Week 11 / by MK luff

Exhibitions, Institutions, Communities, Collaborations


What attracted me the most to pursuing a degree in digital arts/Interactive Arts were the ideas of collaboration and community. It seems that in digital media, perhaps more than in other mediums, there is a high level of collaboration. I think the nature of the work alone encourages this due to the often complex skills required to bring together many of the great pieces of digital art. While developing as an individual artist is important, I find learning how to develop as a collaborative artist and an artist that’s part of a community is even more important and offers you even greater potential for the work you can create. This chapter reinforced that idea for me, and showed how many opportunities there really are for collaboration and community building within digital arts.


I’ve heard about this journal for a long time, but only after reading this section did I start to dive further into the kind of content they offer. Until my subscription is activated I can’t access most of the content, but even just reviewing the abstracts for all the different articles has piqued my interest. It seems like an excellent intersection between the advancements in arts and technology and the collaborations currently happening. I’m interested in finding even more resources like this as I do my research for my own projects.

American Museum of Natural History

I think the AMNH still has a version of the exhibit referenced in this book still running, but I haven’t seen it recently. We did a behind the scenes tour with their creative technologist at AMNH the other week and saw some of the projects that are currently in development. I’m fascinated by what the museum is doing in order to bring creative people in to create more engaging exhibits. But while some seemed wonderful and engaging other parts felt a little gimmicky. It felt like the technology wasn’t being used to it’s fullest extent and sometimes felt superficial. But I’m also curious about the outcomes of all their user testing and how that has maybe driven to some of these more superficial uses of technology to create interactive installations within a science museum. It seems like there must be ways to make more interesting interactions, but perhaps the behaviors of the museum goers winds up really limiting what interactions are defined as successful or not.