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INTRODUCTION                                     3

MOTIVATION                                       5
NARRATOLOGY  SEMIOTICS                          7
PRELIMINARY RESEARCH                            10
RESEARCH QUESTION                               14
CHAPTER OUTLINE                                 15

1     THEORETICAL FRAME                         16

1.1    A CROSS SECTION OF CROSSMEDIA            16
1.2    MUSEUMS AS NARRATIVE CROSSMEDIA SPACES   22
1.1    NARRATIVE: A COGNITIVE CONSTRUCT         24

2     CASE STUDY DESCRIPTION                    29

2.1    ABORIGINAL ART MUSEUM                    29
2.2    UTRECHT ARCHIVE                          35
2.3    RAILWAY MUSEUM                           43

3     CASE STUDY ANALYSES                       53

3.1    NARRATIVE STRUCTURE                      55
3.2    LAYERS OF CONTENT                        60
3.3    NARRATIVE PROCESSES                      63

4     DISCUSSION                                67

4.1    EXHIBITION STRUCTURES                    67
4.2    LEVELS OF NARRATIVITY                    70
4.3    INTERACTION PROCESSES                    75
4.4    FROM DESCRIPTION TO PRESCRIPTION         77

CONCLUSION                                      82

ARGUMENTATION                                   82
RESEARCH QUESTION                               83
OUTCOMES                                        84
FURTHER RESEARCH                                86




                                                     1
LITERATURE      88

WEBSITES        89

ILLUSTRATIONS   90

APPENDIX 1

APPENDIX 2




                     2
INTRODUCTION
      In April 1938, the Stedelijk Museum in Amsterdam opened its
      doors to an exhibition that was simply called Abstract Art. This
      exhibition was curated by Willem Sandberg, the future managing
      director of the museum from 1945 until 1962. Mart Stam
      designed the exhibition. According to Sandberg and Stam, art
      did not need a textual explanation. A view that is still used in
      museums today, but is often regarded as somewhat elitist. The
      current trend is towards inclusion of target groups that are less
      experienced in viewing art. For those visitors, textual explanation
      on the works of art and the artist, adds to the experience of a
      visit. Sandberg and Stam designed their exhibition without such
      explanatory additions. Instead, they used the museum space as a
      meaningful medium. By placing the objects in certain relations to
      one another, the objects explained themselves.1 And so the media
      used to create this exhibition, were the paintings, the small labels
      stating the title of the work and the name of the artist and finally
      but perhaps most importantly the museum space. James
      Bradburne described Sandberg’s views as follows:

                 ‘Willem Sandburg(...) pioneered unjustified text (...), which he
                 believed challenged convention and had important social overtones.
                 Sandburg was among the first to recognize the importance of the
                 visitor’s as well as the museum’s voice, and to argue that they consist
                 of a dialogue, and not a ‘top-down’ lecture. Along with Marshall
                 Mcluhan, Sandburg was among the first to champion the ways in




      1
          J. Leering (1991) p. 53-54



                                                                                           3
which the museum had to transform itself – long before the
          technology was able to do so.’2


In 1952, fourteen years after the Abstract Art exhibition, Sandberg
installed one of the world’s first audio tours to accompany visits
to the Stedelijk Museum. His views seem to have changed more
in favour of adding explanation to exhibitions. Judging by the
quote above, the texts on the audio tours will have had a
motivating nature, pressing the visitor to look at the objects and
form an opinion of their own. A technique that is still used today,
in the guided tours that the Stedelijk Museum organizes. Apart
from keeping Sandberg’s dialogue with the audience alive, the
Stedelijk Museum has also remained innovative. They are a
pioneer in the field of media usage in museums. For, as Sandberg
foresaw, museums have to keep transforming themselves. New
media generate new possibilities. And it is one of these
possibilities that form the centre of this research: the concept of
crossmedia storytelling.


The digital age brings more advanced possibilities for adding
information to an exhibition. It creates a whole new dimension of
communication and education. This evolution also has an effect
on how exhibitions are designed. The underlying structure of
exhibitions has become more complex. The curator does not only
place objects in a meaningful order but also decides where and
how additional information is needed and in what medium this
is provided. This research is aimed at providing more insight in
this underlying grammar of crossmedia narrations in the gallery
in space.




2
    J. Bradburne (2008) p. x



                                                                       4
MOTIVATION

    The topic of this thesis came to me while taking the MA course
    Crossmedia Storytelling, which is part of the Master program
    Comparative Arts and Media Studies at the VU University in
    Amsterdam. During the course we studied crossmedia products
    such as the TV series Lost and the Matrix film sequence. We also
    got familiar with new media theory. What struck me was that
    this course was mainly focussed on new media and marketing.
    To me however, crossmedia storytelling is not something that is
    defined by an era: the digital age, or a purpose: marketing.
    Instead of analysing a television series, we can also study a
    renaissance church in Italy as a crossmedia concept, by taking
    into account the architecture, the paintings, the sculptures, the
    rituals, the music and the people that are all celebrating and
    adding to the same theological narrative. And apart from being
    used as a marketing tool, crossmedia concepts can be used for
    other purposes, such as education, too. In chapter one this
    extended view on crossmedia storytelling will be explained and
    supported by a theoretical frame.

    My views on crossmedia storytelling made me experience
    museum exhibitions in another way. Although it’s possible to
    look at each object in an exhibition separately, the museum
    creates another layer of meaning by putting them together. This
    Meta level is not only shaped by the choice of objects, but is also
    expressed through architecture, the use of staging, exhibition
    texts and new media such as audio tours, social media and films.
    Museums combine these media to create broad, thematic
    concepts. Both old and new media are put to use and museums




                                                                          5
use this for the purpose of marketing, communication and
education. The gallery space becomes a crossmedia narrative.

Other researchers have taken up the idea of museums as
crossmedia platforms as well. This thesis is written in
collaboration with the Crossmedialab, a centre for applied
research in Utrecht. The lab has recently started a project on
crossmedia      in   a    museological.      The     project     is   called
Museumkompas and will run for two years. Its aim is formulated
as follows:

       ...to support professionals working in museums in developing new
       and robust crossmedia services. These professionals are increasingly
       faced with changing expectations of the public, the increasing
       influence of digitalization on the development of public services, and
       the growing need for acquiring additional       funding        because
       government funding is not guaranteed anymore. Heads of collections,
       curators, managers education and presentation, project managers and
       staff members new media must try to withstand these developments.
       More so: they must embrace and shape them.3


Harry van Vliet, the managing director and founder of the
Crossmedialab, has agreed to take on an advisory role in the
writing process for this thesis. These insights from the
perspective of applied research will hopefully challenge and
sharpen the theoretical analysis presented here.




3
 From the crossmedialab website:
www.crossmedialab.nl/work/project/26/museumkompas




                                                                                6
NARRATOLOGY  SEMIOTICS

    During this research three case study exhibitions are analysed on
    their narrative merits. Before going into how the case study
    selection has taken place and what method will be used to
    analyse these cases, the basic principles and lexicon to talk about
    the structure of crossmedia storytelling on a conceptual level are
    introduced. The two fields of study that are described here,
    narratology and semiotics, form the foundations of the theories
    that will be presented in chapter one.

     Narratology, the field of study that specializes in storytelling,
    has changed recently under the influence of technological
    advancement. Traditionally narratologists were literary scholars,
    who focused on questions regarding the storyline of a novel.
    Now, film and new media scholars produce work on this topic
    as well. Narratology has become an interdisciplinary study and
    this has affected the definition of what storytelling is.

    In the introduction to ‘Narrativity across media’ (2004) Marie-
    Laure Ryan, a narratologist who focuses on storytelling through
    new media, defines a narrative by the following three
    requirements:


            •         A narrative text must create a world and populate it with
                     characters and objects (…).
            •        The world referred to by the text must undergo changes of state
                     that are caused by non-habitual physical events (…).
            •        The text must allow the reconstruction of an interpretive
                     network of goals, plans, causal relations, and psychological
                     motivations around the narrated events (…).4




    4
        Ryan, M. (2004), p. 8-9



                                                                                       7
These requirements are medium-independent. According to
Ryan narrativity can take shape in both verbal and non-verbal
media.5 Although she does admit that each medium has its own
narrative qualities and that ‘of all semiotic codes language is the
best suited to storytelling.’6 For a crossmedia product this means
that special attention should be given to what information is
addressed through which medium. According to Ryan some
media have the properties to express a narrative while others only
have a certain amount of narrativity.7 This is an argument that
shall resurface in the first chapter, during the theoretical, in-
depth discussion on crossmedia concepting and narrativity.


Ryan starts her introduction by mentioning the different terms in
which narrative has been researched thus far; the existential, the
cognitive, the aesthetic, the sociological and the technical.8 The
articles in her book reflect this diversity of perspectives. For the
purpose at hand: researching the storyline of an exhibition in
combination with the media usage, the cognitive approach has
been selected. Because ultimately Ryan concludes that narrative
is ‘a cognitive construct or mental image, built by the interpreter
in response to text.’9 So the form of the text, its medium, and the
content are connected in the mind of the beholder. The visitor of
an exhibition brings the story together.


The      triangular   relation   between   medium,   message   and
interpreter forms the core idea of Charles Sanders Peirce’



5
  Ibid, p. 15
6
  Ibid, p. 10
7
  Ibid, p. 9
8
  Ibid, p. 2
9
  Ibid, p. 8



                                                                       8
semiotic theory, which was published between 1931 and 1936.
                          His work is recorded in eight volumes of collected papers.10
                          Figure 1 shows the Peircean semiotic model. Apart from this
                          model Peirce’ also made a well-known and often used
                          classification of signs. According to him there are three types of
                          signs that are defined by their relation to the object they refer to.
                          The first type of sign is the iconic sign. An iconic sign refers to its
                          object in a mimetic, direct way. An example of an icon is a
                          portrait. The painting refers to its sitter through a direct physical
                          resemblance. The second type of sign is the index. Indexical signs
                          share either a partly physical resemblance or a cause and effect
                          relation with the object. A road map is an example of a sign,
                          which only partly shares physical trades with the object it refers
                          to. Other indexes are footprints in the sand that refer to the
                          person that once stood there or smoke coming from a chimney,
                          indicating the fire burning in the hearth. The third and last types
                          of signs are symbols. Symbols do not relate to the objects, they are
                          arbitrary. Language systems are the most symbolic sign systems.
                          Throughout the theoretical discussion in chapter one the
                          Peircean model and sign classification forms the basis for new
                          cognitive theories on media.




                 Fig. 1

Charles Sanders Peirce‘
        semiotic model




                          10
                               Peirce, C.S. (1931-1936), p. 49-58



                                                                                                    9
The cognitive theory on narrativity, placed at the centre of this
    research, is by Jerome Bruner. A cognitive psychologist, who
    published his book called Acts of Meaning, in 1990. In this
    academic work he states that human beings generate narratives
    continuously.11 According to him narrativity forms and
    structures the reality people experience around them. He says
    that humans give meaning to their actions and experiences
    through an interpretative mechanism. He describes this system
    as ‘patterns inherent in the culture’s symbolic systems - its
    language and discourse modes, the forms of logical and
    narrative explication, and the patterns of mutually dependent
    communal life.’12 This cognitive approach is highly relevant
    within the context of museums as narrative spaces. Because,
    following up on Bruner’s theory, when people experience an
    exhibition space they impose these symbolic patterns upon the
    display. In 1991 Bruner adds to this theory by publishing an
    article called The Narrative Construction of Reality,13 in which he
    sums up what he calls the ten features of narrative. My
    preliminary research and review on the literature surrounding
    this topic leads to the following research question.




PRELIMINARY RESEARCH

    A preliminary research was used to find a relevant and
    meaningful         angle     to   the   topic   of   crossmedia   museum
    exhibitions. The preliminary research design was not only aimed
    at finding a perspective on the topic, but also at the selection of


    11
       Bruner, J. (1990), p.34
    12
       Ibid, p.34
    13
       Bruner, J. (1991)




                                                                               10
relevant case studies. To make the selection of case studies less
biased a specified area was delineated: the city of Utrecht. All
the official museums in this area were part of the preliminary
scope, which created a very diverse selection. The following
thirteen museums in Utrecht were analysed at this stage.


-      Aboriginal Art Museum (appendix 1.1)
-      Centraal Museum (appendix 1.2)
-      Money Museum (appendix 1.3)
-      Dick Bruna House (appendix 1.4)
-      Dom Tower (appendix 1.5)
-      Utrecht Archive (appendix 1.6)
-      Museum Saint Catherine’s Convent (appendix 1.7)
-      Museum Speelklok (appendix 1.8)
-      Sonnenborgh Observatory Museum (appendix 1.9)
-      Dutch National Railway Museum (appendix 1.10)
-      University Museum Utrecht (appendix 1.11)
-      Wijk C working-class museum (appendix 1.12)
-      Museum Maluku (appendix 1.13)


An inventory was made for each of these museums. These
inventories, to which the appendix numbers refer, contain a
description of the core content the museum wants to bring across
and list the media types that are used by the museums to
communicate with their visitors.14 These media were categorized
by using Robert Semper’s museum media chart as explained in
his study Designing Hybrid Environments: Integrating Media into
Exhibition Space (1998) (fig. 2).15 Semper’s model shows the
amount of interactivity that the medium allows in that specific



14
     See: appendix 1 for the thirteen preliminary inventories.
15
     Semper, R. (1998), p. 119-127



                                                                    11
context and specifies which role these media play within the
                           exhibition.




                  Fig. 2

Robert Semper’s museum
            media chart




                           A medium within Semper’s theory is regarded as a technological
                           device. Because crossmedia concepts do not only make use of
                           digital media, the analogue media that were encountered were
                           also placed in Semper’s model. Analogue media used in the
                           museums were labels, texts on the wall or on a room-sheet, a
                           hands-on spot and guided tours; in some cases the architecture
                           and design of the exhibit played a crucial role as well. In the
                           museums in Utrecht the following media types were used: audio
                           tours and pod catchers, smart phones, video and projections,
                           touch screens, interactive presentations and web based media
                           such as social media.

                           This preliminary research gave two important insights that
                           ultimately led to the research question for this study. First of all it
                           turned out that the media used in these exhibitions are hard to




                                                                                                     12
compare to one another. Some devices can be used in a single
way, whilst others are more flexible. A hands-on table is used to
signify objects that can be touched by the visitor. This creates an
interaction between the visitor and the collection in another
modality: touch. Other media, such as the pod catcher, can be
used in more than one way. The pod catcher can function as an
audio guide, but also has the option to read out a quiz. The
visitor is then able to press the A, B or C button to answer the
questions. Media that can take on different medium specific
traits complicate the categorization process. Viewing media as a
type of device or object does not account for the wide array of
media possibilities. The device type is part of the medium
context instead of being the medium itself. Semper researches the
context of a medium and how a visitor is able to respond to it.
This is very useful when studying a crossmedia concept. It places
a single medium in the context of a larger plan. However, this
cannot lead to a prediction of how a medium will function in
another context. It does not profile the medium specificity itself.

Second of all, and for this research more importantly, Semper’s
model is unable to account for the relation between content and
structure. In order to research crossmediality the relation
between content, media type and structure is very important. In
a crossmedia platform the content of several media combine into
a storyline. Each medium adds something new to the story in its
own specific way. And all these media are placed in a certain
order. During the case study analyses this relevance between
storyline, medium specificity, structural ordering will be
addressed.




                                                                      13
RESEARCH QUESTION

    How can Bruner’s ten narrative features aid in creating a model,
    of the structure underlying the narrativity in the crossmedia
    concepts, museums in Utrecht have to offer?

    Finding a common structure between crossmedia products is a
    daunting task. Not only because of the diversity and multi
    functionality of the media used, as was addressed in the section
    on narrativity and semiotics, but also because the content of
    crossmedia are so diverse. This is no different when limiting the
    scope to museum concepts alone. Bruner’s narrative features
    label the different tools and materials that are necessary to form
    a storyline. By analysing the presence and relations between
    these features in the case studies, a comparison can be made.
    This comparison hopefully leads to a number of connections
    between features, and perhaps other structural elements, these
    case studies have in common.

    Because it was impossible to look at all the museums in Utrecht
    at the same time, three case studies were selected. These case
    studies represent three ways of dealing with a crossmedia
    exhibition. Because the aim is to compare between very diverse
    concepts, the case studies are deliberately chosen to challenge
    the method to the fullest. The selection consists out of the
    following three cases: the Aboriginal Art Museum, the Utrecht
    Archive and the Railway Museum.




                                                                         14
CHAPTER OUTLINE

    Before describing these case studies in detail, the theoretical
    frame will be presented in the next chapter. The theoretical
    frame   will contain   in-depth discussions on crossmedia,
    narrativity in museums and of course on narratology in general
    and Bruner’s psychological theory specifically. Chapter two will
    then describe each case study in detail in by using both imagery
    and words. After this, chapter three will provide analyses of the
    application of Bruner’s features in the three case studies. These
    analyses will amount into a discussion in chapter four. This is
    where the relations between the structural elements that are
    described in the previous chapters will be debated and
    visualized. The research will come full circle in the conclusion,
    which answers the research question.




                                                                        15
1 THEORETICAL FRAME

1.1   A CROSS SECTION OF CROSSMEDIA

          This section will answer two important questions: What is the
          role of narrativity within a crossmedia concept? And when is an
          exhibition a crossmedia concept? In order to define crossmedia
          and the role of narrativity in such concepts, it is necessary to
          introduce two key concepts right away.

          In Basisboek Crossmedia Concepting (2009) Indira Reynaert,
          proposes that there are two types of concepts the term
          crossmedia can refer to.16 Reynaert proposes a distinction
          between the transmedial, or autonomous concept (fig. 3) and the
          dependent or integrated concept (fig. 4). According to her,
          crossmedia products often incorporate elements from both
          concept types. The theory of Reynaert forms the general
          introduction to crossmedia concepting. Let’s take a look at how
          these two types of crossmedia are defined.

