Charlton’s Coffeehouse Frame-Raising

December 18, 2008

Those within an hour’s drive of Williamsburg should come this Saturday, December 20th, to watch the heavy timber frame of Charlton’s Coffeehouse be raised into place. The front wall and the upper level floor system will be erected starting at 9am, at the east end of Duke of Gloucester Street.

The frame has been cut entirely by hand and will be raised using only muscle power. It will be quite a sight.

From the official press release:

“Williamsburg, VA: Historic Trades carpenters with the assistance of 15 civil engineering students from the Virginia Military Institute’s corps of cadets and members of the Timber Framers Guild will raise the heavy timber-framed south wall and second floor framing of the coffeehouse without the aid of modern machinery. Applying ancient principles of physics and lifting technology common to the 18th century, the carpenters and cadets will erect the building’s timbers using A-frame cranes and old-fashioned muscle power.

The south wall will be raised and pegged into position between 9 – 10 a.m. At 10 a.m., the first of the five heavy timber tie beams that form the second floor framing will be lifted, placed in position and secured. The process of installing the tie beams should require about one hour per beam.

The Charlton’s coffeehouse project is one of the most important reconstructions on the Historic Area’s Duke of Gloucester Street in half a century thanks to a generous $5 million gift from Mr. and Mrs. Forrest E. Mars Jr.”

Don’t miss it.


Colonial Williamsburg gets Blogged!

June 11, 2008

As an employee of the Colonial Williamsburg Foundation, on the one hand, and a digital hack, on the other, I often feel like I live in two very separate worlds: one deliberately off the grid; the other utterly dependent upon it. Occasionally, they collide, as in our Ravenscroft blog, covering our archaeolgical field school in 2007 and 2008, and this post, by Adam Crymble. Adam writes approvingly of CW’s Historic Trades staff, and rightly so. They are one of the highlights of any visit to the Historic Area, and consistently reward the curiosity of visitors with their depth of understanding about their craft.

So thanks, Adam, for the good press. Tell all your friends.


News from Peru

June 2, 2008

Check out this post by my friend Jeremiah on some artifacts in the Ica Regional Museum, whose delights include a two-headed pot depicting a father teaching a son how to decapitate captured enemies (am I crazy or do those words have the same root*?) and a measly $1.45 charge for permission to photograph the artifacts.

*no, not exactly. Capture is from the Latin capio, to seize or take; decapitate is from caput, or head.


Remote Sensing Extravaganza

May 30, 2008

The Boston Globe reports on a project at the Paul Revere House that combines laser scanning and ground-penetrating radar to form an above-and-below ground 3D model of the site (don’t miss the nifty fly-through). It’s an extravagant, expansive project, and rare in its combination of above and below-ground spatial data in a single model. The idea is to use the information to help decide, among other things, where to put a new elevator and it also represents the first detailed survey of the museum property.

With a little help, it might also become the structure for an on-going, annotated survey of the building and the site, noting which pieces of the building, for example, are 17th or 18th-century and which are 20th-century reconstructions. The problems will lie in integrating the fielded data (dates, materials, etc.) with the spatial data. I don’t know of an off-the-shelf software solution that would allow a relational database to be combined with a CAD model in a flexible and sustainable way.

There’s no word, yet, on the larger plans for what will certainly be a marvelous resource as-is.


Museums without Wall Text

May 30, 2008

(Deepest Apologies to the ghost of Andre Malraux)

The Scholarly Kitchen writes today about the promise of human interfaces that would scan for information embedded in the environment and pass along relevant data to the user via a cell-phone, special glasses, etc. I’m not interested in having electrodes attached to me to allow a stranger to strike up a casual conversation (“hey, buddy, do you know that we were both born in February and have light brown hair?”). But i’m very interested in technologies that could enhance users’ experiences of museums and move us away from relying on wall text, for example.

