Episode 145
Engaging museum visitors through escape rooms and immersive storytelling with Francine Boon
In this episode host Claire Bown talks with Francine Boon, a self-described 'sociologist turned mystery maker' and co-director of Sherlocked, an award-winning experience design studio based in Amsterdam, about transforming how visitors engage with museums through immersive storytelling and game design.
Francine shares two major museum projects in this episode: her Rijksmuseum escape room that attracted 10,000 participants in nine weeks and received a 9.4/10 rating, and her recent Palace Mysteries project at the Amsterdam Royal Palace. Both demonstrate Francine's ability to reach difficult age demographics (12-18 and 10-12 year olds) through carefully designed puzzles and storytelling that connect visitors with museum collections.
Listen to discover practical solutions for designing games in museum spaces, from protecting valuable objects to managing visitor flow. Learn how giving players specific roles encourages appropriate behaviour, explore techniques for building compelling narratives around objects, and find out how to ensure visitors engage meaningfully with collections rather than just playing games.
The Art Engager is written and presented by Claire Bown. Editing is by Matt Jacobs and Claire Bown. Music by Richard Bown. Support the show on Patreon and find more resources at thinkingmuseum.com
SHOWNOTES
Torrentius painting mentioned in this episode: https://www.rijksmuseum.nl/en/collection/object/Emblematic-Still-Life-with-Flagon-Glass-Jug-and-Bridle--9d74acc82f2cd8aa34b03be8414de0cf
MuseumNext article: https://www.museumnext.com/article/unlocking-curiosity-transforming-the-rijksmuseum-with-an-escape-room-experience/
Linkedin: www.linkedin.com/in/francineboon
website: www.sherlocked.nl
Instagram: https://www.instagram.com/sherlocked/
Form to collaborate: www.sherlocked.nl/museums
‘The Art Engager: Reimagining Guided Experiences in Museums‘ is now available worldwide through your favourite online platforms and retailers. Buy it here on Amazon.com: https://tinyurl.com/buytheartengager
The Art Engager book website: https://www.theartengager.com/
Support the show with a simple monthly subscription on Patreon: https://www.patreon.com/c/TheArtEngager
Transcript
Hello and welcome to the Art Engager podcast with me, Claire Bown.
Speaker:I'm here to share techniques and tools to help you engage with your audience
Speaker:and bring art, objects and ideas to life.
Speaker:So let's dive into this week's show.
Speaker:Hello and welcome to a new episode of the Art Engager.
Speaker:Today I'm chatting with Francine Boon, a self described sociologist turned
Speaker:mystery maker who's transforming how visitors engage with museums through
Speaker:immersive storytelling and game design.
Speaker:But before our chat, if you're enjoying my book, The Art Engager,
Speaker:Reimagining Guided Experiences in Museums, I'd love your support.
Speaker:Please consider leaving a rating or a review on Amazon or Goodreads or sharing
Speaker:a photo of your copy on social media.
Speaker:And don't forget to tag me in.
Speaker:I love to see the Art Engager out and about in the world.
Speaker:Now let me introduce today's guest.
Speaker:Francine Boon is the co director of Sherlocked, an award winning experience
Speaker:design studio based in Amsterdam.
Speaker:With her background in sociology and natural talent for storytelling
Speaker:and game design, she loves creating innovative experiences that bring museum
Speaker:collections to life in unexpected ways.
Speaker:Her work includes the hugely successful Escape Room at the
Speaker:Rijksmuseum that attracted 10, 000 participants in just nine weeks, and
Speaker:the recently launched Palace Mysteries at the Amsterdam Royal Palace.
Speaker:In today's episode, Francine shares how she tackles the practical challenges
Speaker:of creating games in museum spaces, from protecting valuable objects to
Speaker:managing visitor flow, and explains her creative solutions- things like
Speaker:giving players specific roles to encourage appropriate behavior.
Speaker:We'll explore how she selects artworks and objects, builds compelling narratives
Speaker:around them and ensures visitors engage meaningfully with collections,
Speaker:rather than just playing games.
Speaker:She also shares fantastic insights about designing for different age groups,
Speaker:particularly that 12 to 18 age range, and talks about what testing and visitor
Speaker:feedback have taught her about engagement.
Speaker:This conversation offers so many practical insights into creating engaging and
Speaker:immersive experiences in museum spaces.
Speaker:Enjoy.
Speaker:Hi, Francine, and welcome to the Art Engager podcast.
Speaker:Hi Claire, thank you for having me.
Speaker:You're very welcome.
Speaker:Could you tell our lovely listeners who you are and what you do?
Speaker:Yeah, I'm Francine Boon.
Speaker:I create experiences.
Speaker:I call myself a sociologist turned mystery maker, and there I combine my knowledge of
Speaker:human behavior and education with creating games and experiences and basically
Speaker:translating any story into something that you can explore and experience.
Speaker:So what got you into this work?
Speaker:Realized that I've been doing this my entire life.
Speaker:But I never knew that it was a profession.
Speaker:So as a kid, I would always create treasure hunts for friends, or I
Speaker:would create experiences to help people go through difficult emotions.
Speaker:I once created a whole quest for my mom, who was fired from her
Speaker:job, or she wasn't fired, she left, but not on really good terms.
Speaker:And she went through different stages of grief.
Speaker:And so I created a whole experience for her to basically move through
Speaker:these different phases of grief.
