Kiss the Sky
Frank Gehry's Experience Music Project in Seattle takes the idea of
interactivity to new heights. But is it a museum, or just a huge
computer-driven playground?
By Lawrence Osborne
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Next
to
Seattle's towering Space Needle, a strange and unsettling architectural
form is rapidly taking shape. Cast in hot-rod colors, composed of
waving, asymmetrical walls, Frank Gehry's daring interactive museum,
the Experience Music Project (EMP), seems like a huge multicolored
fungus growing irresistibly out of the cityscape. Others have compared
it to a giant Play-Doh doodle, a metallic hedgehog, and even a human
ear. Created by Microsoft cofounder Paul Allen and his sister Jody
Patton as both a musical education complex and a giant shrine to
local hero Jimi Hendrix, the $100 million EMP (which will open this
summer) is the most startling of a new generation of museums that
are veering away from traditional modes of displaying artifacts
toward a brave new curatorial world of computer-generated "interactivity."
Interactive
museums,
characterized by a sometimes brash and loopy mix
of commercialism and high-tech exhibition space, are springing up
all over the country, often celebrating not the past but the present
of Amer-ican popular culture: from Virginia's Newseum to the Grateful
Dead's prospective Terrapin Station in San Francisco, from numerous
science museums such as the Museum of Innovation in San Jose to
the various halls of fame. The new museums are sometimes more akin
to dazzling amusement arcades or electronic playgrounds than to
the somber and solidly physical dignities of the Met. Visitors are
called upon to play, participate, and buy, rather than contemplate.
Some curators, indeed, question whether they are really museums
at all and not entertainment complexes with a loose educational
veneer.
What marks
the EMP as a possible turning point for interactive museums, though,
is both the prestige of Gehry himself and the sheer radicalism and
scale of his design. To accommodate Allen's demands that the complex
be gritty, industrially informal, and true to what he calls the
"swoopy" spirit of rock, Gehry came up with a sculptural, no-holds-barred
design that is so ambitiously eccentric, it needs revolutionary
engineering technologies to build. (See "Anatomy of a Skin," page
95).
On its Web
page (www.experience.org), the EMP shows the visitor
both Gehry's finished models and a cam shot of the building site
itself. The model, at first sight, looks like a blown-up sports
car, all aerodynamic curves and undulating lines. It seems to be
divided into colored sections of silver, blue, purple, red, and
gold. These colors, according to the designers, are derived from
classic electric guitars--the red and blue are from the Fender Stratocaster
and the gold from the Gibson Les Paul--while the purple recalls the
hallucinatory hue of Hendrix's most famous song. The effect is deliberately
trippy.
Craig Webb,
a senior associate in Gehry's Santa Monica-based firm and the project's
designer, says that the EMP marks a new stage in the meshing of
technology with the architecture of museums. In particular, he says,
the design team tried to come up with a building that perfectly
expressed the spirit not only of rock music, but of high-tech interactivity
as well. "Designing a definite physical architecture around an abstract
interactive mission," he says, "is certainly difficult. We started
out by designing traditional galleries, but then we changed direction.
What we ended up with is quite unlike anything that has ever been
built before. It's a sort of huge computer tent--in fact, it contains
more computers per square foot than any building in the world.
" And is there
a conflict between this vast array of computer technology and the
architecture itself? "There could be," says Webb, after a pause.
"But there isn't."
The end result
of this bold process will certainly be unabashedly swoopy. At its
center stands the Sky Church, an 85-foot-high multimedia concert
venue adorned with a gigantic frieze of changing images. Underfoot,
there are time capsules glowing in the floor, filled with objects
donated by bands featured in the museum.
The galleries
at the core of the museum are carefully themed.
There's a Hendrix gallery, of course, and then one called the Quest
for Volume, which takes visitors through the history of the electric
guitar. Different guitar models will be displayed with recordings
of artists playing on them. Next is a gallery called Northwest Passage
that will chart the history of local music in the Northwest from
Ray Charles' vinyl debut, recorded in 1949, to Hendrix and Robert
Cray, and then Soundgarden, Alice in Chains, Pearl Jam, and Nirvana.
In addition, the Milestones gallery, consisting of four interconnected
exhibit areas, will offer an overview of rock and roll history,
including what is billed (somewhat frightfully) as "a trip into
the world of fandom."
