three-dimensional storytelling: creating engaging exhibition experiences

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BRIANNA { Bree } CUTTS THE SIBBETT GROUP Copyright 2017 Brianna Cutts All rights reserved c SUSAN SPERO JOHN F. KENNEDY UNIVERSITY

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  • BRIANNA { Bree } CUTTS THE SIBBETT GROUP

    Copyright 2017 Brianna Cutts All rights reserved

    c

    SUSAN SPERO JOHN F. KENNEDY UNIVERSITY

  • TODAYThis day will include a lively and interactive workshop focussed on creating museum exhibitions.

    Designed for museum professionals, this workshop provides

    techniques and tools for developing and synthesizing content into engaging three-dimensional stories.

    Participants will learn about a thoughtful process model that merges theory with practice, and develop interpretive content for a full-scale exhibit prototype.

  • TODAYPART 1: Process + Project 9:15-10:00 - Intro and Process 10:00 - 12:00 - Teams, Projects, Work PART 2: Lunch + Inspiration 12:00 - 2:00: Lunch, Field Trips, Museum Tours PART 3: Produce + Prep + Pitch 2:15-3:15: Project Work 3:15-3:45: Prep Pitch 3:45-4:15 - Team Pitches (5min per team) 4:15-4:30 - Wrap-up + Reflection + Q&A 4:30 - Thank you!

  • OBJECTIVES Provide museum professionals with more guidance for creating exhibitions, from D.I.Y. approaches to professionally designed experiences Focus on the specific categories of Story (interpretive content), Audience (museum visitors), and Technique (exhibit design) to develop and design exhibitions Offer an approach for understanding how theory can shape practice

    Inspire creative risk taking with tangible tools and a flexible process model for creating engaging museum experiences Create a deeper understanding of cognitive, behavioral and social / emotional exhibit outcomes that will assist in fundraising and marketing efforts

  • OUTCOMES Lead workshop attendees through a process to create interpretive content, from topic brainstorming to the Big Idea Facilitate a group activity to develop interpretive content and build a three-dimensional prototype exhibit Reveal techniques within the process model for developing efficient Teams, effective Management, and distinctive Creativity

    Encourage agility and adaptability for creative collaboration that leads to consensus building and achieving unified goals Inspire workshop attendees to use the tools and techniques offered in the workshop to create a process that fits their unique institution

  • RELATIONSHIP TO THEMEThe exhibition development and design process requires that

    museum professionals work together efficiently and effectively in

    order to create powerful museum experiences.

    In order to create these experiences, we need creative teams

    that can explore out-of-the-box ideas and navigate uncertainties.

    The Story Orbit process model provides a roadmap for museum

    professionals to build confidence about crafting their interpretive

    content in order to tell their unique stories, stories about our world

    and what unites us.

  • INTRODUCTION

  • WERE GOING TO COVER

    OF INFORMATION

    A LOT

  • EXCITED

    CONFUSED

  • EXCITED

    CONFUSED

    UNDERSTANDING

    ANXIOUS

  • EXCITED

    CONFUSED

    UNDERSTANDING

    ANXIOUS

    INSPIRED

    &

    CURIOUS

  • THERE ARE

    OF WAYS TO DESIGN AN EXHIBITION

    A LOT

  • 2

    3

    4

    156

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    821

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    1214

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    5

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  • 12

    3

    4

    156

    7

    821

    1019

    1214

    20

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    1611

  • THERE ARE THREE

    TO DEVELOPING AN EXHIBITION

    KEYS

    1 2 3

  • BUT

    FIRST

  • RAISON DETRE { R E A S O N T O B E }

  • OBJECTS & STORIES

  • OBJECTS & STORIES

    { A U T H E N T I C }

  • P A S S I O N

  • P A S S I O N

    OB

    ESSI

    ON

  • THREE

    TO DEVELOPING AN EXHIBITION

    KEYS

    1 2 3

  • 1

  • LEARN THE RULES SO THAT YOU KNOW HOW TO BEND THEM

  • LEARN THE RULES SO THAT YOU KNOW HOW TO BEND THEM

    PARKS CANADA DESIGN GUIDELINES

    AMERICANS WITH DISABILITIES ACT (ADA)

