Requirements for all museum computer exhibits

This is an edited version of the document that the Science Museum in London makes all contractors who are making software exhibits sign up to. Although they're are contractually obliged to follow the recommendations, this document has also been produced to save everyone concerned from pain, so its worth reading for all programmers, designers or project managers.

In the year 2000 the museum opened a new wing containing around 200 new computer exhibits. This document therefore tries to set out what was learnt during this project, together with the things which we thought were obvious but our exhibit contractors didn't until it was too late.

Joe Cutting February 26, 2003

Contents

Contact information
Exhibit development
Exhibit design requirements
Evaluation
Robustness
Hardware platform
Loan computers
Appendix 1: Deliverables for a software exhibit
Appendix 2: Robustness of common authoring tools

Contact information

The Museum will assign you a contract manager, who should always be your first point of contact. In addition, you may need to contact the people listed below. If you do so, you should always confirm any agreed actions by e-mail and copy the mail to your contract manager.

Exhibit development

Exhibit development process

A typical exhibit development process starts with the Museum setting the initial scope and aims of the project. The contractor then returns with a storyboard for approval by the museum. Exhibit development can now start and the contractor produces a series of prototypes (usually three), which are each evaluated in turn (see the 'Evaluation' section below) and refined to produce the next one. Once the exhibit is finished it is delivered and tested by the Museum for robustness (see the 'Robustness' section below). It is then installed on gallery. There then follows a defects-liability period, during which the contractor is responsible for any problems with the exhibit. Once this is over, final signoff and payment can be made.

Development platform

Museum exhibits are generally written using Director or Web technologies such as HTML and Flash. However, we are open to other development environments, but we strongly recommend that you do not use:

If you think you need to use this type of programming environment, please contact the museum interactives team (Dave Patten or Joe Cutting) before starting development. Remember that whatever environment you choose, it is your responsibility to make sure it is up to the job.

Problems

If you run into a technical problem that you can't solve during development, then do get in touch. The Museum's interactive team have a lot of experience and may have the answer or may be able to put you in touch with another developer working in the same area. However, bear in mind that we have only a small team and are not able to spend much time on each exhibit. If you are using technologies that you are not familiar with, we recommend you enlist a third-party source of expertise and do not rely on the Museum's team.

Exhibit design requirements

The Museum is keen to encourage developers to express their creativity in the design of their exhibits and welcomes innovative designs. However, we have a few requirements that it is essential you stick to if our visitors are to be able to use the exhibit. The most important of these is that you realise that your exhibit will be running unstaffed, on a stand-alone basis, without any external signage.

Attractor screens

When not in use, your exhibit should default to an 'attractor' screen. As well as providing an introduction to the exhibit, this screen should work as a screensaver to prevent the image 'burning in' to the screen. Contrary to popular belief, we have experienced burn-in on LCD and plasma screens, as well as CRTs.

If your exhibit is using a touchscreen

If your exhibit uses a trackball, note that our visitors find it almost impossible to drag using a trackball. The exhibit should therefore be written so that dragging is not necessary. Trackball exhibits must show an on-screen cursor.

If your exhibit uses some other interface, such as buttons, joystick, steering wheel etc., it is also essential that you deal with the cursor in an appropriate way.

Timeouts

If no-one touches your exhibit for more than 30 seconds it should reset itself back to the attractor sequence. You should also give the visitor some warning of this, so after 30 seconds without input the exhibit should bring up a message saying something like 'Are you still there? Touch the screen or I will restart in ten seconds.' The period of time before the exhibit resets should also be stored in an editable preferences file.

Sound

Good sound effects can really enhance an exhibit. However, we cannot predict the sound levels in any museum gallery, so you should never make the sound track essential for the visitor's understanding of an exhibit. Therefore, exhibit instructions should always be accompanied by the equivalent text. Your exhibit should also be silent during its attractor state, as sounds like these quickly become irritating and destroy the ambience of the gallery. Finally, do be aware that Windows NT4 handles sounds in a different way from other versions of Windows, so be sure to test any sound effects you have on this platform early in development.

Novel interfaces

The Museum likes to encourage contractors to develop novel interfaces and ways of controlling exhibits. However, there are a few things you should bear in mind:

Other requirements

The Wellcome Wing has around 200 computer exhibits. Although most of them are now working as intended, we've done some calculations and worked out that only around 6 per cent of the original 'final versions' that were delivered to us are still installed. All the other exhibits have had to have new versions of the software installed, generally due to robustness issues (see below) or content changes (generally typos). On average, each exhibit was installed two-and-a-half times, some as many as five or six times. Multiply this by 200 exhibits and you can see that we did roughly 500 installations.

As it's unlikely that future exhibits will prove to be more reliable, we have some extra requirements to make installation easier:

Keeping to these requirements will also save you time, as we will be able to install your exhibit faster and it will be much less likely that you'll waste time hunting for bugs produced by us installing the wrong version of your software.

Evaluation

The major difference between developing a computer exhibit for the Science Museum and general multimedia development is the evaluation process.

What is evaluation?

The general idea is that exhibit developers produce prototypes, which are then tested in the Museum to see how visitors respond to them. These responses are then written up as a report, which is sent to the developer, who changes the exhibit design accordingly. Each exhibit usually goes through three evaluations before final delivery.