Speaker:But then I met Victor.
Speaker:And Victor is one of the founders of Sherlocked.
Speaker:Sherlocked is an award winning mystery experience design studio.
Speaker:We have escape rooms in the city center in Amsterdam, but we also design for
Speaker:all kinds of parties, including museums.
Speaker:And we started dating.
Speaker:I wanted to impress him, created a treasure hunt for him from Amsterdam
Speaker:to Rotterdam, where I almost sent him to Moscow by accident but we survived.
Speaker:And in the end he realized that I also have a knack for experience design.
Speaker:And then at some point he wanted to continue with the company, but his three
Speaker:partners decided to do something else.
Speaker:And he wanted to continue, but not alone.
Speaker:So he invited me to join him.
Speaker:And ever since we've been co running the company.
Speaker:Fantastic.
Speaker:Now I can hear a lot of passion and enthusiasm for what you do in your voice.
Speaker:So are there particular values that guide and inform your work?
Speaker:What kind of makes you get up and out of bed in the morning?
Speaker:That's a lovely question.
Speaker:So for me, I really believe that play and doing things through experience
Speaker:helps us to learn and grow as humans.
Speaker:And I think in our society, we all agree that play is the best way to develop
Speaker:empathy, to learn new skills like negotiating, making friends, et cetera,
Speaker:up until approximately the age of 12.
Speaker:And then suddenly we say, now you have to sit down and listen to
Speaker:someone speaking in front of you in a classroom and we can no longer play.
Speaker:Well, every sociological research basically tells us that play
Speaker:is, even in older ages, a really potent way of processing
Speaker:information and learning new skills.
Speaker:What makes me very passionate about what I do is that I can get adults to play again.
Speaker:And I can get adults to develop and explore their different identities
Speaker:and ways of being by creating a make believe environment in which
Speaker:they can fail, in which they can try out different personalities.
Speaker:And what we see time and time again is that people come out of that thinking
Speaker:like, whoa, I didn't know that I was such a leader, or I didn't know that I could,
Speaker:Figure out this puzzle because I thought I was not smart enough or something.
Speaker:And then we create an environment in which they can feel like
Speaker:the hero in their own story.
Speaker:And I hope that they take that with them to every single thing they do after.
Speaker:I love that idea of bringing play back to adults who've forgotten how to play.
Speaker:You also work with museums in your work can you tell us a little bit
Speaker:about how you got started working with museums and what it is about
Speaker:museums that really fascinates you?
Speaker:I think that museums have a lot of cool things in them, right?
Speaker:So what really fascinates me about museums is that they have a lot of objects in
Speaker:them and often they put them on display with small placards of this is a clock,
Speaker:it was made in 1927 and this is made by this person and that's about it.
Speaker:But what museums actually are these vaults of stories.
Speaker:And I think they need to move into storytelling instead of showing objects.
Speaker:And I think experience design can really support museums into moving into this
Speaker:storytelling perspective, and also into engaging their audience in a way where
Speaker:it comes from their own curiosity.
Speaker:And they start to really be intrigued by whatever story there is, and
Speaker:therefore these objects come to life.
Speaker:And this is one of the realms that fascinates me most about
Speaker:museums, and that is also why I really love working with museums.
Speaker:And how we got into that was that in, I think, 2018, the Rijksmuseum pioneered
Speaker:with creating an quest, escape game, they called it, and we played it and
Speaker:we really liked it, but we also saw a lot of opportunities where we thought,
Speaker:oh, we would do this slightly different or we would create it in this way.
Speaker:We basically asked them, said, Hey, would you like to have a conversation about
Speaker:next year, if you want to do this again?
Speaker:And we pitched to them and they chose us.
Speaker:And then we created their next iteration of the escape game in 2019.
Speaker:And there we created this whole quest around the painter, Torrentius,
Speaker:who has one last painting.
Speaker:He was named in the same breath as Rembrandt in his time, but we don't
Speaker:have anything of him left, except for this one painting that was found as
Speaker:the lid of a barrel in 1900 something.
Speaker:And it's a completely mysterious painting, and it hangs there in the museum above
Speaker:another painting, and everybody that comes there just looks at the bottom painting,
Speaker:but nobody pays attention to the top one.
Speaker:And we were like, that is so weird, because this is so intriguing.
Speaker:There's like a lot of things that are really weird with this painting.
Speaker:And we decided to create a quest around it.
Speaker:And that turned into the 2019 Escape Game of the Rijksmuseum, which was also
Speaker:my very first project with Sherlock.
Speaker:And I was very happy about it because it was a very cool project to do.
Speaker:Now, I was lucky enough to hear about the escape room that you did with the
Speaker:Rijksmuseum because my daughters did it back in 2019 and they loved it, so they
Speaker:came home talking about it and explaining what they did and they did it with their
Speaker:friends at the time, but can you tell us a little bit about that process?
Speaker:Obviously, Creating an experience in a normal building is one thing, but
Speaker:creating something like this in a museum.
Speaker:There must be lots of challenges that you faced, all sorts of things
Speaker:that you have to think about that you wouldn't have to think about when you're
Speaker:creating something like this elsewhere.
Speaker:Definitely.
Speaker:So first of all, everything in this building is worth a fortune, right?
Speaker:When we design our own escape rooms, then we have full control over what
Speaker:is in the room, how we design it.
