Caspar David Friedrich, "Wanderer above the Sea of Fog"
THE VISITOR: MODES OF TOURISM
The museum exhibition has evolved from an object/label based
“cabinet of curiosities” into a heavily mediated spectacle that envelops a collection, as well as visitors,
in interpretation, multi-media, imagery, light, sound and interactive opportunities all intended to invoke a highly engaging,
informal learning experience. In many cases the artifact and specimen have become subordinate to the methods of their presentation.
Part of this is due to the fact that, as exhibitions morph and diversify to find their place in the relationship between
the museum and its visitor, many have moved away from a passive audience-based presentation to one of participation. Some
exhibitions have abandoned the collection altogether. This is accompanied by a swing toward the self guided, hands on, exploration
based exhibition where, in many cases, there is no collection at all, but instead a set of opportunities for visitors to
explore, follow their own curiosity and engage in the process of discovery. The idea here is that inspired learning will
thrive where visitors are allowed to explore and interact with the environment on their own terms. The rational for this
approach is in the knowledge that a majority of people who enter museums are in “leisure mode”, individuals
or families on vacation or out for a weekend excursion. Since museums have adopted the attitude that their value is in inspiring
and enlightening the public, many have realized that didactic, “educational” exhibits tend to be incongruent
with the mindset of most visitors. Self-guided experiences, more in line with adventure and play, offer attractive, entertaining
and engaging opportunities for informal learning.
In adopting a mode of engagement that can be more compatible with the tourist
mindset, it is important for us to understand what defines the tourist modus operandi and when, if ever, the conditions of
being self-guided enter the situation. Typically tourists are led from one prepared experience to the next. Their circumstances
are preconceived, organized and interpreted. These conditions could easily be those of a museum visitor. What is being sought
as a self-motivated, hands-on experience of exploration and discovery is more associated with what we think of as a “traveler”. I propose that exhibitions are rooted in circumstances that are essentially touristic and that the
distinction between “tourist and traveler” plays an important role in finding ways of turning passive museum
visitors into self-motivated, active explorers. I will touch on a broad range of existing “tourisms” that occupy
different positions along the tourist/traveler axes and will suggest other “designed” and “non-designed”
venues that offer models of participation and may inform the movement from passive to active engagement in museum exhibitions.
Tourist vs. Traveler
For many the distinction between
the traveler and the tourist is an ideological one, describing a difference in personality type, distinguishing a follower
from a free spirit. It is common for people to associate tourists with being somewhat removed from their location by forms
of mediation; chartered vehicles that offer a bubble of security, schedules that structure the manner and amount of time
spent in a given place and guides that navigate and interpret the terrain, all of which are intended to dispose of any sense
of discomfort or disorientation.
“Tourism, human circulation considered as consumption is fundamentally nothing
more than the leisure of going to see what has become banal.” ~Guy Debord.
By contrast travelers think of themselves as the opposite of
tourists. Travelers are self-sufficient, move at their own pace, and try to integrate into the environment and customs of
the people who live there. The realities of being in foreign circumstances are embraced.
“A good traveler
has no fixed plans, and is not intent on arriving.“ ~Lao Tzu.
G.K. Chesterton may sum it up best:
"A traveler sees what he sees,
a tourist sees what he has come to see".
While the tourist/traveler distinction is often posed (typically by those who consider
themselves travelers) as a difference in worldview, I would argue that we are all tourist and travelers at different times
and being one or the other will always be based on circumstances. For example, lets say I am in a tour group and we follow
our itinerary. I see all the sites planned for. I eat when we make our scheduled meal stops and I’m dropped back at
my hotel where I rest and prepare for tomorrows excursion. I can certainly be considered a tourist. But, what if the next
day I am accidently separated from the group and become lost, unable to communicate with anyone other than on the most rudimentary
level? I am exposed and disoriented. I begin operating on whatever instincts I can apply to my situation. Suddenly I am a
traveler.
An astronaut
is the ultimate tourist. Perhaps the term hyper-tourist is better. S/he is encapsulated by everything familiar and
Earthly: food, oxygen and water. Everything s/he does is scheduled. The trip is completely mapped out ahead of time. Any
imaginable variation of the trip is covered in training. When Apollo 13 ran into technical problems not imagined by NASA’s
training program its crew was forced into unprecedented tactics of cobbling together jury-rigged devices to stay alive.
Suddenly, they were travelers.
Now, let’s say I am a traveler. I am hiking around, choosing my own path making my own plans based, not on
expectations, but responding to the unstructured conditions the world deals me. Then I suddenly pop into a museum.
A museum exhibition is designed and constructed to take us somewhere, to show us treasures, to provide experiences that are
unusual and memorable. But the conditions have been highly prepared and predetermined. Even when the appeal of “travel
and adventure” is used to engage museum visitors, is it possible for the exhibition, as a designed experience, to
offer anything other than tourism.
Extreme Tourism
At the 1939 Worlds Fair, General
Motors sponsored Futurama, an exhibition where seated visitors were moved on a conveyor past automated dioramas displaying the world of tomorrow.