The advantage to the museum of this process is that we ensure that our visitors will understand the exhibit. The advantages to you the contractor are that it gives you a chance to experiment with new and different designs and formalises the process by which the museum feeds back comments to you. You know that comments will only be sent a fixed number of times and in a written document that everyone agrees on.

Exhibit developers are normally paid by the Museum in stages which are tied in to the delivery of prototypes for evaluation.

What we need from developers for evaluation

Dates for evaluation of your exhibit will be agreed during the drawing-up of the exhibit contract. The evaluation generally takes about a week, with a further week for writing the report. Please be aware that the evaluation schedule is very tight and if you're more than a day late for your evaluation you'll miss your slot and will probably have to wait for a month or so for another one. This will completely throw out your exhibit and payment schedules.

our exhibit prototype will be tested on real visitors to the museum. Many developers find it useful to watch some of the evaluation, which is possible if arranged in advance. Although we've been evaluating exhibits for many years now, the visitors still surprise us with their reactions. This means that it's particularly important that you don't spend too much of your development time producing the first prototype. We recommend the following as a rough guide:

If you have any queries about what is needed for an evaluation prototype, please call the Head of Visitor Research (Kate Steiner). It is particularly important that you call him if for any reason you feel that your schedule or the technicalities of your exhibit (e.g. extensive live video) will not allow a full evaluation cycle.

What you'll receive after evaluation

Around two weeks after the start of evaluation, you'll receive an evaluation report detailing problems with the prototype and suggestions for improvements. This report will also contain any content or design problems that need attention. Due to the unpredictable nature of evaluation, we recommend that you halt your development schedule for these two weeks to avoid wasting time doing work which then needs to be scrapped. There will usually be a meeting scheduled at the end of the evaluation, where we will discuss the report with you.

Robustness

Museum exhibits are set to automatically start up at 10 am and must then run completely unattended until sometimes as late as 11 pm. How well an exhibit does this is known as its 'robustness'.

Robustness problems are very difficult to diagnose and fix because:

Robustness problems generally happen because:

To keep robustness problems to a minimum, we recommend that you do the following:

Hardware platform

The museum has standardised on the Windows platform and is currently using Windows 2000. Particular hardware specifications vary from project to project, but are set by the museum at the start of a project.

Currently (September 2003) the standard hardware specification is

2 Ghz Pentium 4
512 MB RAM
Sound Blaster compatible soundcard
Screen resolution 1024 x 768

Our experience with the Wellcome Wing has shown that any non-standard equipment will cause ten times as many problems during installation and maintenance. So even if the actual cost increase is fairly small, we have made it a rule to allow no deviations from standard hardware. It is your responsibility as an exhibit developer to make sure your exhibit runs on the standard hardware. Please don't ask for more powerful hardware - all of the interactive media team have developed for eight- bit computers and will bore you with the details if you're not careful.

Be particularly careful to design your graphics to the correct resolution (unlike some nameless Wellcome Wing developers, who had to redo all of their graphics). Although it is fairly easy to change the resolution of CRT screens, many Museum exhibits now run on LCD screens, plasma screens and projectors, which have fixed resolutions.

For certain exhibits, it may be necessary to add additional hardware (e.g. extra i/o ports) or make changes to system settings. Please ensure that a member of the interactive media staff has been fully informed of any changes you plan to make before you start building your exhibit, as any additional hardware must be approved and purchased by the Museum.

Loan computers

Under certain circumstances, the museum will lend computers to computer exhibit contractors. These are generally exhibit computers which will later be installed on gallery. We lend these computers for two reasons:

Generally speaking, the Museum's policy is that it expects computer exhibit contractors to have their own PCs for development work. We strongly recommend that you do not rely on using the loan computer as your primary development platform because:

Problems with loan computers

If you have a technical problem with one of our loan computers, please do not attempt to fix it yourself. Contact the museum (Jo Saull) and we will arrange for it either to be fixed or replaced.

Don't be like one Wellcome Wing developer and sit up until 3 am trying to hack the NT password system or, like another, take the computer apart and leave bits rattling around inside it.

 

Appendix 1: Deliverables for a software exhibit

Software deliverables

All software should be supplied on a PC readable CD-ROM (two copies). You should write the name of the exhibit, plus the date and version on the actual CD - not just the jewel case.

The software should include:

Manuals

Some of the things we're asking for in the manuals may seem a bit strange. The thing to remember is that the purpose of these manuals is to act as a complete reference to the exhibit which will still be useful in five years' time. The manual should be the only document you need to read to understand the exhibit.

Hardware documentation

This should include:

System software documentation

It's particularly important that you highlight any changes made to the standard Museum specification, such as updating the drivers. Please specify:

Exhibit software documentation

Please include the following:

Hardware deliverables

This includes any hardware needed by the exhibit that has been procured by the software contractor as part of their contract. Any equipment supplied by the Museum, including all leads, must be returned (in the same condition as it was delivered to the software contractors).

 

© Joe Cutting and The Science Museum 2002-2005. You are welcome to use this document for your own purposes but you must retain this acknowledgment. You may not sell all or any part of this document or use it for financial gain.