          Transmedia is a term that is not only used by Reynaert. In fact is
          Convergence Culture (2006) by Henry Jenkins that has become the
          standard work on the transmedial concept and on crossmedia in
          general.17 Jenkins defines transmedia by the use of a multitude of
          media that function independent of one another, but cover the
          same concept.18 Each medium is an elaboration on the narrative



           16
              I. Reynaert (2009), p. 61-62
           17
               H. Jenkins (2006), p. 93
           18
               Ibid, p.93



                                                                               16
that is broadcasted. Jenkins’ example of this concept is the Matrix
trilogy (1999, 2003  2003).19

The story of the Matrix was not only told by the trilogy of films,
but the narrative was extended by using other media such as the
Animatrix20 The Animatrix is a series of nine anime films that
featured additional Matrix stories. And so each animation
elaborates on the story of the Matrix trilogy. The video games
also added to the grant narrative by letting the gamers play out
additional subplots. By using more than one medium the
producer can tell a more elaborate story. But Jenkins doubts that
this is an advantage of transmedial storytelling. In his opinion
the Matrix narrative has become too dense and complex. The
users are unable to keep up with all the subplots that are added.
This affects the user friendliness in a negative way.

So why do producers use transmedial storytelling? From a
commercial point of view this is very understandable.
Transmedial storytelling ensures the producer, that new target
groups become familiar with the story. Gamers, who might not
go to cinemas often, are introduced to the same narrative concept
as film lovers and vice versa. This means users are able to
unravel the story through the media types they feel most
comfortable with. And if they are so hooked on the story that
they want to know more, they can start exploring other media as
well.




19
   The trilogy sequence contains The Matrix (1999), The Matrix Reloaded (2003) and
The Matrix Revolutions
20
   The Animatrix film The Second Renaissance (2003) featured on the DVD of the first
Matrix film.



                                                                                       17
Fig. 3 (left)

Reynaert’s transmedial
               concept




          Fig. 4 (right)

 Reynaert’s integrated
               concept




                           The second type of crossmediality Reynaert defines is the
                           integrated concept. This type of crossmedia concepting is defined
                           by one plot that is broadcasted through a multitude of media
                           channels. Each medium has its own medium specific traits. In a
                           media concept these traits can either be regarded as strength or
                           weakness. An integrated crossmedia concept aims at putting
                           media together that bring out each others’ strengths and block
                           out each other’s weaknesses. By doing this each part of the story
                           is brought across in the medium most fitting and this makes the
                           story more powerful.

                           Both types of crossmedia concepts, integrated and transmedia,
                           share the idea of using more than one medium to bring the story
                           across. The difference is that in a transmedia concept the
                           different media can be experienced separately. The media in an
                           integrated concept cannot be taken in individually. The user then
                           needs all the media input to generate the storyline.

                           The cross relations between the media within a crossmedia
                           concept form an important part of how these concepts function.
                           Part of the conceptualization of crossmedia is therefore aimed at
                           accounting for the different relation types that are possible



                                                                                               18
between media within a crossmedia concept. In other words:
How can the ‘cross’ in crossmedia be defined? Two theories on
crossing within crossmedia will be discussed in here. The first
theory focuses on the level on which the crossing takes place,
while in the second theory the relation between the media
content is conceptualized.

In her article Current State of Cross Media Storytelling: Preliminary
observations for future design (2004), Christa Dena defines the cross
relations between media by conceptualizing different levels of
crossing. The highest level of crossing is from one media channel
to another media channel. This level of crossing is called a cross-
channel relation. An inter-channel relation means that there is a
switch within a channel from the use of one modality to another.
The final level of crossing Dena defines is mono medial and
mono modal. This relation is called an intra-channel relation.21

In order to understand Dena’s levels of crossing, it is important
to know what she considers a channel. According to Dena, a
channel is not only the medium used, but also refers to the
environmental conditions in which this medium is placed. This
means that a film in the cinema is considered another channel,
than a film seen at home on DVD. To make Dena’s levels even
clearer table 1 is added. This table gives a concrete example for
level of crossing Dena has proposed.




21
     C. Dena (2004), p. 3-5




                                                                        19
Cross         Crossing between channels          From an
                               channel                                          interview on
                               level                                            the TV screen
                                                                                within an
                                                                                exhibition to a
                                                                                room sheet
                               Inter-        Crossing within a channel          From a radio
                               channel       (single-channel), between          programme
                               level         modes (multimodal)                 online to a
                                                                                website
                               Intra-        single-channel, mono-modal         From one film
                   Table 1
                               channel       crossing                           in the cinema
Dena’s cross relation types
                               level:                                           to another
                                                                                film



                              In Idola van de Crossmedia (2008), Harry van Vliet, who has
                              already been mentioned as the founder of the Crossmedialab, has
                              taken another approach. Instead of establishing on what level the
                              cross relation takes place, he has looked at the content relations
                              between the different media used. Van Vliet defines this content
                              relation between the signs, by using the semiotic sign
                              classification by Charles Sanders Peirce that was described in the
                              introduction. When the message of one medium is translated
                              directly into another medium, the medium relation is labelled
                              iconic. When the message directs the user to another medium, the
                              relation is defined as indexical. Sometimes there is no direct
                              relation between the content of the different. But the message in
                              each of the media adds something to an overlapping concept. In
                              this symbolic relation the link between media is made in a covert




                                                                                                   20
way.22 In table 2 each of these relation types is paired with a
                             concrete example again.




                              Iconic            Content is         Audio tour text that is also
                              relation          translated         offered on a room sheet
                                                directly from
                                                one medium into
                                                the other
                              Indexical Content that               Television advertising that directs
                              relation          directs the user   a consumer to the website for
                                                to another         more info
                                                medium
                              Symbolic Content that                The Rijksmuseum brand is
                              relation          adds to the same   brought across through products,
                  Tabel 2                       overlapping        lectures and a magazine. The
Van Vliet’s cross relation
                                                concept in a       Rijksmuseum name is the
                     types
                                                covert way         overlapping concept. The media
                                                                   are only covertly connected to
                                                                   each other



                             These two relation typologies by Dena and van Vliet can be
                             taken into account when creating the visualization between the
                             different narrative elements analysed in chapter four. In the last
                             section of this chapter, Bruner’s features will be introduced.
                             During the description of these features, the insights presented
                             here will be tied to Bruner’s terminology. This terminology will
                             be used throughout the rest of this thesis.




                             22
                                  H. van Vliet (2008), p. 6




                                                                                                         21
1.2   MUSEUMS AS NARRATIVE CROSSMEDIA SPACES

                   ...museum architecture moves from “showing” to “telling” and from
                   classification to narrative.23


          In the field of museology, the term crossmedia has not quite
          settled in yet. Instead, scholars make use of a broad scope of
          terminology, when referring to crossmedia. Some scholars talk
          about spaces for multimedial or interactive informal learning.24
          Others call exhibitions narrative space.25 Flavia Sparacino is one of
          these scholars. But before introducing her views on the ‘blending
          of media design and architectural disciplines’26, a more general
          introduction on the museologial concept of Space Syntax is
          presented.

          Two scholars who have worked on the study of architecture as a
          narrative feature in museums are Bill Hillier and Kali Tzortzki.
          Space Syntax they call it, a term derived from the field of civil
          engineering. Syntax is a term used in linguistics to describe the
          sets of rules that underlie the structure of phrases. Space Syntax
          aims to offer a same set of rules to describe the ordering principle
          behind exhibitions. In their article called ‘Space Syntax: The
          Language of Museum Space’, published in 2010, these two
          museologists study how the layout of a museum affects the
          visitors view and action around objects.27 Hillier has been
          studying space syntax since his first article on it in 198228 and
          focuses on the layout of museum spaces. Tzorstki connects the
          architectural layout to the level of curatorial strategy. In 2003 she


          23
             B. Hillier  K. Tzortski (2011), p. 293
          24
             G. Leinhardt et. al. (2002)
          25
             D. Dernie (2006)
          26
             F. Sparacino (2002), p. 2
          27
             B. Hillier  K. Tzortski (2011)
          28
             B. Hillier et. al. (1982)



                                                                                       22
published a study on the spatial arrangement of the Sainsbury
Wing of the National Gallery in London.29 Space Syntax was
already used by Sandberg and Stam in the thirties and is still
applied by exhibit designers today. But how is the arrangement
of objects, their order, combined with other media in a
crossmedia exhibition? Scholars in the field of space syntax do
not usually account for the information management.

Flavia Sparacino has researched this combination between media
and spatial context. She calls multimedial exhibitions body-driven
narrative spaces. Sparacino is a researcher for the Massachusetts
Institute of Technology (MIT). In 2004 she published the article
Scenographies of the past and museums of the future: from the
wunderkammer to body-driven interactive narrative spaces on an
exhibition called Puccini Set Designer, a 2003 exhibition by the
Ragghianti Foundation in Milan. She worked on this exhibition
herself as a multimedia curator.30 The article’s aim was to
evaluate the media usage throughout the exhibition. The concept
of medium specificity played an important role in the reasoning
behind the choice of a certain medium. The opera fan corner was
for example a place where opera lover could listen to opera by
Puccini. Instead of using earphones, the choice was made to
incorporate audio spotlights. Whereas earphones isolate the
visitor, the audio spotlights enabled the visitor to listen to the
music in a specific spot without internalizing. Other visitors
could enjoy the space around the audio spotlights without being
disturbed by constant background music, which would have
been the case with regular audio equipment.




29
     K. Tzortski (2003)
30
     F. Sparacino (2004)




                                                                     23
In museology the concept of narrativity is often viewed in the
          light of spatial ordering. Few scholars have linked these spatial
          patterns to the other media used in exhibit. However, the
          meaning that is ascribed to space syntax suggests that the spatial
          context will have an important effect on the meaning of each
          medium and the semantic relation between media. As was
          pointed out in the previous section, ordering principles are the
          foundation of any crossmedia platform.




1.1   NARRATIVE: A COGNITIVE CONSTRUCT

          A narrative approach can shed new light on crossmedia concepts
          in museums, by making both form and content of the narrative
          core comparable. A narrative plot, a concept, is what binds the
          different media in a crossmedia exhibit together. This narrative
          creates the core of the visitors’ experience. Therefore, instead of
          looking at narratives from the perspective of the writer, in this
          research the perspective of the reader is centralized. This reader
          perspective is clearly present in the theory by Jerome Bruner, as
          will become clear in the rest of this section.

          Jerome Bruner states that human beings generate narratives
          continuously.31 According to him narrativity forms and
          structures the reality people experience around them. He says
          that humans give meaning to their actions and experiences
          through an interpretative system. He describes this system as
          ‘patterns inherent in the culture’s symbolic systems - its language
          and discourse modes, the forms of logical and narrative
          explication, and the patterns of mutually dependent communal


          31
               J. Bruner (1990), p.34



                                                                                24
life.’32 Bruner sums up ten features of a narrative. These features
differentiate between narrative and other types of discourse.

1. Narrative diachronicity

A narrative takes place within a certain time frame. This time
frame is generated by the sequentially of the narrative events. In
a narrative, time can speed up and slow down. The
conceptualized ‘imaginary’ time is different from the time frame
in which the story is read or experienced.

2. Genericness

Each narrative is both generic and particular. The genericness of
a narrative is created by the endless appropriation of specific
narrative types. The tragic love story is an example; two people
in love who cannot be together for some reason, define this type
of narrative.

3. Intentional state entailment

In a narrative the characters have certain beliefs, desires, theories
and values. The receiver of a narrative takes these into account
when interpreting the story.

4. Hermeneutic composability

It is the reader who interprets a narrative. And this reader has a
limited amount of life experience. This influences how he or she
attributes the intentions of the characters and to what extent the
details within a story are understood.




32
     J. Bruner (1990), p.34



                                                                        25
5. Canonicity and breach

Ryan states that a narrative needs ‘a change of state by non-
habitual events’.33 This idea corresponds to Bruner’s canonicity
and breach. The canon is a fixed state that is interrupted by a
breach. A narrative can start by a description of everyday life in a
certain city. All of a sudden something happens that breaks the
pattern. This structure is recognizable in the following sentence: I
was walking through the park, when suddenly....

6. Referentiality

A writer uses known places and people as a reference. Even
fantasy novels use certain references. For example, vampire
novels often refer back to Bram Stoker’s Dracula, which was
inspired by the knowledge of historic superstitions.


7. Particularity

This is the opposite of genericness. The generic part of a
narrative is filled up with specific data. This is why the story of
Romeo  Juliet is different from West Side Story. Although both
deal with a tragic love affair, the specifics of each story make
them different.

8. Normativeness

Because a breach takes place in a story, there is also a norm. The
canon is not only a fixed state; it also creates an expectation on
how a character should behave.




33
     M. Ryan (2004), p.9




                                                                       26
9. Context sensitivity and negotiability

When we listen to a story we take the context into account, for
instance how knowledgeable the storyteller is. We also take our
own knowledge on the topic into account. Narrativity allows for
a certain margin of error so to speak.

10. Narrative accrual

We construct narratives out of a large amount of data and
different versions of a certain narrative. In a crossmedia story the
reader creates this accrual. All the media elements accumulate to
a core narrative.

Some narrative spaces possess more narrativity than others. But
the visitors will always experience their visit through a cognitive
construct that imposes narrativity onto reality. They will add
their interpretative system onto the experience of an exhibition,
creating a personal narrative. Museums have started recognizing
this role of the visitor. Apart from core tasks such as collecting
and conserving, most museums have now treaded in the
footsteps of Sandberg and started a dialogue with their visitors.
This enables visitors to actively interact with the crossmedia
exhibitions that are on display.

The museum still plays a key role in the construction of narrative
space. Let’s not forget that visiting an exhibition is not an
experience of reality. By using space syntax and by adding
addition mediated information and narrative, the museum
shapes the experience of the visitor. The visitor and the museum
institute work together in creating personal narratives. In the
previous paragraphs the tools and materials these two parties
have at their disposal were presented.




                                                                       27
Bruner states in Acts of Meaning (1990) that the function of the
cognitive structure human beings is ‘interpretive of “life in
action”.’ He continues by saying that it is then ‘a very complex
form of what C. S. Peirce long ago called the “interpretant”, a
symbolic schema for mediating between sign and ”world”. This
link between Bruner and Peirce is an important one. When
looking at the features, Bruner describes narrative as a complex
Peircean sign. An interpretant, a sender and objects construct this
sign. The interpretant, according to Bruner, mediates between
the sign and the world, between the narrative and reality. In a
museum it is the visitor who fulfils this role. The visitors create
links between the exhibition and their lives outside of the
museological setting. Other features are descriptive for the role
of the sender and the objects. Genericness is a feature that is
related to the objects and the order in which they are placed. The
sender, who in this case is the museum, applies the normativeness.
In the chapters three, four and five, Bruner’s features will be
applied on the three case studies. The roles of the different
parties that aid in the creation of a narrative shall be addressed
there too, for perhaps not all features are always distributed in
the same way.




                                                                      28
2 CASE STUDY DESCRIPTION
         The case studies that have been selected are: the Railway
         Museum, the Aboriginal Art Museum and the Utrecht Archive.
         All three museums are relatively new. The Aboriginal Art
         Museum opened in March 2001, the Railway Museum reopened
         its doors in 2005 and the Utrecht Archive exhibition has now been
         presented for three years. This chapter will provide the reader
         with a textual and visual representation of these case studies.




2.1   ABORIGINAL ART MUSEUM

         The Aboriginal Art Museum shows both a temporary and a
         permanent collection of Aboriginal art. Aboriginal art is
         contemporary art, made by Aboriginal communities in Australia.
         The aboriginals produce this contemporary art form for the
         Western market. The first examples of modern Aboriginal art date
         back to the beginning of the 1970’s. It became a new way of
         communicating the traditions. The language of abstract shapes
         used in these works, is a mixture of Western and Aboriginal
         symbolism. By selling these products to the West, Aboriginal
         communities gain the income to maintain their traditions.

         The current exhibition at the Aboriginal Art Museum is called: Be
         my guest. For the 10-year anniversary of the museum, ten guest
         curators were invited to select two artworks: one work by an
         Aboriginal artist and another work by a contemporary artist with
         a different background. With this exhibition, the museum aims to
         show that Aboriginal art is not merely anthropological, but a full-



                                                                               29
fledged contemporary art form. The exhibition also shows the
parallels between cultures and art forms.34

The following media are used in combination with the works of
art. Each guest curator has produced an article on their own part
of the exhibit, the two works each picked. This article is published
in the catalogue of the exhibition. Each dialogue between art
works is accompanied by several texts on room sheets. These texts
include the article by the guest curator as well as general
information on the artists on display. In addition, the visitor
receives a small booklet when entering the museum. This booklet
shows the floor plan (fig. 5) and a concise, one page text, about
the choices of each curator. Short interviews shown are shown on
a TV screen. This allows the curators to explain the choices they
have made. One can find this television screen next to the pair of
works in room no. 8 on the floor plan (fig. 5). Last but not least,
the visitor can purchase an audio tour. Each section, or each
curator, is accompanied by one, two and sometimes three entries
on the tour. The entries are all between one and two minutes long
and two entries feature introductory music (no. 4 and 10 on the
exhibition plan in fig. 5).




 34
   These two aims were expressed by the curator of the Aboriginal Art Museum
                                               th
 Georges Petitjean in an interview on October 5 2011




                                                                               30
Fig. 5

 Floor plan of the Be My
        Guest exhibition
(Aboriginal Art Museum)




                           The routing of the exhibition is made clear by the numbering on
                           the floor plan. After buying a ticket, the visitors are encouraged to
                           visit the second floor first. This floor shows the permanent
                           exhibition.   This   collection   contextualizes   the   temporary
                           exhibition. One can also choose an alternative routing through the
                           exhibition, because each segment of the narrative on display, each
                           dialogue between artworks, is shown in a separate space and can
                           be appreciated without knowledge of the other segments. Each
                           segment features the same contextualization of audio tour,
                           interview and written text. Two segments have been selected to
                           showcase the relationship between the media used.




                                                                                                   31
The first dialogue that will be described is by guest curator Maria
                                Roosen and is indicated as no. 4 on the floor plan (fig. 5). Roosen
                                has selected an Aboriginal object that is called an Ilma (fig. 6).
                                Ilma’s are rare, ritual objects, used in dance ceremonies. Roy
                                Wiggan is a Bardi elder, a community situated in the Kimberley
                                region in Western Australia. Wiggan still produces ilma’s, a craft
                                that was passed on to him by his ancestors. This highly traditional
                                Aboriginal object is brought in relation with a modern Dutch
                                carpet by Hester Oerlemans (fig. 7). The symbols on the carpet are
                                icons used on computers. These are multiplied and organised in
                                abstract shapes. Take for example the on/off icons in the right
                                bottom corner of the picture in figure 9. These four orange
                                symbols are arranged in a way that creates a new shape, a sort of
                                formalised flower with four petals.