    ARCHITECTURAL BARRIERS ACT (ABA)

    ACCESSIBILITY FOR ONTARIANS WITH DISABILITIES

    FUTURE: CENTRE OF EXPERTISE ON ACCESSIBILITY

    AND BARRIER REMOVAL

    SMITHSONIAN GUIDELINES FOR

    ACCESSIBLE EXHIBITION DESIGN

  • 2

  • SELF

    ACTUALIZATION

    ESTEEM

    BELONGING

    SAFETY

    PHYSIOLOGICAL

    MASLOWS HIERARCHY OF NEEDS APPLIED TO THE MUSEUM EXPERIENCE

  • SELF

    ACTUALIZATION

    ESTEEM

    BELONGING

    SAFETY

    PHYSIOLOGICAL

    MASLOWS HIERARCHY OF NEEDS APPLIED TO THE MUSEUM EXPERIENCE

    Wheres the

    restroom?

  • SELF

    ACTUALIZATION

    ESTEEM

    BELONGING

    SAFETY

    PHYSIOLOGICAL

    MASLOWS HIERARCHY OF NEEDS APPLIED TO THE MUSEUM EXPERIENCE

    Wheres the

    restroom?

    Wow,

    this is fun!

  • SELF

    ACTUALIZATION

    ESTEEM

    BELONGING

    SAFETY

    PHYSIOLOGICAL

    MASLOWS HIERARCHY OF NEEDS APPLIED TO THE MUSEUM EXPERIENCE

    Wheres the

    restroom?

    Wow,

    this is fun!

    Im inspired ... to be an

    artist, scientist, inventor ...

  • 3

  • EXHIBITION DEVELOPMENT CAN BE A MESSY PROCESS

  • LINEAR

  • NON-LINEAR

    LINEAR

  • NON-LINEAR

    LINEARLOGICAL

    HOLISTIC /

    CREATIVE

  • 1 EXHIBITION DEVELOPMENT PROCESS

  • STORY ORBIT

  • PASSION AUDIENCE

    TECHNIQUE

    TEAM

    CREATIVITYMANAGEMENT

    STORY

  • TEAM

    ROLES SUPPORT

    S IZE

  • TEAM ROLES

    - Management: Project Manager

    - Content: Content and Image Researcher, Subject Matter

    Experts, Interpretive Developer, Interpretive Writer

    - Design: Exhibit Designer, Interactions Designer,

    Graphic Designer, Multimedia Designer, Lighting Designer

    EXHIBITION DEVELOPMENT

  • TEAM ROLES

    - Management: Project Manager

    - Fabrication: Cabinetry, Sculpture, Mount Making,

    Model Making, Interactives, Technology

    - Installation: Construction, Finishes, Lighting, etc.

    EXHIBITION FABRICATION

  • TEAM SIZE

    - Designate a core team of 2-5 people

    - Assign Team Leads for large teams (15+ people)

  • TEAM SUPPORT

    - Ensure team members have effective tools

    - If tools are not available, design work-arounds

  • MANAGEMENT

    SCHEDULES

    COLLABORAT ION

    LEADERSH IP

  • SCHEDULES

    - Planning for three design phases

    - Estimating work products and flow

    - Building in buffers for deadline flux

    LINEAR

    1 2 3

  • COLLABORATION

    - Structuring a collaborative process

    - Selecting and maintaining on-line tools

    - Setting realistic milestones

  • LEADERSHIP

    - Understanding your leadership style

    - Identifying your teams strengths, and weaknesses

    - Modeling adaptability and agility

  • CREATIVITY

    SPACE PROCESS

    INSP IRAT ION

  • SPACE

    - Place to capture and process content

    - Place to display project inspiration

    - Place to work independently and collaboratively

  • INSPIRATION

    - Get geeky: dive into your topic

    - Take field trips

    - Seek out analogous experiences

  • PROCESS

    ROLLER

    COASTER

    RIDE

  • PROCESS

    - Design Thinking (user-centered design)

