Overview
- Explores the implications of contemporary trends that are shaping the future of museum experience design
- Unravels theoretically as well as through example design cases the complexity of designing for museums as part of ecosystems
- Discusses and illustrates the impacts of novel technologies on museum experience design
- Illustrates and reflects on dealing with diverse audiences and online crowds in designing engaging museum experiences
Part of the book series: Springer Series on Cultural Computing (SSCC)
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About this book
This state-of-the-art book explores the implications of contemporary trends that are shaping the future of museum experiences. In four separate sections, it looks into how museums are developing dialogical relationships with their audiences, reaching out beyond their local communities to involve more diverse and broader audiences. It examines current practices in involving crowds, not as passive audiences but as active users, co-designers and co-creators; it looks critically and reflectively at the design implications raised by the application of novel technologies, and by museums becoming parts of connected museum systems and large institutional ecosystems.
Overall, the book chapters deal with aspects such as sociality, creation and sharing as ways of enhancing dialogical engagement with museum collections. They address designing experiences – including participatory exhibits, crowd sourcing and crowd mining – that are meaningful and rewarding for all categories of audiences involved. Museum Experience Design reflects on different approaches to designing with novel technologies and discusses illustrative and diverse roles of technology, both in the design process as well as in the experiences designed through those processes. The trend of museums becoming embedded in ecosystems of organisations and people is dealt with in chapters that theoretically reflect on what it means to design for ecosystems, illustrated by design cases that exemplify practical and methodological issues in doing so.
Written by an interdisciplinary group of design researchers, this book is an invaluable source of inspiration for researchers, students and professionals working in this dynamic field of designing experiences for and around museums.
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Keywords
Table of contents (16 chapters)
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Engaging the Public
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Crowds—Diverse Audiences
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Opportunities Through Technology
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Museums as Part of an Ecosystem
Editors and Affiliations
Bibliographic Information
Book Title: Museum Experience Design
Book Subtitle: Crowds, Ecosystems and Novel Technologies
Editors: Arnold Vermeeren, Licia Calvi, Amalia Sabiescu
Series Title: Springer Series on Cultural Computing
DOI: https://doi.org/10.1007/978-3-319-58550-5
Publisher: Springer Cham
eBook Packages: Computer Science, Computer Science (R0)
Copyright Information: Springer International Publishing AG, part of Springer Nature 2018
Hardcover ISBN: 978-3-319-58549-9Published: 28 February 2018
Softcover ISBN: 978-3-319-86426-6Published: 06 June 2019
eBook ISBN: 978-3-319-58550-5Published: 15 February 2018
Series ISSN: 2195-9056
Series E-ISSN: 2195-9064
Edition Number: 1
Number of Pages: XIII, 345
Number of Illustrations: 9 b/w illustrations, 77 illustrations in colour
Topics: User Interfaces and Human Computer Interaction, Interaction Design, Cultural Heritage, Computer Appl. in Arts and Humanities