                Fig. 6 (left)

Ilma (1997) by Roy Wiggan




              Fig. 7 (right)

Draft for a work called The
   Magic Carpet (2011) by
         Hester Oerlemans




                                The article in the catalogue points out that Roossen connects these
                                two works through several relations. Oerlemans is a craftsman
                                who makes her work in public places. Apart from this parallel in
                                the process of making art, both works deal with communication35.



                                 35
                                      Aboriginal Art Museum (2011), p. 40




                                                                                                      32
Aboriginal art is known to communicate in different layers.
Although we can see the physical representation of symbols, and
we sometimes know what these symbols mean separately, the
arrangement of symbols tells a specific story. This story is hidden
between the ‘words’ so to speak. This same quality is present in
Oerlemans’ work. By arranging the symbols in this way, their
meaning becomes more than the sum of its parts.

The communication surrounding these two objects is layered as
well. The audio tour adds a soundtrack into the mix. This
soundtrack is by Kraftwerk, a techno pop band that relates to the
computer language on the carpet. The audio tour continues with a
general introduction to the two works of art on display. The
narrator tells us that Oerlemans recognizes the relation between
her work and the Aboriginal work as well, and that she is
considering a donation of the carpet to an Aboriginal community.
This view by Oerlemans is only expressed on the audio tour. The
texts do not mention her opinion, only her work. However, the
catalogues article quotes Maria Roossen. Each text surrounding
the object expresses new clues about the works of art, the artists
and the curator who picked them. Each text overlaps the other,
but shares information from other points of view.

The other dialogue addressed here is indicated by no. 7 (fig 5).
Aboriginals have a spiritual connection with their surroundings.
Each year they travel the same routes and carry out the same
rituals. This connection to the land is also present in the musical
culture. So-called songlines are ritual songs that translate the
physical journey in song lyrics. In the exhibition a recording of a
songline is played. Its sounds increase while approaching the
alcove labelled no. 7. In the no. 7 photography is shown on the
wall. Pictures of Utrecht are combined with pictures of Australian



                                                                      33
landscapes and Aboriginal people. The songline is the Aboriginal
work. But what dialogue is being expressed here? The curator of
this part of the exhibition is Arjan Dunnewind, the general
director at Impakt, a Media Arts Organisation. Multimedia artists
Marc Tuters and Ricarda Franzen have made a ritualised tour
through the centre of Utrecht using GPS technology. Visitors are
stimulated to download an app on their smartphone and continue
their visit outside the museum walls. The app guides them to
places with special meaning to inhabitants of Utrecht. The locals
share their memories through recordings and the visitor
encounters visual clues along the way. During the tour the visitor
uses all his senses and really experiences the environment that is
discussed on the recordings. As the software knows the GPS
location of the visitor, it can offer the right content at the right
time. The visitors do not have to start the audio clips themselves.
By participating in this new media artwork the visitors are able to
experience their environment in a symbolic way, like the
aboriginals do in their songlines.

The narrative concept of this exhibition revolves around the
artworks, the objects on display. When we enter the museum
space this is what we focus on. The artworks are hung in a
meaningful way. This is what Sandberg called a functional way of
hanging. Although the art can tell the stories on its own, extra
information is added. All texts are an addition to the narrativity
of the space and objects. The visitor can access this information in
the surroundings of the artwork. After the exhibition the visitor
can take a part of this information home as well, by buying the
catalogue.




                                                                       34
2.2                       UTRECHT ARCHIVE

                                The Utrecht Archive shows a temporary and a permanent
                                exhibition. The analysis given here is about the permanent
                                exhibition. There are two narratives that are told in the archive.
                                The first narrative is about the building. The old walls of the
                                monastery that once stood there, called St. Paul’s Abbey, have
                                been uncovered. And the usage as a court of law is shown in the
                                prison cells that are shown. The second narrative uncovers how
                                visitors are able to use the archive. By gathering archive material
                                and making a newspaper, visitors get an idea of what it’s like to
                                research documents. These two narratives are mixed together. In
                                the next paragraphs the different story elements will be discussed.




             Fig. 8 (left)

Floor plan of the ground
     floor at the Utrecht
                  Archive

            Fig. 9 (right)

      Floor plan of the
basement at the Utrecht
                Archive




                                The story starts in front of a glass wall in the entrance hall. This
                                wall encapsulates four screens, each in combination with a camera
                                and a scanner (fig. 10). The scanner is for the barcode on the
                                museum ticket. This barcode is the key to the visitor account. The
                                visitor smiles to the camera, enters name and email address and is
                                off to discover the archive.




                                                                                                       35
Fig. 10

     Starting point of the
Utrecht Archive exhibition




                             The first room on the right (indicated in dark blue on the map in
                             fig. 8) is the temporary exhibition room. Continuing down the hall
                             the visitor encounters the Auditorium. (Indicated in orange on the
                             map in fig. 8) The auditorium was used, as a refectory when it was
                             still in use as the St. Paul’s Abbey. One of the entrances to this
                             dining hall is still in situ (fig. 11). The room has a more theatrical
                             purpose now. Two films are on show here. In a rapid sequence,
                             the first film shows inhabitants of Utrecht throughout 200 years of
                             history. The second film is presented every whole hour and
                             explains the history of the building. A narrator tells the story. He
                             focuses on stories that give an idea of who wandered through
                             these halls tells the story. It also shows how law changes when
                             governments change. For example in the Second World War the
                             Germans spoke law here too. An interesting fact is that during
                             those years of war the resistance occupied the basements.




                                                                                                      36
Fig. 11

Auditorium of the Utrecht
        Archive exhibition




                             The basement is where the visitor is going next. The first room
                             downstairs is called ‘Moments’ (fig. 12). The room is rather dark.
                             Within a large glass casing in the centre of the room, objects and
                             projections are on show. But what are these objects? And who are
                             the people that are projected?




                   Fig. 12

‘Moments’ at the Utrecht
     Archive exhibition




                             Surrounding the glass casing are computers with scanner for the
                             barcode on the entrance ticket. By scanning the ticket, the visitor



                                                                                                   37
gains access to their personal account. Now it is time to browse.
The screen shows a ring with two names on it. By clicking on a
name the visitor opens a document. The historical person in
question pops up on the screen and tells something about the
moment in history he or she was part of. After this introduction by
the character it is possible to flip through the file by clicking on the
tabs for information on ‘the whom’, ‘the what’, ‘the where’, ‘the
when’ and on what happened elsewhere. There are sixteen files in
total. Each document in each file can be stored on the visitor
account. These files will be put to use later.


This room also forms the entrance for a different storyline: the
wine cellar. The wine cellar is a narrow passage that opens u in a
larger space (see fig. 13). Stepping onto the stairs going down a
voice calls out. It is the ghost of a monk who once worked in the
cellar, projected on a screen. He tells us anecdotes about how
some of the monks were not as celibately as they pretended to be.
The visitor exits the cellar by continuing down the stairs. This
route leads directly back to the room that shows moments in the
history of Utrecht. After browsing through the files and meeting
the ghost the visitor continues the basement hallway.




                                                                           38
Fig. 13

 Wine cellar at the Utrecht
        Archive exhibition




                               In this hallway street names are shown on touch screens on a wall
                               on the far end of the hall (fig. 14). Pressing a name activates an old
                               picture of that particular street that merges into a current picture
                               taken from the same spot. The exhibition continues behind a set of
                               doors on the left side of the hall.




                     Fig. 14

Interactive wall with street
      names at the Utrecht
         Archive exhibition




                               Behind the doors is an explanatory text on the wall. It introduces
                               the next part of the exhibition: the prison cells. These are four
                               small rooms with thick doors to close them. Each cell has its own


                                                                                                        39
theme. Two of these themes will be addressed here. The first cell
                                shows pictures of couples on the wall. It is a white wedding
                                chapel with a TV screens as its centre piece. The words ‘just
                                married’ are illuminated above the screen (see fig. 15 and 16). It is
                                possible to press four buttons. The judge on the television explains
                                that one of the things people used the court for, was to get a
                                divorce. The visitor gets to pick a couple and decide if they are still
                                together or divorced. The judge than tells the couple’s story. The
                                final cell is very dark we see five small screens that show close-ups
                                of a prisoner. A young boy explains how he ended up in his cell.
                                The visitor has a very direct connection to this story because of the
                                surroundings. Imagine what it’s like to be locked up like this boy.
                                This cell triggers a very physical experience.




               Fig. 15 (left)

  ‘Just married’ cell at the
Utrecht Archive exhibition




              Fig. 16 (right)

Detail of the ‘Just Married’
cell at the Utrecht Archive
                  exhibition




                                The room at the end of this hall is called ‘encounters’ and is
                                dedicated to all sorts of people that use the archive in this day and
                                age. The three showrooms this room contains generate its settings
                                (fig. 17 for an example of a show room). Each showroom has a TV
                                as the centre point. On these screens, three couples explain how
                                they made use of the archive and how they went about to find that
                                information. For example, one couple has traced back information




                                                                                                          40
about their house to renovate it in a more accurate historical way.
                              Another used it to look up information on Morocco.




                    Fig. 17

          Showroom in the
‘Encounters’ section of the
 Utrecht Archive exhibition




                              The final three rooms in the basement are all connected to each
                              other. They are located at the opposite side of the hallway. The
                              entrance is right across from the first cell. This room is full of large
                              touch screens with scanners on the right side of each of them. This
                              is the hub of the exhibition, where newspapers are made. On
                              either side of this room is a film room. The film room on the right
                              side shows a boat on the Vecht (fig. 18). The Vecht is Dutch branch
                              of the Rhine that meanders through the province of Utrecht. This
                              boat stops when the visitor presses a button. These stops show
                              short clips, which give an insight of the surroundings of Utrecht
                              and its current and historical inhabitants. One of the stops is
                              Zuylen Castle, home to the famous 18th century female writer,
                              Belle van Zuylen. Her story is shown and told by a narrator who
                              sometimes uses sentences Belle herself has written down. The film
                              room on the other side is a theatre. The visitor can select sixteen




                                                                                                         41
different film clips that are part of the collection of the archive.
                           And which show Utrecht in black and white moving images.




                 Fig. 18

Boat trip at the Utrecht
     Archive exhibition


                           .


                           But the central room is the “moment supreme” of the visit. A
                           search engine is installed on the computers in the middle of the
                           room. These engines can be used to track down more information
                           on a variety of themes. One of these themes is the big storm that
                           Utrecht endured in 1674. Information regarding this topic can be
                           stored on the visitor account. When the visitor has collected all the
                           data, it’s time to select the items for the newspaper. The program
                           generates a newspaper format and places the selected data in this
                           format. By pressing the publish button in the top-right corner, the
                           paper is sent to the visitor’s email address. The visitor can also
                           choose to print the newspaper A3 size at the service desk of the
                           museum.




                                                                                                   42
Fig. 19

  Newspaper room at the
Utrecht Archive exhibition




  2.3                   RAILWAY MUSEUM

                             The slogan of the Railway museum expresses the aim of the
                             museum well: ‘The Railway Museum, something to experience’. In the
                             Master plan for the renovation in 2001 the museum specified its
                             aim as follows:


                                      ‘The Dutch Railway Museum is an attraction based on    authenticity,
                                      that offers the Modern consumer, education in the form of
                                      entertainment on the topic of Railway history in general and the Dutch
                                      situation specifically.’36


                             The layout of the map of the museum is in line with the aim (fig.
                             20). It looks like something handed out in a theme park. And just
                             like in a theme park different worlds are specified on it.




                              36
                                   Meurs (2006), p.7



                                                                                                               43
Fig. 20

Floor plan of the Railway
                 Museum




                            The visitor enters the museum through the former Maliebaan
                            Train Station. This old station is very atmospheric. Although the
                            station is freshly painted and is modernized, its decor still takes
                            the visitor back in time (fig. 21 and 22). The first and second-class
                            waiting rooms now function as a museum restaurant. In the
                            hallway old trunks and suitcases are piled up.37 Having explored
                            this area the visitor continues onto the train platform outside (fig.
                            23). An old royal train is displayed on the tracks. To enter the
                            main building the visitor walks around the train and crosses two
                            pairs of tracks. One track is for the old royal train and the other
                            track is for the modern shuttle train. This shuttle service takes
                            visitors from Utrecht Central station to the museum and back.




                             37
                                  When peaking inside of these trunks the visitor sees small, filmic projections.



                                                                                                                    44
Fig. 21

    Front entrance of the
Railway museum: the old
 Maliebaan Train Station




             Fig. 22 (left)

    Decor of the former
 Maliebaan Train Station

           Fig. 23 (right)

 Clock at the platform of
   the former Maliebaan
            Train Station



                              After showing the tickets at the main building visitors can start
                              their explorations. The first intake is slightly overwhelming: large,
                              old trains on the left, a cafe opposite of the entrance, and visitors
                              everywhere including on the bridges in-between worlds that give
                              access to the rooms on the second floor. Where to start? Probably,
                              most visitors will begin at world one, indicated by a large number
                              one on the corners of a grey building next to the cafe. While
                              standing in line for world one, headphones and locative media
                              devices are handed out. Visitors enter the world in groups of ten.
                              This is the amount of people that fits in the elevator that will lead




                                                                                                      45
back in time to the 1800’s. The man on the audio tour speaks
                          Dutch with an English accent and introduces himself as John
                          Middlemiss. When we exit the elevator we are in English mine
                          shaft that leads into a mining village. Middlemiss explains that
                          this is where it all started. This is where the steam engine was
                          invented. Middlemiss explains how it works. After this he tells us
                          that he went to the Netherlands to ride the first Dutch steam
                          engine train called De Arendt (fig. 24). Because it was the first train
                          there were no Dutchmen who knew how to drive it. This
                          locomotive is the most prized object in the museum. It is the
                          centrepiece of world one, a theatrical setting (fig. 25) in which the
                          visitor plays a part as well. The narrator directly cues the visitor
                          by expressions such as: ‘Hey, hold on a minute’ and ‘I’ll see you
                          down at the party just down this street’. After viewing the train,
                          the visitor exits world one. The visitor needs to go through several
                          hallways with 19th century paintings of trains on the walls, to
                          reach the exit.




                Fig. 24

‘De Arendt’ the centre
piece of world 1 of the
     Railway Museum




                                                                                                    46
Fig. 25

Dutch village scenery in
 world 1 of the Railway
               Museum




                           World one is dedicated to the train itself. World two however,
                           shares a different perspective: that of the traveller. World two is a
                           theatre with three different performance areas: the platform, the
                           train and the theatre (fig. 26 and 27). There are six different plays
                           on show. All these shows are somehow connected to the luxurious
                           Orient Express. The timetable for these performances is shown on
                           a digital screen in front of the cafe. Most visitors will only pick one
                           play during their visit. In order to give the reader an idea of what
                           an experience in world two is like, the performance of Collette and
                           Fifi will be described here.


                           The plot of the performance is as follows. Collette is a cancan
                           dancer who was recruited by a captain to spy for the British
                           government. She must retrieve secret papers from someone
                           aboard the Orient Express. Her pink poodle Fifi helps her on this
                           quest. During the performance Collette seeks assistance in the
                           audience. Two children are asked to sit behind the control panels
                           on either side of the stage. By pushing the buttons, turning the
                           wheels and pulling the handles, these kids manage the decor on



                                                                                                     47
stage. The performance is mainly aimed at children between the
                            age of four and twelve.




                  Fig. 26

Platform between trains
at world 2 of the Railway
                 Museum




                  Fig. 27

Theatre at world 2 of the
       Railway Museum




                            World three shows the perspective of railway personnel. The line
                            is in a wooden room, filled with model trains and other railway
                            memorabilia. It turns out that we are in someone’s attic, someone
                            who has worked for the railways for his entire life. Previous
                            generations of his family have been in the trade as well. His
                            grandson Hans is interviewing him for a school paper on Dutch


                                                                                                48
railway history. The dummies representing them are seated in the
                               attic (fig. 28), in-between the queue. While waiting we listen to the
                               grandfather sharing his stories. Some of the stories correspond
                               with objects in the room. An example of this is when the
                               grandfather talks about the 1939 celebration when the Dutch
                               railway was a 100 years old. In the attic we see objects with 1939
                               on it. These memorabilia bring the story to life. But world 3 is not
                               this popular amongst kids because of Hans’ grandfather. It is the
                               ride that makes this an attraction. In a cart that seats four people
                               the visitor discovers the world of ‘steal monsters’ (fig. 30).
                               Dummies represent the labourers cleaning the trains and working
                               the signposts. The driver of a passing train waves at us and there
                               is a party celebration for two members of staff who have been in
                               service for 60 years (fig. 29).




              Fig. 28 (left)

Dummies of Hans and his
grandfather at world 3 of
    the Railway Museum

            Fig. 29 (right)

60 year anniversary at the
   Railway celebration’ at
    world 3 of the Railway
                  Museum




                                                                                                       49
Fig. 30

    Cart passing one of the
‘steal monsters’ at world 3
   of the Railway Museum




                              The last World changes continuously. World four consists of five
                              tracks on which several trains are displayed (fig. 31). Visitors can
                              get more information on these trains from museum staff giving
                              tours on the platforms. At the moment there is also an exhibition
                              on safety on the tracks (fig. 32). This exhibition is incorporated in
                              world 4. Bright yellow poles give information. These info kiosks
                              tell stories through small TV screens, audio fragments, games and
                              text (fig. 33).




                 Fig. 31

 World 4 of the Railway
               Museum




                                                                                                      50
Fig. 32 (left)

 Exhibition on safety on the
  tracks, currently on show
   at world 4 of the Railway
                    Museum

               Fig. 33 (right)

        Visitors enjoying the
 exhibition on safety on the
  tracks, currently on show
   at world 4 of the Railway
                    Museum



                                 The four worlds are indicated on the map in orange (fig. 20). But
                                 the green areas also contain art, model trains, rooms with
                                 requisites and more, too much to describe here. Therefore one of
                                 the green areas has been selected: the outside area. The outside
                                 area is a playground for the younger children (fig. 34). It is a place
                                 to relax. It shows some more authentic material on the tracks (fig.
                                 35), but there is no more information.