    ROLLER

    COASTER

    RIDE

  • PASSION AUDIENCE

    TECHNIQUE

    TEAM

    CREATIVITYMANAGEMENT

  • PASSION AUDIENCE

    TECHNIQUE

  • PASSION

    INSTITUTIONS MISSION

    EXHIBITION GOAL & OBJECTIVES

    TOPIC BRAINSTORMING

    SUB-TOPICS & MESSAGES

    THE BIG IDEA

    CONTENT RESEARCH

    YOUR PITCH

    *

    *

    *

  • PASSION

    TOPIC BRAINSTORMING*

  • TOPIC BRAINSTORMING

    BLUE SKY THINKING:

    IDEA DUMP

  • TOPIC BRAINSTORMING

    PATTERN IDENTIFICATION:

    CLUSTERING IDEAS INTO TOPICS AND SUB-TOPICS

  • PASSION

    THE BIG IDEA*

  • TOPIC BRAINSTORMING

    CONNECT THE DOTS:

    IDENTIFY ONE BIG IDEA

  • THE BIG IDEA

    THE EXHIBITION

    POTENTIAL CONTENT

    VISITOR QUESTIONS

  • THE BIG IDEA

    THE EXHIBITION

    POTENTIAL CONTENT

    VISITOR QUESTIONS

    FILTERS:

    GOAL & OBJECTIVES

    EXPERIENCE:

    STORY AND ENGAGEMENT

  • PASSIONYOUR PITCH*

  • YOUR PITCHTHE WHY - Why it matters - Why the exhibition is needed - Why were meeting the need

    THE WHO - Primary audience

    THE HOW - Unique offerings - Unique qualities

    THE WHAT - INFORM (Cognitive) - - What visitors will learn

    MOTIVATE (Behavioral) - - What visitors will do

    INSPIRE (Social / Emotional) - - What visitors will feel

  • PASSION AUDIENCE

    TECHNIQUE

  • AUDIENCE

    PROTOTYPING

    FEEDBACK

    VISITOR EXPERIENCE

    JOURNEY

    LEARNING FRAMEWORK

    HOW ...

    WHAT ...

    WHO ... *

    *

    *

  • AUDIENCE

    WHO ... *

  • WHO ...

    FRONT END EVALUATION:

    UNDERSTANDING YOUR VISITOR

  • SELF

    ACTUALIZATION

    ESTEEM

    BELONGING

    SAFETY

    PHYSIOLOGICAL

    MASLOWS HIERARCHY OF NEEDS APPLIED TO THE MUSEUM EXPERIENCE

    Wheres the

    restroom?

    Wow,

    this is fun!

    Im inspired ... to be an

    artist, scientist, inventor.

  • AUDIENCEVIS EXP JOURNEY *

  • VISITOR EXPERIENCE JOURNEYHOW DO PEOPLE

    FIND OUT ABOUT

    THE EXHIBITION?

    WHAT DO PEOPLE

    DO AT

    THE EXHIBITION?

    WHAT DO PEOPLE

    SAY ABOUT

    THE EXHIBITION?

  • AUDIENCE

    PROTOTYPING*

  • PROTOTYPING

    FORMATIVE EVALUATION:

    ENSURING YOUR VISITOR UNDERSTAND

    TEST IDEAS

  • PROTOTYPING

    FORMATIVE EVALUATION:

    ENSURING YOUR VISITOR UNDERSTAND

    GET MESSY TINKER

    TEST IDEAS

  • PASSION AUDIENCE

    TECHNIQUE

  • TECHNIQUE

    DESIGN ELEMENTS

    DESIGN AND FAB COSTS

    TECHNOLOGY

    INTERACTION

    INTERPRETIVE ELEMENTS

    DESIGN DELIVERABLES CONTENT CREATION*

    **

  • TECHNIQUE

    DESIGN AND FAB COSTS*

  • FABRICATION COSTS

    $125-250/SF

    LOW

    TECH

    HIGH

    TECH

    MEDIUM

    TECH

    $575-1,000/SF

    $275-550/SF

  • FABRICATION COSTS

    $187,500 - 375,000

    LOW

    TECH

    1,500 SF 1,500 SF 1,500 SF

    MEDIUM

    TECH

    $412,500 - 825,000

    HIGH

    TECH

    $862,500 - 1,500,000

  • DESIGN COSTS

    $187,500 - 375,000

    LOW

    TECH

    1,500 SF 1,500 SF 1,500 SF

    MEDIUM

    TECH

    $412,500 - 825,000

    HIGH

    TECH

    $862,500 - 1,500,000

    + 25-35% of fabrication budget

  • TECHNIQUE

    CONTENT CREATION*

  • CONTENT CREATION

    RESEARCH CONTENT INTERPRETIVE OUTLINE

  • TECHNIQUE

    INTERACTION*

  • INTERACTION

    COGNITIVE BEHAVIORAL SOCIAL /

    EMOTIONAL

  • AND

    NOW ...

