A year after the Minnesota Children's Museum's $30 million upgrade, a lot of things are going right.
Kids scamper up the new four-story climbing tower and fly down its chute, they spray water and blow bubbles and launch pingpong balls into the air, they jump and laugh and learn.
But soon after the museum's 10 new exhibits debuted last June, a few things also started going awry.
Visitors swarmed some areas and avoided others; they couldn't figure out the Water Graffiti exhibit; they whacked one another with the Imaginopolis pool noodles. And there was also the matter of wear-and-tear created by the crowds of more than 2,000, which arrived on the museum's busiest days.
While a new tech gadget can be prototyped, tested and refined to work out the kinks before its release, that's not easily done with an entire museum.
"The kids will always do things we don't expect," noted Jess Turgeon, the museum's director of experiences.
For the first several months after the museum reopened, Turgeon and other members of the museum's First 100 Days team (which included representatives from exhibit development, floor staff, facilities and communications) met daily to talk about what they'd heard and observed. They also got feedback from surveys and focus groups, along with data from hourly head counts of each exhibit area and shadowing individual kids as they moved through the galleries.
When visitors trampled the courtyard's grass into a mud pit and kept yanking the cord out of the fire station's rotary phone, the First 100 Days team was ready to respond.