Perhaps the
most innovative aspect of the EMP is an entity called the Sound
Lab, an area where visitors can actually make music themselves.
The Sound Lab will provide tutorials to aspiring musicians on everything
from jam sessions to making a record. They will learn how to mike
a drum set, mix a recording, "perform" on a mock stage rigged to
feel like a live concert--or just dance. There will even be an interactive
hip-hop DJ installation.
But what, one
might ask, will a visitor actually learn about music?
"Well, this
is not a museum where you look at objects," says Ann Farrington,
the EMP's director of exhibits, rather firmly. "It's a place where
you meet your own creativity." The EMP will eventually comprise
two roofs, an inner concrete shell, and a huge colored wall. An
auditorium is also planned, as well as a restaurant and an in-house
nightclub. There is even talk of a radio station. All in all, it
will probably be more like visiting a gigantic version of Toys-R-Us
than a museum.
Andrea Weatherhead,
curator of interactive galleries, explains that the Sound Lab, for
example, will not be a "passive experience" for visitors. "We wanted
to create a totally new kind of interactivity," she says. "Usually,
you're just dealing with a screen, so it's re-purposed information.
But we wanted something tactile, where you're actually grabbing
something, using your body. We originally wanted to have people
use their own body as a drum set! I call our installations electromechanical
interactives."
Max Cameron,
who worked as the exhibits project manager at the EMP between 1995
and 1997, helped develop the Sound Lab. "Music interactives," he
says, "are always hard to do. And though I loved working with Gehry,
there was always this question of how such a cathedral-like space
could give people the intimacy you need to make music. Then there
are the programs. Do you dumb them down? Or do you make them really
challenging? Psychologically, it's very delicate."
Around the
drum circle will be circles of "platforms" arranged in threes and
divided by open glass partitions. Each platform will contain an
instrument that the visitor can pick up and start playing; one platform
can be connected to the other two, and a session can get under way.
In addition, 12 separate "sound pods" (individual acoustically sealed
rooms) will offer complete musical privacy. "The whole thing," says
Weatherhead with some finality, "is designed to be experiential."
Experiential
or not, many museum curators feel that fashionable and constantly
hyped interactivity is a double-edged sword. Museums are increasingly
under pressure to search out sponsors (who sometimes turn out to
be Silicon Valley giants) and to make themselves into gaudily entertaining
ornaments of the Information Age. Neither of these is necessarily
a good thing. Indeed, the rush to embrace computer gizmos may obfuscate
the museum's essential purpose, which is to bring us into a contemplative,
intimately physical relation with the past. Al-though many corporate-funded
institutions bristling with computer screens like the EMP call themselves
"museums," the word itself, some fear, may be turning into something
of a gimmick.
"The whole
virtue of a museum," says Aaron Betsky, curator of design at San
Francisco's Mu-seum of Modern Art, "is that it removes objects from
everyday use and so makes you look at them. It's the distance from
everyday life that is valuable. It reminds us that we can't consume
everything. The museum is not entertainment, after all. It's something
else. And if we lose sight of that, why use the word museum at all?"
Samuel Sachs
II, director of the very traditional Frick Collection in New York
and ironically one of the leading authorities on interactive museum
technology, also fears that interactivity is blunting the art of
looking at objects. "If overused, I think it can be terribly distracting
and enervating," says Sachs, who nevertheless admits that virtual
technologies can sometimes be useful in making undisplayed artifacts
available to visitors. "Screens are often simply mind-numbing. We
seem to have forgotten that there is a crucial difference between
information and knowledge. Let alone entertainment. Learning to
look at real things is not the same as playing with information."
Dorothy Dunne,
head of education at the Cooper-Hewitt National Design Museum in
New York, agrees. "To actually see things is something of an art
which one learns as a child. And that is precisely the educational
power of the museum. The latter is bound to bring us face-to-face
with artifacts themselves, not cyber-representations of them. "
Yet according
to the EMP design teams, it was the intangible abstractness of their
subject matter that justified a bold interactive approach in the
first place. "The interactive approach is perfect for us," says
Farrington, "because our artifacts are not physical. Our subject
matter, after all, is sound." Gehry's "breathing sculpture" of a
building, she adds, puts this mission into an appropriate architectural
setting: "The building has the energy, the aggression, and the rhythm
of music itself."