  • PASSION AUDIENCE

    TECHNIQUE

    YOUR

    STORY

    **

    *

    *

    **

    *

    * ***

  • OUR PROJECT

    Exhibit Prototype

    TODAY:

  • EXHIBIT VS. EXHIBITION

    EXHIBITION

    TODAY:

  • EXHIBIT VS. EXHIBITION

    EXHIBITIONEXHIBIT

    TODAY:

  • OUR EXHIBIT PROCESSTODAY:

    2DEVELOP & DESIGN

    1REVIEW & PLAN

    3PREP

    & PITCH

  • OUR EXHIBIT PROCESSTODAY:

    1REVIEW & PLAN

  • 1. REVIEW & PLANLEARNING FRAMEWORK

    1REVIEW & PLAN

    LEARNING FRAMEWORK

    Choose One Genre for Exhibit Prototype

    For this exhibit workshop, well use book genres as a whimsical approach to designing an exhibit within a learning framework. Please keep in mind that while museums are informal learning environments, funding pressures typically require achieving measurable learning outcomes. For future reference, learning frameworks typically consist of the following, as applied to the concept of book genres:

    1. INSTITUTIONS RAISON DETRE - Devoted to modern art - Connecting children to nature - Celebrating the rich world of pizza 2. TOPICS: - Arts - Sciences - Humanities 3. PEDAGOGY: - Constructivism - - building on prior knowledge - Multiple Intelligences 4. EXPERIENCE APPROACH: - Participatory experience - Curated narrative - Authentic content 5. DIFFERENTIATOR (Why this institution matters; typically captured in tagline) - Nurtures creativity - Cultivates empathy

    1. BOOKS ULTIMATE PURPOSE - Provide inspiration - Entertain readers - Sell books 2. TOPICS: - Romance - Mystery - Memoir 3. PEDAGOGY: Narrative structure - Heros Journey - Five Acts - Beginning, Middle, End 4. EXPERIENCE APPROACH: - Pacing Approach - Narrator Type - Fiction, non-fiction 5. DIFFERENTIATOR (Why this book matters; typically captured in title and sub-title) - Addresses fundamental human issues - Addresses issues in memorable way

    GENRE: ROMANCEGENRE: MYSTERY

    GENRE: MEMOIR

    For Reference

    DRAMA THAT SPARKS EMOTION 1. A meets Z. 2. Z has a secret. 3. Z keeps secret from A as they fall in love. 4. A finds out and they part in anger. 5. Z loses all. 6. A returns, repentant, to declare what they both knew all along: A loves Z. 7. Z is now strong enough to turn A down or take A back (as an equal partner).

    THE HEROS JOURNEY 1. Call to Adventure 2. Acceptance of Call 3. Rising to Action: The Ordeal 4. Facing Defeat: Striving for Treasure 5. Mission of Danger: Completing Adventure 6. Journey Home: One More Sacrifice 7. Transformation: The Journey Continues

    CREATE AN ARC TO INSPIRE PERSONAL GROWTH 1. The Desire Line I wanted ______________ (the desire line). 2. Actions and Obstacles To get it, I then ______________(action).

    3. Emotional Moments To get it, I ______________ (action).

    4. Initiating Incident But ______________ (obstacle) got in my way.

    5. Ending Incident So, I ______________(action).

  • 1. REVIEW & PLANDESIGN GUIDELINES

    1REVIEW & PLAN

    EXHIBIT ELEMENTSACCESSIBILITY & DESIGN

    Use these tools and guidelines to develop and design your exhibit.

