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A new communication model in the natural history museum CHEN Hui Chuan, HO Chuan Kun & HO Ming Chyuan Abstract It is a discourse to argue that how a new communication model, the instigating model, is practiced in the natural history museum of the 21st century. The variety of communication theories are suggested in practice in natural history museum since 1968. From ńthe museum as a communication system and implications for museum educationŅtońmuseum exhibitions as communication media to convey ideasŅ, the communication models have shifted obviously. Hooper-Greenhill used the metaphor of the modernist museum, the educational model (curatorcentered); and the metaphor of post-museum, the interpretative model (visitor-centered), to describe those differences. Three models are compared in this study. Since the first two models concern only on the learning value in the museum, no matter what the perspective was used to develop the exhibition. This study argues that the understanding of learning process and meaning-making are the core values of the new communication model. This new instigating model develops the exhibition in a natural history museum from a memetic view, the perspectives of learning involve an infection process of meme. The meme's host could be anyone relevant to exhibition. The instigator of signal could be anything: object, artifact or text, graphic design, specimen etc. It is the responsibility of the museum designer to create the variety of experience aspects to instigate the active selection of culture evolution and to remove the gap between hosts of memes. A special exhibit on Bat Legend is used as a trial ballon to highlight the applicability of our new communication model in the natural history museum. Key Words: communication model, natural history, museum exhibition, meme 1 INTERCOM 2006 Conference Paper A new communication model in the natural history museum Introduction From the aspect of museum sustenance, Neil Kolter and Philip Kolter claimed some viewpoints of marketing at the end of the 20th century that all new museums have to face up today: 1. museum mission and identity; 2. building an audience; 3. attracting financial resources. A growing number of museums today are reinventing themselves to adapt to changing anticipation by the revolution of organization, exhibition design, programs, and services. In the beginning of the 21st century, museums in Taiwan are going to face up to a more immediately challenge, the shift of the government organization to public cooperation. Visitors in museums shift the role to customers than as students. How to compete with other culture industries becomes a problem today. If a revolutionary idea of exhibition design can be addressed, it might be the first step for the museum to cope with the more full-scale interaction relevant to the social and economic revolution externally and internally. Fromńthe museum as a communication system and implications for museum educationŅto ńmuseum exhibitions as communication media to convey ideasŅ, the communication models have been shifted obviously. New communication model should be invented to create a more practical relationship among all relevant stakeholders of exhibition. To solve the problems coming from those challenges in the natural history museum of 21st century, a new communication model of exhibition design is addressed in this discourse. A case study is demonstrated for a new perspective of exhibition design in museum practice. 1. New role of museum in the age of experience economy Moira G. Simpson pointed out that the past 30 years have seen significant changes in the field of museology, perhaps none as significant as the development of the ecomuseum and community-based museum and demonstrated the examples of the ņnewŇ museum paradigm. A new role of museum has emerged within a postindustrial, post-modern society, after a collapse of a distinction between culture and commerce. Deirdre Stam (1993) has demonstrated the new museology in the point of ņinformed museŇ and stated ņnew museologists offer less tangible metaphors to suggest purpose: the museum can be a forum or a dialogue between curators and the public; or even a public access system where visitors can assemble their own experiences.Ň The visitor's experience becomes, paradoxically, the more tangible entity, to wit, the product of the museum. This view implies that the primary product of the museum is then not the preservation and display of the artifact but rather the information to be derived by the public from the museum. To function as the answer for the question of ņwhat is the utility of The New Museology for museum practice,Ň Deirdre Stam concluded that museums must develop these techniques as follows: œ new methods for attempting understanding of society and audience; œ new ways of testing visitors' needs and responses; œ new organizational structures and management approaches to deal with new and dynamic functional relationships; œ new ways to evaluateńproductivityŅ; œ new communication patterns; œ new approaches to information management and utilization. In the beginning of the 21st century, information is not the only primary economic offering