Speaker:We can replace it.
Speaker:If someone drops something that is still valuable, but they drop it
Speaker:and it breaks, then it's not like crime against humanity, right?
Speaker:If you accidentally drop The Night Watch, then it's an issue.
Speaker:That's one.
Speaker:It's very valuable.
Speaker:The second thing is that you have to design around the actual
Speaker:normal visitors of the museum.
Speaker:We don't want to interfere with any experience that a normal visitor has that
Speaker:just wants to walk around and look at art.
Speaker:So that's the second one.
Speaker:And the third one is that players get super enthusiastic once they play.
Speaker:So they want to yell, run, scream, touch things, right?
Speaker:It's just the nature of humans.
Speaker:As soon as they start playing, they get super curious and
Speaker:they really want to explore the boundaries of what is possible.
Speaker:So we also need to figure out a way to get them to behave, basically.
Speaker:And I really love doing that.
Speaker:I think it is such a nice design challenge when you have these
Speaker:restraints and you figure it out.
Speaker:And with the Rijksmuseum, they were very open and willing
Speaker:to figure this out with us.
Speaker:They were also very kind, like there was a moment where someone touched a
Speaker:very old piano, right, for example, and then they would correct it and
Speaker:they would come back to us and say, can we design this differently?
Speaker:But one of the things that we did to make sure that this wouldn't
Speaker:happen too often is that we gave the players a role to play.
Speaker:So what we really like to do is we like to blur the line between reality and fiction.
Speaker:We like to give you the feeling that you seamlessly get into this fictional world,
Speaker:and you also seamlessly get out of it.
Speaker:And then by the end of it, you look at yourself and you're like, was that real?
Speaker:Was parts of this real?
Speaker:And then we activated your curiosity fully, so you go home and you
Speaker:research it and you realize, 'oh wow, a lot of this was actually true'.
Speaker:So I actually learned a lot about art accidentally.
Speaker:And in this case, we needed a reason for these players to
Speaker:come here and to play this game.
Speaker:And what we did was we created a story about Bert, who was
Speaker:an employee of the museum.
Speaker:And Bert started finding out the start of a breadcrumb trail that might lead
Speaker:to something very secret, but the powers at play didn't want him to find out
Speaker:because they didn't trust Bert at all.
Speaker:So what they did was they sent him home.
Speaker:They put him on leave.
Speaker:And as a last act, Bert registered you.
Speaker:as a team of players, as his interns.
Speaker:So you would come as an intern to the Rijksmuseum, and if you would say, hey,
Speaker:I'm here to play a game, the people would say, don't know what you're talking about.
Speaker:While if you would say, hey, I'm here, the new intern for BERT, then it would
Speaker:say, ah, welcome on your first work day.
Speaker:Here's your starting package.
Speaker:And here's this and here's that.
Speaker:And what this does is that it would give us an alibi to then
Speaker:tell these players, 'hey, you are employees of the Rijksmuseum now'.
Speaker:So you need to behave representatively.
Speaker:No running, no screaming, no touching things.
Speaker:Actually, if you see anybody else do this, it is your responsibility to correct them.
Speaker:And then also gave us an opportunity to give them a badge that says intern.
Speaker:So everybody of the Rijksmuseum that works there, from the guards
Speaker:to the guides, they would recognize them as players of the game.
Speaker:And at the same time, they could interact with them as if they were interns.
Speaker:So if they would come to check their tickets, they wouldn't have to
Speaker:have their tickets checked anymore because they had this badge on.
Speaker:But also guards could look at them and say, 'Ah, you're the new interns, nice.
Speaker:I drink my coffee black and I have my break at 12.' And then they would give
Speaker:them the feeling like, Oh, everybody is talking to us as if we're really interns.
Speaker:Are they in on this?
Speaker:Are they not?
Speaker:We're not completely sure.
Speaker:And that worked wonderfully.
Speaker:So that would be also one of my tips to give is give people a role that makes
Speaker:sense and that gives them responsibility because then they will act responsibly.
Speaker:And subtly you're giving them cues of how to behave as well.
Speaker:So this very playful way of introducing guidelines.
Speaker:So as museum educators when we are working with groups in the museum we spend time
Speaker:at the beginning of a program and we may introduce certain guidelines in a positive
Speaker:way of how we might be expected to behave.
Speaker:But by doing that through adopting a role, playing a character is,
Speaker:yeah, it's absolutely ingenious.
Speaker:So I love it.
Speaker:Thank you.
Speaker:One of the other things we have to do as museum educators is select objects,
Speaker:select artworks And it's equally one of the most fun parts of our jobs and one
Speaker:of the most challenging because we may completely fall in love with a painting,
Speaker:but as you say when you talk about the Torrentius painting, it might be above
Speaker:something else or not in a great location.
Speaker:We may also, be given the selection of artworks that perhaps we find it
Speaker:difficult to work with within the flow of the gallery or the visitors.
Speaker:So yeah, how did you select artworks and objects for this?
Speaker:Good question.
Speaker:Where we started was with the objectives of the museum.
Speaker:Normally the Rijksmuseum is pretty busy and I think any museum has its top
Speaker:pieces, right, where everybody goes to.
Speaker:We looked at how do people move through the museum and where will it get too busy.
Speaker:And where is nobody ever coming to visit, even though the material is really cool.