    Cabinetry A free-standing cabinet displays interpretive content.Artifact Case A cabinet-mounted case displays artifacts.Photo Mural A wall-mounted mural.Primary Interpretive Graphic A large-sized free-standing or wall-mounted interpretive graphic panel. The interpretive graphic panel includes text and photography.Secondary Interpretive Graphic A medium-sized free-standing or wall-mounted interpretive graphic panel. The interpretive graphic panel includes text and photography.Label A small-sized free-standing or wall-mounted interpretive graphic panel. The interpretive graphic panel includes text.Tactile Element A tactile object that highlights the _____ story. Scale Model A scale model of a/the ____________ .Artifacts A collection of ____________ artifacts.Audiovisual Program An audiovisual program about ____________.Audiovisual Equipment Within the Cabinetry is concealed audiovisual equipment that plays audiovisual programs.Interactive Media An approximately ____________ minute touch screen multimedia program.Seating Seating will be offered to visitors as places to rest or linger. Seating will include stools and benches.Lighting Lighting fixtures in the existing system are aimed to illuminate the exhibit area.

    SPACE PLANNING GRAPHIC DESIGNOBJECT DISPLAY

    SOURCE: Smithsonian Guidelines for Accessible Exhibition Design

    OVERVIEW: This list includes typical elements used in museum exhibits.

    TYPICAL EXHIBIT DESIGN ELEMENTS

  • 1. REVIEW & PLAN

    BRAINSTORM EXHIBIT STORY

    HOW MIGHT YOU ENGAGE YOUR

    AUDIENCE ABOUT YOUR

    EXHIBIT TOPIC?

    HOW MIGHT YOU TELL

    YOUR EXHIBIT STORY IN AN

    UNEXPECTED WAY?

    1REVIEW & PLAN

    HOW MIGHT YOU INSPIRE

    CURIOSITY ABOUT YOUR

    EXHIBIT TOPIC?

  • OUR EXHIBIT PROCESSTODAY:

    OUR EXHIBIT PROCESS

    2DEVELOP & DESIGN

  • 2. DEVELOP & DESIGNVISITOR EXPERIENCE JOURNEY

    ONCE VISITORS ARRIVE, THEY

    NOTICE ...

    AT THE EXHIBIT, VISITORS ARE

    ENCOURAGED TO ...

    AFTER THE EXHIBIT EXPERIENCE,

    VISITORS SAY ...

    AT THE EXHIBIT VISITORS CAN ...

    VISITORS FIND OUT ABOUT THE EXHIBIT FROM ...

    2DEVELOP & DESIGN

    Copyright c 2017, Brianna Cutts, The Sibbett Group

  • 2. DEVELOP & DESIGN

    TITLE MESSAGE OUTCOMES ELEMENTSLEARN (COGNITIVE) Understand ... Discover ... Connect ... DO (BEHAVIORAL) Touch ... Hear ... Smell ...

    FEEL (SOCIAL / EMOTIONAL) Appreciate ... Value ...

    TITLE (1-3 WORDS):

    SUB-TITLE (4-8 WORDS):

    THE BIG IDEA (A simple sentence that may become your title and / or sub-title)

    FURNISHINGS:

    GRAPHICS:

    INTERACTIVES:

    OTHER / TWIST:

    Aha, I had no idea!

    Hmm, that makes sense.

    Wow, really?

    TOPIC: DINING ROOM TABLE

    INTERPRETIVE EXHIBIT OUTLINE2

    DEVELOP & DESIGN

    Copyright c 2017, Brianna Cutts, The Sibbett Group

  • OUR EXHIBIT PROCESSTODAY:

    3PREP

    & PITCH

    3PREP

    & PITCH

  • 3. PREP & PITCH

    PITCH EXHIBIT STORY

    THE WHY THE HOW THE WHAT

    The Pitch articulates your vision in a written description that is punchy, playful and personal.

    RELEVANCE Why this exhibit matters:

    MARKETING How visitors find out about the exhibit:

    DIFFERENTIATOR An unexpected twist in the exhibit:

    INFORM What visitors will LEARN:

    MOTIVATE What visitors will DO:

    INSPIRE What visitors will FEEL:

    3PREP

    & PITCH

    Copyright c 2017, Brianna Cutts, The Sibbett Group

  • LEARNING FRAMEWORK :YOUR

    BOOK GENRES

  • NARRATIVE & PLOTCreate a Drama to Spark Emotion and Inspire Dreams 1. A meets Z. 2. Z has a secret. 3. Z keeps secret from A as they fall in love. 4. A finds out and they part in anger. 5. Z loses all. 6. A returns, repentant, to declare what they both knew all along. A loves Z. 7. Z is now strong enough to turn A down or take A back (as an equal partner).