For the 1964 World’s Fair the Ford Motor Company sponsored Magic Skyway an exhibition where visitors sat inside new Ford convertibles and were slowly “driven” past dioramas of a prehistoric
past and an imagined future. General Motors presented Futurama II, time on an open tram. Other ride-based exhibitions
followed: People Mover, Universe of Energy, Spaceship Earth and World of Motion.
All epitomized the notion of the exhibition as a tour. But even without the literal connection to tour groups being carted
around from one site to the next, all exhibitions share with tourism the mediation between a subject and the visitor. Interpretive
labels, information graphics, touchable replicas, special lighting, themed architecture, display cases, videos, voiceovers,
dioramas, computer models, simulated landscapes, audio tours, digital guides and even actual human “presenters”
are just some of the tools commonly used to deliver the experience. Like the vehicles, maps and guides that facilitate a
tour, the exhibit is what mediates between the visitor and the subject visited, a preconceived set of possibilities, accompanied
by conditions and cues that encourage a line of exploration or observation. But if Futurama or Magic Skyway
were examples of passive tourism, the science museum of today strives to get closer to the hiking tour or guided white water
rafting, exposing the visitor to predicaments and encounters rather than pure spectacle. What they hope to offer is more
subjective than objective.
Ecotourism, sometime referred to as adventure tourism, adventure travel, or commercial expeditions, refers to subjective,
typically outdoor, guided experiences where participants are exposed to challenging, if not dangerous, conditions. While
they vary in their degree of involvement they all offer experiences for those that consider themselves like-travelers or
to use Dea Birkett’s term un-tourists. (Dea Birkett, Are You A Traveler Or A Tourist?, The Guardian,
Aug. 24, 2002). While the experienced is planned, paid for and guided by seasoned facilitators, the circumstances are as
real as the consequences. Sunburn, hypothermia, dehydration, exhaustion, insect bites and generally uncomfortable conditions
seem to grant ecotourists their rite of passage and award them the badges of their ideology. Alexandria Arellano, in her
essay Bodies, spirits and Incas: performing Machu Picchu, (Published in Tourism Mobilities, edited by Mimi
Sheller and John Urry) describes how ecotourism is “conceptualized as a more authentic way of experiencing through
fully corporeal practices that challenge the body and seek a full and revitalizing contract with nature”.
Ecotourism provides many of the experiential
realities we would attribute to the traveler except that it is packaged, managed, accommodated. Ultimately, ecotourism offers
the right to claim, “I did it too!” While the traveler tends to move through the world serendipitously, ecotourists
are driven by accomplishments and bragging rights. There is, of course, a range to the level of time, subjectivity and intensity
that ecotourism offers. Going on a guided climb of Mt. Everest is far more extreme than a day of rock climbing and repelling
in Southwestern Utah. Facilitated white water rafting experiences are some of the most common and family friendly forms
of ecotourism, although many hardcore ecotourists would argue that white water rafting offers no real challenge, and much
too commonplace to be considered ecotourism.
In 1970 Alvin Toffler published Future Shock, in which he described the future possibility
of an “experiential industry”, where people would be willing to spend enormous amounts of cash to live out “amazing
experiences”. The film Westworld (1973) and its sequel Futureworld (1976) followed up on Toffler’s idea, depicting
an adult-themed amusement park where vacationers were completely free to live out their fantasies and act completely on
their own volition. In both films, malfunctions occur leaving vacationers exposed and vulnerable.
In 2010, Reuters reported that a French company called
Ultime Realitebegan offering faux kidnappings where clients are abducted, bound, gagged and incarcerated for a few hours. More expensive
scenarios include an escape and a helicopter chase. 1 Hollywood action films offer a myriad of possible scenarios
to sweep paying clients away into managed fantasies. Imagine a client waking up among the wreckage of a plane crash on a
deserted island, or being “hired” to solve a murder mystery. Like ecotourism, this extreme role playing experience
is a highly produced form of entertainment, albeit with heavy media influences. What makes these fantasy adventures obviously
different from those designed for the ecotourist is that the vital components of the experience are completely fabricated.
Actors, props, a small crew and the right permits will turn any location into a set for a personal fantasy. Like filmmaking,
this sort of thrill can be very expensive, certainly more so than many ecotourist options.
Dropping the role-playing and fantasy, amusement park thrill rides provide a more
affordable and immediate rush of disorientation, fear and risk. The engagement is short and controlled. The rider is essentially
subjected to a completely mechanized event. Every dip, twist and turn has been designed. Unlike the ecotourist, there is
no appreciation of the unplanned. But the idea that something could go wrong with the technology is part of the thrill.
Perhaps a more extreme version of living through
the potential for technical failure is space tourism. Space tourism was initiated by the Russians out of financial necessity
by selling civilians time to float above the Earth aboard a Soyuz spacecraft. Sir Richard Branson’s Virgin Galactic
hopes to be the first private space tourism company in the world. At the time this was written, Virgin Galactic had approximately
340 civilian “astronauts” booked for rides into sub-orbital space at $200,000 with a $20,000 deposit. There
are a number of other companies working towards offering similar sub-orbital experiences, complete with take off, weightlessness
and landing. Big money plays part in many of these experiences. If our individual experiences form our character then fantasy
adventurers, space tourists and ecotourists alike buy their character. The more personalized, the more expensive it becomes.