anymore. An alternative and distinct economic offering, ņexperience,Ň provides the key to future economic growth. The age of experience economy is emerging. When experiences are as a fourth economic offering, after the other offerings of 2 INTERCOM 2006 Conference Paper materials, goods, services, experiences are as distinct from services as services are from goods. Experiences are events that engage individuals in a personal way. As an experience may engage customers, Pine and Gilmore considered two dimensions of the most important, as depicted in two axes (Fig. 1); one is absorption vs. immersion, and the other is passive vs. active participation. The coupling of these dimensions defines the four ņrealmsŇ of an experienceentertainment, education, escape, and aestheticism. In The Experience Economy, they pointed out that the wide range of satisfying experiences is the minimal requirement for visitors, a surprise manipulated by the experience and transformation would be the end achievement. The satisfying visitor experiences in nine Smithsonian museums have been explored by Pekarik, et al. and were classified into four categories: object experiences, cognitive experiences, introspective experiences, and social experiences. It may be the characteristic experience in traditional museums. Neil Kotler and Philip Kotler also identify the museum product with multiple experiences of museum-going, which include recreation, sociability, learning, an aesthetic experience, a celebrative experience, and an enchanting experience. They eventually outlined three dimensions of a designed museum-going experience and represented three strategies to serve the marketing role of the museums (Fig. 2). First strategy is ņimproving the museum-going experienceŇ; second is ņcommunity serviceŇ; and third is ņmarket repositioning toward entertainment.Ň Those dimensions roughly are corresponding to the distinction among ņaudience goals,Ň ņproduct goals,Ňand ņorganizational/competitive goals.Ň The effort of the museum exhibition is evaluated inevitably by all kinds of visitors' Fig. 1 The experience realms depicted by Pine and Gilmore Fig. 2 A designed museum-going experience outlined by Neil Kotler and Philip Kotler responses. The experiences as the revolutionary product in museums cause the developing model of exhibition design to shift. 2. New perspectives of exhibition design To be expected or viewed as a loyal producer, designers have to play a straight neutral bridge between the curator/transmitter and the visitor/receiver in the old perspectives of the exhibition. In the traditional model of exhibition development, curators assembled the objects or specimens, established the conceptual framework, and wrote the text and labels of exhibition. The designer then packaged the curatorial material in 3D form, usually embodying the curator's vision. 3 INTERCOM 2006 Conference Paper A new communication model in the natural history museum Afterwards, educators prepared interpretative materials that could help visitors make sense of the exhibition experience. However, usually a curator's true affections were aimed at other scholars, leaving a majority of visitors in the dark. In the challenging times of the 1960s and 1970s, the curator as the voice of authority was one of the first to be challenged. As Kathleen McLean stated that the dynamics of dialogue in the new age of exhibition design will be urged inevitably by the societies of which they are a part. The developing model of exhibition design inevitably will be shifted by the new perspectives of the museum paradigm. Eilean Hooper-Greenhill usedņnew research paradigm: marginalizing the museumŇas the subtitle of a paragraph. And stated,ņa new approach to museum audience research is becoming established which is pushed forward partly by those who wish to democratize the museum, and partly by the general cultural shift towards postmodernism and postcolonialism.Ň Part of this cultural shift is seen in the reworking of concepts of education and learning. She suggested that museum communicate on site through a range of methods which includes exhibitions of many different types, functions, sizes and approaches to interpretation. Different audiences need different provisions, and thought should be given as to how different types of exhibition or display can be used to attract different sections of the public. Popular blockbuster and the small-scale exhibitions of a local adult education group can serve this concept without any contradiction. In the viewpoint of HooperGreenhill, the exhibition is a piece of the holistic approach to museum communication and is the educational media to serve the ńrealŅpeople, the subgroup of audiences. The paradigm of meaning making in museums was concerned in the 1990s; in the meanwhile, the paradigm of constructivism was emerging to challenge the other paradigms that guide disciplined inquiry. Silverman stated,ņthe concept of meaning making is generating excitement within the museum community. Providing an approach to understanding visitor experiences, the paradigm illuminates the visitor's active role in creating meaning of a museum experience through the context he/she brings, influenced by the factors of self-identity, companions, and leisure motivations.