    ROMANCE NOVEL

  • NARRATIVE & PLOTThe Heros Journey 1. Call to Adventure 2. Acceptance of Call 3. Rising to Action: The Ordeal 4. Facing Defeat: Striving for Treasure 5. Mission of Danger: Completing Adventure 6. Journey Home: One More Sacrifice 7. Transformation: The Journey Continues

    MYSTERY NOVEL

  • NARRATIVE & PLOTCreate an Arc to Inspire Personal Growth 1. The Desire Line

    2. Actions and Obstacles

    3. Emotional Moments

    4. Initiating Incident

    5. Ending Incident

    MEMOIR

    I wanted ______________ (the desire line). To get it, I ______________ (action). To get it, I then ______________(action). But ______________(obstacle) got in my way. So, I ______________(action).

  • OUR EXHIBIT TOPIC

    Dining Room Tables

    TODAY:

    I wanted ______________ (the desire line). To get it, I ______________ (action). To get it, I then ______________(action). But ______________(obstacle) got in my way. So, I ______________(action).

  • WORKSHOP ATTENDEESOUR AUDIENCE:

  • A FEW

    TIPS:

  • PRESSURES

    EXHIBIT TEAM

    $

    FUNDRAISING SOURCES

    PROJECT SCHEDULE

    MEASURABLE OUTCOMES

    GREAT IDEAS

    SCHOOL STANDARDS

    TEAM DYNAMICS

  • LIKE A WICKED PROBLEMA wicked problem is a problem that is difficult or impossible to solve because of incomplete, contradictory, and changing requirements that are often difficult to recognize. The use

    of the term wicked here has come to denote resistance to resolution, rather than evil. Moreover, because of complex

    interdependencies, the effort to solve one aspect of a wicked problem may reveal or create other problems.

    CREATING EXHIBITS:

  • FRICTION

    Passionate, provocative dissention and disagreements are not only tolerated but cultivated, to spur the best ideas and, as

    importantly, to eliminate bad ones quickly. While a consensus seeking approach may lead to a few incremental innovations, he says, a bit of tension, even friction during creative ideation,

    is likely to lead to innovation breakthrough.

    The Secret That Inspires Cirque du Soleils Culture Of Innovation: Creative Friction, Forbes

    CREATIVE PROCESS

  • OUR TEAMSTODAY:

    ART MUSEUM

    SCIENCE MUSEUM

    CHILDRENS MUSEUM

    HISTORY MUSEUM

    NATURAL HISTORY MUSEUM

    TEAM SHAKE

    TEAM WHIRL

    TEAM

    QUACK

    TEAM FUZZ

    TEAM EEK

  • 1) Pick team out of bag

    2) Gather in team area

    3) Begin!

    PART 2: Lunch + Inspiration

    12:00 - 2:00: Lunch, Field Trips, Museum Tours

    - Tour 1: Rory McDougall

    Loyal Edmonton Regimental Military Museum

    - Tour 2: Hannah Chipman

    Telephone Historical Centre

    GROUP ACTIVITY

  • PART 3: Produce + Prep + Pitch

    2:15-3:15: Project Work

    3:15-3:45: Prep Pitch

    3:45-4:15 - Team Pitches (5min per team)

    4:15-4:30 - Wrap-up + Reflection + Q&A

    4:30 - Thank you!

    GROUP ACTIVITY

  • TEAM

    PITCHES!

  • WRAP UP ...

  • OF INFORMATION

    A LOT

  • OVERLOAD

  • EXCITED

    CONFUSED

    UNDERSTANDING

    ANXIOUS

    INSPIRED

    &

    CURIOUS

  • RESOURCES

    National Association for Museum Exhibition (NAME)

    ExhibitFiles.org

    AAM Bookstore

  • Q & A

  • THANK YOU !

    [email protected]

    [email protected]