and more adept at using technology than their older counterparts. The idea, coined by education consultant Marc Prensky (2001), that young people are “digital natives” while adults are “digital immigrants” underlies a popular attitude concerning the primary audiences of emerging technologies. A presumed division between those who are “born digital” (Palfrey and Gasser, 2008) and those who are not has circulated for close to two decades now, and functions rhetorically in a number of arenas to position various groups’ differences in access to digital literacies as primarily a difference in age (Prensky, 2001; Palfrey and Gasser, 2008; Boyd, 2014).41 Danah Boyd (2014) points out that the tendency for one generation both to be suspicious of new technological advancements and to see their rise and adoption as the realm of a younger generation is not new. Instead, she says, “Any new technology that captures widespread attention is likely to provoke serious hand wringing, if not fullblown panic” (p. 14), followed by concern about how children and teens will take up emerging technologies. Both Prenksy’s (2001) “Digital Natives: Digital Immigrants” and Palfrey and Gasser’s (2008) Born Digital: Understanding the First Generation of Digital Natives present digital natives as approaching the world, seeking and absorbing 41 Now, in 2017, however, nearly 20 years after Prensky identified the unique educational needs of a generation of children who were born and raised with technology, that age gap has closed quite a bit. Today’s digital natives of 2001 are themselves adults. As I mentioned in Chapter 3, when pressed, nearly all visitors interviewed attributed past experience with touchscreens as one of the ways they know how to interact with the touchscreens studied. 167 information, communicating, and learning fundamentally differently from the lessdigitally-flush generations before them. There is truth to Prensky’s concept of the digital native. Indeed, much of the field of new literacy studies, including discussions of convergence culture (Jenkins, 2006) and digital literacies, focuses on how digital technologies, Web 2.0, social media, and other recent digital advancements affect how users, and young people in particular, make meaning through digital experiences (Knobel and Lankshear, 2009). At the same time, however, the division between the terms “digital native” vs. “digital immigrant” is problematic and does not take into account the complex collection of literacies that one must develop to engage in different digitally mediated experiences. As Danah Boyd (2014) says of the term “digital native,” “Not only is it fraught, but it obscures the uneven distribution of technological skills and media literacy across the youth population, presenting an inaccurate portrait of young people as uniformly prepared for the digital era and ignoring the assumed level of privilege required to be ‘native’” (p. 179-180). In other words, the assumption that young people are digital natives is problematic in that it sets up a reductive difference based on age but fails to account for the fact that access to technology and the development of digital literacies is primarily not an issue of age, but of access. I will discuss this tension further in the conclusion of this dissertation. Despite the problematic nature of the term digital native, the underlying principle it sets up, that young people are more proficient with and more attracted to technology than their adult counterparts, is still a pervasive attitude that can be seen in visitors’ assumptions about technology in museums and young audiences. One mother lauded the effectiveness of the Collection Wall and Lenses in Gallery One by pointing out that the 168 presence of the touchscreens lessened any anxiety she might have had both about her daughter’s desire to touch the art and the museum being able to keep her daughter’s attention. She said: We didn't really have to [crosstalk – possibly “worry”] with the screens, they're so far from the actual piece of art, that she has no reason ... it’s the first thing that is going to drawn in, as a child. She's going to go to ... even in there [Lenses], I noticed it's more her speed. Even out there [Collection Wall], as a child she is going to go to the screen before she is going go see what's on the wall. Which I think is amazing. It's good for them [Lenses] to be there (CMA Visitor). This visitor did not elaborate on why her daughter would be drawn first to “the screen” rather than the art on the wall, but from her answer we can see that her statement that her daughter would notice and approach the screen first was not a statement about her daughter specifically. She says twice in the answer above that “as a child” her daughter would be more interested in the screen, implying an opinion that children are automatically drawn to technology over more traditional displays. The biases visitors exhibit that see children as more attracted to digital technology than traditional exhibition and display practices, as exemplified by the visitor above, and as having a closer connection with technology than adults do are connected to their biases about the nature of the experiences afforded by technology. Prensky (2001) offers this description of the needs and expectations of young people who have grown up with constant access to technology: 169 Digital Natives are used to receiving information really fast. They like to parallel process and multi-task. They prefer their graphics before their text rather than the opposite. They prefer random access (like hypertext). They function best when networked. They thrive on instant gratification and frequent rewards. They prefer games to “serious” work (p. 2). The distinction Prensky makes here between games and work originates with the belief, as I explained, that digital natives both take in and communicate information fundamentally differently from digital immigrants. At the same time, the distinction that Prensky makes between “games and ‘serious’ work” echoes the second of three common biases I identified that shape visitors’ rhetorical experiences with the touchscreen interfaces, namely that young people prefer games, and that games and work are opposing experiences. Bias 2: Play and Work Are Opposing Concepts In visitors’ discussions about the touchscreen interfaces studied, they often make a clear distinction between fun and function. In the Cleveland Museum of Art, visitors described or identified the activities they participated in through interaction with the lenses as “games” eleven different times and as “play” ten times. Between both sites of study, visitors mentioned that they viewed either the interfaces or their experience with them as “fun” fourteen different times. Six visitors went a step further, saying that the touchscreen interfaces were “more fun” than their previous experiences with traditional interpretive technologies. At the same time, most of the instances in which visitors described the interfaces as “fun” or referred to “games” and “play” were connected to their discussion of the importance of the technology for children. The two instances in 170 which adults identified their own experiences as “fun” were in connection with the interactive (meaning participatory, as I discussed in Chapter 3) experience