ŇJay Rounds addressed that meaning-making paradigm, which differs from the cultural-transmission paradigm in some critical ways, asserts a radically-different view of the output of the exhibit experience-from facts successfully transferred to meaning constructed in the mind of visitors. George E. Hein further clarified thatņall of discussions of constructivism include meaning making; but meaning making does not necessarily imply constructivism.ŇHein also described the constructivist museum in the considerations below, e.g. connections to the familiar, learning modalities, collaborations, social interaction, and intellectual challenge, etc. In the perspectives ofņexhibitions as communicative media,Ňmuseum exhibitions are products of research, organized and designed to convey ideas. Flora Kaplan pointed that an exhibition that communicates must educate and excite the mind and the senses; when communication is optimal it creates anńaffectŅamong spectators and audiences. Exhibitions generally utilize the same basic elements to tell the stories: they employ objects either made and used by human beings or drawn from the natural world; they require texts, most often in the form of label, wall panels, headlines and banners; and they incorporate other graphic elements, such as photographs, maps, charts and drawings. In addition, they use lighting, museum ņfurnitureŇ-cases, platforms, walls-and architectural elements that must protect the objects shown, enhance viewing 4 INTERCOM 2006 Conference Paper For Evaluation Only. Copyright (c) by VeryPDF.com Inc Edited by VeryPDF PDF Editor Version 2.2 and enclose exhibition space. Qualities of color and texture attach to all these elements. Sound, seating and the media of film, video, slide projection, computers and simulation may also be added. Live elements often range from planting to performance-dancers, actors and scholars, as well as lectures and docents. This communicative media actually is represented as an assemblage that consists of those ņso-calledŇ basic elements. Although the perspectives obviously shift among those emerging paradigms, the characteristic of exhibition design never has a distinguishing definition. All concerns of the communication model are exclusively relevant to the curator/transmitter and the visitor/ receiver, or the relationship between them in the position of power. It seems that the exhibition has no interpretation involving the designer. It is a paradoxical viewpoint to ignore designers and their influences in the communication model, if we expect a creative design would be a surprise to achieve and to win the satisfaction of the visitors' experience. I. Theories and methodologies 1. Communication theories and learning approaches ńThe educational role of the museumŅ is not only a book title of Hooper-Greenhill but also the proper duty of all museums. She used three words: education, interpretation and communication, to catch on to what this means. Museums should be the informal or lifelong learning place is the unalterable viewpoint, especially in natural history and science museums. Traditionally, the taxonomy of educational objectives by Benjamin Bloom used in the objective model with the setting of predetermined goals and the methods of formative and summative evaluation. However, the visitor is completely different from the student. The simple communication model was introduced to the museum world in North America by Cameron in the late 1960s. Cameron's emphasis on objects as the medium of museum communication was challenged. Knez and Wright proposed that putting across ideas (intellectual cognition) was the primary function of museum communication, at least in science museums, and their suggestions led to the modifications in the basic communications model. The process of communication has evolved from the development of a simple model to something more complex. The initial simple description of the process of communication was based on the idea of one person sending a message to another, perhaps over the telephone. Distinctions were made at the beginning of the process between the source and the transmitter, and at the end of the process between the receiver and the destination. Following up the communication model of Shannon and Weaver, the knowledge should be effectively received by visitors. All of the design problems should focus on the decrease of noise or the increase of channel (Fig. 3). The model can be applied to a museum educational exhibition (Fig. 4). In this instance the ņnoiseŇ which interferes with the message might include anything from crowds to visitor fatigue or others. The influence of the model of communication on approaches to exhibition production is discussed by Roger Miles who points out how this linear understanding of the communication process is mirrored in the linear process of making exhibition (Fig. 5). However, Miles proposes a very different approach to exhibition which is much more flexible and makes use of extensive research at all stages of the process, including market research before the process begins, tryingout of exhibits during production and summative evaluation after the exhibition opens. Hooper-Greenhill identified two broad