The judges said:
This entry won the gold by finding clever ways of delivering content on a Web site that is well designed, easy to navigate, and fun to use. The content covered a wide
range of gardening issues. The judges especially liked learning how to produce giant pumpkins. Another favorite was a section that introduced visitors to an expert in
the cultivation of carnivorous plants. The site contains some in-depth content, but it is arranged in a simple and elegant way that allows visitors to gain a simple
overview or learn more about specific details. The writing was enjoyable to read and the content was highly accessible. The entire Web site, including videos, worked
without problems on a variety of computers and browsers.
The producers said:
Gardening is one of the most popular topics for the hobbyist on the Web. There are plenty of sites—both commercial and non-commercial—that focus on specific
plants, types of gardens, or growing zones. There are also plenty of highly technical sites for scientists or other specialists, and sites that introduce gardening as
part of a formal education curriculum planning. However, few sites reflect on the science behind gardening, or attempt to span the breadth of the topic.
The Science of Gardening site is unique in that it emphasizes the alternative expert, the "accidental scientist" who finds him or herself experimenting and
thinking scientifically for the sake of a personal interest. Often, the individuals profiled on our site have extensive scientific knowledge but little or no
traditional science training. They exemplify the idea that everyone can be engaged with science. Using a combination of interactives, text, and video, this site
relies on the power of personal experience to convey to visitors some of the complex scientific concepts underlying this ubiquitous hobby.
© Monterey Bay Aquarium
Multimedia Computer Interactive
The judges said:
This interactive exhibit, one of the impressive entries from the Monterey Bay Aquarium, allows visitors to explore a virtual tide pool. A horizontally mounted video
screen presents a rich texture of rocks, water, and living things that are found in tide pools. Visitors navigate around this landscape and can learn more about each
of the features. Points are awarded for choosing certain things to observe and visit, illustrating how tide pools should be explored and enjoyed responsibly. The
interface is key to the success of this exhibit. The tide pool is explored by pointing a pair of feet that slowly walk around on the screen. The relatively slow
speed of the "walking" roughly matches the speed of a real person exploring a tide pool, and it allows visitors to see things they may have missed at
first glance. The visual design is especially impressive, making the complicated mix of objects in the tide pool easily understandable.
The producers said:
Our main goal is to engage children and family groups in an activity about tidepooling. We want to provide the opportunity to model and practice safe tidepooling
behavior with a fun, informative, engaging—even humorous—game. The game provides a completely different mode of learning about life in a tide pool than the
other exhibits in Ocean's Edge: Coastal Habitats of Monterey Bay. The novelty, richness and self-directed interactivity of the game is a great complement to
our living touch pool, staffed by guides, and other exhibit elements on tidepooling including graphics, bronze models and non-touchable living exhibits of rocky shore
animals and plants.
There were technical challenges and conceptual challenges with Tide Pool Olympics. A major conceptual challenge was to take the main idea of teaching tidepooling
etiquette and then create a fun game that didn't feel like a lesson dressed up like a game. Creating the free access experience of walking around a tide pool and
discovering the surroundings required an underpinning of research, messages, photos, complicated programming, videos and sounds for each of five actions for thirteen
animal, plant or trash hotspots—much more than most visitors can experience in a one or two minute game.
Kiosk
The judges said:
This kiosk presents an in-depth exploration of a single object. It consists of labels and videos displayed on small screens near a large cabinet. The content carefully
explains dating techniques used for furniture and how they were applied to this particular piece. The judges were impressed with how this exhibit successfully explained
part of the museum process, giving visitors an understanding of how museums work. The exhibit is installed around the cabinet itself, allowing visitors to directly
observe many small details about its age. The visual design of the content was simple, and the length and pacing of each video allowed visitors to quickly grasp
concepts.
The producers said:
This J. Paul Getty Museum exhibition traces the study of one Getty object to determine its date and place of manufacture. For many years, a large wooden cabinet,
acquired in 1971, was believed to be a pastiche if not an outright fake made in the 1800s. However, documentary research and technical analysis undertaken by experts
at the Getty revealed that the cabinet was made in 1580 and is therefore one of the most important pieces of French Renaissance furniture in the United States. This
case study of the research into the cabinet's authenticity presents the results of scientific, visual, and archival analysis of the object. Two videos explore several
complex scientific methods that were used to date the cabinet. These videos combine original footage shot on location at the Getty Conservation Institute with 2D and
3D visualizations as well as motion graphic elements and narration.
One video examines the use of X-ray and dendrochronology (tree ring dating) to determine the age and original location of the cabinet's oak interior. The second video
follows Getty researchers as they investigate the age and method of manufacture of a metal tack fragment found in the cabinet. This video explains the use of X-ray
fluorescence, optical microscopy, and scanning electron microscopy.
Animated Video Series
The judges said:
This animated film explains how natural selection works to form the diversity of life. Humorous and visually appealing, it shows characters that evolve in response to
environmental changes. The film is successful in illustrating a complex topic in simple terms.