afforded by the interfaces. However, when visitors spoke about their own experiences with the interfaces they described the interfaces as “interesting” and “helpful” and highlighted the experience or the role they say themselves as able to participate in through interaction with them, such as “researcher.” The opposition seen in visitors’ responses between play and work was not relegated to the opinions of museum visitors specifically. Scholars who study play, games, and their function in society have long addressed “our culture’s traditional way of viewing play and work as separate activities that are polar opposites” (Bowman, 1987, p. 61). In his seminal work on play, Homo Ludens: A Study of the Play Element in Culture, Johan Huizinga (1950) addressed a common cultural bias towards play, saying, “To our way of thinking, play is the direct opposite of seriousness” (p. 5). He goes on to challenge this bias, explaining that play can be incredibly serious, and that “all play has its rules” (p. 11). Indeed, a game, at its heart, is a localized instance of, as Ellington et. al. (1998) say, “overt competition” (p. 1) with a set of rules designed to govern the interactions, choices and risks players may take.42 These rules support potential results and rewards, while the process of working toward those goals can inculcate valuable skills and habits 42 Many visitors referred to some of the activities made available by the Lenses at the CMA as games, particularly those activities that had a “win factor” or demonstrated the possibility for competition. One example of this are “Strike a Pose” on the Bodies Lens which asks visitors to use their bodies to match the pose of a sculpture displayed on the screen and allows them to complete this task to a certain percentage. Visitors who were frustrated at getting a “lower” percentage repeated the activity several times. Another example is “Global Influences” at the How Are Art and Trade Connected Lens; this activity is a virtual version of the classic Memory game which asks visitors to guess at matches of images that are revealed upon selection. Visitors did not, however, ever use the word “game” or its cognates to refer to the Collection Wall or the Touch Table. They did, however, use the word “play” when referring to the Wall, but not the Table. 171 and even enable players to form significant relationships with others. Yet despite the ordered structure of play and games, they are still seen as “child’s play” both colloquially and in scholarship (Piaget, 1962; Henderson and Atencio, 2007, or as Henderson and Atencio call play, “children’s work” (p. 246). The distinctions between the “children’s work” of play and serious, adult work, are rooted in two sets of binaries, namely reality vs. imagination (Huizinga, 1950) and seriousness vs. fun (Henderson and Atencio, 2007). Much work on play concludes that, as Shaffer (2015) says, “Play is a means by which children make sense of their world and affords opportunities for physical, cognitive, and social development while setting the stage for collaboration and problem-solving” (p. 59). More recently, scholars are examining the importance of playful experiences in adult learning and adults’ lives, but what work there is on adults and play often begins at the point childhood (Blatner and Blatner, 1997; Grenier, 2010; Parrish, 2010). As Grenier (2010) says, “Despite the importance of games and play in fostering adult learning, this area is largely absent from adult education discourse” (p. 82). What we see happening, then, is that the cultural biases that visitors hold, namely that play and work are distinct practices, opposed to one another, and that play is largely the domain of children and adult, is beginning to be challenged by scholarship on play, but only cursorily due to the pervasiveness of the bias. Sometimes the distinction between play and work was subtle in visitor responses. An example of this subtle distinction can be seen in the following exchange: Me: Okay, did you use all of them [touchscreens]? Visitor #1: No. Visitor #2: Most of them. 172 Me: Did you do this (Collection Wall)? Visitor #2: No. Visitor #1: I was looking at it earlier. Saw some girl playing with it. Me: Okay. Can you walk me through a little bit what you did with them? What were certain actions, or motions, if you can remember sort of like specifics? Visitor #2: We did poses and then making faces. Me: Okay. Visitor #2: He made stories. Visitor #1: He made a painting over here. In this exchange, visitor #1, a young man in his mid-20s, stated that he did not interact with the Collection Wall. Instead, he looked at it but “saw some girl playing with it.” As he said this, he shook his head, with a slight grimace of the face and shrugged his shoulders, brushing the idea off as unimportant. Implied in his response was the sense that it was less important to use than the others because he saw a young girl, a child, “playing” with it. In contrast, he and his friends “made” things; they engaged in acts of creation, of newness, of work. Like these visitors, many not only saw a difference between fun and function, play and “helpfulness,” or play and “work” (such as research), they also largely associated play with kids and work, or creation, research, or “taking a role” (NAM Visitor) in the museum, with adults. Bias 3: Digitally Mediated Experiences in Museums Are Usually Directed Towards Children 173 Many visitors’ comments echoed either an explicit or implicit understanding that in museums, as one visitor articulated, “a lot of the things that are supposed to be interactive are more geared towards children” (NAM Visitor). Even though most of the visitors I interviewed were first-time visitors to the museums I interviewed them in, all of them had previously visited a museum and had some idea of what to expect. For instance, one mother, describing anticipating her visit to the CMA with her daughter said, “I was hopeful that was going to be an area where she [daughter] could [touch stuff], mainly because, for her…I was like ‘Oh I can't wait until we go and I hope they have something hands-on’” (CMA Visitor). Like this visitor, others saw experiences for children in the museum as responding to children’s desire to physically handle objects with statements such as, “Especially for kids, I think, kids always want to touch” (CMA Visitor). Visitor responses suggest that visitors both expect the museum to have some kind of space or experience tailored to young audiences, and also that they expect those experiences to include technology and/or the ability to touch. Many visitors like them immediately associated technology in museums with being for or more applicable to children. While their assumption is rooted in the two biases I have already discussed, it also stems from a familiarity with museums in general, how museums use technology, and how museums market (because, as I discussed in Chapter 2, the implementation of “cool” new technology is largely tied to visitor attraction and retention) to young audiences.43 43 At the time of data collection for this project, the Cleveland Museum of Art had, adjacent to but separated from Gallery One proper, a smaller room with a couple additional touchscreen interfaces, and some non-digital, tactile learning experiences set up such