approaches to conceptualizing 5 INTERCOM 2006 Conference Paper For Evaluation Only. Copyright (c) by VeryPDF.com Inc Edited by VeryPDF PDF Editor Version 2.2 A new communication model in the natural history museum source transmitter channel receiver destination Noise Fig. 3 The Shannon and Weaver communication model exhibition team exhibition encoded message objects texts eventss visitor's heads visitor's understanding fatigue, crowds, workmen, poor graphics (noises) Fig. 4 The Shannon and Weaver model applied to exhibition transmitter medium curator designer educator produces and installs exhibits organizes materials and activities for school and general visitors selects objects writes captions receiver Fig. 5 The simple communications model adapted as a way of understanding the exhibition process. The move from curator to designer to educator takes place in time. communication: the transmission model and the cultural model. The transmission model, a geographical metaphor is used. It is clear that a realist and positivist epistemology and a behaviorist learning theory underpin this model (Fig 3). The cultural approach to understanding communication: based on the constructivist paradigm, communication is understood as a cultural process of negotiating meaning, which produces ņrealityŇ through symbolic systems such as texts, object, artworks, maps, models and museums. It is the ritual or cultural view. The view proposes that ņrealityŇ has no finite identity, but is brought into experience, is produced, through communication. Reality is defined within negotiated frameworks or ņinterpretative communicationŇ (Fig. 6). Stephen Bitgood made a lot of contribution to the effective exhibit and judged the success of an exhibit in two ways-visitor measures and/or critical appraisal by experts. Visitor measures include behavior, knowledge, and affection. Stopping (attracting power) and viewing time (holding power) are used as two indices of behavioral measurement usually. Bicknell also worked Fig. 6 The model demonstrated by Eilean HooperGreenhill to explain a cultural approach to understanding communication: based on the constrructivist paradigm. an alternative approach of goal-free evaluation for a communication model. The evaluations are more open-ended and explore possible consequences rather than the predetermined expectations of goaloriented evaluation. Hein summarized the education theories in four theories of teaching are located in different quadrants (Fig. 7): pedagogy for didactic/expository education, stimulusresponse education, discovery learning and constructivism. 6 INTERCOM 2006 Conference Paper For Evaluation Only. Copyright (c) by VeryPDF.com Inc Edited by VeryPDF PDF Editor Version 2.2 Fig. 7 Four domains of Hein's education theories Kelman compared the objective model and the responsive model to be used in evaluation of exhibition. The skill of the ethnographic research used in order to produce a complete picture of the learning process. Kelman used the Hein matrix to gather a mass of detailed information as socalled naturalistic or responsive model. This model eliminated the tunnel vision effect in the objective model. Responsive evaluation is advocated by Stake, focuses attention on program activities rather than program intent. 2. Communication approaches in memetic view Communication approaches in memetic view is an alternative view to be worthy of attention. As in Dawkins's original formulation, memes are passed on by imitation. The Oxford English Dictionary defines a meme as ņAn element of a culture that may be considered to be passed on by non-genetic means, especially imitation.Ň Memes have been variously suggested to exist as ņan idea in someone's head,Ňņa repeatable piece of behavior like a spoken word,Ň or ņembodied in the form of artifacts, like wheels.Ň Memes are the replicators and tend to increase in number whenever they have the chance. Replicators transmit information, as Robert Aunger says,ņthe idea that social communication involves the replication of information forces us to reconceptualize what communication is all about.ŇIn Aunger's viewpoint, he described communication through four approaches: mechanical, inferential, evolutionary and coevolutionary. Mechanical approach is devoted to communication among agents without intelligence, such as machines. It is based on the mathematical model of communication, as epitomized in the work of Chaude Shannon and William Weaver during the 1940s, and is not directly relevant to memetics. The mechanical approach thus sees communication largely as a process of finding the optimal coding system to compensate forņnoiseŇproblem. Inferential approach sees communication as the mutual negotiation of meaning. Single events of information exchange, exemplified by dialogue between a sender-receiver pair, are standard focus of both the Mechanical and the inferential theories. Evolutionary approach is devoted to describing the evolution of signaling behaviors. The theory holds that communication is a specialized behavior involving the broadcast of information. It is a question of dialogue versus dissemination. Single events of information exchange, exemplified by dialogue between a senderreceiver pair, are the standard