               Fig. 34

Playground at outside
   area of the Railway
              Museum




                                                                                                          51
Fig. 35

Historic material at the
    outside area of the
      Railway Museum




                           52
3 CASE STUDY ANALYSES
     Bruners ten narrative features mentioned in chapter one will
     now be applied to three case studies. These features will be
     applied to the three case studies in this chapter. Bruner delivers
     his features in the form of a list, which might give the
     impressioncause the idea that all features are equal to one
     another. However, this view limits their functionality. For
     instance, when studying the feature particularity38 in a case study,
     it is possible to point out examples of particular elements of that
     specific narrative but it is still impossible to show the value of
     this feature in relation to another feature such as narrative
     accrual39. By structuring the features, the outcome of the
     analytical process presented in this chapter, can be explained in a
     more meaningful way.

     After reviewing Bruner’s ten narrative features, we can sort them
     by their function. A feature can either descibe a part of the
     content of a narrative, have a structural role or describe a process
     that takes place between the reader and the writer of a given
     narrative. These three roles of Bruner’s features all play their part
     in what is essentially: the narrative (visualized in fig. 36). The
     narrative body consists of the structural features and the content
     features. A narrative cannot exist without one or the other. The
     arrows in the visualization (fig. 36) show the processes of
     creating, consuming and adding to the narrative content and
     structure. When sharing a story the content and structure that the
     writer has imposed on the narrative change slightly at the hands


     38
          The concept particularity was introduced and explained on p. 25
     39
          The concept narrative accrual was introduced and explained on p. 26



                                                                                53
of the reader. The personal interpretation of a reader becomes
                             part of the narrative.




                                                           Narrative processes
                                                      Writer
                                                                                    Reader




                                                                   Content

                                      Narrative:
                                                                    Structure

                   Fig. 36

Visualization of the three
      narrative elements




                             The model presented above (fig. 36) categorizes Bruner’s features
                             in the following three clusters: structural features, content features
                             and narrative processes. Thise visualization also shows the
                             relationship between these categories. Bruner labels the
                             structural elements as follows: diachronicity, canonicity  breach
                             and genericness.40 This structural form cannot be expressed
                             without content. And so the second group of features, are the
                             content related features. This group contains the intentional state
                             entailment, the norm, the particularity and the referentiality.41
                             Ultimately, Bruner also argues that narrativity is not merely the
                             narrative itself. A narrative is always part of a communication


                             40
                                For an introduction on diachronicity and genericness see p. 24, and for canonicity
                              breach p. 25.
                             41
                                For an introduction on intentional state entailment see p. 24, for particularity,
                             normativeness and referentiality p. 25.



                                                                                                                     54
process between a writer and a reader. Bruner captures this
          communicative layer by adding the last three features to his
          theory, which he labels: hermeneutic composability, narrative
          accrual and context sensitivity  negotiability.42




3.1   Narrative structure

           The narrative structure of a museum space can be analysed by
           watching the visitors move through it. While the previous
           chapter gives a description of the routing through each of the
           case studies, this section presents the structure underlying the
           exhibits, on the basis of those descriptions. This introduction to
           the section focuses on the general spatial structure, the space
           syntax, of each case study. After this general introduction,
           Bruner’s three structural features, diachronicity, Canonicity 
           breach and genericness are applied to each of the case studies.


           Georges Petitjean, the head curator of the Be My Guest exhibition
           at the Aboriginal Art Museum, has divided the museum space
           into ten separate sections. Although some of these sections are in
           an open plan environment, there are clear markers that indicate
           the beginning of one section and the ending of another. This is
           done by using separation walls, by using the differences in level
           and by clustering objects together. In the Utrecht Archive the
           exhibition rooms all have a different theme or function. A visitor
           follows the hallway and enters each of the rooms. Within a room
           objects and information are clustered together. Each cluster

           42
             For an introduction on hermeneutic composability see p. 24, for narrative accrual
           and context sensitivity  negotiability see p. 26.




                                                                                                 55
represents a deliniated part of the plot, or in narrative terms: a
                sub plot. At the Railway Museum visitors are less obliged to
                follow a route, although the different worlds are numbered.
                Each world is a separate space with a separate atmosphere.
                Objects are not clustered but placed, in order to represent reality.



Diachronicity   The timeline, or diachronicity, at the Aboriginal Art Museum is
                determined by the amount of time one stands before each of the
                art dialogues. And this time span can increase by the number of
                resources the visitor uses. By using the audio guide and
                exhibition texts the visitor is able to elongate the time span of
                each experience. The diachronicity is determined by the amount
                of detail in the explanation. By using this method, the museum
                places this feature in the hands of the visitor.


                The Utrecht Archive uses another method to structure time. It
                gives the visitor a spatial trail to follow. This trail has certain
                stops. During these stops the visitor experiences audio visual
                footage or gathers archive material at their own discretion. The
                time span of the footage and the amount of material determines
                the length of the stop. Although the visitor is able to forego a
                stop and certain shortcuts are possible, this exhibition does not
                allow the visitor to determine the diachronicity of the narrative
                space. The visitor needs to follow the spatial trail to conclude the
                story by making a newspaper.43


                In the Railway Museum the timeline is also structured by spatial
                elements. Each spatial area has a certain size and a contains


                43
                  The newspaper is compiled out of achive material the visitor has selected and is
                made during the visit. The paper can be printed or emailed. For a more detailed
                description see p. 41.




                                                                                                     56
certain amount of objects. This determines how long one can
               stop and linger. Some areas are so big it is impossible to see
               everything. This gives of a strong incentive to visit the museum
               again. World two and three also have a more pressing time
               frame. The theatre performances in world two have a certain
               duration and so does the ride in world three. But in all the other
               spaces, visitors are able to wander about



Canonicity 
               The feature of canonicity  breach at the Aboriginal Art Museum
Breach         can be considered to be the main theme of the exhibition. Each
               time an aboriginal artwork forms the canon it is contrasted with a
               breach in the form of another contemporary artwork. The canon
               clashes with the breach during each dialogue. The breach is
               visualized instead of verbalized in this narrative space.


               At the Utrecht archive the canon and breach are spatially
               determined as well. Each space creates a canon for the next space.
               And each time we enter the next space we experience a change
               in state. Perhaps this breach of a canon is most clear when
               entering the cells. Each cell is so specific, so different from the
               neutral hallway space, that the visitor really experiences this
               clash between then and now. These breaches are created by
               isolating the spaces, using contrasts in lighting and using
               contrasts in the themes on display.


               At the Railway Musuem the canon and breach are spatially
               marked in a clear way. Each world creates a canon that contrasts
               with the other worlds. By moving from one world to another the
               visitor experiences a breach. The breaches in the Railway Museum
               resemble those at the Utrecht Archive. By setting the scene in a




                                                                                     57
different way and by using themes the worlds compliment and
              contrast one another.


Genericness   Genericness was also mentioned as a structuring element in the
              introduction to this chapter. This element structures the outline
              of the narrative being told. An example of a generic narrative
              type is the love story. A love story usually contains a description
              of how the two main characters meet or have met and how they
              feel about each other initially. After this initial setting something
              happens to trigger the spark between them. This spark contrasts
              with their previous view on the relationship between them. At
              the end of the story the contrasts are resolved and the main
              characters find their happy ever after. These generic elements to
              a story create the format for each story type.


              In the Aboriginal Art Museum the generic format can be
              described as repetitions of contrasts. Each section in the
              exhibition uses this format. It enables the visitor to compare two
              distinctly different works. By comparing the works in each
              section, the visitor unravels the story. Therefore this generic
              format can be identified as the comparison.


              The Utrecht Archive takes another approach on genericness.
              Each section covers a certain theme. Some of the rooms are
              dedicated to the archive itself while other rooms explain about
              different periods and functions of the building. This thematically
              generic narrative can cover a wide array of relations. Themes can
              be by the same artist, in the same period, from the same
              geographic location and so on.