Speaker:It's a really cool way to say, ah, this is normally a very quiet spot of the museum.
Speaker:Let's introduce this into the quest so people actually pay attention to it.
Speaker:So that was one of the objectives of the museum, spread out visitors a little bit
Speaker:more and also show parts of the collection that are normally skipped by people.
Speaker:And the second objective they had was to find a new audience, to
Speaker:introduce younger people to going to a museum and then especially the age
Speaker:category that nobody ever reaches, which is between 12 and 18, right?
Speaker:These are the youngsters that don't really want to do this, they just want to hang
Speaker:around with friends and do other things.
Speaker:And they are very activated by games, by escape games, by other things.
Speaker:So with these two objectives in mind, we first looked at where is it busy?
Speaker:Where is it not?
Speaker:And then we started talking to curators, people that love their work.
Speaker:I love curators.
Speaker:They have such a passion for everything that they have and that they play with.
Speaker:And we just had conversations with them.
Speaker:Like, are there any objects in your collection where it's heartbreaking
Speaker:to you that nobody ever watches them?
Speaker:Right.
Speaker:Is there anything really cool?
Speaker:And we got different objects back from them which we then looked into.
Speaker:But we never really found the one until the very last
Speaker:talk with the curator we had.
Speaker:And he was like talking to us for about an hour and then by the end of that hour he
Speaker:suddenly said, We have this one painting.
Speaker:But it's really mysterious because the painter was part of a secret society
Speaker:and it was found, again, like I said, beginning on a, as a lid of a barrel.
Speaker:And we actually don't really know how it's created.
Speaker:There's a lot of mystery around it.
Speaker:Maybe look into that one.
Speaker:There's a documentary on it.
Speaker:And for us, that sparked so much joy because we thought we have
Speaker:a secret society that is real.
Speaker:We have mystery that's real.
Speaker:And we started from there.
Speaker:And then another thing that the museum really wanted, and that
Speaker:I also think is really smart to do, is use the building itself.
Speaker:Because often museums are placed in very beautiful buildings, or
Speaker:at least building with a story.
Speaker:And you can make this building an integral part of anything you
Speaker:create, because it makes everything more immersive and more real.
Speaker:And in this case, they also had a bunch of objects from the architect, Cuypers.
Speaker:So we also looked at those objects.
Speaker:So it was a piano from the architect that was in there that we made it to a puzzle.
Speaker:And there were like nooks and crannies and statues that were part of the
Speaker:building that we could then use.
Speaker:And a very beautiful mosaic floor.
Speaker:If you are ever in the Rijksmuseum, He designed.
Speaker:most gorgeous mosaic floor I've ever seen in my life.
Speaker:And we use that too in the quest.
Speaker:Yeah, I think the building is as much a work of art as the
Speaker:objects within it as well.
Speaker:Absolutely beautiful.
Speaker:Do recommend a visit to the Rijksmuseum.
Speaker:You mentioned earlier about people feeling that they were accidentally learning about
Speaker:art and history through this experience.
Speaker:So what strategies did you use to keep people engaged with the
Speaker:art, with the objects rather than just the game elements?
Speaker:How did you get them really looking at and thinking about what they were looking at?
Speaker:I think people get very activated when there's a story to follow.
Speaker:So there was a story, you had contact with Bert through a phone that you
Speaker:borrowed from the museum and he would constantly tell you little nuggets, but
Speaker:also we gave him a lot of personality.
Speaker:So you could ask him anything.
Speaker:You could say, 'Hey, Bert, how is your love life?' And then it would
Speaker:say, 'Oh, I have this wonderful wife and we like to do mosaicing.
Speaker:And we like to do this and that'.
Speaker:We have a dog named, he was also named Bert, which was, really weird, but I
Speaker:don't know our game masters went a little rogue on that one, but it was very funny.
Speaker:And we also instructed them, like give him a lot of personality.
Speaker:It's really cool.
Speaker:And people engage with a person or with something that speaks to them,
Speaker:then they already stay immersed.
Speaker:The second thing is that we really.
Speaker:made them look at the art as part of the quest.
Speaker:So it wasn't just wayfinding as in you go to hall 1.
Speaker:12, but it was look at the gaze of this statue, find this
Speaker:painting and look at this element.
Speaker:There were different things that they had to find and then really look
Speaker:at it and follow the gaze or follow something else so that they could
Speaker:find their way through the museum.
Speaker:And this is also something that people really enjoy because
Speaker:it's a quick feedback loop.
Speaker:It's like, I think I found this, ah, it's like a breadcrumb.
Speaker:Ah, nice.
Speaker:Okay, I understand this.
Speaker:Okay, where's the next breadcrumb?
Speaker:So that constantly keeps them engaged in following through with the quest.
Speaker:What we did see though was that In the busy times of the museum,
Speaker:the quest could take three hours, instead of an hour and a half.
Speaker:And it was just because people are so overstimulated and they can't
Speaker:move quickly enough through other people, or they can't really look at
Speaker:the artworks because it's too busy.
Speaker:So that is something to keep in mind, is that quests can take super
Speaker:long when it's super busy, and they can take very short when it's not.
Speaker:Yeah.
Speaker:And I was going to move on to ask you about that because you must have
Speaker:learned a great deal from planning this, designing this, talking to
Speaker:people after the experience here.