focus of both the mechanical and the inferential theories. Dissemination suggests that the sender tosses signals out into environment, hoping to find one or more receivers. It is a metaphor of message-passing story used to explain both biological and culture evolution. If the receiver's response to this information is also in the sender's interest, the ability to emit that cue will also improve. Communication can even become an arms race between the sender (to deceive) and the receiver (to decipher). The transformation, distortions, and losses of information typical of social transmission are to be explained not just as side effects of ņjumping the gapŇ between brains but as the normal 7 INTERCOM 2006 Conference Paper A new communication model in the natural history museum scarcity of bat specimens and objects of bat motif in the museum collection. It is a successful cooperation of different parties that included the museum staff, the freelance architect, the photographer of art objects, the craftsmen of exhibits, the volunteers of the specialist, the Bat Association of Taiwan, etc. Each party made the contribution and the interpretation for their work equally and freely. A case study of developing model of exhibition design in the perspectives of new communication theory, in memetics view, was explored. The entire design process of museum exhibition includes theme orientation, team planning, content developing, 3D & graphic design, exhibits design and evaluation etc. Using the system of random sampling: each subject was selected when the first visitor crossed the entrance threshold at a predetermined time, with a total of 100 subjects selected. The methods of tracking and recording visitor behaviors/conversation were conducted. A more open-end questionnaire after a request was recorded as a preliminary study, and the interview of four docents for this exhibition was recorded, too. consequence ofņduelingŇcommunication itself. Coevolutionary approach emphasized that a consequence of successful communication can be the replication of the information conveyed. Communication is explicitly linked to large-scale of social phenomena such as cultural change through a physical consequence of communication by dyads: the replication of information. It is involved not merely as a sender and a receiver, but also as a channel and a message. The major claim of coevolutionary approach is that communication simultaneously involves the sender and receiver in two different relationships: first, as conspecifics with potentially divergent genetic and social interests, but also as potential hosts to a more or less robust, parasitic replicator with its own revolutionary interests. The coevolutionary theory thus suggests an additional relationship between sender and receiver than that of cooperators or competitors: they also share an infection. Signals are patterned streams of particles flowing through a channel. In Aunger's view, signals are not interactors; nor are they phenotypes, instead they are what he will call ņinstigator.Ň The arrival of a signal in a brain brings an influx of energy and information, sparking the crucial change in local area. Artifact, whose primary function is to serve as a signal template, can be called a communicative artifact. II. Case study: Bat Legend exhibition 1. Results and discussions of the exhibition The venue of Bat Legend consists of six sections A-F (Fig.8). The various options of the visiting route are allowed in the venue, the entrance and the exit shared the same door. Most visitors (51%) follow the route of turning right. (Table 1) Only 84% of subjects completed the entire route and accepted the interview. 3. Methods of case study - Tracking study & interview The exhibition: Lucky Animals vs. Night Monsters - the Bat Legend as a traveling exhibition was planned and fabricated during January 2004-February 2005; exhibited during February-December 2005, in the National Museum of Natural Science, Taichung, Taiwan. This theme was schemed out for the richness of biodiversity and cultural diversity. The only problem is the 8 INTERCOM 2006 Conference Paper Table 1 The visitor tracking result of bat exhibition Venue route options Percentage (Total subjects =100) Route 1: Entrance-A-B-C-D-E-F-C-Exit 51% Route 2: Entrance-B-A-C-D-E-F-C-Exit 25% Route 3:Various or incomplete routes excluded route1&2 24% Fig. 9 The experience aspects of the Bat Legend exhibition relevant to the model of museum-going experience outlined by Neil Kotler and Philip Kotler Fig. 8 The layout of the Bat Legend exhibition, each section (A-F marked by different colors) was installed to present the aspects of experience b. Western cultural of bat myth a. Chinese culture of bat myth Fig.10 Poetic aspect: the second-order semiological system of Roland Barthes in ņMyth today,Ň used for bat myth in Chinese culture (a) and Western cultural (b) Each section consists of panels and specimen/objects/exhibits. Panels consist of subtitle, text and image (or extra specimen/ model). Each item of exhibition is created and involved in more than two aspects of experience but not complied with the hierarchy or structure of the textbook's content (Table 2). The complicated and multidisciplinary aspects of