                                                                                      58
Here are a few key points that motivate this research on crossmedia narrative structure in museums:1. The digital age brings new possibilities for adding information to museum exhibitions through advanced media like interactive displays, audio tours, etc. This creates a more complex underlying structure to exhibitions. 2. Curators now have to consider not just object placement but where and how additional information is provided across different media. This requires insight into the "grammar" of crossmedia narration in exhibitions.3. The researcher's background in crossmedia storytelling revealed that this concept is not limited to new media/marketing but can apply to any environment that tells a story through multiple related media, like renaissance churches or museum exhibitions. 4
Here are a few key points that motivate this research on crossmedia narrative structure in museums:1. The digital age brings new possibilities for adding information to museum exhibitions through advanced media like interactive displays, audio tours, etc. This creates a more complex underlying structure to exhibitions. 2. Curators now have to consider not just object placement but where and how additional information is provided across different media. This requires insight into the "grammar" of crossmedia narration in exhibitions.3. The researcher's background in crossmedia storytelling revealed that this concept is not limited to new media/marketing but can apply to any environment that tells a story through multiple related media, like renaissance churches or museum exhibitions. 4
Here are a few key points that motivate this research on crossmedia narrative structure in museums:1. The digital age brings new possibilities for adding information to museum exhibitions through advanced media like interactive displays, audio tours, etc. This creates a more complex underlying structure to exhibitions. 2. Curators now have to consider not just object placement but where and how additional information is provided across different media. This requires insight into the "grammar" of crossmedia narration in exhibitions.3. The researcher's background in crossmedia storytelling revealed that this concept is not limited to new media/marketing but can apply to any environment that tells a story through multiple related media, like renaissance churches or museum exhibitions. 4
Here are a few key points that motivate this research on crossmedia narrative structure in museums:1. The digital age brings new possibilities for adding information to museum exhibitions through advanced media like interactive displays, audio tours, etc. This creates a more complex underlying structure to exhibitions. 2. Curators now have to consider not just object placement but where and how additional information is provided across different media. This requires insight into the "grammar" of crossmedia narration in exhibitions.3. The researcher's background in crossmedia storytelling revealed that this concept is not limited to new media/marketing but can apply to any environment that tells a story through multiple related media, like renaissance churches or museum exhibitions. 4
Here are a few key points that motivate this research on crossmedia narrative structure in museums:1. The digital age brings new possibilities for adding information to museum exhibitions through advanced media like interactive displays, audio tours, etc. This creates a more complex underlying structure to exhibitions. 2. Curators now have to consider not just object placement but where and how additional information is provided across different media. This requires insight into the "grammar" of crossmedia narration in exhibitions.3. The researcher's background in crossmedia storytelling revealed that this concept is not limited to new media/marketing but can apply to any environment that tells a story through multiple related media, like renaissance churches or museum exhibitions. 4
Here are a few key points that motivate this research on crossmedia narrative structure in museums:1. The digital age brings new possibilities for adding information to museum exhibitions through advanced media like interactive displays, audio tours, etc. This creates a more complex underlying structure to exhibitions. 2. Curators now have to consider not just object placement but where and how additional information is provided across different media. This requires insight into the "grammar" of crossmedia narration in exhibitions.3. The researcher's background in crossmedia storytelling revealed that this concept is not limited to new media/marketing but can apply to any environment that tells a story through multiple related media, like renaissance churches or museum exhibitions. 4
Here are a few key points that motivate this research on crossmedia narrative structure in museums:1. The digital age brings new possibilities for adding information to museum exhibitions through advanced media like interactive displays, audio tours, etc. This creates a more complex underlying structure to exhibitions. 2. Curators now have to consider not just object placement but where and how additional information is provided across different media. This requires insight into the "grammar" of crossmedia narration in exhibitions.3. The researcher's background in crossmedia storytelling revealed that this concept is not limited to new media/marketing but can apply to any environment that tells a story through multiple related media, like renaissance churches or museum exhibitions. 4
Here are a few key points that motivate this research on crossmedia narrative structure in museums:1. The digital age brings new possibilities for adding information to museum exhibitions through advanced media like interactive displays, audio tours, etc. This creates a more complex underlying structure to exhibitions. 2. Curators now have to consider not just object placement but where and how additional information is provided across different media. This requires insight into the "grammar" of crossmedia narration in exhibitions.3. The researcher's background in crossmedia storytelling revealed that this concept is not limited to new media/marketing but can apply to any environment that tells a story through multiple related media, like renaissance churches or museum exhibitions. 4
Here are a few key points that motivate this research on crossmedia narrative structure in museums:1. The digital age brings new possibilities for adding information to museum exhibitions through advanced media like interactive displays, audio tours, etc. This creates a more complex underlying structure to exhibitions. 2. Curators now have to consider not just object placement but where and how additional information is provided across different media. This requires insight into the "grammar" of crossmedia narration in exhibitions.3. The researcher's background in crossmedia storytelling revealed that this concept is not limited to new media/marketing but can apply to any environment that tells a story through multiple related media, like renaissance churches or museum exhibitions. 4
Here are a few key points that motivate this research on crossmedia narrative structure in museums:1. The digital age brings new possibilities for adding information to museum exhibitions through advanced media like interactive displays, audio tours, etc. This creates a more complex underlying structure to exhibitions. 2. Curators now have to consider not just object placement but where and how additional information is provided across different media. This requires insight into the "grammar" of crossmedia narration in exhibitions.3. The researcher's background in crossmedia storytelling revealed that this concept is not limited to new media/marketing but can apply to any environment that tells a story through multiple related media, like renaissance churches or museum exhibitions. 4
Here are a few key points that motivate this research on crossmedia narrative structure in museums:1. The digital age brings new possibilities for adding information to museum exhibitions through advanced media like interactive displays, audio tours, etc. This creates a more complex underlying structure to exhibitions. 2. Curators now have to consider not just object placement but where and how additional information is provided across different media. This requires insight into the "grammar" of crossmedia narration in exhibitions.3. The researcher's background in crossmedia storytelling revealed that this concept is not limited to new media/marketing but can apply to any environment that tells a story through multiple related media, like renaissance churches or museum exhibitions. 4
Here are a few key points that motivate this research on crossmedia narrative structure in museums:1. The digital age brings new possibilities for adding information to museum exhibitions through advanced media like interactive displays, audio tours, etc. This creates a more complex underlying structure to exhibitions. 2. Curators now have to consider not just object placement but where and how additional information is provided across different media. This requires insight into the "grammar" of crossmedia narration in exhibitions.3. The researcher's background in crossmedia storytelling revealed that this concept is not limited to new media/marketing but can apply to any environment that tells a story through multiple related media, like renaissance churches or museum exhibitions. 4
Here are a few key points that motivate this research on crossmedia narrative structure in museums:1. The digital age brings new possibilities for adding information to museum exhibitions through advanced media like interactive displays, audio tours, etc. This creates a more complex underlying structure to exhibitions. 2. Curators now have to consider not just object placement but where and how additional information is provided across different media. This requires insight into the "grammar" of crossmedia narration in exhibitions.3. The researcher's background in crossmedia storytelling revealed that this concept is not limited to new media/marketing but can apply to any environment that tells a story through multiple related media, like renaissance churches or museum exhibitions. 4
Here are a few key points that motivate this research on crossmedia narrative structure in museums:1. The digital age brings new possibilities for adding information to museum exhibitions through advanced media like interactive displays, audio tours, etc. This creates a more complex underlying structure to exhibitions. 2. Curators now have to consider not just object placement but where and how additional information is provided across different media. This requires insight into the "grammar" of crossmedia narration in exhibitions.3. The researcher's background in crossmedia storytelling revealed that this concept is not limited to new media/marketing but can apply to any environment that tells a story through multiple related media, like renaissance churches or museum exhibitions. 4
Here are a few key points that motivate this research on crossmedia narrative structure in museums:1. The digital age brings new possibilities for adding information to museum exhibitions through advanced media like interactive displays, audio tours, etc. This creates a more complex underlying structure to exhibitions. 2. Curators now have to consider not just object placement but where and how additional information is provided across different media. This requires insight into the "grammar" of crossmedia narration in exhibitions.3. The researcher's background in crossmedia storytelling revealed that this concept is not limited to new media/marketing but can apply to any environment that tells a story through multiple related media, like renaissance churches or museum exhibitions. 4
Here are a few key points that motivate this research on crossmedia narrative structure in museums:1. The digital age brings new possibilities for adding information to museum exhibitions through advanced media like interactive displays, audio tours, etc. This creates a more complex underlying structure to exhibitions. 2. Curators now have to consider not just object placement but where and how additional information is provided across different media. This requires insight into the "grammar" of crossmedia narration in exhibitions.3. The researcher's background in crossmedia storytelling revealed that this concept is not limited to new media/marketing but can apply to any environment that tells a story through multiple related media, like renaissance churches or museum exhibitions. 4
Here are a few key points that motivate this research on crossmedia narrative structure in museums:1. The digital age brings new possibilities for adding information to museum exhibitions through advanced media like interactive displays, audio tours, etc. This creates a more complex underlying structure to exhibitions. 2. Curators now have to consider not just object placement but where and how additional information is provided across different media. This requires insight into the "grammar" of crossmedia narration in exhibitions.3. The researcher's background in crossmedia storytelling revealed that this concept is not limited to new media/marketing but can apply to any environment that tells a story through multiple related media, like renaissance churches or museum exhibitions. 4
Here are a few key points that motivate this research on crossmedia narrative structure in museums:1. The digital age brings new possibilities for adding information to museum exhibitions through advanced media like interactive displays, audio tours, etc. This creates a more complex underlying structure to exhibitions. 2. Curators now have to consider not just object placement but where and how additional information is provided across different media. This requires insight into the "grammar" of crossmedia narration in exhibitions.3. The researcher's background in crossmedia storytelling revealed that this concept is not limited to new media/marketing but can apply to any environment that tells a story through multiple related media, like renaissance churches or museum exhibitions. 4
Here are a few key points that motivate this research on crossmedia narrative structure in museums:1. The digital age brings new possibilities for adding information to museum exhibitions through advanced media like interactive displays, audio tours, etc. This creates a more complex underlying structure to exhibitions. 2. Curators now have to consider not just object placement but where and how additional information is provided across different media. This requires insight into the "grammar" of crossmedia narration in exhibitions.3. The researcher's background in crossmedia storytelling revealed that this concept is not limited to new media/marketing but can apply to any environment that tells a story through multiple related media, like renaissance churches or museum exhibitions. 4
Here are a few key points that motivate this research on crossmedia narrative structure in museums:1. The digital age brings new possibilities for adding information to museum exhibitions through advanced media like interactive displays, audio tours, etc. This creates a more complex underlying structure to exhibitions. 2. Curators now have to consider not just object placement but where and how additional information is provided across different media. This requires insight into the "grammar" of crossmedia narration in exhibitions.3. The researcher's background in crossmedia storytelling revealed that this concept is not limited to new media/marketing but can apply to any environment that tells a story through multiple related media, like renaissance churches or museum exhibitions. 4
Here are a few key points that motivate this research on crossmedia narrative structure in museums:1. The digital age brings new possibilities for adding information to museum exhibitions through advanced media like interactive displays, audio tours, etc. This creates a more complex underlying structure to exhibitions. 2. Curators now have to consider not just object placement but where and how additional information is provided across different media. This requires insight into the "grammar" of crossmedia narration in exhibitions.3. The researcher's background in crossmedia storytelling revealed that this concept is not limited to new media/marketing but can apply to any environment that tells a story through multiple related media, like renaissance churches or museum exhibitions. 4
Here are a few key points that motivate this research on crossmedia narrative structure in museums:1. The digital age brings new possibilities for adding information to museum exhibitions through advanced media like interactive displays, audio tours, etc. This creates a more complex underlying structure to exhibitions. 2. Curators now have to consider not just object placement but where and how additional information is provided across different media. This requires insight into the "grammar" of crossmedia narration in exhibitions.3. The researcher's background in crossmedia storytelling revealed that this concept is not limited to new media/marketing but can apply to any environment that tells a story through multiple related media, like renaissance churches or museum exhibitions. 4
Here are a few key points that motivate this research on crossmedia narrative structure in museums:1. The digital age brings new possibilities for adding information to museum exhibitions through advanced media like interactive displays, audio tours, etc. This creates a more complex underlying structure to exhibitions. 2. Curators now have to consider not just object placement but where and how additional information is provided across different media. This requires insight into the "grammar" of crossmedia narration in exhibitions.3. The researcher's background in crossmedia storytelling revealed that this concept is not limited to new media/marketing but can apply to any environment that tells a story through multiple related media, like renaissance churches or museum exhibitions. 4
Here are a few key points that motivate this research on crossmedia narrative structure in museums:1. The digital age brings new possibilities for adding information to museum exhibitions through advanced media like interactive displays, audio tours, etc. This creates a more complex underlying structure to exhibitions. 2. Curators now have to consider not just object placement but where and how additional information is provided across different media. This requires insight into the "grammar" of crossmedia narration in exhibitions.3. The researcher's background in crossmedia storytelling revealed that this concept is not limited to new media/marketing but can apply to any environment that tells a story through multiple related media, like renaissance churches or museum exhibitions. 4
Here are a few key points that motivate this research on crossmedia narrative structure in museums:1. The digital age brings new possibilities for adding information to museum exhibitions through advanced media like interactive displays, audio tours, etc. This creates a more complex underlying structure to exhibitions. 2. Curators now have to consider not just object placement but where and how additional information is provided across different media. This requires insight into the "grammar" of crossmedia narration in exhibitions.3. The researcher's background in crossmedia storytelling revealed that this concept is not limited to new media/marketing but can apply to any environment that tells a story through multiple related media, like renaissance churches or museum exhibitions. 4
Here are a few key points that motivate this research on crossmedia narrative structure in museums:1. The digital age brings new possibilities for adding information to museum exhibitions through advanced media like interactive displays, audio tours, etc. This creates a more complex underlying structure to exhibitions. 2. Curators now have to consider not just object placement but where and how additional information is provided across different media. This requires insight into the "grammar" of crossmedia narration in exhibitions.3. The researcher's background in crossmedia storytelling revealed that this concept is not limited to new media/marketing but can apply to any environment that tells a story through multiple related media, like renaissance churches or museum exhibitions. 4
Here are a few key points that motivate this research on crossmedia narrative structure in museums:1. The digital age brings new possibilities for adding information to museum exhibitions through advanced media like interactive displays, audio tours, etc. This creates a more complex underlying structure to exhibitions. 2. Curators now have to consider not just object placement but where and how additional information is provided across different media. This requires insight into the "grammar" of crossmedia narration in exhibitions.3. The researcher's background in crossmedia storytelling revealed that this concept is not limited to new media/marketing but can apply to any environment that tells a story through multiple related media, like renaissance churches or museum exhibitions. 4
Here are a few key points that motivate this research on crossmedia narrative structure in museums:1. The digital age brings new possibilities for adding information to museum exhibitions through advanced media like interactive displays, audio tours, etc. This creates a more complex underlying structure to exhibitions. 2. Curators now have to consider not just object placement but where and how additional information is provided across different media. This requires insight into the "grammar" of crossmedia narration in exhibitions.3. The researcher's background in crossmedia storytelling revealed that this concept is not limited to new media/marketing but can apply to any environment that tells a story through multiple related media, like renaissance churches or museum exhibitions. 4
Here are a few key points that motivate this research on crossmedia narrative structure in museums:1. The digital age brings new possibilities for adding information to museum exhibitions through advanced media like interactive displays, audio tours, etc. This creates a more complex underlying structure to exhibitions. 2. Curators now have to consider not just object placement but where and how additional information is provided across different media. This requires insight into the "grammar" of crossmedia narration in exhibitions.3. The researcher's background in crossmedia storytelling revealed that this concept is not limited to new media/marketing but can apply to any environment that tells a story through multiple related media, like renaissance churches or museum exhibitions. 4
Here are a few key points that motivate this research on crossmedia narrative structure in museums:1. The digital age brings new possibilities for adding information to museum exhibitions through advanced media like interactive displays, audio tours, etc. This creates a more complex underlying structure to exhibitions. 2. Curators now have to consider not just object placement but where and how additional information is provided across different media. This requires insight into the "grammar" of crossmedia narration in exhibitions.3. The researcher's background in crossmedia storytelling revealed that this concept is not limited to new media/marketing but can apply to any environment that tells a story through multiple related media, like renaissance churches or museum exhibitions. 4
Here are a few key points that motivate this research on crossmedia narrative structure in museums:1. The digital age brings new possibilities for adding information to museum exhibitions through advanced media like interactive displays, audio tours, etc. This creates a more complex underlying structure to exhibitions. 2. Curators now have to consider not just object placement but where and how additional information is provided across different media. This requires insight into the "grammar" of crossmedia narration in exhibitions.3. The researcher's background in crossmedia storytelling revealed that this concept is not limited to new media/marketing but can apply to any environment that tells a story through multiple related media, like renaissance churches or museum exhibitions. 4
Here are a few key points that motivate this research on crossmedia narrative structure in museums:1. The digital age brings new possibilities for adding information to museum exhibitions through advanced media like interactive displays, audio tours, etc. This creates a more complex underlying structure to exhibitions. 2. Curators now have to consider not just object placement but where and how additional information is provided across different media. This requires insight into the "grammar" of crossmedia narration in exhibitions.3. The researcher's background in crossmedia storytelling revealed that this concept is not limited to new media/marketing but can apply to any environment that tells a story through multiple related media, like renaissance churches or museum exhibitions. 4
Here are a few key points that motivate this research on crossmedia narrative structure in museums:1. The digital age brings new possibilities for adding information to museum exhibitions through advanced media like interactive displays, audio tours, etc. This creates a more complex underlying structure to exhibitions. 2. Curators now have to consider not just object placement but where and how additional information is provided across different media. This requires insight into the "grammar" of crossmedia narration in exhibitions.3. The researcher's background in crossmedia storytelling revealed that this concept is not limited to new media/marketing but can apply to any environment that tells a story through multiple related media, like renaissance churches or museum exhibitions. 4
Here are a few key points that motivate this research on crossmedia narrative structure in museums:1. The digital age brings new possibilities for adding information to museum exhibitions through advanced media like interactive displays, audio tours, etc. This creates a more complex underlying structure to exhibitions. 2. Curators now have to consider not just object placement but where and how additional information is provided across different media. This requires insight into the "grammar" of crossmedia narration in exhibitions.3. The researcher's background in crossmedia storytelling revealed that this concept is not limited to new media/marketing but can apply to any environment that tells a story through multiple related media, like renaissance churches or museum exhibitions. 4
Here are a few key points that motivate this research on crossmedia narrative structure in museums:1. The digital age brings new possibilities for adding information to museum exhibitions through advanced media like interactive displays, audio tours, etc. This creates a more complex underlying structure to exhibitions. 2. Curators now have to consider not just object placement but where and how additional information is provided across different media. This requires insight into the "grammar" of crossmedia narration in exhibitions.3. The researcher's background in crossmedia storytelling revealed that this concept is not limited to new media/marketing but can apply to any environment that tells a story through multiple related media, like renaissance churches or museum exhibitions. 4
Here are a few key points that motivate this research on crossmedia narrative structure in museums:1. The digital age brings new possibilities for adding information to museum exhibitions through advanced media like interactive displays, audio tours, etc. This creates a more complex underlying structure to exhibitions. 2. Curators now have to consider not just object placement but where and how additional information is provided across different media. This requires insight into the "grammar" of crossmedia narration in exhibitions.3. The researcher's background in crossmedia storytelling revealed that this concept is not limited to new media/marketing but can apply to any environment that tells a story through multiple related media, like renaissance churches or museum exhibitions. 4
Here are a few key points that motivate this research on crossmedia narrative structure in museums:1. The digital age brings new possibilities for adding information to museum exhibitions through advanced media like interactive displays, audio tours, etc. This creates a more complex underlying structure to exhibitions. 2. Curators now have to consider not just object placement but where and how additional information is provided across different media. This requires insight into the "grammar" of crossmedia narration in exhibitions.3. The researcher's background in crossmedia storytelling revealed that this concept is not limited to new media/marketing but can apply to any environment that tells a story through multiple related media, like renaissance churches or museum exhibitions. 4
Here are a few key points that motivate this research on crossmedia narrative structure in museums:1. The digital age brings new possibilities for adding information to museum exhibitions through advanced media like interactive displays, audio tours, etc. This creates a more complex underlying structure to exhibitions. 2. Curators now have to consider not just object placement but where and how additional information is provided across different media. This requires insight into the "grammar" of crossmedia narration in exhibitions.3. The researcher's background in crossmedia storytelling revealed that this concept is not limited to new media/marketing but can apply to any environment that tells a story through multiple related media, like renaissance churches or museum exhibitions. 4
Here are a few key points that motivate this research on crossmedia narrative structure in museums:1. The digital age brings new possibilities for adding information to museum exhibitions through advanced media like interactive displays, audio tours, etc. This creates a more complex underlying structure to exhibitions. 2. Curators now have to consider not just object placement but where and how additional information is provided across different media. This requires insight into the "grammar" of crossmedia narration in exhibitions.3. The researcher's background in crossmedia storytelling revealed that this concept is not limited to new media/marketing but can apply to any environment that tells a story through multiple related media, like renaissance churches or museum exhibitions. 4
Here are a few key points that motivate this research on crossmedia narrative structure in museums:1. The digital age brings new possibilities for adding information to museum exhibitions through advanced media like interactive displays, audio tours, etc. This creates a more complex underlying structure to exhibitions. 2. Curators now have to consider not just object placement but where and how additional information is provided across different media. This requires insight into the "grammar" of crossmedia narration in exhibitions.3. The researcher's background in crossmedia storytelling revealed that this concept is not limited to new media/marketing but can apply to any environment that tells a story through multiple related media, like renaissance churches or museum exhibitions. 4
Here are a few key points that motivate this research on crossmedia narrative structure in museums:1. The digital age brings new possibilities for adding information to museum exhibitions through advanced media like interactive displays, audio tours, etc. This creates a more complex underlying structure to exhibitions. 2. Curators now have to consider not just object placement but where and how additional information is provided across different media. This requires insight into the "grammar" of crossmedia narration in exhibitions.3. The researcher's background in crossmedia storytelling revealed that this concept is not limited to new media/marketing but can apply to any environment that tells a story through multiple related media, like renaissance churches or museum exhibitions. 4
Here are a few key points that motivate this research on crossmedia narrative structure in museums:1. The digital age brings new possibilities for adding information to museum exhibitions through advanced media like interactive displays, audio tours, etc. This creates a more complex underlying structure to exhibitions. 2. Curators now have to consider not just object placement but where and how additional information is provided across different media. This requires insight into the "grammar" of crossmedia narration in exhibitions.3. The researcher's background in crossmedia storytelling revealed that this concept is not limited to new media/marketing but can apply to any environment that tells a story through multiple related media, like renaissance churches or museum exhibitions. 4
Here are a few key points that motivate this research on crossmedia narrative structure in museums:1. The digital age brings new possibilities for adding information to museum exhibitions through advanced media like interactive displays, audio tours, etc. This creates a more complex underlying structure to exhibitions. 2. Curators now have to consider not just object placement but where and how additional information is provided across different media. This requires insight into the "grammar" of crossmedia narration in exhibitions.3. The researcher's background in crossmedia storytelling revealed that this concept is not limited to new media/marketing but can apply to any environment that tells a story through multiple related media, like renaissance churches or museum exhibitions. 4
Here are a few key points that motivate this research on crossmedia narrative structure in museums:1. The digital age brings new possibilities for adding information to museum exhibitions through advanced media like interactive displays, audio tours, etc. This creates a more complex underlying structure to exhibitions. 2. Curators now have to consider not just object placement but where and how additional information is provided across different media. This requires insight into the "grammar" of crossmedia narration in exhibitions.3. The researcher's background in crossmedia storytelling revealed that this concept is not limited to new media/marketing but can apply to any environment that tells a story through multiple related media, like renaissance churches or museum exhibitions. 4
Here are a few key points that motivate this research on crossmedia narrative structure in museums:1. The digital age brings new possibilities for adding information to museum exhibitions through advanced media like interactive displays, audio tours, etc. This creates a more complex underlying structure to exhibitions. 2. Curators now have to consider not just object placement but where and how additional information is provided across different media. This requires insight into the "grammar" of crossmedia narration in exhibitions.3. The researcher's background in crossmedia storytelling revealed that this concept is not limited to new media/marketing but can apply to any environment that tells a story through multiple related media, like renaissance churches or museum exhibitions. 4
Here are a few key points that motivate this research on crossmedia narrative structure in museums:1. The digital age brings new possibilities for adding information to museum exhibitions through advanced media like interactive displays, audio tours, etc. This creates a more complex underlying structure to exhibitions. 2. Curators now have to consider not just object placement but where and how additional information is provided across different media. This requires insight into the "grammar" of crossmedia narration in exhibitions.3. The researcher's background in crossmedia storytelling revealed that this concept is not limited to new media/marketing but can apply to any environment that tells a story through multiple related media, like renaissance churches or museum exhibitions. 4
Here are a few key points that motivate this research on crossmedia narrative structure in museums:1. The digital age brings new possibilities for adding information to museum exhibitions through advanced media like interactive displays, audio tours, etc. This creates a more complex underlying structure to exhibitions. 2. Curators now have to consider not just object placement but where and how additional information is provided across different media. This requires insight into the "grammar" of crossmedia narration in exhibitions.3. The researcher's background in crossmedia storytelling revealed that this concept is not limited to new media/marketing but can apply to any environment that tells a story through multiple related media, like renaissance churches or museum exhibitions. 4
Here are a few key points that motivate this research on crossmedia narrative structure in museums:1. The digital age brings new possibilities for adding information to museum exhibitions through advanced media like interactive displays, audio tours, etc. This creates a more complex underlying structure to exhibitions. 2. Curators now have to consider not just object placement but where and how additional information is provided across different media. This requires insight into the "grammar" of crossmedia narration in exhibitions.3. The researcher's background in crossmedia storytelling revealed that this concept is not limited to new media/marketing but can apply to any environment that tells a story through multiple related media, like renaissance churches or museum exhibitions. 4

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Semelhante a Here are a few key points that motivate this research on crossmedia narrative structure in museums:1. The digital age brings new possibilities for adding information to museum exhibitions through advanced media like interactive displays, audio tours, etc. This creates a more complex underlying structure to exhibitions. 2. Curators now have to consider not just object placement but where and how additional information is provided across different media. This requires insight into the "grammar" of crossmedia narration in exhibitions.3. The researcher's background in crossmedia storytelling revealed that this concept is not limited to new media/marketing but can apply to any environment that tells a story through multiple related media, like renaissance churches or museum exhibitions. 4

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Here are a few key points that motivate this research on crossmedia narrative structure in museums:1. The digital age brings new possibilities for adding information to museum exhibitions through advanced media like interactive displays, audio tours, etc. This creates a more complex underlying structure to exhibitions. 2. Curators now have to consider not just object placement but where and how additional information is provided across different media. This requires insight into the "grammar" of crossmedia narration in exhibitions.3. The researcher's background in crossmedia storytelling revealed that this concept is not limited to new media/marketing but can apply to any environment that tells a story through multiple related media, like renaissance churches or museum exhibitions. 4