It’s easy to imagine applying an RFID chip to an object–anything from a painting to a piece of furniture to a piece of a building–that would pass along some basic info to somone in the vicinity holding a small hand-held device. I had assumed that something like this would have to be done via geo-location, and imagined visitors wandering around with little GPS devices and aiming them at things they wanted to learn about. The problem, of course, is that much of the museum world is indoors, where satellite-based GPS doesn’t work. There’s also the problem of associating precise geo-spatial information, including altitude, with every object, and the need to update that information whenever a thing moves. With an RFID tag, the metadata travels with it.

We’re already building the databases, now we just need to attach the stickers (with conservators’ help, of course).


Meet My Brother the Artist

May 27, 2008

If you’re going to be near Framingham, Massachusetts on May 31, be sure to make your way to the Danforth Museum of Art for the opening of “Off the Wall,” a juried show curated by Carole Anne Meehan of ICA/Boston, where my brother David will be glad to shake your hand and show you his two paintings in the show. After the 31st, you won’t see too much of David but you will be able to see his work, which will be up until August 3rd.

If you can’t make it to Framingham, you can get a little bit of David at the world’s simplest website here. Click around and enjoy.

Two of David's prints


History and Gaming

May 22, 2008

CWF just won an award from the AAM for its social history game for schoolchildren, “Betwixt Folly and Fate.” Congratulations to the staff who helped develop it. It’s a fine game, with users choosing to spend a day as one of four young characters, making choices about what to say to whom, and being rewarded with status points based on the completion of specified tasks in a timely fashion. It’s a good reflection of our recent interpretive priorities (hence the AAM award) but, presumably because we don’t have a multi-million dollar gaming budget, necessarily limited in scope.

But what if CWF, or any other museum, did have a multi-million dollar budget to develop a game? What would we do? I can think of three models: a macro-scale Atlantic World colonization game, like a more finely grained version of the Civilization series; a micro-scale social history game, or an 18th-century version of the Sims; or a first-person game (shooter or otherwise), set in the Rev War, say, in which a player might play as a Redcoat, a rebel, or a slave trying to escape or sign on with the crown.

These three types each represent assumptions about historical significance by privileging a perspective. They also correspond neatly to three major genres of historical writing (history of leadership; social history; biography). Because effects in the game need to be encoded, they would also require us to be explicit about our assumptions about how history unfolds: who are historical agents; how do micro decisions affect macro patterns; how do macro decisions affect micro events? We have a huge amount of data to work with that could inform any number of experiments in speculative history, for example, and that aren’t necessarily suitable for scholarship, or interpretation but that might well engage an audience in historical thinking (what if Peyton Randolph had done X?), as well as historiographical thinking (why doesn’t the game let me do Y?).

(incidentally, why isn’t there a Dickens game yet? How great would it be to run around the back alleys of 19th-century London? Grand Theft Carriage, anyone?)

It’s pretty easy to imagine how these games would unfold and, I think, easy to imagine that they would be entertaining both to design and to play. It’s more difficult to imagine more expansive, open-ended kinds of games, though there are a few people who have started to do just this in the context of teaching history, such as Rob MacDougall in his post on gaming as a couse subject. Rob also has a thoughtful post on the limitations and possibilities for history gaming, including a discussion of History Canada, itself a mod for Civilization.

Still, there are very few games that combine the enjoyment of exploring alternative cultures with the intense, immersive quality of the best games. An exception, and one of the most expansive thinkers about games in general is Jane McGonigal, who developed “World Without Oil,” a massive, collaborative thought expermient about a peak oil disaster. Fun (really)!


Two House Museums

May 19, 2008

On my recent trip to California, I visited two independent museums that I expected to stretch the boundaries of historic house museum-dom (certainly from the normative perspective of the Virginia–Massachusetts view of such things). Both seem to be exceedingly unconventional, as houses and as museums. Despite many important differences, however, I found that they function exactly as any other historic house museum I’ve ever been to, with guided tours through select, highlighted rooms, biographies of their presiding geniuses, and occasional, sidelong glances at the relationship of the building at hand to its broader social context.