Speaker:What kind of response did you get and what did you learn from the feedback?
Speaker:So what I'm really proud of is that it was crowned with a 9.
Speaker:4 out of 10.
Speaker:Which was a really high mark.
Speaker:And that was also really gold star for me as an experienced designer.
Speaker:I thought, okay, this is my profession.
Speaker:Let's continue in this path.
Speaker:Which I really loved.
Speaker:And what they said was, this is something that I can really do with this age group.
Speaker:Like if I tell my 12, 13, 14 year old, let's go do a game in a
Speaker:museum, that's actually an escape game, then they want it to come.
Speaker:So that was really cool.
Speaker:So in my profession, you have to do a lot of testing, right?
Speaker:So we learned a lot also already before we launched, which was that
Speaker:for example, the quest took very short in the morning, but very long in the
Speaker:afternoon because of the busyness.
Speaker:And we realized that the people's bandwidth changed over the day.
Speaker:So the amount of information you can process, how quickly you can
Speaker:process that is very different in the morning compared to the afternoon.
Speaker:So we had to adjust a little for that.
Speaker:We also learned that the quest was very good for 12 years and up,
Speaker:but for younger, it was a little too long and too complicated.
Speaker:So we created an alternative, shorter version for younger ages that took about
Speaker:an hour instead of an hour and a half.
Speaker:And that was less complicated story wise.
Speaker:And we learned from them that they could retell us the different elements of the
Speaker:objects that we put in front of them.
Speaker:And we thought that was really interesting.
Speaker:Like, instead of just saying, Hey, I saw a painting that showed a sea battle.
Speaker:They could really tell us like, Hey, I saw a painting that this is the story.
Speaker:This is depicted on it.
Speaker:This is what happened and why it's important.
Speaker:And they could really relate it back.
Speaker:to them, which was also very interesting.
Speaker:And I think in this day and age, it's really important that people feel an
Speaker:agency and being a part of something as a way of processing information.
Speaker:And with doing this experience, they could do it.
Speaker:They could really retell us the story of the art.
Speaker:That's amazing that they were connecting with it personally, but also remembering
Speaker:key details about the experience and that's when you know that something has
Speaker:affected people, has made some kind of imprint on their memory, or maybe even
Speaker:transformed them in some way because they're able to talk about it and
Speaker:remember key details and even perhaps how they felt when they were doing it.
Speaker:So that's fantastic.
Speaker:Wasn't it something like 10, 000?
Speaker:people experienced the game?
Speaker:. Yeah, true.
Speaker:10, 000 people in nine weeks went Through the experience.
Speaker:Yeah, there was a lot.
Speaker:It was also very cool.
Speaker:Yeah.
Speaker:And they're still emailing us to ask when we're going to do it again.
Speaker:The sad thing is that we had plans to do it again, but then the pandemic hit.
Speaker:So then everything closed down and we're still talking to the
Speaker:Rijksmuseum, but right now we're designing their new family game.
Speaker:We're still working with them, but on a different project because
Speaker:that is where the budgets are now.
Speaker:Yeah.
Speaker:And where has this taken you since?
Speaker:You're still working with them in various guises.
Speaker:I know you've just developed something for the Royal Palace in Amsterdam,
Speaker:which is another amazing venue.
Speaker:As you say, and as I often say, I've done some work with them as
Speaker:well, is that it's a hidden gem.
Speaker:A lot of people don't know that you can actually visit this wonderful,
Speaker:beautiful palace with amazing grandeur, the size of the rooms,
Speaker:the marble, the scale of everything.
Speaker:I mean, it really is super impressive.
Speaker:So do you want to tell us a little bit about Palace Mysteries?
Speaker:Yeah, of course.
Speaker:It's a, like you say, it's an amazing building.
Speaker:And I also find it pretty cool that I can now say that I worked on assignment
Speaker:of the king, which is always a nice one.
Speaker:Yeah, this is a really cool one.
Speaker:They were looking for a way to engage 10 to 12 year old school classes with the
Speaker:history of the building in a different way than normal because they are already
Speaker:very good at creating audio tours and other cool ways of going through
Speaker:the museum, but they were looking for this age group for something new.
Speaker:And I really liked the building because when I was 10.
Speaker:I lived, I grew up in Amsterdam.
Speaker:When I was 10 my parents organized my birthday party at the palace and never
Speaker:knew that it was possible but suddenly we were standing there with, I don't
Speaker:know, six, seven kids in the palace and when I entered like someone shook my
Speaker:hand and told me Happy birthday, also on behalf of her majesty, the queen.
Speaker:And I was like, wow, the queen knows about me as she celebrates me, this is such a
Speaker:powerful element for me as a 10 year old.
Speaker:And we had a wonderful experience, but I realized still no, not a lot of people
Speaker:understand, especially not locals that you can go into the palace also because
Speaker:it is still used for royal visits.
Speaker:So it is open a lot of the year, but not all of the year.
Speaker:And then it also really gets closed down for multiple weeks in a row.
Speaker:So that was interesting.
Speaker:And for this one, we created a game that tells the history of the building,
Speaker:basically in the three phases that it has.
Speaker:First, it was City Hall.
Speaker:Rembrandt actually asked for his bankruptcy there, but they
Speaker:also took care of orphans.
Speaker:the court was there.
Speaker:So it had bankruptcy, it had orphanage, it had the court was there.