as felt-board easels with felt shapes that children could arrange in different designs, and a space for building blocks where children could use the blocks to build their own structures. This space, called Studio Play, was specifically designed for families with young children, even to the point of including child-sized furniture. I did not include this space in my observations or interviews, in part because during data collection it was closed and renovated by the museum. What was Studio Play is now an extension of Gallery One. While Studio Play is no more, it shows how pervasive the cultural narrative is that play is for kids, as the museum set up a separate space, identified as a space for 174 It was not until the turn of the twentieth century that museums began to make strides towards recognizing and addressing young audiences. At first, the idea of a museum space welcoming young audiences was primarily relegated to museums dedicated specifically to children. The Brooklyn’s Children’s Museum opened in 1899, giving children access to a targeted collection and opportunities for touch and tactile learning. Shortly thereafter, the Smithsonian Institution opened The Children’s Room. The Children’s Room, an annex designed for young audiences with the goal of promoting “inspiration, rather than instruction” (Shaffer, 2015, p. 31), pioneered museums’ inclusion of playful experiences tailored to young visitors. These early examples sought to reach children with separate spaces and with designated collections and activities, delineating boundaries between the museum proper and spaces created for young audiences. Library and museum director John Dana (1917) challenged this, accusing museums of being “gloomy,” monolithic institutions that often failed to make themselves relevant to the very public whose patronage they relied on to keep them open. Dana challenged museums to rethink the very idea of what a museum is and how it communicates with its visitors, writing: Museums of the future will not only teach at home, they will travel abroad through their photographs, their textbooks, and their periodicals. Books, leaflets, and journals – which will assist and supplement the work of teachers and will accompany, explain, and amplify the exhibits which art museums will send out – all help to make museum expenditures seem worthwhile (p. 30). play, tailored it for children and positioned it as different from and separate from the experience offered by Gallery One. 175 Dana’s vision of a global-reaching museum emphasized the partnership that museums can hold with “teachers” in the education of young audiences both in and outside of museum walls. In 1942, Theodore Low also stressed that museums needed to reexamine their approach to education, stressing the role they should play in education “in all its varied aspects from the most scholarly research, to the simple arousing of curiosity” (p. 21). Low, too, included young audiences in his visions for the museums of the future. Also during this formative time in museum history, museums’ understanding of who their young audiences were evolved as child labor laws changed and as the “image of childhood was no longer associated solely with the first six or seven years of life, but extended well beyond the teen years” (Shaffer, 2015, p. 33). Despite the developments museums underwent in the twentieth century, however, it was not until the last few decades that a substantial body of research has been dedicated to examining the relationship between museums and their young audiences. Work that has been done in this vein has ranged from tutorials for both parents and museum professionals wishing to maximize children’s museum experiences (Waterfall and Grusin, 1989) to research on the important connections between play, interaction, early education, and museums (Henderson and Atencio, 2007; Fasoli, 2014; Shaffer, 2015). The increased attention given to young audiences and early learning by museums and museums studies (Shaffer, pg. 18) coincides with discussions about touch and object handling in museums. Many agree that hands-on, participatory experiences are important in museums. At the same time, these discussions tend to focus on the experiences of young audiences (Henderson and Atencio, 2007) and seek to address the tensions that 176 arise between children’s desire for tactile experiences and the conservational work of the museum. As discussed previously throughout this dissertation, visitors often expressed an initial hesitation to touch the touchscreen interfaces in these gallery spaces due to a cultural understanding of how one should behave in museums. The visitors I observed and spoke with who expressed or displayed this hesitation were largely adults who were accompanying young visitors. The tension between the underlying assumption that children will automatically want to touch objects in the museum and the taboo of touch in the museum is such that is underlies much of the work done in museums studies on the experiences of young audiences. As Shaffer (2015) says: For many adults, an art museum visit is the supreme test of a child’s behavior. These adults are constantly worried that the accompanying child will touch or harm valuable art objects or embarrass the family in some way with inappropriate behavior (p. 54). Many visitors’ excitement about the presence of the touchscreens in the exhibition spaces was related to an association of the exhibition technology as somehow responding directly to this tension. As one visitor said, “So I feel like something like this would actually be more fun for him [nephew] because we can read the documents with him and to him, but he can actually do the touching” (NAM Visitor). We can see underlying this visitors’ response hints of all three of the biases that I have discussed here, namely, that as a child her nephew would be more attentive to the technology, that there is an element of play, of fun, associated with his experience as a child, and that the experience that 177 technology offers is somehow intended for him as a child and satisfies the need to touch that he has as a young visitor. Identification and Rhetorical Experience Museum visitors approach both the touchscreen interfaces studied and the museum spaces they are housed in with a number of pre-existing biases, opinions, and beliefs about museums in general, the role of the museum, and their place as a visitor in it. Throughout this dissertation I have identified many of those opinions. Many visitors initially see museums as “elitist,” “boring,” or “tedious.” Some see art as being “for a select few” or see the archive as an inaccessible “temple of knowledge.” Some are familiar with art or history from their own education and interests, others are much less familiar with the content of the museums’ collections. All of visitors’ existing attitudes towards museums and their role in those museums shape the experiences they have with the touchscreen interfaces. For example, as I have shown in Chapter 4, a visitor’s opinion that museums are usually elitist “temples of knowledge” directly affected her reaction to the participatory experiences she engaged in through interaction with the Touch Table. Because she saw museums as usually precluding her ability to follow her own interests, she saw the “research” aspect of the Touch Table as allowing her to participate in the work of the museum. As another example, a group of young adults at the CMA who normally viewed art and art museums as “boring,” “elitist” and “for a select few” found those opinions through participation in activities such as “Make Your Mark” on the painting lens. They saw themselves as being able to create new work and touch the existing work in the museum, which was a totally different experience from the one they had expected. Indeed, all of museum visitors’ previously existing attitudes towards the 178 museum will affect any change in attitude and identification that occurs through the rhetorical experiences they participate in. In this chapter, I have analyzed three commonly held biases that I saw as shaping visitors’ rhetorical experiences with the touchscreen interfaces at these sites of study. These three biases are: 1) that children have a more natural connection to emerging technology than adults, 2) that play and work are diametrically opposed concepts, and 3) that digitally mediated experiences in museums are usually directed towards children (being ludic rather than serious). All three of these biases have a strong basis not only in cultural narratives (such as the idea that children, or digital natives, are better able to adapt to new technology than adults, or digital immigrants), but also in scholarship and in museum exhibition practices. What I mean by this is that visitors hold these biases because they are largely reified by the museums themselves. These biases in turn, operate as “commonplace topics” or as Kenneth Burke sees them, pre-existing attitudes that make persuasion possible. In this way, Kenneth Burke gives us a way to interrogate what is occurring in rhetorical experiences. First, if we are seeking to analyze a rhetorical experience, we can first identify what topoi are at play and what existing attitudes are affecting an audience’s ability to be persuaded. Second, we can then examine what identification or change in attitude is taking place. Museum visitors who generally see engagement with touchscreen interfaces in museums as the realm of children based on these three biases were surprised when their experience with the technology was not what they expected. They were surprised when, instead of “games” they were allowed to “follow [their own interests]” or create, email, and respond. It is precisely this difference between expectation (games for 179 kids) and experience (research and creation) that visitors responded to – visitors were persuaded to experience their participation as taking a role in the work of the museum in part because their participation was one of adult “work” and not of “play.” What I mean by this is that visitors’ ability to identify, or as Burke (1969) says, to see themselves as “belonging” as an active participant in the work of the museum is dependent, not just on their previously existing ideas about what the work of the museum is, but on previously existing ideas of what the work of the museum is not and who does and does not have a role in it. While museum studies can find these findings useful, as they provide insight into the creation of effective and persuasive participatory experiences for adult visitors, I am more concerned with the rhetorical implications presented here. Owing to both previously existing biases and attitudes towards the museum (or topoi), visitors see certain experiences as affording a participatory role in the work of the museums that others do not. Additionally, visitors see certain persons are as having or being given access to those experiences, and others are not. In the examples presented in this chapter, visitors see “adult” experiences as having a role in the museum. However, I present this case as an example of how visitors perceive access to the rhetorical experiences afforded by these interfaces and how identification occurs within those rhetorical experiences. This example has greater implications for both rhetoricians’ approach to rhetorical experiences and for the implementation of digitally mediated experiences within museums. The findings of this study demonstrate that powerful rhetorical experiences are indeed being enacted through museum visitors’ interactions with new media interfaces. When we examine the habits of interaction those technologies afford, we realize that there are 180 particular users and bodies that perceive access to these experiences and others who may be precluded from interaction altogether. This exclusion of certain persons and particular bodies from participatory experiences in the museum sits in sharp contrast to the potential for the democratization of cultural experience that museologists see resulting from these technologies. In following chapter, I will summarize the findings of this study and challenge the uncritical adoption of new media interfaces within museums by arguing that the rhetorical experiences that make this shift possible can result in new disparities in access, interaction, and participation. 181 Chapter 6: Conclusion One afternoon in mid-September, two women, probably in their mid-50s, spent close to 45 minutes in Gallery One at the Cleveland Museum of Art, interacting with the Collection Wall and several of the Lenses. For one of the women, that afternoon was her first time visiting the CMA; the other had been to the museum before but close to a decade prior to this particular visit. Both women expressed surprise and delight over Gallery One and the touchscreens there, saying that the exhibition space was completely unexpected. After I confirmed with the women which of the interfaces they had touched, I had the following exchange with them. Me: Okay. If you were to describe to me what you did with them…If you were to name or describe the actual actions that you used when you were interacting with any of them, whether it was just the pictures or the strike a pose, how you do that? How would you describe that? Woman #1: ... nice. Me: Well, I mean actually physically what you did. Woman #1: Oh, actions, physically. Me: Yeah. Woman #2: The touching. The moving. Woman #1: Being able to move all around and see what every piece is and where it came from, how it came about. Me: The piece of art itself? Woman #1: Yeah. 182 Me: Okay. By touching and…? Woman #2: Feeling. You know? The movement, being able to move it. In their response, both of the above women equated touching the touchscreen interfaces with actually touching the art. Their equation was not a superficial one either; several times they not only discussed being able to touch the art, but also to “move it,” suggesting an even greater element of control. While I did not do it in most of the interviews, in this exchange I pushed back against the visitors’ responses slightly, asking in clarification, “the piece of art itself?”, to which one woman nodded and the other responded affirmatively with “yeah.” These women, like many other visitors, viewed their interactions with the touchscreen interfaces as being able, instead, to actually touch the art. It is this phenomenon, the disappearance of the interface and the reification of the digital image into a stand-in for the physical object, that is at the center of this study’s findings. As I have shown, visitors’ perceptions of being able to touch the art at the CMA and archival materials at the National Archives Museum resulted in visitors perceiving access to the collections and work of those museums in ways they had previously viewed as impossible. Because they were “able to touch the art,” visitors saw their relationship with the previously “elitist,” “boring,” and “tedious,” museum change. They saw themselves on a “more level playing field” (NAM Visitor) with the museum, and as being able to “have a role” (NAM Visitor) in the work of the museum. The experiences visitors participate in through interaction with the touchscreens ultimately shift visitors’ interpretive positions by persuading them to take up the traditionally institutional roles of instructor, researcher, and critic. Combined with the 183 perception of the ability to touch the objects displayed by the touchscreens, participation in roles of instructor, researcher and critic persuades visitors to see themselves as active participants in the work of the museum. At the same time, visitors do not see all experiences afforded by the touchscreens as equally important. In addition to their previously existing digital literacies, museum visitors bring a number of biases, or previously existing attitudes, to their engagement with the touchscreen interfaces. These biases, particularly the beliefs that digital experiences are intended more for children than adults, and that play and work are diametrically opposed activities, directly influence how visitors respond to the experiences they participate in. It is only in the more “serious” experiences of research, creation, and critical response that the erasure of the interface and the physicalization of the digital image occur in visitor accounts, and in which visitors see themselves as contributing to the cultural work of the museum. Visitors’ ability to identify, or as Kenneth Burke (1969) says, to see themselves as “belonging,” as an active participant in the work of the museum is dependent, not just on their previously existing ideas about what the work of the museum is, but on their previously existing ideas of what the work of the museum is not and who does and does not have a role in it. Ultimately, the findings of this study demonstrate that powerful rhetorical experiences are indeed being enacted through museum visitors’ interactions with new media interfaces. In other words, when we examine the “paradigm shift” that museum studies scholars claim is occurring through new exhibition practices, we can see that there is indeed a rhetorical shift in attitude and identification taking place in certain digitallymediated experiences. At the same time, not all digitally-mediated experiences within museums do the same kind of rhetorical work. When we examine the habits of interaction 184 visitors perceive as afforded by the touchscreen interfaces studied, the role that visitors’ previously existing digital literacies play in shaping their experiences with those interfaces, and the existing biases that influence visitors’ ability to be persuaded, we realize that there are particular users and bodies that perceive access to certain experiences and others who may be precluded from interaction with the interfaces altogether. This exclusion of certain persons and particular bodies from participatory experiences in the museum sits in sharp contrast to the potential for the democratization of cultural experience that museologists see resulting from these technologies. In the remainder of this chapter, I respond to each of my research questions, before challenging the uncritical adoption of new media interfaces within museums by arguing that the rhetorical experiences that make this shift possible can result in new disparities in access, interaction, and participation. Dissertation Research Questions In this study, I sought to answer four research questions directly related to my analysis of the experiences visitors participate in through interaction with touchscreen interfaces in spaces of exhibition and display and the rhetorical work those experiences enact. I will use my discussions throughout this dissertation to directly respond to each question. 1) What types of interactions and experiences do institutions hope to foster with touchscreen interfaces? As discussed in Chapter 2, museum officials at both the Cleveland Museum of Art and the National Archives Museum sought to use the exhibition spaces and technology to create experiences that would “bring visitors closer to the art” (Alexander, Interview) and 185 allow them to “pursue their own interests” with less direct oversight from the museum (Kamps, Interview). At the CMA, “Team members wanted to convey information in ways that felt like experiences rather than didactic lessons, allowing visitors to drive their own encounters with works of art and share their results with each other” (Alexander, 2014, p. 350). As Alice Kamps said, “the sort of Holy Grail of museums is to get people to interact with each other” (Interview). So both of these institutions worked to create experiences in which visitors not only engaged with the permanent collection, but with each other as well. In part, both of these institutions were responding to developments in the museum sector that emphasize visitor engagement and museum expansions based on audience research and visitor feedback. At the CMA, the team that originally proposed and worked to develop Gallery One wanted to create a space with exciting technology that would draw in new visitors, both Cleveland locals and tourists.44 At the National Archives, the curatorial team wanted to give visitors access to more materials from the archives than was possible to display on the gallery walls (Kamps, Interview). While the experiences that are afforded by both exhibition spaces and the touchscreens housed therein do, in fact, achieve what the museums’ intended – namely, visitors are interacting with each other and feel as if they are following their own lines of inquiry and able to get closer to the art – it is important to remember that the touchscreens, and the portions of the museums’ collection that are accessible through them, are still highly curated. Just as visitors see themselves as actually touching the art when they are in fact touching the 44 This particular bit of information was gleaned from an interview with someone on the initial Gallery One committee. The person in question no longer works for the CMA and preferred to remain anonymous. However, it is important to mention that visitor attraction was one of the museums’ initial motivations for creating the space. 186 smooth screen of a touchscreen interface, the illusion of freedom of movement through the collection or archive is still very much that – an illusion. At the same time, visitors see the experiences afforded by these spaces and interfaces as so unique, largely, as I have shown, due to the ability to touch, that they are still rhetorically powerful in shifting visitors’ interpretive positions in the museum. 