Winchester Mystery House signFirst was the Winchester Mystery House, in San Jose. You see billboards for this place for miles around, many with skulls on them to emphasize that it is more about “mystery” than “house.” The point seems to be: here is what a crazy lady with loads of money and time on her hands can do if she’s interested in architecture but not, herself, an architect. According to the museum, it reached its present form in a long building campaign that lasted from 1884 to 1922, when Sarah Winchester, childless widow of rifle manufacturer William Winchester, died. The house is indeed a sprawling, strange place, with 160 rooms, many unfinished, many with unusual connections to the rest of the house because of the accretive way the place evolved. I frequently found myself utterly disoriented, and surprised to be suddenly looking back into a room I had thought was in a completely different part of the house.

2008JEK0504125On tour, we learn that the house was designed by a crazy person and therefore is, ipso facto, strange. This room looks unfinished because it was closed up after the 1906 earthquake (weird!); these stairs wind all around because Mrs. W. was arthritic and couldn’t bear to raise her foot more than an inch or so (quirky!); this room is the ballroom, on which she spent nine times the cost of an average contemporary house (wasteful!). There are occasional explicit gestures to strangeness, such as the seance room, and to mental fragility, as in Mrs. Winchester’s consulting a medium in her understandable distress at having lost both her only child and her husband. Like so much writing on outsider art, however, the relationship between her alleged pathology and the thing it produced is assumed, not explained. The perfect example is the famous staircase to nowhere, which was clearly closed off when a room above was reconfigured (there is wear on the treads up to the ceiling) but it is shown as the offspring of an unstable mind.

2008JEK0504116Despite the compulsiveness that seems to have driven Mrs. Winchester, it must be said that things look, in fact, quite ordinary, at least in the context of houses designed for rich, late-Victorian ladies. The scheme may not be as tightly controlled as it would have been in the hands of Richard Morris Hunt, say, or H.H. Richardson, but the only unconventional thing about the house, really, is its plan, something only perceived in the abstract. The interiors, taken one at a time, could be from any turn-of-the century banker’s house. Is all this just a matter of Mrs. W being a better decorator than she was a planner? (We are reminded, occasionally, on the tour, that the house proceeded without the help of an architect, who, it is pointed out knowingly, would never have suffered such whimsies gladly. I hope the AIA sends them a nice check…) With rooms on top of rooms on top of rooms, Mrs. Winchester was, in any case, a master of indirect and artificial lighting.

2008JEK0511290The second house museum I visited was the Forestiere Gardens, in suburban Fresno. Though there are docents, and literature, and a website, Forestiere has not been professionalized to nearly the same degree as the Winchester House but its caretakers, relatives of the builder, have clearly given much thought to its interpretation. It is, in many ways, Winchester’s inverse. It is underground, for starters. It is the product of a single, poor bachelor, who worked as architect, client, and subcontractor over nearly 40 years. It is also, of course, very similar, in that it is the accretive result of a single-minded individual’s obsession with domestic space, and in that the two projects are very nearly contemporary.

2008JEK0508355The museum tour proceeds through a series of semi-underground rooms, all lit directly or indirectly from above. Only a few of these show signs of having been inhabited, and the living area constitutes only a small fraction of the whole. Other spaces are given to planting, circulation, and religious devotion. Some seem purely ornamental, and many are simply not explained–how could they be? Many of the rooms are domed, and there is certainly a catacombs-like feeling to the entire place. It is cool, mostly underground, and it is very easy to get lost.

2008JEK0508359Mr. Forestiere excavated these rooms out of the very hard clay of Fresno known as “hardpan,” which he also used to build arches, doors, and walls. For the most part, he only went about 8 to 10 feet down but there is at least one room that he excavated one level deeper, a place where he could retreat still further and sit below a small aquarium, through which filtered the only light to this truly subterrannean room (which floods, incidentally, so we couldn’t go down to it).