Speaker:But also you could ask to get married there, for example.
Speaker:So there was a lot of Busyness there with just citizens coming in and out.
Speaker:And then it got taken over by Louis Napoleon, who reigned in it for
Speaker:four years and turned it into a living palace, even though everybody
Speaker:advised him against it because it was a very large, cold building.
Speaker:There was a canal next to it that smelled horrible.
Speaker:So it was a lot of things to say against that.
Speaker:And then it was becoming the Oranges Royal Palace.
Speaker:They tried to give it back to the city.
Speaker:The city said, no, you can keep it as a palace.
Speaker:They thought this was a really weird building.
Speaker:So they kept it and now it's still a visiting palace.
Speaker:So it's still in use.
Speaker:And it's so fascinating to see these different times and
Speaker:how it was used as a building.
Speaker:So we created a game around it where we said there's these three chests that
Speaker:have been found in an attic by a curator.
Speaker:The curator is a little eccentric but he's also like yeah the king is
Speaker:coming over very soon and I can't get these open because they're locked
Speaker:and I don't understand how to open them and it would be really good for
Speaker:my career and also really cool if we can open them before the king comes.
Speaker:Can you help?
Speaker:Because I don't dare to ask the adults to help because then
Speaker:they know that I can't, right?
Speaker:So there's, again, a reason why it's the kids.
Speaker:And then they come over and they find a way using the beautiful floors there.
Speaker:If you ever go to the palace, look at the floors in the big hall because
Speaker:there you have the maps of the world as they thought they were back then.
Speaker:So some really cool features there were, for example, the Americas are only half
Speaker:because they weren't discovered yet.
Speaker:So it's like history baked in a floor.
Speaker:They use them to open the first one, and then every chest has three files in there.
Speaker:And these files are made up to look like they come from these different ages.
Speaker:So the city hall period is very old looking, has a crest of the city on it.
Speaker:The Napoleon one uses his official pattern with bees.
Speaker:And the third one is more modern looking because it's
Speaker:from the orange period from now.
Speaker:And through different puzzles basically, we tell what happened in these rooms.
Speaker:So every time we take the three different periods, for example the
Speaker:hall that used to have the throne.
Speaker:That was also the hall where it used to be the court.
Speaker:And it's also the hall where right now other people are received for
Speaker:visiting, but it also has these very big portraits of the oranges on the walls.
Speaker:So with every room, we basically show them these three different periods.
Speaker:And we do that very tangibly.
Speaker:For example, Louis Napoleon is responsible for giving us our last names, which the
Speaker:Dutch did not take seriously, which is why we have so many really weird last names.
Speaker:But he is also responsible for giving us the metric system.
Speaker:And before that, we would use our thumb, our palm, and the space from your
Speaker:elbow to your hand to measure things.
Speaker:And that worked reasonably well.
Speaker:But, of course, my thumb is a different size than your thumb.
Speaker:So it was never completely precise.
Speaker:So what we did for these kids to have a tangible idea of this is we
Speaker:created miniatures of the actual furniture that is still there.
Speaker:And that is also the true Napoleon furniture.
Speaker:And we gave them thumbs that were always the same size, but also tell
Speaker:them, try out with your own thumb, and then measure things out with your thumb
Speaker:and then realize that it's really hard to measure things with your thumb.
Speaker:And then the puzzle is to translate that to something else to the metric
Speaker:system, which gives you a word.
Speaker:And then in the end, they do all these different puzzles.
Speaker:They come back with nine different words.
Speaker:They puzzle them out.
Speaker:And then basically the sentence asks you like, Hey, now you understand
Speaker:why these file keeping and these archives are very important.
Speaker:And these stories need to be guarded basically and kept, but it's
Speaker:also interesting for the future.
Speaker:to capture your stories.
Speaker:So then they get a chance to file something in a cabinet in an official
Speaker:filing system, which is a story from them for the future, what
Speaker:they find important that is kept.
Speaker:And it's really funny to read these because we got a pancake recipe.
Speaker:For example, from a kid, but we also got a question about how
Speaker:is the climate in the future?
Speaker:It's like a very wide range of what is alive for these kids in that moment.
Speaker:And now the palace is collecting all of these.
Speaker:And they're going to have a really wide range of things that
Speaker:kids find important to tell the future, and I think that's amazing.
Speaker:Yeah, I love it.
Speaker:I'm marveling here at the creative ways, how your brain works for a start, how you
Speaker:creatively woven in all those different layers of history into this one program.
Speaker:For all the museum educators listening as well, we know that's It's a significant
Speaker:challenge to be able to think about a story on different levels and to be able
Speaker:to give young audiences different entry points so they can enter those stories.
Speaker:So on the one hand, congratulations for managing to do that.
Speaker:I think it sounds absolutely incredible.
Speaker:But what's the difference perhaps between Creating a project like this for the
Speaker:Royal Palace, which is for school groups, and the one you did for the Rijksmuseum.
Speaker:What are the differences in design, perhaps?
Speaker:There's a lot of overlap because as a museum, you don't want
Speaker:to invent the truth, right?
Speaker:You want to tell the truth.
Speaker:And that is for us always a very important line to follow.
Speaker:That the historical facts that we share, we want to be true.
Speaker:The fact that these chests are found in an attic is obviously not true.
Speaker:So we try to get the fiction in the now.