experience create a wide-ranging idea of design to instigate the various responses of the visitors (Fig. 9). Those aspects of experiences are as follows, 9 INTERCOM 2006 Conference Paper A new communication model in the natural history museum Table 2 Description List of Exhibit Items 10 INTERCOM 2006 Conference Paper Fig. 11 The exhibits of aesthetic aspect a. The fiber art marked as A2 b. The glass art marked as A4 Fig. 12 The exhibits of narrative aspect a. Text panel marked as P1-2 b. The image and video panel marked as B4-B7 11 INTERCOM 2006 Conference Paper A new communication model in the natural history museum Fig. 13 The exhibits of authentic aspect a. The bat specimen marked as C3 in the floor plan b. The object of bat motif marked as F2 Fig. 14 The exhibits of social aspect a. Hands-on exhibit of bat roost marked as E4 Fig. 15 The exhibits of imitation aspect b. Leisure furniture of bat motif marked as F4 poetic aspect (p): poem, proverb, legend and tale of literature, semiotic context (Fig. 10); aesthetic aspect (ae): objects related to bat motif, the work of fiber art, glass craft, visual art and furniture design (Fig. 11); narrative aspect (n): text, image and audiovisual media (Fig. 12); authentic aspect (au): bat fossil, mounted specimen, objects and symbols related to bat motif, bat images of portrait and ecological behavior, products (e.g. Tequila) of everyday life related to the topic of the ecological key role of bat (Fig. 13); social aspect (s): sensory and kinetic hands-on exhibit, leisure furniture (Fig.14); imitation aspect (i): magnified 3D model of small bat and full size 3D model of big bat, a. The statue of bat (30x) marked as C2 b. A diorama of the bats in the roost marked as E3 artificial fruit and bat roost, etc (Fig. 15). The feedback from the visitor study and the interview of docents indicated that this exhibition is very attractive, especially in two features: the surprising feeling about the diversity of bat and that some bats are so good-looking enough to overthrow the stereotype of bat/vampire (38% in Table 3 and 70% in Table 4), and the variety of experience aspects to satisfy the visitors (the responses of section A, B, and C, in Table 3). The increasing proportion of the aesthetic aspect is much more than the other exhibitions in natural history/science museums appreciated and emphasized (70% in Table 4). Some visitors further took the picture of the exhibit of glass art (Fig. 11b) 12 INTERCOM 2006 Conference Paper Table 3 The visitor interview result of bat exhibition Note: The ansewrs from some subjects are multiple choices in different. Table 4 The visitor interview result of bat exhibition Summarized perspectives of most satifactory/ surprised/ precious items Summarized perspectives of unsatisfactory items and got a replica of exhibit from the same craft workshop to keep a concrete memory. In the authentic aspect, to see the real thing is still very important and is the only purpose of a museum visit for some people. (Bat specimen marked as C3, 43% in Table 3 and 52% in Table 4) 2. The characteristics of instigating model The Bat Legend Exhibition appropriated the innovative communication theory from memetics for a revolutionary developing model of exhibition design, the instigating model. It isbased upon a culture-centered criterion in experience aspects. The preliminary result indicated that design approach of creating a variety of experience aspects made a big contribution to the participation of cultural diversity and biodiversity for visitors in the natural history museum. It also offered the pluralistic and creative vision for the designer. As a new theory of how we think, memetics is a very inventing concept linked to cultural study. It is the culture analogue to the study of how disease-causing pathogens are 13 INTERCOM 2006 Conference Paper A new communication model in the natural history museum (A) Educational model Visitor survey (Front-end evaluation) Formative evaluation Brief of content/ Object/Storyline Exhibit/Media/ Graphic design Visitor (Viewer) Taxonomy of educational objectives Designer Curator Authentication & Authority Holding & Attracting power in exhibit items (summative and goal-oriented evaluation) Criteria of effectiveness Transmission model of communication (B) Interpretative model Visitor survey (Front-end evaluation) Formative evaluation Brief of content/ Object/Storyline Exhibit/Media/ Graphic design Designer Curator Meaning negotiation Criteria of mutual beliefs and values Visitor (Viewer) Multiple channels in culture construction Evaluation Matrix in communication channels (responsive and goal-free evaluation) Culture model of communication (C) Instigating model Signal-instigators interaction Brief of content/ Object/Storyline Designer Curator Visitor (Viewer) Variety of experience aspects Meaning negotiation Criteria of culture selection Exhibit/Media/ Graphic design Evaluation Matrix in experience aspects (qualitative, naturalistic or interactive methods) Evolutionary & Coevolutionary approaches of communication model people principle meme infection loop process information transmission loop product idea gathering Assessment Phase evaluation operational stage production stage terminating stage