The interpretive similarities between the two places suggest either the two museums explicitly want comparisons to be made or that their interpretive programs proceed from very similar sets of assumptions. Both websites, for example, include an “Amazing Facts” section. Both places provide similar biographical details whose relevance is only occasionally apparent. Mrs. Winchester consulted a spiritualist for advice on her building campaign; Baldessare Forestiere was a devout Roman Catholic; Winchester felt an affinity for the number 13; Forestiere preferred 3; both were troubled, or inspired, by visions; both continued working on their houses until they died.

Happily, neither museum takes a magisterial approach to their material. Both are highly anecdotal. In a sense, they are anti-museums, in that they discourage contemplative interaction with their artifacts. They bewilder and disorient visitors, though this is not strategic (unlike the Museum of Jurassic Technology, for example), but rather an accident of the artifact. In fact, both try to minimize any understandable disorientation by working to explain everything away: at Forestiere, we are told that the underground gardens make perfect sense because A, it’s cooler below ground (which it is) and B, Mr. Forestiere was an Italian immigrant, who remembered the catacombs of Rome and thought, quite reasonably, that he could reproduce them on his own in California. At Winchester, we learn, simply, that the widowed Mrs. WInchester wanted to keep an eye on her servants and that she was trying to appease the guilt she felt at inheriting a fortune derived from weaponry; and that she had a fascination with the number 13 (see? thirteen coat hooks in this closet! And look, thirteen windows in this room!). Peddling biographies in this way obscures more than it reveals. Why didn’t Forestiere stop, for example? Why didn’t he use any of his family’s money, which seems to have been considerable? How was Mrs. Winchester’s house different from other contemporary, wealthy Californians? Did she design the individually beautiful interiors? What about the gardens?

In this sense, both are absolutely typical of modern museums, where every artifact can be explained away with a few stock phrases, however implausible. Everything is easy, everything makes perfect sense, everything is proceeding according to plan. We may as well be in Fallingwater (see, Wright always wants to bring the outside IN, so there are no columns here to obstruct the view of the forest) or Monticello (notice the dumbwaiter, folks! just another example of the great man’s ingenuity and his love for mechanical labor-saving devices.) Nothing is contingent, or accidental, or conventional. Everything is deliberate, rationalized, and purposeful. Everything fits into a predetermined scheme, whose author is not a culture, or a system, but a determined individual, acting intelligently, and alone.

The scheme, both here and at more famous, professionalized sites, follows from some familiar assumptions about the relationship between buildings and their makers. At Forestiere, Winchester, and so many other house museums, the building and its contents are interpreted as perfect signs of their maker; one thing demonstrating a love of fishing, say, another a commitment to Swedenborgianism. The house, in this understanding, is a material biography, telling us everything we might want to know about an individual if we just know how to read it. This is a very old idea, at least as old as Andrew Jackson Downing, but doesn’t explain nearly as much we might like.

All of us who work in the field of material culture studies have some investment in the notion that objects are evidence for human thought, but this doesn’t mean that all objects tell us everything, or even the most important things (see Computer History Museum). Houses are particularly complex objects, and are the product of multiple interests and forces, only one of which is the will of the owner, or the will of the architect. Maybe it is a particularly American notion to imagine that we can craft our own identities with perfect precision, and that we have complete control over the creation of that most public aspect of identity, the house. This is a popular myth, of course, and a profitable one, but it is powerfully challenged by these two, wonderfully strange, buildings.


Computer History Museum

May 5, 2008

2008JEK0504145Last night I arrived, for the first time, in California. I’m staying in the Bay Area for a few days before the 2008 meeting of the Vernacular Architecture Forum in Fresno. One of my first stops was at the Computer History Museum in Mountain View, a stone’s throw or two from the Google headquarters (one of tomorrow’s stops). This is a very interesting place and well worth a visit for anyone who has the slightest curiosity about the subject. I haven’t fully processed the experience, so this post represents a first crack at what I saw today.