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  • 7. INTRODUCTION 3 MOTIVATION 5 NARRATOLOGY SEMIOTICS 7 PRELIMINARY RESEARCH 10 RESEARCH QUESTION 14 CHAPTER OUTLINE 15 1 THEORETICAL FRAME 16 1.1 A CROSS SECTION OF CROSSMEDIA 16 1.2 MUSEUMS AS NARRATIVE CROSSMEDIA SPACES 22 1.1 NARRATIVE: A COGNITIVE CONSTRUCT 24 2 CASE STUDY DESCRIPTION 29 2.1 ABORIGINAL ART MUSEUM 29 2.2 UTRECHT ARCHIVE 35 2.3 RAILWAY MUSEUM 43 3 CASE STUDY ANALYSES 53 3.1 NARRATIVE STRUCTURE 55 3.2 LAYERS OF CONTENT 60 3.3 NARRATIVE PROCESSES 63 4 DISCUSSION 67 4.1 EXHIBITION STRUCTURES 67 4.2 LEVELS OF NARRATIVITY 70 4.3 INTERACTION PROCESSES 75 4.4 FROM DESCRIPTION TO PRESCRIPTION 77 CONCLUSION 82 ARGUMENTATION 82 RESEARCH QUESTION 83 OUTCOMES 84 FURTHER RESEARCH 86 1
  • 8. LITERATURE 88 WEBSITES 89 ILLUSTRATIONS 90 APPENDIX 1 APPENDIX 2 2
  • 9. INTRODUCTION In April 1938, the Stedelijk Museum in Amsterdam opened its doors to an exhibition that was simply called Abstract Art. This exhibition was curated by Willem Sandberg, the future managing director of the museum from 1945 until 1962. Mart Stam designed the exhibition. According to Sandberg and Stam, art did not need a textual explanation. A view that is still used in museums today, but is often regarded as somewhat elitist. The current trend is towards inclusion of target groups that are less experienced in viewing art. For those visitors, textual explanation on the works of art and the artist, adds to the experience of a visit. Sandberg and Stam designed their exhibition without such explanatory additions. Instead, they used the museum space as a meaningful medium. By placing the objects in certain relations to one another, the objects explained themselves.1 And so the media used to create this exhibition, were the paintings, the small labels stating the title of the work and the name of the artist and finally but perhaps most importantly the museum space. James Bradburne described Sandberg’s views as follows: ‘Willem Sandburg(...) pioneered unjustified text (...), which he believed challenged convention and had important social overtones. Sandburg was among the first to recognize the importance of the visitor’s as well as the museum’s voice, and to argue that they consist of a dialogue, and not a ‘top-down’ lecture. Along with Marshall Mcluhan, Sandburg was among the first to champion the ways in 1 J. Leering (1991) p. 53-54 3
  • 10. which the museum had to transform itself – long before the technology was able to do so.’2 In 1952, fourteen years after the Abstract Art exhibition, Sandberg installed one of the world’s first audio tours to accompany visits to the Stedelijk Museum. His views seem to have changed more in favour of adding explanation to exhibitions. Judging by the quote above, the texts on the audio tours will have had a motivating nature, pressing the visitor to look at the objects and form an opinion of their own. A technique that is still used today, in the guided tours that the Stedelijk Museum organizes. Apart from keeping Sandberg’s dialogue with the audience alive, the Stedelijk Museum has also remained innovative. They are a pioneer in the field of media usage in museums. For, as Sandberg foresaw, museums have to keep transforming themselves. New media generate new possibilities. And it is one of these possibilities that form the centre of this research: the concept of crossmedia storytelling. The digital age brings more advanced possibilities for adding information to an exhibition. It creates a whole new dimension of communication and education. This evolution also has an effect on how exhibitions are designed. The underlying structure of exhibitions has become more complex. The curator does not only place objects in a meaningful order but also decides where and how additional information is needed and in what medium this is provided. This research is aimed at providing more insight in this underlying grammar of crossmedia narrations in the gallery in space. 2 J. Bradburne (2008) p. x 4
  • 11. MOTIVATION The topic of this thesis came to me while taking the MA course Crossmedia Storytelling, which is part of the Master program Comparative Arts and Media Studies at the VU University in Amsterdam. During the course we studied crossmedia products such as the TV series Lost and the Matrix film sequence. We also got familiar with new media theory. What struck me was that this course was mainly focussed on new media and marketing. To me however, crossmedia storytelling is not something that is defined by an era: the digital age, or a purpose: marketing. Instead of analysing a television series, we can also study a renaissance church in Italy as a crossmedia concept, by taking into account the architecture, the paintings, the sculptures, the rituals, the music and the people that are all celebrating and adding to the same theological narrative. And apart from being used as a marketing tool, crossmedia concepts can be used for other purposes, such as education, too. In chapter one this extended view on crossmedia storytelling will be explained and supported by a theoretical frame. My views on crossmedia storytelling made me experience museum exhibitions in another way. Although it’s possible to look at each object in an exhibition separately, the museum creates another layer of meaning by putting them together. This Meta level is not only shaped by the choice of objects, but is also expressed through architecture, the use of staging, exhibition texts and new media such as audio tours, social media and films. Museums combine these media to create broad, thematic concepts. Both old and new media are put to use and museums 5
  • 12. use this for the purpose of marketing, communication and education. The gallery space becomes a crossmedia narrative. Other researchers have taken up the idea of museums as crossmedia platforms as well. This thesis is written in collaboration with the Crossmedialab, a centre for applied research in Utrecht. The lab has recently started a project on crossmedia in a museological. The project is called Museumkompas and will run for two years. Its aim is formulated as follows: ...to support professionals working in museums in developing new and robust crossmedia services. These professionals are increasingly faced with changing expectations of the public, the increasing influence of digitalization on the development of public services, and the growing need for acquiring additional funding because government funding is not guaranteed anymore. Heads of collections, curators, managers education and presentation, project managers and staff members new media must try to withstand these developments. More so: they must embrace and shape them.3 Harry van Vliet, the managing director and founder of the Crossmedialab, has agreed to take on an advisory role in the writing process for this thesis. These insights from the perspective of applied research will hopefully challenge and sharpen the theoretical analysis presented here. 3 From the crossmedialab website: www.crossmedialab.nl/work/project/26/museumkompas 6
  • 13. NARRATOLOGY SEMIOTICS During this research three case study exhibitions are analysed on their narrative merits. Before going into how the case study selection has taken place and what method will be used to analyse these cases, the basic principles and lexicon to talk about the structure of crossmedia storytelling on a conceptual level are introduced. The two fields of study that are described here, narratology and semiotics, form the foundations of the theories that will be presented in chapter one. Narratology, the field of study that specializes in storytelling, has changed recently under the influence of technological advancement. Traditionally narratologists were literary scholars, who focused on questions regarding the storyline of a novel. Now, film and new media scholars produce work on this topic as well. Narratology has become an interdisciplinary study and this has affected the definition of what storytelling is. In the introduction to ‘Narrativity across media’ (2004) Marie- Laure Ryan, a narratologist who focuses on storytelling through new media, defines a narrative by the following three requirements: • A narrative text must create a world and populate it with characters and objects (…). • The world referred to by the text must undergo changes of state that are caused by non-habitual physical events (…). • The text must allow the reconstruction of an interpretive network of goals, plans, causal relations, and psychological motivations around the narrated events (…).4 4 Ryan, M. (2004), p. 8-9 7
  • 14. These requirements are medium-independent. According to Ryan narrativity can take shape in both verbal and non-verbal media.5 Although she does admit that each medium has its own narrative qualities and that ‘of all semiotic codes language is the best suited to storytelling.’6 For a crossmedia product this means that special attention should be given to what information is addressed through which medium. According to Ryan some media have the properties to express a narrative while others only have a certain amount of narrativity.7 This is an argument that shall resurface in the first chapter, during the theoretical, in- depth discussion on crossmedia concepting and narrativity. Ryan starts her introduction by mentioning the different terms in which narrative has been researched thus far; the existential, the cognitive, the aesthetic, the sociological and the technical.8 The articles in her book reflect this diversity of perspectives. For the purpose at hand: researching the storyline of an exhibition in combination with the media usage, the cognitive approach has been selected. Because ultimately Ryan concludes that narrative is ‘a cognitive construct or mental image, built by the interpreter in response to text.’9 So the form of the text, its medium, and the content are connected in the mind of the beholder. The visitor of an exhibition brings the story together. The triangular relation between medium, message and interpreter forms the core idea of Charles Sanders Peirce’ 5 Ibid, p. 15 6 Ibid, p. 10 7 Ibid, p. 9 8 Ibid, p. 2 9 Ibid, p. 8 8
  • 15. semiotic theory, which was published between 1931 and 1936. His work is recorded in eight volumes of collected papers.10 Figure 1 shows the Peircean semiotic model. Apart from this model Peirce’ also made a well-known and often used classification of signs. According to him there are three types of signs that are defined by their relation to the object they refer to. The first type of sign is the iconic sign. An iconic sign refers to its object in a mimetic, direct way. An example of an icon is a portrait. The painting refers to its sitter through a direct physical resemblance. The second type of sign is the index. Indexical signs share either a partly physical resemblance or a cause and effect relation with the object. A road map is an example of a sign, which only partly shares physical trades with the object it refers to. Other indexes are footprints in the sand that refer to the person that once stood there or smoke coming from a chimney, indicating the fire burning in the hearth. The third and last types of signs are symbols. Symbols do not relate to the objects, they are arbitrary. Language systems are the most symbolic sign systems. Throughout the theoretical discussion in chapter one the Peircean model and sign classification forms the basis for new cognitive theories on media. Fig. 1 Charles Sanders Peirce‘ semiotic model 10 Peirce, C.S. (1931-1936), p. 49-58 9
  • 16. The cognitive theory on narrativity, placed at the centre of this research, is by Jerome Bruner. A cognitive psychologist, who published his book called Acts of Meaning, in 1990. In this academic work he states that human beings generate narratives continuously.11 According to him narrativity forms and structures the reality people experience around them. He says that humans give meaning to their actions and experiences through an interpretative mechanism. He describes this system as ‘patterns inherent in the culture’s symbolic systems - its language and discourse modes, the forms of logical and narrative explication, and the patterns of mutually dependent communal life.’12 This cognitive approach is highly relevant within the context of museums as narrative spaces. Because, following up on Bruner’s theory, when people experience an exhibition space they impose these symbolic patterns upon the display. In 1991 Bruner adds to this theory by publishing an article called The Narrative Construction of Reality,13 in which he sums up what he calls the ten features of narrative. My preliminary research and review on the literature surrounding this topic leads to the following research question. PRELIMINARY RESEARCH A preliminary research was used to find a relevant and meaningful angle to the topic of crossmedia museum exhibitions. The preliminary research design was not only aimed at finding a perspective on the topic, but also at the selection of 11 Bruner, J. (1990), p.34 12 Ibid, p.34 13 Bruner, J. (1991) 10
  • 17. relevant case studies. To make the selection of case studies less biased a specified area was delineated: the city of Utrecht. All the official museums in this area were part of the preliminary scope, which created a very diverse selection. The following thirteen museums in Utrecht were analysed at this stage. - Aboriginal Art Museum (appendix 1.1) - Centraal Museum (appendix 1.2) - Money Museum (appendix 1.3) - Dick Bruna House (appendix 1.4) - Dom Tower (appendix 1.5) - Utrecht Archive (appendix 1.6) - Museum Saint Catherine’s Convent (appendix 1.7) - Museum Speelklok (appendix 1.8) - Sonnenborgh Observatory Museum (appendix 1.9) - Dutch National Railway Museum (appendix 1.10) - University Museum Utrecht (appendix 1.11) - Wijk C working-class museum (appendix 1.12) - Museum Maluku (appendix 1.13) An inventory was made for each of these museums. These inventories, to which the appendix numbers refer, contain a description of the core content the museum wants to bring across and list the media types that are used by the museums to communicate with their visitors.14 These media were categorized by using Robert Semper’s museum media chart as explained in his study Designing Hybrid Environments: Integrating Media into Exhibition Space (1998) (fig. 2).15 Semper’s model shows the amount of interactivity that the medium allows in that specific 14 See: appendix 1 for the thirteen preliminary inventories. 15 Semper, R. (1998), p. 119-127 11
  • 18. context and specifies which role these media play within the exhibition. Fig. 2 Robert Semper’s museum media chart A medium within Semper’s theory is regarded as a technological device. Because crossmedia concepts do not only make use of digital media, the analogue media that were encountered were also placed in Semper’s model. Analogue media used in the museums were labels, texts on the wall or on a room-sheet, a hands-on spot and guided tours; in some cases the architecture and design of the exhibit played a crucial role as well. In the museums in Utrecht the following media types were used: audio tours and pod catchers, smart phones, video and projections, touch screens, interactive presentations and web based media such as social media. This preliminary research gave two important insights that ultimately led to the research question for this study. First of all it turned out that the media used in these exhibitions are hard to 12
  • 19. compare to one another. Some devices can be used in a single way, whilst others are more flexible. A hands-on table is used to signify objects that can be touched by the visitor. This creates an interaction between the visitor and the collection in another modality: touch. Other media, such as the pod catcher, can be used in more than one way. The pod catcher can function as an audio guide, but also has the option to read out a quiz. The visitor is then able to press the A, B or C button to answer the questions. Media that can take on different medium specific traits complicate the categorization process. Viewing media as a type of device or object does not account for the wide array of media possibilities. The device type is part of the medium context instead of being the medium itself. Semper researches the context of a medium and how a visitor is able to respond to it. This is very useful when studying a crossmedia concept. It places a single medium in the context of a larger plan. However, this cannot lead to a prediction of how a medium will function in another context. It does not profile the medium specificity itself. Second of all, and for this research more importantly, Semper’s model is unable to account for the relation between content and structure. In order to research crossmediality the relation between content, media type and structure is very important. In a crossmedia platform the content of several media combine into a storyline. Each medium adds something new to the story in its own specific way. And all these media are placed in a certain order. During the case study analyses this relevance between storyline, medium specificity, structural ordering will be addressed. 13
  • 20. RESEARCH QUESTION How can Bruner’s ten narrative features aid in creating a model, of the structure underlying the narrativity in the crossmedia concepts, museums in Utrecht have to offer? Finding a common structure between crossmedia products is a daunting task. Not only because of the diversity and multi functionality of the media used, as was addressed in the section on narrativity and semiotics, but also because the content of crossmedia are so diverse. This is no different when limiting the scope to museum concepts alone. Bruner’s narrative features label the different tools and materials that are necessary to form a storyline. By analysing the presence and relations between these features in the case studies, a comparison can be made. This comparison hopefully leads to a number of connections between features, and perhaps other structural elements, these case studies have in common. Because it was impossible to look at all the museums in Utrecht at the same time, three case studies were selected. These case studies represent three ways of dealing with a crossmedia exhibition. Because the aim is to compare between very diverse concepts, the case studies are deliberately chosen to challenge the method to the fullest. The selection consists out of the following three cases: the Aboriginal Art Museum, the Utrecht Archive and the Railway Museum. 14
  • 21. CHAPTER OUTLINE Before describing these case studies in detail, the theoretical frame will be presented in the next chapter. The theoretical frame will contain in-depth discussions on crossmedia, narrativity in museums and of course on narratology in general and Bruner’s psychological theory specifically. Chapter two will then describe each case study in detail in by using both imagery and words. After this, chapter three will provide analyses of the application of Bruner’s features in the three case studies. These analyses will amount into a discussion in chapter four. This is where the relations between the structural elements that are described in the previous chapters will be debated and visualized. The research will come full circle in the conclusion, which answers the research question. 15
  • 22. 1 THEORETICAL FRAME 1.1 A CROSS SECTION OF CROSSMEDIA This section will answer two important questions: What is the role of narrativity within a crossmedia concept? And when is an exhibition a crossmedia concept? In order to define crossmedia and the role of narrativity in such concepts, it is necessary to introduce two key concepts right away. In Basisboek Crossmedia Concepting (2009) Indira Reynaert, proposes that there are two types of concepts the term crossmedia can refer to.16 Reynaert proposes a distinction between the transmedial, or autonomous concept (fig. 3) and the dependent or integrated concept (fig. 4). According to her, crossmedia products often incorporate elements from both concept types. The theory of Reynaert forms the general introduction to crossmedia concepting. Let’s take a look at how these two types of crossmedia are defined. Transmedia is a term that is not only used by Reynaert. In fact is Convergence Culture (2006) by Henry Jenkins that has become the standard work on the transmedial concept and on crossmedia in general.17 Jenkins defines transmedia by the use of a multitude of media that function independent of one another, but cover the same concept.18 Each medium is an elaboration on the narrative 16 I. Reynaert (2009), p. 61-62 17 H. Jenkins (2006), p. 93 18 Ibid, p.93 16
  • 23. that is broadcasted. Jenkins’ example of this concept is the Matrix trilogy (1999, 2003 2003).19 The story of the Matrix was not only told by the trilogy of films, but the narrative was extended by using other media such as the Animatrix20 The Animatrix is a series of nine anime films that featured additional Matrix stories. And so each animation elaborates on the story of the Matrix trilogy. The video games also added to the grant narrative by letting the gamers play out additional subplots. By using more than one medium the producer can tell a more elaborate story. But Jenkins doubts that this is an advantage of transmedial storytelling. In his opinion the Matrix narrative has become too dense and complex. The users are unable to keep up with all the subplots that are added. This affects the user friendliness in a negative way. So why do producers use transmedial storytelling? From a commercial point of view this is very understandable. Transmedial storytelling ensures the producer, that new target groups become familiar with the story. Gamers, who might not go to cinemas often, are introduced to the same narrative concept as film lovers and vice versa. This means users are able to unravel the story through the media types they feel most comfortable with. And if they are so hooked on the story that they want to know more, they can start exploring other media as well. 19 The trilogy sequence contains The Matrix (1999), The Matrix Reloaded (2003) and The Matrix Revolutions 20 The Animatrix film The Second Renaissance (2003) featured on the DVD of the first Matrix film. 17
  • 24. Fig. 3 (left) Reynaert’s transmedial concept Fig. 4 (right) Reynaert’s integrated concept The second type of crossmediality Reynaert defines is the integrated concept. This type of crossmedia concepting is defined by one plot that is broadcasted through a multitude of media channels. Each medium has its own medium specific traits. In a media concept these traits can either be regarded as strength or weakness. An integrated crossmedia concept aims at putting media together that bring out each others’ strengths and block out each other’s weaknesses. By doing this each part of the story is brought across in the medium most fitting and this makes the story more powerful. Both types of crossmedia concepts, integrated and transmedia, share the idea of using more than one medium to bring the story across. The difference is that in a transmedia concept the different media can be experienced separately. The media in an integrated concept cannot be taken in individually. The user then needs all the media input to generate the storyline. The cross relations between the media within a crossmedia concept form an important part of how these concepts function. Part of the conceptualization of crossmedia is therefore aimed at accounting for the different relation types that are possible 18