Speaker:But the factual stuff in the content.
Speaker:And I think that's the same for both.
Speaker:So there's not a big difference there in how we approach, how we tell a
Speaker:story, or how we translate the story.
Speaker:Also in both instances, it's really important to kill your darlings.
Speaker:And this is one of the things that is really hard for museum people.
Speaker:And I understand it's also really hard for me.
Speaker:But When you do an experience, you just have a more limited amount of processing
Speaker:power, because there's also materials to touch, there's rooms to look around in,
Speaker:there's processing in solving a puzzle.
Speaker:So we need to be very clear on what is part of the quest and what is not.
Speaker:So for example, we can tell about this measuring with the thumb, but
Speaker:we cannot tell about something else.
Speaker:you have to make these decisions.
Speaker:We can't tell you that this furniture is actually made by this person in
Speaker:that age and it costs this much, right?
Speaker:Information we leave out, even though it is also interesting.
Speaker:So that is also in both instances the case.
Speaker:You need to be very clear in what is your goal, what are you going to tell?
Speaker:What is different is that a school class is very organized, right?
Speaker:Of course they are all over the place, but they listen, they are
Speaker:very free in how they do the puzzles.
Speaker:The kids, they are often way less restricted than adults because they
Speaker:just see something and they try it out without any embarrassment.
Speaker:And you can shepherd them through.
Speaker:They have a a guide coming with them.
Speaker:So that is a very.
Speaker:different way of designing because I don't have to keep
Speaker:into account that they go rogue.
Speaker:Well, with adults or with the freer system of the Rijksmuseum, where you have groups
Speaker:loose in the museum, there we have to be very clear about their wayfinding.
Speaker:We have to be very clear about that they don't get lost or
Speaker:distracted by other things.
Speaker:And that is a Completely different approach where we need to be super clear,
Speaker:but also still keep the mystery alive.
Speaker:So I would find designing for the more free version, a little more challenging
Speaker:because they can get lost and go rogue, but on the other hand, for the kids.
Speaker:It's a very interesting age between 10 and 12, because they like
Speaker:to suspend their disbelief, but they also really like to be cool.
Speaker:So there's this way of, where are we going with this?
Speaker:And there was a moment in the beginning where we had too much
Speaker:of a childish story, where we said that the walls would speak to them.
Speaker:And we noticed that the test groups, they were pretending to believe
Speaker:for us, which was super kind.
Speaker:They were like really trying to like yeah, this is true, huh?
Speaker:It's not, but so they were really trying to help us.
Speaker:in giving us the feeling that they believed it, but we
Speaker:noticed that it wasn't true.
Speaker:So we completely simplified the story and said, no, this is true.
Speaker:Just three chests that were found that need to be opened.
Speaker:And we have a curator that is a bit whimsical.
Speaker:And then the contents speak for themselves.
Speaker:And that worked.
Speaker:Then they could suspend their disbelief again.
Speaker:And we're like, ah, cool.
Speaker:This is real.
Speaker:Oh, we can really file something in a cabinet.
Speaker:Yeah.
Speaker:I love that they they pretended to go along with your pilot version as well.
Speaker:So kind, right?
Speaker:So kind, super interesting psychologically as well.
Speaker:But yeah, such an interesting group to design for on the kind of cusp of
Speaker:adolescence, thinking about what stories might be a good hook for them, what might
Speaker:draw them in but also talking about, and I was smiling broadly there when you
Speaker:mentioned one of my favorite phrases, kill your darlings, which is something I
Speaker:talk about a lot is that, we have all this information at our fingertips in museums
Speaker:and as educators, we really want to use it all, but we have to be selective.
Speaker:We have to think about what's the most important information
Speaker:that we want to share.
Speaker:So I think that was really useful to reiterate.
Speaker:And also starting with the end in mind as well.
Speaker:So who is this group that we're working with?
Speaker:What do we want to achieve?
Speaker:And what are the kind of parameters around how they will work in the museum?
Speaker:As you say, is it a free group that can wander on their own, that will have
Speaker:its own constraints and challenges?
Speaker:Or is it a school group that will be going with a guide?
Speaker:So all of those things are wonderful design points to bear in mind.
Speaker:And that brings us on quite nicely to talking about... you talked
Speaker:about eight tools for creating successful museum experiences.
Speaker:Yeah, are there any that we haven't mentioned?
Speaker:We've mentioned quite a few different ways that you design.
Speaker:Perhaps you could talk us through or take a moment to think about
Speaker:some of the tools that you might use to create these experiences.
Speaker:Yeah.
Speaker:So I think one of the things that is interesting is that often museums hire
Speaker:people and they do a marvelous job, but they don't have a clear brief in mind.
Speaker:having a very clear brief about what you want to achieve is super
Speaker:important because it gives us all these tie ins to work with.
Speaker:And it also allows us to look at your existing infrastructure because we
Speaker:don't need to reinvent the wheel.
Speaker:Sometimes you have really cool infrastructure already in place.
Speaker:Think about an audio tour that we can add an audio file to that will
Speaker:save you money in developing things.
Speaker:And it also creates an extra layer of immersion.
Speaker:So it's always important to tell us what is your actual goal and what are
Speaker:the existing things that you already have that we might be able to tap
Speaker:into because we can work with them.
Speaker:So that is one.
Speaker:I think we talked about personnel in the building already.