First off, I should say that, for such a new institution, the place shows itself well. Exhibits are well lit and well presented, the building is spacious and new, and best of all, admission is FREE. There were about 20-25 other visitors in the hour-and-a-half or so while I was there, which made for a pleasantly quiet visit.

I’ve wanted to see the Computer History Museum for about a year, as I am fascinated by the idea of a museum devoted to objects whose significance can’t be grasped (or even guessed at) by just looking at them, at least for most of us. They need, badly, to be interpreted. It’s hard enough presenting history in a museum environment, which tends to require either acres of wall text or small armies of interpreters (the CWF approach).

On the main level, there are currently three exhibits: one devoted to “Silicon Valley Pioneers,” which consists of short biographies and photographs of 20th-century movers and shakers in the industry, accompanied by a couple of objects each and mounted in display cases. This is familiar stuff in a familiar format. Substitute governors, or abolitionists, or baseball players, and you can imagine a similar display in your favorite history museum.

A small exhibit devoted to the history of chess-playing machines was, likewise, familiar in format, with large banners, lengthy wall text, and illustrations telling the story from the Mechanical Turk to Deep Blue. Because this is a modern museum, there are video displays, too.

2008JEK0504156The main event in the museum, however, and certainly the main reason to go, is its collection of historic computing devices, from abaci and slide rules to calculators to a couple of supercomputers and rows upon rows of personal computers. These are all arranged in a large room, organized by type and then, seemingly, by chronology. The name of this exhibit is “Visible Storage.” I only had about an hour in it but I must say that i was very sorry not to have had more.

There is very little interpretive text in this exhibit. For the most part, labels describe the particular innovation that one device or another represents: a leap forward in memory storage, for example, or one of the first Cray supercomputers. But if you’re looking for basic information, such as “what does that button do?” this is utterly lacking. And of course it is. For the more ancient devices, such as a 1959 DEC PDP-1, or a Cold War missile guidance system, knowing what the “On” switch is wouldn’t help much. The ONLY way, really, for a non-technologist to make any sense of this is with some context.

2008JEK0504171Context, then, came in the form of an enthusiastic docent, who was leading a tour around for much of the time that I was there and generally seeming to chat with anyone who would listen. I’m not sure how else you could explain this stuff to anyone.

The exception to the need for extensive interpretation, of course, are the computers that a visitor has had some direct experience with. From listening a little to some of the other visitors, it was clear that I was the tyro in the room (“do you know why they wired these things this way? It’s because they needed to…” “Ooh, boy, I threw away two of these just a couple of years ago.”) Still, it was strangely affecting, and somehow validating, to see the first computer I ever used, a Radio Shack TRS-80, on display. And then there was the Commodore 64, and a couple of Apples, and a box for Zork I, and the fancy HP calculator I had in high school. And then, whoops, on a table a few feet away, here’s the on-board guidance computer for a Minuteman I.

Despite the destructive power at the business end of a few of these devices, and despite the scrubbed appearance of some of the corporate computing machines, there’s something very ad hoc about most of the displays that make it clear how much of this history was made up along the way. There are those little raised-letter, stuck-on labels (original!) everywhere, and tiny notes stuck onto panels (“Patch the input first and the output second, or, turn off the plate power.”) Though I have no idea what most of these early machines did, it’s not hard to sense some of the delight their original users had in just making them function, to say nothing of getting them to solve particular problems.

The weirdest object in the room, and the one that surely warrants a more extended discussion than I have the time or patience for, is a sleek “Kitchen Computer,” offered by Neiman Marcus for $10,600 in 1969. Its interface consists of a series of obscurely labeled switches and LED lights. Long and low and made of lovely red and white plastic, it was meant to store and retrieve recipes. The panel describing it notes that “there is no evidence that any Kitchen Computer was ever sold.”
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