  • 25. between media within a crossmedia concept. In other words: How can the ‘cross’ in crossmedia be defined? Two theories on crossing within crossmedia will be discussed in here. The first theory focuses on the level on which the crossing takes place, while in the second theory the relation between the media content is conceptualized. In her article Current State of Cross Media Storytelling: Preliminary observations for future design (2004), Christa Dena defines the cross relations between media by conceptualizing different levels of crossing. The highest level of crossing is from one media channel to another media channel. This level of crossing is called a cross- channel relation. An inter-channel relation means that there is a switch within a channel from the use of one modality to another. The final level of crossing Dena defines is mono medial and mono modal. This relation is called an intra-channel relation.21 In order to understand Dena’s levels of crossing, it is important to know what she considers a channel. According to Dena, a channel is not only the medium used, but also refers to the environmental conditions in which this medium is placed. This means that a film in the cinema is considered another channel, than a film seen at home on DVD. To make Dena’s levels even clearer table 1 is added. This table gives a concrete example for level of crossing Dena has proposed. 21 C. Dena (2004), p. 3-5 19
  • 26. Cross Crossing between channels From an channel interview on level the TV screen within an exhibition to a room sheet Inter- Crossing within a channel From a radio channel (single-channel), between programme level modes (multimodal) online to a website Intra- single-channel, mono-modal From one film Table 1 channel crossing in the cinema Dena’s cross relation types level: to another film In Idola van de Crossmedia (2008), Harry van Vliet, who has already been mentioned as the founder of the Crossmedialab, has taken another approach. Instead of establishing on what level the cross relation takes place, he has looked at the content relations between the different media used. Van Vliet defines this content relation between the signs, by using the semiotic sign classification by Charles Sanders Peirce that was described in the introduction. When the message of one medium is translated directly into another medium, the medium relation is labelled iconic. When the message directs the user to another medium, the relation is defined as indexical. Sometimes there is no direct relation between the content of the different. But the message in each of the media adds something to an overlapping concept. In this symbolic relation the link between media is made in a covert 20
  • 27. way.22 In table 2 each of these relation types is paired with a concrete example again. Iconic Content is Audio tour text that is also relation translated offered on a room sheet directly from one medium into the other Indexical Content that Television advertising that directs relation directs the user a consumer to the website for to another more info medium Symbolic Content that The Rijksmuseum brand is relation adds to the same brought across through products, Tabel 2 overlapping lectures and a magazine. The Van Vliet’s cross relation concept in a Rijksmuseum name is the types covert way overlapping concept. The media are only covertly connected to each other These two relation typologies by Dena and van Vliet can be taken into account when creating the visualization between the different narrative elements analysed in chapter four. In the last section of this chapter, Bruner’s features will be introduced. During the description of these features, the insights presented here will be tied to Bruner’s terminology. This terminology will be used throughout the rest of this thesis. 22 H. van Vliet (2008), p. 6 21
  • 28. 1.2 MUSEUMS AS NARRATIVE CROSSMEDIA SPACES ...museum architecture moves from “showing” to “telling” and from classification to narrative.23 In the field of museology, the term crossmedia has not quite settled in yet. Instead, scholars make use of a broad scope of terminology, when referring to crossmedia. Some scholars talk about spaces for multimedial or interactive informal learning.24 Others call exhibitions narrative space.25 Flavia Sparacino is one of these scholars. But before introducing her views on the ‘blending of media design and architectural disciplines’26, a more general introduction on the museologial concept of Space Syntax is presented. Two scholars who have worked on the study of architecture as a narrative feature in museums are Bill Hillier and Kali Tzortzki. Space Syntax they call it, a term derived from the field of civil engineering. Syntax is a term used in linguistics to describe the sets of rules that underlie the structure of phrases. Space Syntax aims to offer a same set of rules to describe the ordering principle behind exhibitions. In their article called ‘Space Syntax: The Language of Museum Space’, published in 2010, these two museologists study how the layout of a museum affects the visitors view and action around objects.27 Hillier has been studying space syntax since his first article on it in 198228 and focuses on the layout of museum spaces. Tzorstki connects the architectural layout to the level of curatorial strategy. In 2003 she 23 B. Hillier K. Tzortski (2011), p. 293 24 G. Leinhardt et. al. (2002) 25 D. Dernie (2006) 26 F. Sparacino (2002), p. 2 27 B. Hillier K. Tzortski (2011) 28 B. Hillier et. al. (1982) 22
  • 29. published a study on the spatial arrangement of the Sainsbury Wing of the National Gallery in London.29 Space Syntax was already used by Sandberg and Stam in the thirties and is still applied by exhibit designers today. But how is the arrangement of objects, their order, combined with other media in a crossmedia exhibition? Scholars in the field of space syntax do not usually account for the information management. Flavia Sparacino has researched this combination between media and spatial context. She calls multimedial exhibitions body-driven narrative spaces. Sparacino is a researcher for the Massachusetts Institute of Technology (MIT). In 2004 she published the article Scenographies of the past and museums of the future: from the wunderkammer to body-driven interactive narrative spaces on an exhibition called Puccini Set Designer, a 2003 exhibition by the Ragghianti Foundation in Milan. She worked on this exhibition herself as a multimedia curator.30 The article’s aim was to evaluate the media usage throughout the exhibition. The concept of medium specificity played an important role in the reasoning behind the choice of a certain medium. The opera fan corner was for example a place where opera lover could listen to opera by Puccini. Instead of using earphones, the choice was made to incorporate audio spotlights. Whereas earphones isolate the visitor, the audio spotlights enabled the visitor to listen to the music in a specific spot without internalizing. Other visitors could enjoy the space around the audio spotlights without being disturbed by constant background music, which would have been the case with regular audio equipment. 29 K. Tzortski (2003) 30 F. Sparacino (2004) 23
  • 30. In museology the concept of narrativity is often viewed in the light of spatial ordering. Few scholars have linked these spatial patterns to the other media used in exhibit. However, the meaning that is ascribed to space syntax suggests that the spatial context will have an important effect on the meaning of each medium and the semantic relation between media. As was pointed out in the previous section, ordering principles are the foundation of any crossmedia platform. 1.1 NARRATIVE: A COGNITIVE CONSTRUCT A narrative approach can shed new light on crossmedia concepts in museums, by making both form and content of the narrative core comparable. A narrative plot, a concept, is what binds the different media in a crossmedia exhibit together. This narrative creates the core of the visitors’ experience. Therefore, instead of looking at narratives from the perspective of the writer, in this research the perspective of the reader is centralized. This reader perspective is clearly present in the theory by Jerome Bruner, as will become clear in the rest of this section. Jerome Bruner states that human beings generate narratives continuously.31 According to him narrativity forms and structures the reality people experience around them. He says that humans give meaning to their actions and experiences through an interpretative system. He describes this system as ‘patterns inherent in the culture’s symbolic systems - its language and discourse modes, the forms of logical and narrative explication, and the patterns of mutually dependent communal 31 J. Bruner (1990), p.34 24
  • 31. life.’32 Bruner sums up ten features of a narrative. These features differentiate between narrative and other types of discourse. 1. Narrative diachronicity A narrative takes place within a certain time frame. This time frame is generated by the sequentially of the narrative events. In a narrative, time can speed up and slow down. The conceptualized ‘imaginary’ time is different from the time frame in which the story is read or experienced. 2. Genericness Each narrative is both generic and particular. The genericness of a narrative is created by the endless appropriation of specific narrative types. The tragic love story is an example; two people in love who cannot be together for some reason, define this type of narrative. 3. Intentional state entailment In a narrative the characters have certain beliefs, desires, theories and values. The receiver of a narrative takes these into account when interpreting the story. 4. Hermeneutic composability It is the reader who interprets a narrative. And this reader has a limited amount of life experience. This influences how he or she attributes the intentions of the characters and to what extent the details within a story are understood. 32 J. Bruner (1990), p.34 25
  • 32. 5. Canonicity and breach Ryan states that a narrative needs ‘a change of state by non- habitual events’.33 This idea corresponds to Bruner’s canonicity and breach. The canon is a fixed state that is interrupted by a breach. A narrative can start by a description of everyday life in a certain city. All of a sudden something happens that breaks the pattern. This structure is recognizable in the following sentence: I was walking through the park, when suddenly.... 6. Referentiality A writer uses known places and people as a reference. Even fantasy novels use certain references. For example, vampire novels often refer back to Bram Stoker’s Dracula, which was inspired by the knowledge of historic superstitions. 7. Particularity This is the opposite of genericness. The generic part of a narrative is filled up with specific data. This is why the story of Romeo Juliet is different from West Side Story. Although both deal with a tragic love affair, the specifics of each story make them different. 8. Normativeness Because a breach takes place in a story, there is also a norm. The canon is not only a fixed state; it also creates an expectation on how a character should behave. 33 M. Ryan (2004), p.9 26
  • 33. 9. Context sensitivity and negotiability When we listen to a story we take the context into account, for instance how knowledgeable the storyteller is. We also take our own knowledge on the topic into account. Narrativity allows for a certain margin of error so to speak. 10. Narrative accrual We construct narratives out of a large amount of data and different versions of a certain narrative. In a crossmedia story the reader creates this accrual. All the media elements accumulate to a core narrative. Some narrative spaces possess more narrativity than others. But the visitors will always experience their visit through a cognitive construct that imposes narrativity onto reality. They will add their interpretative system onto the experience of an exhibition, creating a personal narrative. Museums have started recognizing this role of the visitor. Apart from core tasks such as collecting and conserving, most museums have now treaded in the footsteps of Sandberg and started a dialogue with their visitors. This enables visitors to actively interact with the crossmedia exhibitions that are on display. The museum still plays a key role in the construction of narrative space. Let’s not forget that visiting an exhibition is not an experience of reality. By using space syntax and by adding addition mediated information and narrative, the museum shapes the experience of the visitor. The visitor and the museum institute work together in creating personal narratives. In the previous paragraphs the tools and materials these two parties have at their disposal were presented. 27
  • 34. Bruner states in Acts of Meaning (1990) that the function of the cognitive structure human beings is ‘interpretive of “life in action”.’ He continues by saying that it is then ‘a very complex form of what C. S. Peirce long ago called the “interpretant”, a symbolic schema for mediating between sign and ”world”. This link between Bruner and Peirce is an important one. When looking at the features, Bruner describes narrative as a complex Peircean sign. An interpretant, a sender and objects construct this sign. The interpretant, according to Bruner, mediates between the sign and the world, between the narrative and reality. In a museum it is the visitor who fulfils this role. The visitors create links between the exhibition and their lives outside of the museological setting. Other features are descriptive for the role of the sender and the objects. Genericness is a feature that is related to the objects and the order in which they are placed. The sender, who in this case is the museum, applies the normativeness. In the chapters three, four and five, Bruner’s features will be applied on the three case studies. The roles of the different parties that aid in the creation of a narrative shall be addressed there too, for perhaps not all features are always distributed in the same way. 28
  • 35. 2 CASE STUDY DESCRIPTION The case studies that have been selected are: the Railway Museum, the Aboriginal Art Museum and the Utrecht Archive. All three museums are relatively new. The Aboriginal Art Museum opened in March 2001, the Railway Museum reopened its doors in 2005 and the Utrecht Archive exhibition has now been presented for three years. This chapter will provide the reader with a textual and visual representation of these case studies. 2.1 ABORIGINAL ART MUSEUM The Aboriginal Art Museum shows both a temporary and a permanent collection of Aboriginal art. Aboriginal art is contemporary art, made by Aboriginal communities in Australia. The aboriginals produce this contemporary art form for the Western market. The first examples of modern Aboriginal art date back to the beginning of the 1970’s. It became a new way of communicating the traditions. The language of abstract shapes used in these works, is a mixture of Western and Aboriginal symbolism. By selling these products to the West, Aboriginal communities gain the income to maintain their traditions. The current exhibition at the Aboriginal Art Museum is called: Be my guest. For the 10-year anniversary of the museum, ten guest curators were invited to select two artworks: one work by an Aboriginal artist and another work by a contemporary artist with a different background. With this exhibition, the museum aims to show that Aboriginal art is not merely anthropological, but a full- 29
  • 36. fledged contemporary art form. The exhibition also shows the parallels between cultures and art forms.34 The following media are used in combination with the works of art. Each guest curator has produced an article on their own part of the exhibit, the two works each picked. This article is published in the catalogue of the exhibition. Each dialogue between art works is accompanied by several texts on room sheets. These texts include the article by the guest curator as well as general information on the artists on display. In addition, the visitor receives a small booklet when entering the museum. This booklet shows the floor plan (fig. 5) and a concise, one page text, about the choices of each curator. Short interviews shown are shown on a TV screen. This allows the curators to explain the choices they have made. One can find this television screen next to the pair of works in room no. 8 on the floor plan (fig. 5). Last but not least, the visitor can purchase an audio tour. Each section, or each curator, is accompanied by one, two and sometimes three entries on the tour. The entries are all between one and two minutes long and two entries feature introductory music (no. 4 and 10 on the exhibition plan in fig. 5). 34 These two aims were expressed by the curator of the Aboriginal Art Museum th Georges Petitjean in an interview on October 5 2011 30
  • 37. Fig. 5 Floor plan of the Be My Guest exhibition (Aboriginal Art Museum) The routing of the exhibition is made clear by the numbering on the floor plan. After buying a ticket, the visitors are encouraged to visit the second floor first. This floor shows the permanent exhibition. This collection contextualizes the temporary exhibition. One can also choose an alternative routing through the exhibition, because each segment of the narrative on display, each dialogue between artworks, is shown in a separate space and can be appreciated without knowledge of the other segments. Each segment features the same contextualization of audio tour, interview and written text. Two segments have been selected to showcase the relationship between the media used. 31
  • 38. The first dialogue that will be described is by guest curator Maria Roosen and is indicated as no. 4 on the floor plan (fig. 5). Roosen has selected an Aboriginal object that is called an Ilma (fig. 6). Ilma’s are rare, ritual objects, used in dance ceremonies. Roy Wiggan is a Bardi elder, a community situated in the Kimberley region in Western Australia. Wiggan still produces ilma’s, a craft that was passed on to him by his ancestors. This highly traditional Aboriginal object is brought in relation with a modern Dutch carpet by Hester Oerlemans (fig. 7). The symbols on the carpet are icons used on computers. These are multiplied and organised in abstract shapes. Take for example the on/off icons in the right bottom corner of the picture in figure 9. These four orange symbols are arranged in a way that creates a new shape, a sort of formalised flower with four petals. Fig. 6 (left) Ilma (1997) by Roy Wiggan Fig. 7 (right) Draft for a work called The Magic Carpet (2011) by Hester Oerlemans The article in the catalogue points out that Roossen connects these two works through several relations. Oerlemans is a craftsman who makes her work in public places. Apart from this parallel in the process of making art, both works deal with communication35. 35 Aboriginal Art Museum (2011), p. 40 32
  • 39. Aboriginal art is known to communicate in different layers. Although we can see the physical representation of symbols, and we sometimes know what these symbols mean separately, the arrangement of symbols tells a specific story. This story is hidden between the ‘words’ so to speak. This same quality is present in Oerlemans’ work. By arranging the symbols in this way, their meaning becomes more than the sum of its parts. The communication surrounding these two objects is layered as well. The audio tour adds a soundtrack into the mix. This soundtrack is by Kraftwerk, a techno pop band that relates to the computer language on the carpet. The audio tour continues with a general introduction to the two works of art on display. The narrator tells us that Oerlemans recognizes the relation between her work and the Aboriginal work as well, and that she is considering a donation of the carpet to an Aboriginal community. This view by Oerlemans is only expressed on the audio tour. The texts do not mention her opinion, only her work. However, the catalogues article quotes Maria Roossen. Each text surrounding the object expresses new clues about the works of art, the artists and the curator who picked them. Each text overlaps the other, but shares information from other points of view. The other dialogue addressed here is indicated by no. 7 (fig 5). Aboriginals have a spiritual connection with their surroundings. Each year they travel the same routes and carry out the same rituals. This connection to the land is also present in the musical culture. So-called songlines are ritual songs that translate the physical journey in song lyrics. In the exhibition a recording of a songline is played. Its sounds increase while approaching the alcove labelled no. 7. In the no. 7 photography is shown on the wall. Pictures of Utrecht are combined with pictures of Australian 33
  • 40. landscapes and Aboriginal people. The songline is the Aboriginal work. But what dialogue is being expressed here? The curator of this part of the exhibition is Arjan Dunnewind, the general director at Impakt, a Media Arts Organisation. Multimedia artists Marc Tuters and Ricarda Franzen have made a ritualised tour through the centre of Utrecht using GPS technology. Visitors are stimulated to download an app on their smartphone and continue their visit outside the museum walls. The app guides them to places with special meaning to inhabitants of Utrecht. The locals share their memories through recordings and the visitor encounters visual clues along the way. During the tour the visitor uses all his senses and really experiences the environment that is discussed on the recordings. As the software knows the GPS location of the visitor, it can offer the right content at the right time. The visitors do not have to start the audio clips themselves. By participating in this new media artwork the visitors are able to experience their environment in a symbolic way, like the aboriginals do in their songlines. The narrative concept of this exhibition revolves around the artworks, the objects on display. When we enter the museum space this is what we focus on. The artworks are hung in a meaningful way. This is what Sandberg called a functional way of hanging. Although the art can tell the stories on its own, extra information is added. All texts are an addition to the narrativity of the space and objects. The visitor can access this information in the surroundings of the artwork. After the exhibition the visitor can take a part of this information home as well, by buying the catalogue. 34
  • 41. 2.2 UTRECHT ARCHIVE The Utrecht Archive shows a temporary and a permanent exhibition. The analysis given here is about the permanent exhibition. There are two narratives that are told in the archive. The first narrative is about the building. The old walls of the monastery that once stood there, called St. Paul’s Abbey, have been uncovered. And the usage as a court of law is shown in the prison cells that are shown. The second narrative uncovers how visitors are able to use the archive. By gathering archive material and making a newspaper, visitors get an idea of what it’s like to research documents. These two narratives are mixed together. In the next paragraphs the different story elements will be discussed. Fig. 8 (left) Floor plan of the ground floor at the Utrecht Archive Fig. 9 (right) Floor plan of the basement at the Utrecht Archive The story starts in front of a glass wall in the entrance hall. This wall encapsulates four screens, each in combination with a camera and a scanner (fig. 10). The scanner is for the barcode on the museum ticket. This barcode is the key to the visitor account. The visitor smiles to the camera, enters name and email address and is off to discover the archive. 35