2) How do visitors in these spaces engage with these particular touchscreen interfaces? Chapter 3 of this dissertation answers this research question directly. Visitors in both the Cleveland Museum of Art and the National Archives Museums interact with the touchscreen interfaces studied through six primary habits of interaction – touching, swiping, zooming, hyperlink browsing, favoriting, sharing, and creating with touch and motion. These habits of interaction are accomplished by corresponding kinetic motions and visual recognition of words and symbols that indicate possibilities for navigation. They are borrowed habits of interaction that rely on visitors’ existing experience with touchscreen interfaces, such as tablets and mobile phones, and with features that have become germane to Web 2.0, such as hyperlinks, keyword tags, and social networking. In other words, a visitor’s ability to interact with the touchscreen interfaces through the habits of interaction I identify depends largely on that visitor’s previously existing digital literacies. The habits of interaction with which visitors engage with the touchscreen interfaces directly influence how visitors make sense of the digital content displayed by these interfaces. In the hybrid physical/virtual spaces of the institutions studied, the habits of interaction a visitor perceives the interfaces as affording allow that visitor to take part in a particular range of experiences that can shift the interpretive position of the visitor, 187 allowing the visitor to participate actively and publicly in types of activities that in the past were undertaken privately by the institution. At the same time, as I discussed in Chapter 2, there were many visitors who did not interact with the touchscreen interfaces in these gallery spaces. Many visitors perused the galleries without ever touching the touchscreens. Some did so out of a dislike for the scope of the technology, claiming it made them “dizzy” or “stressed out.” Others did so due to a hesitation to touch that stems from an entrenched intuitional taboo against visitors touching objects in the museum. Still others did so because they preferred to view the artworks without the “distracting” aid of the digital screens. The habits of interaction I identified through observation, analysis, and visitor interviews pertain only to those visitors who actually physically interacted with the touchscreens. 3) What experiences are afforded by these interfaces in these spaces? One of the most pervasive and significant findings of this study, as I mentioned at the start of this chapter, is that visitors interacting with the touchscreen interfaces often view themselves as interacting with – touching, feeling, and moving – the actual art. I show in Chapter 3 that through a combination of the immediacy of touch and a visitor’s previously existing digital literacies, interaction with the touchscreen interfaces can enact an erasure of the interface. The interfaces, for many visitors, “disappear” or fall away, and visitors then see themselves in direct relationships, not with the artifact that the digital content displayed represents, but with the original, physical artifact itself. In other words, museum visitors interacting with these touchscreen interfaces see themselves as actually “able to touch the art” and thus as active participants in the work of the museum. 188 In addition to seeing themselves as touching the art and archival documents digitally displayed by the touchscreen interfaces, museum visitors take up certain roles traditionally reserved for the “expert” in the museum. As I show in Chapter 4, visitors take situational expertise, performing the roles of instructor, researcher, and critic temporarily in the museum spaces. In the role of instructor, visitors teach other visitors, both those they know and strangers, how to use the technology at hand, guiding other visitors’ use of the touchscreens, providing formative instruction and corrective feedback. In the role of researcher, visitors see themselves as “having a role” in the work of the museum and perform that role, by demonstrating their expertise, both situational and referred, of the subject matter, the content they have researched. In the role of the critic, museum visitors not only seek to critique the content displayed by the touchscreens, but other visitors’ responses and interpretation of that content. Visitors taking on the role of critic openly interrogated other visitors’ responses to the collection and archive, and engaged in publicly negotiated response to the works of art or archival documents displayed. 4) Do these interfaces shape a visitor’s interpretive position in relation to the work of art or text, and/or to the museum itself? If so, how? As I have shown throughout this dissertation, the answer to this research question is yes, these interfaces do shape a visitor’s interpretive position in relation to the work of art or text. In the Cleveland Museum of Art and the National Archives Museum, it is through the experiences that visitors are engaging in that this shift occurs. By experiences, I mean not the habits of interaction that visitors are using to interact with the interfaces or the activities they complete with those habits on their own right, but the 189 roles that visitors are taking up through these actions. In other words, museum visitors interacting with these interfaces are participating in experiences that persuade them to take up particular roles and interpretive positions. These experiences, then, do rhetorical work by shifting visitors’ identities within and attitudes towards the museum. The work of Kenneth Burke (1969) gives us a way to examine how these experiences do rhetorical work, or, in other words, why we can consider them rhetorical experiences. While Burke does not specifically put forth a theory of rhetorical experience as Clark later does, he does acknowledge that the actions an audience is persuaded to take up directly affect that audience’s identifications. Burke claims that the effect of participating in certain activities that one sees as situating oneself in some particular category is ultimately identification with that category. In Chapter 4, I showed that visitors who participated in the types of activities that they viewed as generally belonging to the purview of the institution, such as instruction, research, and critique, in turn identified with the institution, viewing themselves as active participants in the work of the museum. Conclusion and Looking Forward The findings of this study have important implications for both digital rhetoric and museum studies. This dissertation offers a model of how ethnographic, qualitative research methods can be used by digital rhetoricians to explore the rhetorical implications of emerging new media interfaces at the point of user interaction. Additionally, the term habits of interaction as I have used it here, grounded in Gibson’s theory of affordances, provides a useful vocabulary with which to describe and analyze user interaction with emerging technologies. Most importantly, by examining experience as rhetorical, 190 particularly with a focus on attitude and identification, rhetoricians can better understand and operationalize the rhetorical work that occurs through interaction with new media interfaces and the participatory experiences mediated by them. The findings of this study also have exciting implications for museum studies. New media technologies, particularly touchscreen interfaces such as those studied, are playing a growing role in new