Functional Phase Developmental Phase planning stage idea gathering Conceptual Phase Exhibition project model (illustrated by Dean, David, 1994) Fig. 16 The diagram comparison among three developing models of exhibition design diffused through population. This surviving process of meme is displayed in our everyday life and we call it popular culture. Therefore if the wide-ranging visitor's experiences can be created as the instigators in popular culture, all related stakeholders of the museum include not only the visitors, but the curator, and the designer, may be entangled together in the evolutionary and coevolutionary culture in society, by the force of meme infection. The most interesting feedback from the evaluation of visitors is to know that some visitors visited the venue repeatedly and made the replicas of exhibit. The visitor duplicated the exhibit. It is an evidence of meme infection. The exhibition project model of David Dean illustrated the design developing process as 14 INTERCOM 2006 Conference Paper Table 5 The Comparison of critical elements among three developing models of exhibition design 15 INTERCOM 2006 Conference Paper A new communication model in the natural history museum sequential arrangement of conceptual phase, development phase, function phase and assessment phase. This model and four elements of design,ņpeopleŇ, e.g. curator, exhibition designer and visitor (i.e. viewer/audience);ņproductŇ, e.g. theme of content, exhibit, and experience, etc.; ņprocessŇ, e.g. team-working, interaction or transmission among different parties of people, etc.;ņprincipleŇ, e.g. communication theories, methods and criteria of evaluation, etc., are the illustrative foci of three developing models (Fig. 16, Table 5). Two loops around the instigating model, one for information transmission, the other for meme infection, this distinguishing character makes up a variety of aspects i.e. poetic, aesthetic, narrative, authentic, social, and imitation aspect, etc. The various aspects of each exhibit will be created and selected as the instigator of the meme. Those ideas (meme) compete among themselves for the right to occupy the mental niche that is devoted to the description or explanation of some phenomenon. It will be the more interesting and more active experience of museum going. Afterwards, the result will construct the criteria of culture selection that the process goes on in social groups. In this instigating model, the position of power, the definition of message, and the boundary of academic disciplines all are blurred. Every visitor can have the experience-making of museum-going and might be inspired by some new ideas. The exhibition serves the culture coevolution more than the pedagogy in society. The memetics how to interact with visitors should be explored by the ethnographic research comprehensively. III. Conclusion Natural history/science museums conventionally are considered as the informal educational place before the crises emerging in ņnewŇ museum age and the competition coming from the other cultural and/or commercial organizations. Considering the influence of constructivism became the popular perspective around 1989, the concerns of learning process gradually dominated. The interpretative perspectives from the marginal and various subgroups of the visitor (real people) were encouraged to be accommodated in museums. Hooper-Greenhill used the metaphor of the modernist museum, the educational model (curator-centered); and the metaphor of the post-museum, the interpretative model (visitor-centered), to describe those differences. The democratic considerations change the hierarchy concept in exhibition content and the communication chain in team work. The content meaning is negotiated between the curator and the designer in the interpretative model. The feedback loop of information transmission between the curator and the visitor is considered as the active participation of cultural society. The meaningmaking in museum is shifting from the curator-centered (educational model) point to the visitor-centered (interpretative model) point. Three models are compared in this study. This study argues that the understanding of the learning process and meaning-making are the core values of a new communication model. The first two models concern only the learning value in the museum, no matter what the perspective was used to develop the exhibition. The designer only technically played a part to improve the communicative channels or media which were assumed is detached from the content or the knowledge value. Both models ignored the participation of the communicative channels and media which would be the interpretative participants in evolutionary culture. This viewpoint shrinks the vision of designer and takes away the chance of involving into the interesting culture of technology. 