While it would seem that roll-playing would only apply to
the fantasy adventurer, we should consider that the ecotourist and space tourist seek to fulfill a sense of self-identity.
Ian Munt published an article called “Eco-tourism or Ego-tourism” describing the ecotourist as participating
in a mode of travel that supports a perception of themselves as having an alternative lifestyle, allowing them to play the
role of traveler, adventurer, explorer before an audience of friends and family, sipping cocktails. But regardless of the
role playing aspects, we should not undervalue the qualities of the experience. What all of the experiences mentioned here
share is the participant’s subjectivity in the varying levels of exposure, struggle, risk, fear and disorientation.
In all cases there is a sense of survival or accomplishment to be found. And regardless of their fabrication, these conditions
allow the tourist to act as a the “traveler” by extending the experience beyond the primarily visual, highly
mediated and hyper insulated conditions that most museums offer.
When a museum desires a hands-on, curiosity driven, exhibition offering visitors the opportunity to explore and
discover what ideally are unforgettable experiences, some of the non-museum options mentioned above may be considered. But
what we want to ask ourselves is not necessarily how to design museum exhibitions like a theme park ride, fantasy adventure
or eco-tourist escapade, but how we might incorporate elements of risk, struggle, role playing, disorientation, even fear
and certainly a sense of accomplishment. How could these physical and emotional components help visitors engage in content?
How might content be embedded in these circumstances? How can we inspire through such activities, not only personal achievements,
but a sense of responsibility, empathy and the motivation to act beyond the exhibition?
Tinkerers and Explorers
The experiences described above are, of course, highly corporeal. The body’s subjectivity is central to the
achievements and knowledge gained. There are other examples of using digital technology that draw on our sense of curiosity
and experimentation as it relates to our fundamental techniques for survival, examples that recast the tourist as traveler.
In fact, these might push the participant to the far end of the traveler spectrum, into a role better termed explorer.
These examples do not have as much to do with participating in preconceived circumstances as much as in trying to figure
out how the circumstances work or how they might be hacked to do something else. They encourage the participant to enter
a virtual “no man’s land” A study done by the MacArthur Foundation, Learning and Living with New Media
(Nov.2008), has some wonderful, unbiased observations on how youth use technology. The section Tinkering and Exploring
provides some interesting insight into the way games and websites can be compared to how humans learn and survive regardless
of the landscape. Personal pages on social sites and digital games require an ample amount of tinkering or what those interviewed
called “messing around”.
“Because
interactive media allows for a great deal of player-level agency and customization, messing around is a regular part of
game play. In the early years of gaming the ability to do player-level modification was limited for most games, unless one
were a game hacker or coder, or it was a simulation game specifically designed for user authoring. Today players take for
granted the ability to modify and customize the parameters of the game. Not only were youth in our study constantly experimenting
with the given parameters and settings of the game, they also relied on game modifications and cheats to alter their game
play”. 2 The self guided, curiosity driven, exploration occurring across a digital landscape is one
that holds all sorts of interesting possibilities for museum visitors. In some cases this tinkering is goal driven, but
often it is simply exploratory, focused not on the prescribed goals of the game, but on the nature of the game’s functionality.
Many of the things being described here, if applied
to a museum’s efforts, involves re-imagining the exhibition space. Even inserting gaming spaces into museums can be
tricky. The need to accommodate large numbers of visitors often prevents museums from offering these sorts of activities.
And certainly, the space required to build a real interactive landscape where visitors engage with other players can be
costly and difficult to maintain. But we are now seeing GPS linked mobile devices allowing the merging of interactive game
spaces with real locations. Sometimes referred to as “location aware games”, these activities can take many
forms and might allow highly interactive informal learning experiences to be designed for spaces that stretch beyond the
museum walls. We can begin to imagine ways in which existing environments, external to the museum, are “seeded”
with virtual clues, breadcrumbs, rewards, etc. to instigate modes of investigation and discovery. The participants are given
a limited orientation in order to get started and then released into the environment, one that could conceivably stretch
across the entire globe.
If we accept the premise
that the average museum visitor is “the tourist” then the expanding opportunities offered by the tourist industry
may provide us with points of departure for imagining new museum experiences. The examples mentioned above only begin to
scratch the surface of possibilities and are offered as seeds of inspiration rather than fully developed ideas, ripe for
museum application. Still, some may feel that these examples are inevitably fraught with legal issues, or that they are
not cost effective, or too limiting in terms of accessibility. This should not stop us, but instead
offer a place to start.
As the poet, Antonio
Machado wrote: "Travelers, there is no path. Paths are made by walking".
MWB, 2011
Footnotes:
1 The film “The Game” has been sited as an inspiration for forming Ultime Realite.
References:
2 The Mac Arther Foundation, Learning and Living with New Media (Nov.2008).