exhibition practices within museums. Many museum studies scholars see the participatory experiences mediated by such emerging technologies as potentially redefining relationships between the institution and the public by allowing museum visitors access to roles and discourses traditionally reserved for a cultural elite. I have shown that digitally-mediated experiences, particularly those facilitated by touch induce actions on the part of the visitor that shift their engagement in the museum from the private, solitary practices of viewing and interpretation, to the documented, public roles of instructor, researcher, and critic. The rhetorical approach of this study, which is different from the visitor-analysis studies generally undertaken by the museum, can give museum officials insight into why the exhibits and experiences they curate have the kinds of affects that they do. Ultimately, I have shown that experiences can and do accomplish rhetorical work. In the case of digitally-mediated experiences visitors participate in through interaction with touchscreen exhibition technology, those rhetorical experiences affect a change in attitude and identity on the part of the visitor, causing a shift from visitor-as-spectator to visitor-as-co-producer. The implications of this relational shift from visitor-as-spectator to visitor-as-co-curator/co-producer are salient, and their impact on the futures of both the 191 museum and of emerging technologies in spaces of exhibition and display deserves further investigation by rhetoricians. Parry (2007), Anderson (2011), Shaffer (2015), and other museologists who see the move towards participation in new exhibition practices as ultimately “culture shifting,” make a strong case for the potential of such experiences to enact a “democratization” of cultural education, interpretation, and response. New exhibition studies scholar Jennifer Barrett (2012) pushes against this idea a little, pointing out that, “inclusion, however, does not ensure equality” (p. 22). Upon completion of this study, I argue that Barrett is right to make the distinction between inclusion, the offering up of participatory experiences, and equality, a sense of equity in who has access to those experiences. As I show throughout this study, a visitor’s rhetorical experience with the touchscreen interfaces is shaped first and foremost by her previously existing digital literacies. That experience is also shaped by a familiarity with the work of the museum and by previously existing biases concerning the nature of that work (Chapters 4 and 5). A closer look at the dependency of such rhetorical experiences on the habits of interaction visitors perceive as afforded by the touchscreen interfaces shows us that the “paradigm shift” of visitor-as-spectator to visitor-as-co-producer does not come without its own set of potential roadblocks to access and cultural equity. As I have shown in Chapter 3, one’s ability to perceive the affordances, or opportunities for interaction, made possible by a particular piece of technology is another way of understanding one’s digital literacies. According to Gibson (1986), the affordances of a particular object are connected both to a person’s knowledge of what an object is, and that person’s physical relationship with the object itself. Digital literacies 192 are, as Lauren Bowen (2011) says, highly personal, “embodied experiences” (p. 589), that are dependent on an understanding of what a particular interface is and how it is possible to use it. When interacting with digital technology, users will experience different types and levels of engagement due to disparities in age, physical ability, socio-economic status, access to personal technology, and other factors that can affect one’s acquisition of digital literacies (Selfe, 1999; Walters, 2014). As visitors interacted with the touchscreen interfaces via the habits of interaction I identified, the interfaces, for many visitors, fell away, and visitors saw themselves as able to interact directly with the art or artifact. Additionally, visitors, through touch, were persuaded to take up the traditionally institutional roles of instructor, researcher, and critic. These visitors, in turn, saw themselves as participating in the work of the museum. However, the foundation piece of visitors’ interactions with these interfaces, the habits of interaction they used to engage with them, are entirely dependent on whether or not the visitor possesses the digital literacies necessary to perceive those habits as afforded by the touchscreens. Thus, the potential rhetorical experiences a visitor may or may not participate in through interaction with digital interpretive technologies rely on that visitor’s previously existing digital literacies and physical ability. To illustrate why I see a potential problem in a visitor’s potential rhetorical experiences being dependent on their digital literacies and physical abilities I offer the following example – the Collection Wall at the CMA. The habit of interaction of touch requires certain bodily actions on the part of the visitor. When approaching the Collection Wall, a visitor must first recognize it as a touchscreen rather than a screen such as television that is simply meant to be viewed. Many visitors did not, in fact, recognize it as 193 something to be touched. They instead stood or sat in front of it and watched it. For those who did recognize it as touchable, in order to interact with it they must first have been able to touch it. During my observations I observed four visitors in wheelchairs approach the wall. Not a single one of the four interacted with it. These visitors could have reached the bottom section of the Wall, and I am unsure exactly why they did not interact with it. But the animated hand swiping through the stack of images was always displayed much higher than would have been in these visitors’ reach; it is possible they did not think they were able to interact with it. Thus, some visitors may be, for a variety of reasons, physically unable to engage in the habits of interaction others perceive the Collection Wall as affording, and thus some visitors will not have access to the same rhetorical experiences as others. Second, in order for a visitor to be able to navigate through the stacks of images or utilize the full capacity of the Wall as a tool to locate items in the collection elsewhere in the museum, they must be familiar with the touchscreen convention of swiping and the internet convention of hyperlink browsing. Similarly, as was the case with the visitors I discussed in Chapter 3, if a visitor is unfamiliar with the popular social networking genre conventions employed by the Wall’s content, such as hearts and “favorites,” he or she may not interpret favoriting as social or participatory action at all. Thus, if a visitor is unfamiliar with the habits of browsing, swiping, and hyperlinking – habits of interaction afforded by other popular touchscreen devices – that visitor’s potential to view and interpret art through the more vernacular categorizations and relationships the Wall makes possible will be less than that of a visitor who is. 194 Exciting rhetorical experiences are indeed being made possible through interaction with touchscreen interfaces in spaces of exhibition and display. At