16 INTERCOM 2006 Conference Paper This new instigate model (culture-centered) develops the exhibition in a natural history museum from a memetic view; the perspectives of learning involve an infection process of meme. The meme's host could be anyone relevant to the exhibition. The instigator of signal could be anything: object, artifact or text, graphic design, specimen etc. It is the responsibility of the museum designer to create the variety of experience aspects to instigate the active selection of culture evolution and to remove the gap between hosts of memes. This viewpoint reinvents the vision of the designer in exhibition design and instigates the active involvement of exhibition design in cultural progress. The problem solving in the instigating model may be more interesting and creative more than the noise removing in the model of Shannon and Weaver. References Aunger, R. (2002). Electric meme- A new theory of how we think. The Free Press. New York, pp. 392. Bicknell, S. (1995). Here to help: Evaluation and effectiveness. Museum, Media, Message, by Eilean Hooper-Greenhill, London and New York: Routledge, 281-293. Bitgood, S. (1994). Designing effective exhibits: Criteria for success, exhibit design approaches, and research strategies. Visitor Behavior 9 (4), 4-15. Blackmore, S. (1999). The meme machine. New York: Oxford, 43. Bloom, B. (ed). (1969). Taxonomy of educational objectives, handbook 1: The cognitive domain. London: Longman. Carey, J. (1989). Communication as culture. Boston, MA: Unwin Hyman, 13-36. Dean, D. (1994). 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The design of educational exhibits, 2nd Ed., London, Unwin Hyman Ltd., 193. Miles, Roger S. (1985). Exhibition: Management, for a change. In The management of change in museums, by N. Cossons (ed.). London: National Maritime Museum, 31-33. Noble, J. V. (1970). Museum manifesto. Museum News, April. Quoted in Sonja Tanner-Kaplash, Basic museum studies: Training resource package, 1/4-1/5. Victoria: British Columbia Museums Association, 1996. Pekarik, A. J., Doering, Z. D., and Karns, D. (1999). Exploring satisfying experiences in museums. Curator 42/2: 152180. Pine II, B. Joseph and Gilmore, J. H. (1999). The experience economy: Work is theatre & every business a stage. Boston, Massachusetts, Harvard Business School Press, pp. 254. Rounds, J. (1999). A new paradigm for museum exhibits? Exhibitionist, Vol. 18, No.2, Fall, 5-14. Silverman, L. H. (1995). Visitor meaning-making in museums for a new age. Curator, Vol. 38, No.3, 161-170. Simpson, M. G. (1996). Making representations- Museums in the post-colonial era. London and New York: Routledge, 71. Stake, R. (1975). Evaluating the arts in education: A responsive approach. Columbus, Ohio: Merrill. Stam, D. C. (1993). The informed muse: The implications ofņThe New MuseologyŇfor museum practice. Museum management and curatorship. 12: 267-283. Weil, S. E. (1990). Rethinking the museum: An emerging new paradigm. Museum News (March/April): 57-61. Also in Reinventing the museum: Historical and contemporary perspectives on the paradigm shift, by Gail Anderson, Walnut Creek, AltaMira Press (2004), pp. 74-79. About the author Ms. Hui-Chuan Chen 1 has worked as an assistant curator for 15 years at Exhibition Department of National Museum of Natural Science. She has completed more than twenty projects of museum exhibition and a few research projects of museum exhibition planning & design. She has attended the international design conferences on the topics such as exhibition design. Her internship for the study of museum exhibition evaluation was in Natural History Museum, London. She has received the research grant from National Endowment for Culture and Art for the study of conservation in museum exhibition in USA. She has received both of B.S. and M.S. in biology and now is a Ph.D. student at the Graduate School of Design in National Yunlin University of Science and Technology. Dr. Chuan-Kun Ho 2 Education: 1) 1985, PhD of Anthropology, Washington State University, USA. 2)1977, Master of Anthropology, Washington State University, USA. 3)1971, Bachelor of Anthropology, Department of Anthropology, National Taiwan University, Taiwan, ROC. Professional Experience: 1) 1998-presernt, Professor, Department of History, National Chung Hsing University, Taiwan, ROC. 2)1998-presernt, Professor, Department of History, Tunghai University, Taichung, Taiwan, ROC. 3)1998-present, Curator and Chair, Department of Anthropology, National Museum of Natural Science, Taichung, Taiwan, ROC. 4)1996-presernt, Professor, Graduate Institute of Anthropology, National Tsing Hua University, Taiwan, ROC. Dr. Ming-Chyuan Ho 3 has worked in his field for 26 years, for reputable companies like SAMPO Technology Corporation, which manufactures electronic products for international markets. Additionally, he has spent twelve years as the director of various departments and centers, including his current position as dean of the College of Design at National Yunlin University of Science & Technology, and as the President of Chinese Institute of Design. While teaching at the university, he has been working closely with the industry and completed more than forty design and research projects. Dr. Ho is the author of numerous publications for various academic journals of design, and has attended more than seventy design conferences on topics such as new product R & D, user interface design, creative craft design, as well as design strategy and management. He received both of his M. F. A. and Ph.D. in design from the University of Kansas. ౘᚊऍ ң็ 3 ңߵځ 1 2 18 INTERCOM 2006 Conference Paper