The producers said:
For our new permanent exhibition Evolving Planet, The Field Museum produced nine animated videos designed to communicate the science behind evolution: how it
works, and how we know. Some of the videos—which are targeted towards middle—school students through adults-illustrate a key principle or process critical
to the science or study of evolution, such as natural selection, fossilization, or biogeography. Others demonstrate how the planet, the life it supports, and our own
scientific understanding change over time; for example, the science behind the causes and impacts of ice ages, or how scientists' understanding of the dinosaur
Apatosaurus has changed with new discoveries. We knew at the outset that keeping the animations as brief as possible was critical to holding visitors'
attention, but we quickly learned that our usual 90-second target length was not realistic given the complexity of the subject matter. However, we also learned that
if you need to ask visitors to stick it out for a slightly longer program (most animations ended up running around three minutes), appealing visuals and subtle humor
that appeals to all ages can go a long way. When we had paleontologists laughing during our curatorial review process, we knew we were onto something.

Multi-user Interactive Kiosk
The judges said:
Visitors at this interactive kiosk choose to add artificial enhancements to a human body, such as bigger brains and bionic eyes. The content asks questions about what
type of enhancements would be positive or negative, while allowing visitors to make their own judgments. The design was visually appealing and is displayed on three
screens, allowing visitors to interact with each other as well as the exhibit.
The producers said:
As part of the Museum of Science's "Star Wars: Where Science Meets Imagination" technology and engineering exhibit, "Human or Machine?" provides
visitors an opportunity to explore the social implications of technologies that augment human performance. How would bionic ears and eyes, memory chips and implanted
network connections change our lives? What would it mean to be human if we are all part machine? Rapid advances may make these technologies a reality in the near
future, eroding the man/machine boundary. This multi-user computer-based interactive, designed for social interaction, engages visitors in decision-making,
considering outcomes, and dialog with one another.
Visitors take on roles—a student, a single guy on a date, and a security guard—and can choose to augment their character with technologies. Outcomes for
each character and scenario touch on the broader, complicated issues surrounding our use of technology in the present day-privacy rights, national security, reliability
of sources, and personal accountability. A humorous approach helps break the ice between visitors, and keeps the activity fun and appealing for visitors of all ages.
Visitors watch each of the three scenarios play out (outcomes are correlated to choices) and can together compare the range of outcomes. The characters onscreen
interact and comment on the action, often presenting a counter perspective, encouraging visitors to do the same.
Multimedia Computer Interactive
The judges said:
This interactive installation tells the story of the impact of seafood consumption on fish populations. Visitors enter a "café," make menu choices,
and then the "staff" of the cafe appears on large video screens to deliver the message. The interface was cleverly integrated into the design of the cafe.
The producers said:
The main message of the Real-Cost Café is: Some seafood choices have hidden environmental costs, but, by making responsible and informed seafood
choices, we can have a positive impact on the oceans.
At the 1950s retro Real-Cost Café you can sit at the counter and choose from seafood dishes listed on an interactive touch-screen menu. Each selection
prompts responses from three characters: a chef, a waitress, and a waiter who tell you whether or not the seafood you "ordered" is sustainable—a
"good" choice—or not. Order Chilean seabass, for example, and the waitress will humble and chide you for ordering a threatened species. "Next time
you see the bass," she says, "just take a pass." All the comments are "served up" in a lighthearted, tongue-in-cheek manner while delivering
important conservation messages about the status of certain fisheries. We wanted our visitors to leave the Real-Cost Cafe feeling like they're part of the solution
for ocean fisheries, not part of the problem.
With the final script complete, we set out to bring the Real-Cost Café kitchen staff to life. The chef, waitress, and waiter were cast. Great effort was
taken in editing to create each scene with similar, empty space at beginning and end, so that all scenes could play in any order without the appearance of a cut away.
The result is the seamlessly integrated blend of story and technology that is the Real-Cost Café.
DVD
The judges said:
This program runs on a museum touchscreen and allows visitors to learn about research taking place in the museum. It gives museum visitors the chance to hear from a
real scientist studying dinosaur bones. It also includes a simple and well-designed interactive that allows visitors to learn how scientists determine the age of
dinosaur bones.
The producers said:
How can you tell how old a Tyrannosaurus rex was when it died? Cut it open and count the rings? Yup, that's exactly what you do! When Burpee Museum was developing
"Jane: Diary of a Dinosaur" we wanted to create an interactive experience for visitors—allowing them to step into the role of a scientist and try
their hand at examining Jane, the juvenile T. rex.
This interactive stars Dr. Greg Erickson, a paleobiologist who has pioneered the idea of counting growth rings inside dinosaur bones. Using live footage and computer
animation, visitors observe how a bone sample is obtained, are shown how to identify the growth rings inside, and then given the opportunity to determine Jane's age.
Pacing was key to this interactive. We edited down the length several times and added decision points along the way to keep visitors engaged.
The interactive plays on a touch screen. The data is stored on a flash card and run through a video chameleon (a microcomputer designed for the playback of audio and
video files in digital quality). The chameleon was a perfect fit for this project. The cost was reasonable and no moving parts means less maintenance.