the same time, when we examine the habits of interaction those technologies afford more closely, we see that there are particular users and bodies that, as Shannon Walters (2014) says, are “assumed ideal for haptic interaction” (p. 176) and others that may be precluded from interaction altogether. This exclusion of certain persons and particular bodies from participatory/rhetorical experiences in the museum sits in sharp contrast to the lauded potential for the “democratization” of cultural experience that museologists see resulting from these experiences. While interactive technologies can be used, and are being used, to break down traditional barriers between the cultural elite of the institution and the lay visitor, they can, at the same time, create a new divide between those with the digital literacies and physical ability needed to transcend those bounds through participation in certain rhetorical experiences and those without those literacies and abilities. This potential division in access and cultural equity resulting from differences in digital literacies or physical ability is in no way deliberate on the part of the Cleveland Museum of Art or the National Archives Museum. On the contrary, as public institutions with free and open admission and a carefully designed set of tours and assistive technology devices for visitors who are visually impaired or hard of hearing, both museums work diligently to provide broad and accessible engagement with their collection. Indeed, many visitors viewed the touchscreens studied as providing greater access than traditional interpretive technologies. One visitor said about the Collection Wall, "For me, I liked the fact that the information could come to you. We spend a lot of time reading captions which are often times very small, so I liked the idea that you could 195 touch and the information comes up and it's typically bigger, and easier to see for older eyes” (CMA Visitor). Another visitor claimed that the Touch Table at the NAM was ideal for her autistic nephew because he could access information from a number of different avenues and “make stuff bigger” (NAM Visitor). At the same time, as emerging technologies, particularly touchscreen interfaces, become ubiquitous in our society, it can be easy to focus on the benefits seen in new and exciting uses of those interfaces and less on the interfaces themselves. Cynthia Selfe (1999) warned, in some of the first salient discussions of critical digital literacy, “Technologies may be the most profound when they disappear. But when this happens they also develop the most potential for being dangerous” (p. 160). The potential for touchscreen interfaces and other emerging technologies used in new exhibition practices to result in disparities of access, interaction, and participation, reifies the necessity for continued examination into the habits of interaction visitors perceive as afforded by these technologies in spaces of cultural exhibition and display. As interactive interpretive technologies both evolve and become more commonplace, we must pay close attention not only to the identifications and interpretive positions visitors take up through rhetorical experiences but also to who does and who does not perceive access to those rhetorical experiences and why. 196 APPENDIX A: DATA COLLECTED Ø Observations and Contemporaneous Field Notes Researcher-generated data recording visitors’ interactions with the four touchscreen interfaces studied directly within the research sites of Gallery One at the CMA and the David M. Rubenstein Gallery at the National Archives. I observed a total of 499 museum visitors – 350 visitors in the Cleveland Museum of Art, and 149 in the National Archives Museum. Field notes recorded both my observations and descriptions of the museum spaces. Ø Visitor Tracking Maps In the Cleveland Museum of Art I completed eleven (11) full tracking of parties of visitors, using a map of Gallery One (Appendix D) provided to me by the CMA. Trackings recorded how long visitors stayed in the space, where they stopped to look at art and/or to touch or not touch the interfaces, and their movement within the gallery space. Ø Audio Recorded Interviews I conducted interviews with 45 people, 43 museum visitors and the exhibit director at each museum. These interview recordings comprise 35 audio files and over 4 hours of audio. Ø Interview Transcripts Audio recorded interviews were transcribed by Rev.com with support from the Baker Nord Center for the Humanities Graduate Student Research Grant. Transcriptions were then verified by researcher during coding. Ø Visual Documentation Photographs and video of the four interfaces, the spaces they are housed in, participant interaction with the interfaces, and artifacts created by participants during interaction. I collected 24 photographs at the National Archives Museum and 113 photographs and 4 videos at the Cleveland Museum of Art. Unlike at the CMA, photographs are not generally allowed at the National Archives Museum due to government policy. I received special permission to take the photographs I did, but was not given authorization for video recording. 197 APPENDIX B: CLEVELAND MUSEUM OF ART INTERVIEW QUESTIONS Is this your first time visiting the Cleveland Museum of Art? –>If no, about how often would you say you visit the museum? Was this your first time going into the Gallery One space? –>If no, how often would you say you visit the space, or about how many times have you visited it before? Did you have any expectations about your experience within Gallery One? –>If so, what are they? Why are you visiting the museum today? Which pieces of technology did you use during your time in Gallery One today? Walk me through what you did with them. What were your actions/motions/etc. while you were using them? Can you describe what you did in detail for me? How did you know how to do the actions that you did? What did you take away from your experiences with these pieces of technology? Did your experience using this technology in this space differ at all from your expectations prior to entering? –>If so, how? Briefly describe for me what you view your personal attitude toward art and/or art museums to be. Is this different at all from before your experience in Gallery One? 198 APPENDIX C: NATIONAL ARCHIVES MUSEUM INTERVIEW QUESTIONS Have you visited the National Archives prior to today? ->If yes, did you interact with this instillation during that time? Did you have any specific expectations about your experience in this exhibit? ->If so, what were they? Walk me through how you used this touch table instillation. What were your actions/motions/etc. while you were using it? Can you describe in detail what you did? How did you know how to do the actions that you did? Did your experience using this technology in this space differ at all from your expectations prior to entering? –>If so, how? Did you share a reaction to one of the documents? –>If so, what was your reaction? Did you feel a response or emotion that was not available to select? What did you take away from your experiences with this piece of technology? Briefly describe for me what you view your personal attitude to be toward the material in this exhibit and/or this museum. 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