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Creating Museums for Everyone: Equity and Science Learning

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Title: Creating Museums for Everyone: Equity and Science Learning


1
Creating Museums for EveryoneEquity and Science
Learning
Evaluation Results from 20 Years of Universal
Design at the Museum of Science
  • ecsite Annual Conference 2007
  • Anna Lindgren-Streicher
  • Museum of Science, Boston
  • 31 May 2007, 1130

2
Case 1Making Models
  • A permanent exhibit at the Museum of Science
  • Summative evaluation included observations and
    interviews with visitors with a variety of
    disabilities
  • These visitors were invited specifically for the
    evaluation

3
Making ModelsSummative Evaluation
  • Visitors ability to interact with components was
    influenced by their disability
  • Learning for visitors with disabilities was
    similar to those without
  • Wayfinding was still difficult for visitors who
    are blind
  • (Karp and LeBlang, 2004)

4
Case 2New England Habitats
Originally a gallery of traditional dioramas
5
Case 2New England Habitats
Remodeled for accessibility in 1987
6
New England HabitatsSummative evaluation
  • Average length of stay in the gallery increased
  • Number of visitors staying over three minutes
    increased
  • Visitor knowledge of exhibit themes increased
  • Visitor knowledge of specific adaptive features
    of animals increased from 19 to 100
  • (Davidson, 1991)

7
New England HabitatsSummative Evaluation
  • Some populations who had not been able to
    interact with the exhibits were able to after the
    changes were made
  • Visitors with disabilities were appreciative that
    something was being done for them
  • Modifications which were good for one audience
    were not necessarily appropriate for all
    audiences
  • Visitors with disabilities were more dependent on
    the parallel patterning of content throughout the
    exhibit
  • (Davidson, 1991)

8
Case 3UD of Computer Interactives
  • Used 3 existing computer interactives
  • Interface developed by Museum of Science
    designers following UD guidelines
  • Conducted qualitative research study
  • Sample was 16 visitors with a range of
    abilities/disabilities

9
UD of Computer InteractivesFindings
  • Use patterns varied across participants
  • The interactives were accessible to almost all
  • Activity preference varied
  • Designskillsinterestsknowledge learning
  • (Reich, 2005)

10
UD of Computer InteractivesFindings
  • Map buttons to screen selections
  • Closely match text of labels with the audio
  • Offer users the opportunity to control the pace
    of the activity
  • Supply both visual tactile labels for buttons
  • Provide high contrast images
  • Reduce dependence on color-coded cues
  • Keep background noise to a minimum
  • Avoid quick moving images
  • (Reich, 2005)

11
Case 4Star Wars ASL Multimedia Tour
  • Created in conjunction with a major traveling
    exhibition
  • 22 stops, featuring
  • Narration about artifacts
  • Behind the Scenes features
  • Photographs and film clips
  • Bookmark information to be sent home
  • Close captioning

12
Star Wars ASL Multimedia TourEvaluation results
  • Conducted two focus groups with Deaf users
  • Museum perceived as opening it doors to Deaf
    visitors
  • Granted an independent experience
  • Perceived as receiving equal access to content
  • (Chin, 2006)

13
Star Wars ASL Multimedia TourEvaluation Results
  • Differences between the experience of Deaf and
    hearing visitors emerged in several areas
    emerged
  • Timing
  • Learning style
  • Cultural norms
  • We cant simply translate the tour to an ASL
    version. We need to incorporate an understanding
    of Deaf learning styles.
  • (Chin, 2006)

14
For more information, contact
Anna Lindgren-Streicher alstreicher_at_mos.org phone
1-617-589-4231 or researcheval_at_mos.org
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