Speaker:The touch might also be an interesting one.
Speaker:What is the one thing that everybody wants to do in museums, but is not allowed to?
Speaker:Touch things, touch the art.
Speaker:And of course, we can't go there that we can always skip that rule and let them
Speaker:touch things because we don't want to.
Speaker:But if you have the space to somewhere in an experience, create a separate room
Speaker:in which you create maybe an artifact.
Speaker:that looks and feels like it's old, but it actually isn't.
Speaker:And here they can interact with and they can touch it.
Speaker:That really helps with the immersion and also with the feeling of accomplishment.
Speaker:I did something that I wasn't allowed to do and I did it anyway, right?
Speaker:It's always fun.
Speaker:People like to be cheeky.
Speaker:For the Rijksmuseum, we created a very beautiful 19th century cabinet.
Speaker:That was not 19th century.
Speaker:It was 2019, but it looked 19th century and it worked based on music
Speaker:and you had to distract a guard there, like someone that worked in
Speaker:the restoration lab that we recreated.
Speaker:You had to convince them that you could take a look at it and then very
Speaker:sneakily you would have to manipulate it so it would give you something
Speaker:out of it and then you could move on and then you had touched art.
Speaker:Which was really challenging was to get people from there back into the
Speaker:mindset that they no longer can touch the art, so that was a bit of a challenge.
Speaker:But it gave them this feeling of, Ooh, I did something that wasn't allowed.
Speaker:And that helps a lot with immersion.
Speaker:It's not necessary, but it's cool if you can do it.
Speaker:Brilliant.
Speaker:So any last advice that you would give to museums who want to create
Speaker:more immersive, playful experiences?
Speaker:I can say that I think it works almost every time and for almost every goal
Speaker:and it can really be an add on layer so it doesn't have to interfere with
Speaker:the people that are already there.
Speaker:It can really be something that is designed specifically for a
Speaker:specific goal you have in mind.
Speaker:And that can be anything, so for example now for the NaFilM Museum in
Speaker:Prague, they said we have this really cool museum but we ran out of space.
Speaker:and we do not run out of visitors.
Speaker:So what can we do?
Speaker:And for them, for example, we are designing a quest through Prague
Speaker:that still tells the story of film, but uses the outside world.
Speaker:So you can really creatively think of solutions that are not in the normal
Speaker:realm of possibilities in museums.
Speaker:And I think that is Really cool and also really for cool form of engaging people.
Speaker:So if you're interested if you're listening to this and you're interested
Speaker:and you say, I have a problem and I might be interested in using
Speaker:experience design to solve it, send me an email and I'm happy to think
Speaker:along if that would actually work.
Speaker:And I'm also very honest when I think it won't work.
Speaker:I think that's important.
Speaker:We're not doing this for the sake of it.
Speaker:We really have a mission here.
Speaker:You mentioned there that you're working with the NaFilM Museum in Prague.
Speaker:Yeah, my last question was going to be, what's next for you?
Speaker:Nice.
Speaker:So we're working with the NaFilM Museum.
Speaker:We're working with Next Nature and the Quantum Institute to make
Speaker:quantum more accessible, which is, for example, very complex matter
Speaker:that we try to make accessible and simple through experience design.
Speaker:And next to that, I also just run our company Sherlocked and
Speaker:we create our own experiences.
Speaker:So the escape rooms in the city center, we're currently designing a new one that
Speaker:we don't know when it will come out.
Speaker:We're very slowly picking that back up because we just
Speaker:launched a new one last year.
Speaker:But that's also what's happening in parallel.
Speaker:It's very busy, I would say.
Speaker:Where can people where can people find out more about you, learn more
Speaker:about your work in museums and beyond?
Speaker:So you can find me on LinkedIn, Francine Boon.
Speaker:I think you will put the link in the show notes.
Speaker:And we have a website, sherlock.
Speaker:nl.
Speaker:There you can also see what we do for companies and there are blogs
Speaker:on Museumnext, for example, where my talk is translated into a blog.
Speaker:That would also be a good starting point, I think.
Speaker:Brilliant.
Speaker:That just leaves me a little bit of time to say thank you,
Speaker:Francine, for sharing a little bit of the wonderful work that you do.
Speaker:Thank you so much for joining me today on the Art Engager.
Speaker:Thank you very much for having me.
Speaker:It was a blast.
Speaker:So a huge thank you to Francine for sharing her insights on the podcast today.
Speaker:You can find out more about her work in the show notes.
Speaker:If you've enjoyed this episode or if any of our previous episodes have
Speaker:helped you in your work please consider supporting The Arts Engager on Patreon.
Speaker:Your monthly subscription helps keep this content coming and I'm really
Speaker:grateful to all our supporters.
Speaker:Don't forget to visit my website to learn more about the Art Engager book,
Speaker:available now wherever books are sold.
Speaker:That's all for today, thank you for joining us and see you next time.
Speaker:Thank you for listening to the Art Engager podcast with me Claire Bown.
Speaker:You can find more art engagement resources by visiting my website thinkingmuseum.
Speaker:com and you can also find me on Instagram.
Speaker:at Thinking Museum where I regularly share tips and tools on how to bring
Speaker:art to life and engage your audience.
Speaker:If you've enjoyed this episode, please share with others and subscribe to the
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Speaker:Thank you so much for listening and I'll see you next time.