  • 42. Fig. 10 Starting point of the Utrecht Archive exhibition The first room on the right (indicated in dark blue on the map in fig. 8) is the temporary exhibition room. Continuing down the hall the visitor encounters the Auditorium. (Indicated in orange on the map in fig. 8) The auditorium was used, as a refectory when it was still in use as the St. Paul’s Abbey. One of the entrances to this dining hall is still in situ (fig. 11). The room has a more theatrical purpose now. Two films are on show here. In a rapid sequence, the first film shows inhabitants of Utrecht throughout 200 years of history. The second film is presented every whole hour and explains the history of the building. A narrator tells the story. He focuses on stories that give an idea of who wandered through these halls tells the story. It also shows how law changes when governments change. For example in the Second World War the Germans spoke law here too. An interesting fact is that during those years of war the resistance occupied the basements. 36
  • 43. Fig. 11 Auditorium of the Utrecht Archive exhibition The basement is where the visitor is going next. The first room downstairs is called ‘Moments’ (fig. 12). The room is rather dark. Within a large glass casing in the centre of the room, objects and projections are on show. But what are these objects? And who are the people that are projected? Fig. 12 ‘Moments’ at the Utrecht Archive exhibition Surrounding the glass casing are computers with scanner for the barcode on the entrance ticket. By scanning the ticket, the visitor 37
  • 44. gains access to their personal account. Now it is time to browse. The screen shows a ring with two names on it. By clicking on a name the visitor opens a document. The historical person in question pops up on the screen and tells something about the moment in history he or she was part of. After this introduction by the character it is possible to flip through the file by clicking on the tabs for information on ‘the whom’, ‘the what’, ‘the where’, ‘the when’ and on what happened elsewhere. There are sixteen files in total. Each document in each file can be stored on the visitor account. These files will be put to use later. This room also forms the entrance for a different storyline: the wine cellar. The wine cellar is a narrow passage that opens u in a larger space (see fig. 13). Stepping onto the stairs going down a voice calls out. It is the ghost of a monk who once worked in the cellar, projected on a screen. He tells us anecdotes about how some of the monks were not as celibately as they pretended to be. The visitor exits the cellar by continuing down the stairs. This route leads directly back to the room that shows moments in the history of Utrecht. After browsing through the files and meeting the ghost the visitor continues the basement hallway. 38
  • 45. Fig. 13 Wine cellar at the Utrecht Archive exhibition In this hallway street names are shown on touch screens on a wall on the far end of the hall (fig. 14). Pressing a name activates an old picture of that particular street that merges into a current picture taken from the same spot. The exhibition continues behind a set of doors on the left side of the hall. Fig. 14 Interactive wall with street names at the Utrecht Archive exhibition Behind the doors is an explanatory text on the wall. It introduces the next part of the exhibition: the prison cells. These are four small rooms with thick doors to close them. Each cell has its own 39
  • 46. theme. Two of these themes will be addressed here. The first cell shows pictures of couples on the wall. It is a white wedding chapel with a TV screens as its centre piece. The words ‘just married’ are illuminated above the screen (see fig. 15 and 16). It is possible to press four buttons. The judge on the television explains that one of the things people used the court for, was to get a divorce. The visitor gets to pick a couple and decide if they are still together or divorced. The judge than tells the couple’s story. The final cell is very dark we see five small screens that show close-ups of a prisoner. A young boy explains how he ended up in his cell. The visitor has a very direct connection to this story because of the surroundings. Imagine what it’s like to be locked up like this boy. This cell triggers a very physical experience. Fig. 15 (left) ‘Just married’ cell at the Utrecht Archive exhibition Fig. 16 (right) Detail of the ‘Just Married’ cell at the Utrecht Archive exhibition The room at the end of this hall is called ‘encounters’ and is dedicated to all sorts of people that use the archive in this day and age. The three showrooms this room contains generate its settings (fig. 17 for an example of a show room). Each showroom has a TV as the centre point. On these screens, three couples explain how they made use of the archive and how they went about to find that information. For example, one couple has traced back information 40
  • 47. about their house to renovate it in a more accurate historical way. Another used it to look up information on Morocco. Fig. 17 Showroom in the ‘Encounters’ section of the Utrecht Archive exhibition The final three rooms in the basement are all connected to each other. They are located at the opposite side of the hallway. The entrance is right across from the first cell. This room is full of large touch screens with scanners on the right side of each of them. This is the hub of the exhibition, where newspapers are made. On either side of this room is a film room. The film room on the right side shows a boat on the Vecht (fig. 18). The Vecht is Dutch branch of the Rhine that meanders through the province of Utrecht. This boat stops when the visitor presses a button. These stops show short clips, which give an insight of the surroundings of Utrecht and its current and historical inhabitants. One of the stops is Zuylen Castle, home to the famous 18th century female writer, Belle van Zuylen. Her story is shown and told by a narrator who sometimes uses sentences Belle herself has written down. The film room on the other side is a theatre. The visitor can select sixteen 41
  • 48. different film clips that are part of the collection of the archive. And which show Utrecht in black and white moving images. Fig. 18 Boat trip at the Utrecht Archive exhibition . But the central room is the “moment supreme” of the visit. A search engine is installed on the computers in the middle of the room. These engines can be used to track down more information on a variety of themes. One of these themes is the big storm that Utrecht endured in 1674. Information regarding this topic can be stored on the visitor account. When the visitor has collected all the data, it’s time to select the items for the newspaper. The program generates a newspaper format and places the selected data in this format. By pressing the publish button in the top-right corner, the paper is sent to the visitor’s email address. The visitor can also choose to print the newspaper A3 size at the service desk of the museum. 42
  • 49. Fig. 19 Newspaper room at the Utrecht Archive exhibition 2.3 RAILWAY MUSEUM The slogan of the Railway museum expresses the aim of the museum well: ‘The Railway Museum, something to experience’. In the Master plan for the renovation in 2001 the museum specified its aim as follows: ‘The Dutch Railway Museum is an attraction based on authenticity, that offers the Modern consumer, education in the form of entertainment on the topic of Railway history in general and the Dutch situation specifically.’36 The layout of the map of the museum is in line with the aim (fig. 20). It looks like something handed out in a theme park. And just like in a theme park different worlds are specified on it. 36 Meurs (2006), p.7 43
  • 50. Fig. 20 Floor plan of the Railway Museum The visitor enters the museum through the former Maliebaan Train Station. This old station is very atmospheric. Although the station is freshly painted and is modernized, its decor still takes the visitor back in time (fig. 21 and 22). The first and second-class waiting rooms now function as a museum restaurant. In the hallway old trunks and suitcases are piled up.37 Having explored this area the visitor continues onto the train platform outside (fig. 23). An old royal train is displayed on the tracks. To enter the main building the visitor walks around the train and crosses two pairs of tracks. One track is for the old royal train and the other track is for the modern shuttle train. This shuttle service takes visitors from Utrecht Central station to the museum and back. 37 When peaking inside of these trunks the visitor sees small, filmic projections. 44
  • 51. Fig. 21 Front entrance of the Railway museum: the old Maliebaan Train Station Fig. 22 (left) Decor of the former Maliebaan Train Station Fig. 23 (right) Clock at the platform of the former Maliebaan Train Station After showing the tickets at the main building visitors can start their explorations. The first intake is slightly overwhelming: large, old trains on the left, a cafe opposite of the entrance, and visitors everywhere including on the bridges in-between worlds that give access to the rooms on the second floor. Where to start? Probably, most visitors will begin at world one, indicated by a large number one on the corners of a grey building next to the cafe. While standing in line for world one, headphones and locative media devices are handed out. Visitors enter the world in groups of ten. This is the amount of people that fits in the elevator that will lead 45
  • 52. back in time to the 1800’s. The man on the audio tour speaks Dutch with an English accent and introduces himself as John Middlemiss. When we exit the elevator we are in English mine shaft that leads into a mining village. Middlemiss explains that this is where it all started. This is where the steam engine was invented. Middlemiss explains how it works. After this he tells us that he went to the Netherlands to ride the first Dutch steam engine train called De Arendt (fig. 24). Because it was the first train there were no Dutchmen who knew how to drive it. This locomotive is the most prized object in the museum. It is the centrepiece of world one, a theatrical setting (fig. 25) in which the visitor plays a part as well. The narrator directly cues the visitor by expressions such as: ‘Hey, hold on a minute’ and ‘I’ll see you down at the party just down this street’. After viewing the train, the visitor exits world one. The visitor needs to go through several hallways with 19th century paintings of trains on the walls, to reach the exit. Fig. 24 ‘De Arendt’ the centre piece of world 1 of the Railway Museum 46
  • 53. Fig. 25 Dutch village scenery in world 1 of the Railway Museum World one is dedicated to the train itself. World two however, shares a different perspective: that of the traveller. World two is a theatre with three different performance areas: the platform, the train and the theatre (fig. 26 and 27). There are six different plays on show. All these shows are somehow connected to the luxurious Orient Express. The timetable for these performances is shown on a digital screen in front of the cafe. Most visitors will only pick one play during their visit. In order to give the reader an idea of what an experience in world two is like, the performance of Collette and Fifi will be described here. The plot of the performance is as follows. Collette is a cancan dancer who was recruited by a captain to spy for the British government. She must retrieve secret papers from someone aboard the Orient Express. Her pink poodle Fifi helps her on this quest. During the performance Collette seeks assistance in the audience. Two children are asked to sit behind the control panels on either side of the stage. By pushing the buttons, turning the wheels and pulling the handles, these kids manage the decor on 47
  • 54. stage. The performance is mainly aimed at children between the age of four and twelve. Fig. 26 Platform between trains at world 2 of the Railway Museum Fig. 27 Theatre at world 2 of the Railway Museum World three shows the perspective of railway personnel. The line is in a wooden room, filled with model trains and other railway memorabilia. It turns out that we are in someone’s attic, someone who has worked for the railways for his entire life. Previous generations of his family have been in the trade as well. His grandson Hans is interviewing him for a school paper on Dutch 48
  • 55. railway history. The dummies representing them are seated in the attic (fig. 28), in-between the queue. While waiting we listen to the grandfather sharing his stories. Some of the stories correspond with objects in the room. An example of this is when the grandfather talks about the 1939 celebration when the Dutch railway was a 100 years old. In the attic we see objects with 1939 on it. These memorabilia bring the story to life. But world 3 is not this popular amongst kids because of Hans’ grandfather. It is the ride that makes this an attraction. In a cart that seats four people the visitor discovers the world of ‘steal monsters’ (fig. 30). Dummies represent the labourers cleaning the trains and working the signposts. The driver of a passing train waves at us and there is a party celebration for two members of staff who have been in service for 60 years (fig. 29). Fig. 28 (left) Dummies of Hans and his grandfather at world 3 of the Railway Museum Fig. 29 (right) 60 year anniversary at the Railway celebration’ at world 3 of the Railway Museum 49
  • 56. Fig. 30 Cart passing one of the ‘steal monsters’ at world 3 of the Railway Museum The last World changes continuously. World four consists of five tracks on which several trains are displayed (fig. 31). Visitors can get more information on these trains from museum staff giving tours on the platforms. At the moment there is also an exhibition on safety on the tracks (fig. 32). This exhibition is incorporated in world 4. Bright yellow poles give information. These info kiosks tell stories through small TV screens, audio fragments, games and text (fig. 33). Fig. 31 World 4 of the Railway Museum 50
  • 57. Fig. 32 (left) Exhibition on safety on the tracks, currently on show at world 4 of the Railway Museum Fig. 33 (right) Visitors enjoying the exhibition on safety on the tracks, currently on show at world 4 of the Railway Museum The four worlds are indicated on the map in orange (fig. 20). But the green areas also contain art, model trains, rooms with requisites and more, too much to describe here. Therefore one of the green areas has been selected: the outside area. The outside area is a playground for the younger children (fig. 34). It is a place to relax. It shows some more authentic material on the tracks (fig. 35), but there is no more information. Fig. 34 Playground at outside area of the Railway Museum 51
  • 58. Fig. 35 Historic material at the outside area of the Railway Museum 52
  • 59. 3 CASE STUDY ANALYSES Bruners ten narrative features mentioned in chapter one will now be applied to three case studies. These features will be applied to the three case studies in this chapter. Bruner delivers his features in the form of a list, which might give the impressioncause the idea that all features are equal to one another. However, this view limits their functionality. For instance, when studying the feature particularity38 in a case study, it is possible to point out examples of particular elements of that specific narrative but it is still impossible to show the value of this feature in relation to another feature such as narrative accrual39. By structuring the features, the outcome of the analytical process presented in this chapter, can be explained in a more meaningful way. After reviewing Bruner’s ten narrative features, we can sort them by their function. A feature can either descibe a part of the content of a narrative, have a structural role or describe a process that takes place between the reader and the writer of a given narrative. These three roles of Bruner’s features all play their part in what is essentially: the narrative (visualized in fig. 36). The narrative body consists of the structural features and the content features. A narrative cannot exist without one or the other. The arrows in the visualization (fig. 36) show the processes of creating, consuming and adding to the narrative content and structure. When sharing a story the content and structure that the writer has imposed on the narrative change slightly at the hands 38 The concept particularity was introduced and explained on p. 25 39 The concept narrative accrual was introduced and explained on p. 26 53
  • 60. of the reader. The personal interpretation of a reader becomes part of the narrative. Narrative processes Writer Reader Content Narrative: Structure Fig. 36 Visualization of the three narrative elements The model presented above (fig. 36) categorizes Bruner’s features in the following three clusters: structural features, content features and narrative processes. Thise visualization also shows the relationship between these categories. Bruner labels the structural elements as follows: diachronicity, canonicity breach and genericness.40 This structural form cannot be expressed without content. And so the second group of features, are the content related features. This group contains the intentional state entailment, the norm, the particularity and the referentiality.41 Ultimately, Bruner also argues that narrativity is not merely the narrative itself. A narrative is always part of a communication 40 For an introduction on diachronicity and genericness see p. 24, and for canonicity breach p. 25. 41 For an introduction on intentional state entailment see p. 24, for particularity, normativeness and referentiality p. 25. 54
  • 61. process between a writer and a reader. Bruner captures this communicative layer by adding the last three features to his theory, which he labels: hermeneutic composability, narrative accrual and context sensitivity negotiability.42 3.1 Narrative structure The narrative structure of a museum space can be analysed by watching the visitors move through it. While the previous chapter gives a description of the routing through each of the case studies, this section presents the structure underlying the exhibits, on the basis of those descriptions. This introduction to the section focuses on the general spatial structure, the space syntax, of each case study. After this general introduction, Bruner’s three structural features, diachronicity, Canonicity breach and genericness are applied to each of the case studies. Georges Petitjean, the head curator of the Be My Guest exhibition at the Aboriginal Art Museum, has divided the museum space into ten separate sections. Although some of these sections are in an open plan environment, there are clear markers that indicate the beginning of one section and the ending of another. This is done by using separation walls, by using the differences in level and by clustering objects together. In the Utrecht Archive the exhibition rooms all have a different theme or function. A visitor follows the hallway and enters each of the rooms. Within a room objects and information are clustered together. Each cluster 42 For an introduction on hermeneutic composability see p. 24, for narrative accrual and context sensitivity negotiability see p. 26. 55
  • 62. represents a deliniated part of the plot, or in narrative terms: a sub plot. At the Railway Museum visitors are less obliged to follow a route, although the different worlds are numbered. Each world is a separate space with a separate atmosphere. Objects are not clustered but placed, in order to represent reality. Diachronicity The timeline, or diachronicity, at the Aboriginal Art Museum is determined by the amount of time one stands before each of the art dialogues. And this time span can increase by the number of resources the visitor uses. By using the audio guide and exhibition texts the visitor is able to elongate the time span of each experience. The diachronicity is determined by the amount of detail in the explanation. By using this method, the museum places this feature in the hands of the visitor. The Utrecht Archive uses another method to structure time. It gives the visitor a spatial trail to follow. This trail has certain stops. During these stops the visitor experiences audio visual footage or gathers archive material at their own discretion. The time span of the footage and the amount of material determines the length of the stop. Although the visitor is able to forego a stop and certain shortcuts are possible, this exhibition does not allow the visitor to determine the diachronicity of the narrative space. The visitor needs to follow the spatial trail to conclude the story by making a newspaper.43 In the Railway Museum the timeline is also structured by spatial elements. Each spatial area has a certain size and a contains 43 The newspaper is compiled out of achive material the visitor has selected and is made during the visit. The paper can be printed or emailed. For a more detailed description see p. 41. 56
  • 63. certain amount of objects. This determines how long one can stop and linger. Some areas are so big it is impossible to see everything. This gives of a strong incentive to visit the museum again. World two and three also have a more pressing time frame. The theatre performances in world two have a certain duration and so does the ride in world three. But in all the other spaces, visitors are able to wander about Canonicity The feature of canonicity breach at the Aboriginal Art Museum Breach can be considered to be the main theme of the exhibition. Each time an aboriginal artwork forms the canon it is contrasted with a breach in the form of another contemporary artwork. The canon clashes with the breach during each dialogue. The breach is visualized instead of verbalized in this narrative space. At the Utrecht archive the canon and breach are spatially determined as well. Each space creates a canon for the next space. And each time we enter the next space we experience a change in state. Perhaps this breach of a canon is most clear when entering the cells. Each cell is so specific, so different from the neutral hallway space, that the visitor really experiences this clash between then and now. These breaches are created by isolating the spaces, using contrasts in lighting and using contrasts in the themes on display. At the Railway Musuem the canon and breach are spatially marked in a clear way. Each world creates a canon that contrasts with the other worlds. By moving from one world to another the visitor experiences a breach. The breaches in the Railway Museum resemble those at the Utrecht Archive. By setting the scene in a 57
  • 64. different way and by using themes the worlds compliment and contrast one another. Genericness Genericness was also mentioned as a structuring element in the introduction to this chapter. This element structures the outline of the narrative being told. An example of a generic narrative type is the love story. A love story usually contains a description of how the two main characters meet or have met and how they feel about each other initially. After this initial setting something happens to trigger the spark between them. This spark contrasts with their previous view on the relationship between them. At the end of the story the contrasts are resolved and the main characters find their happy ever after. These generic elements to a story create the format for each story type. In the Aboriginal Art Museum the generic format can be described as repetitions of contrasts. Each section in the exhibition uses this format. It enables the visitor to compare two distinctly different works. By comparing the works in each section, the visitor unravels the story. Therefore this generic format can be identified as the comparison. The Utrecht Archive takes another approach on genericness. Each section covers a certain theme. Some of the rooms are dedicated to the archive itself while other rooms explain about different periods and functions of the building. This thematically generic narrative can cover a wide array of relations. Themes can be by the same artist, in the same period, from the same geographic location and so on. 58