Yet tensions
over interactivity and its goals certainly surfaced during the EMP's
long gestation. One designer who worked on the project early on
and who wishes to remain anonymous, says that the original aspiration
to create an idealistic temple to American popular culture became
lost in the fortress mentality of powerful corporativism: a paradox
that Paul Allen carries within himself. "Their thinking became closed,
proprietary, competitive, and totally geared towards money and commodification.
It was not what I signed up for."
None of this,
however, means that interactives are always merely the ancillas
of corporate profit. Many erstwhile skeptics agree that there is
at least one place that makes exceptional use of educational interactives:
the science museum. These institutions have long been interactive,
often with very low technology. And as it happens, it is such science
museums that have clearly inspired the creators of the EMP.
According to
Weatherhead, the closest thing to the EMP among existing museums
is the Exploratorium, the experimental science museum in San Francisco
that now hosts 650 interactive exhibits such as the Tactile Dome,
the Turbulent Orb, and the the Tornado (a vortex of fog that you
can enter). There is also an area called the Play Lab, where visitors
can observe their toddlers messing about with mirrors, blocks, and
talking tubes, and, as the brochure rather quackily puts it, see
"how gender differences are reinforced during play." You can also
learn how to make origami, create your own cartoons, and watch a
live demonstration of a cow's heart being dissected. No one, she
argues, would claim that such a museum wasn't educational.
But, others
say, that depends how it is done.
Paola Antonelli,
an architecture and design curator at New York's Museum of Modern
Art, fondly remembers igniting a high-voltage-discharge machine
that looked like something out of the movie Metropolis at Milan's
Science and Technology museum when she was a child. "It was the
most dusty, archaic machine you can imagine," she says. "And it
was thrilling. In science museums this kind of primitive interactivity
was a great bonus. But today the high-tech glitz is often a cover
for a void of imagination. A goal in itself rather than the means
to an end."
In addition
to science museums, however, radical new museum designs, such as
that of the Arlington, Virginia, Newseum--an institution dedicated
to the news that opened in 1997--have also provided inspiration for
the EMP. Aside from more traditional exhibits like Charles Dickens'
fountain pen, the Newseum boasts a dazzling "News Room" where visitors
can play at being stressed-out reporters (for reasons known only
to themselves).
Christopher
Miceli, senior designer at New York's Ralph Appelbaum Associates
who put together the Newseum's exhibits, dismisses the skeptics
and claims that interactivity is indeed the wave of the curatorial
future. "We set out," he says, "to enable visitors to choreograph
their own journeys through history. It's a complete reversal of
the traditional museum where you're looking at dusty objects in
cases. We wanted to reflect this change in the name itself. It's
half recognizable museum, half something else."
Objects, adds
Miceli, can now be looked at in dozens of new ways: as cross-sections,
with de-tails enlarged, full of tactile intimacy. "The interactive
technology," he goes on, "is definitely changing the way museums
are being thought out, because it can create highly flexible environments.
It's more things to more people. And while it's expanding the intellectual
basis of museums, it's also increasing enormously their amounts
of disposable space. From now on, museums can grow without actually
increasing their physical space."
But a vexing
question poses itself. If the mu-seum doesn't choreograph one's
journey through history, how does the visitor do it if he knows
almost nothing? And what, for that matter, will the visitor actually
learn about even recent musical history as he bangs out primal rhythms
in a drum circle, fondles virtual images of Hendrix mementos, or
twangs away in a sound pod? The aim here would appear to be more
a matter of momentary exhilaration than of educational profundity.
Indeed, cynics might say, the whole concept of learning that underpins
much of this interactivity seems eminently suited to kindergarten.
Learning is fun; it's a mode of play. Why, then, shouldn't museums
be like high-tech playgrounds?
But then again,
perhaps that is to miss the EMP's point.
Craig Webb,
for one, willingly accepts that the EMP is far from being a museum
in any traditional sense. "Perhaps," he suggests, "the word emuseum'
isn't the right one anymore. Perhaps we need a new word to describe
the learning installations of the twenty-first century." And he
adds, "I wonder if there could even be a emuseum' built around someone
like Jimi Hendrix. In a way, I hope not. I sort of think he would
have approved of what we've built."
Lawrence
Osborne is the author of Paris Dream-book and
The Poisoned Embrace. |