Nothing Special   »   [go: up one dir, main page]

skip to main content
10.1145/3543758.3543759acmotherconferencesArticle/Chapter ViewAbstractPublication PagesmundcConference Proceedingsconference-collections
research-article

To Go or not to Go? A Participatory Approach to Digitally Augmenting Museum Experiences

Published: 15 September 2022 Publication History

Abstract

In this paper, we present the results of a participatory design research project conducted together with the Art and Exhibition Hall of the Federal Republic of Germany. In this collaborative design research project, we set out to create new, location-independent ways of making museums more accessible and approachable to people who would or could not otherwise attend them, in particular those of younger age groups. We present three novel approaches that integrate diverse educational and participatory concepts into the museum visit. All are based on existing technology, allowing for easy and low-cost implementation through cultural institutions. These include a new way of discovering people with whom to attend the museum, a new way of contributing remotely to a collaborative exhibit and a new way of connecting school classes to prepare jointly for a visit to the museum, including a digital co-curation process. We explain our collaborative research and design process and present the results developed in exchange with our project partners and through input from participating users. We conclude by discussing our findings and by outlining future research opportunities.

Supplementary Material

MP4 File (muc-106.mp4)
Supplemental video

References

[1]
Saki Asakawa, João Guerreiro, Daisuke Sato, Hironobu Takagi, Dragan Ahmetovic, Desi Gonzalez, Kris M. Kitani, and Chieko Asakawa. 2019. An Independent and Interactive Museum Experience for Blind People. In Proceedings of the 16th International Web for All Conference(W4A ’19). Association for Computing Machinery, New York, NY, USA, 1–9. https://doi.org/10.1145/3315002.3317557
[2]
Carlos Augusto Bahamón. 2019. Strategies for Significant Learning in the Museum, Based on Interactive Experiences. In Proceedings of the IX Latin American Conference on Human Computer Interaction(CLIHC ’19). Association for Computing Machinery, New York, NY, USA, 1–4. https://doi.org/10.1145/3358961.3358989
[3]
Andrea Bellucci, Paloma Diaz, and Ignacio Aedo. 2015. A See-Through Display for Interactive Museum Showcases. In Proceedings of the 2015 International Conference on Interactive Tabletops & Surfaces(ITS ’15). Association for Computing Machinery, New York, NY, USA, 301–306. https://doi.org/10.1145/2817721.2823497
[4]
Graham Black. 2016. Remember the 70%: Sustaining ‘Core’Museum Audiences. Museum Management and Curatorship 31, 4 (2016), 386–401.
[5]
Barry Brown, Ian MacColl, Matthew Chalmers, Areti Galani, Cliff Randell, and Anthony Steed. 2003. Lessons from the Lighthouse: Collaboration in a Shared Mixed Reality System. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems(CHI ’03). Association for Computing Machinery, New York, NY, USA, 577–584. https://doi.org/10.1145/642611.642711
[6]
Marc Calmbach, Bodo Flaig, James Edwards, Heide Möller-Slawinski, Inga Borchard, and Christoph Schleer. 2020. SINUS-Jugendstudie 2020 - Wie ticken Jugendliche?https://www.bpb.de/shop/buecher/schriftenreihe/311857/sinus-jugendstudie-2020-wie-ticken-jugendliche.
[7]
Loraine Clarke and Eva Hornecker. 2015. Social Activities with Offline Tangibles at an Interactive Painting Exhibit in a Children’s Cultural Centre. In Proceedings of the 2015 British HCI Conference(British HCI ’15). Association for Computing Machinery, New York, NY, USA, 82–90. https://doi.org/10.1145/2783446.2783568
[8]
Cooper Hewitt Smithsonian Design Museum. 2021. Tools and Approaches for Transforming Museum Experience. https://www.cooperhewitt.org/interaction-lab/tools-and-approaches-for-transforming-museum-experience/.
[9]
Kevin Crowley, Palmyre Pierroux, and Karen Knutson. 2014. Informal Learning in Museums. In The Cambridge Handbook of the Learning Sciences (second ed.), R. Keith Sawyer (Ed.). Cambridge University Press, Cambridge, 461–478. https://doi.org/10.1017/CBO9781139519526.028
[10]
Caitilin de Bérigny Wall and Xiangyu Wang. 2008. Interactive Antarctica: A Museum Installation Based on an Augmented Reality System. In Proceedings of the 3rd International Conference on Digital Interactive Media in Entertainment and Arts(DIMEA ’08). Association for Computing Machinery, New York, NY, USA, 319–325. https://doi.org/10.1145/1413634.1413692
[11]
digiclass:lab. 2022. Digiclass:Lab. https://digiclass-lab.de/dc_museum/.
[12]
Martina Fineder and Johannes Lang (Eds.). 2020. Zwischenmenschliches Design: Sozialität und Soziabilität durch Dinge. VS Verlag für Sozialwissenschaften. https://doi.org/10.1007/978-3-658-30269-6
[13]
Fondazione Fitzcarraldo. 2006. I Don’t Go to Museums! Non-visitors: Teenagers at a Glance. Technical Report.
[14]
Patrick S. Föhl, Stefanie Erdrich, Hartmut John, and Karin Maaß. 2007. Das barrierefreie Museum: Theorie und Praxis einer besseren Zugänglichkeit. Ein Handbuch. transcript Verlag. https://doi.org/10.14361/9783839405765
[15]
gather.town. 2022. Gather.Town.
[16]
Barney Glaser and Anselm Strauss. 1999. The Discovery of Grounded Theory: Strategies for Qualitative Research (8th printinged.). Aldine Transaction.
[17]
Dave Gray, Sunni Brown, and James Macanufo. 2010. Gamestorming: A Playbook for Innovators, Rulebreakers, and Changemakers (1. edition ed.). O’Reilly and Associates, Beijing Cambridge Farnham Köln Sebastopol Tokyo.
[18]
GuidePilot. 2022. GuidePilot.
[19]
Katina Hazelden, Matthew Yee-King, Roberto Confalonieri, Carles Sierra, Fiammetta Ghedini, Dave de Jonge, Nardine Osman, and Mark d’Inverno. 2013. WeCurate: Multiuser Museum Interactives for Shared Cultural Experiences. In CHI ’13 Extended Abstracts on Human Factors in Computing Systems(CHI EA ’13). Association for Computing Machinery, New York, NY, USA, 571–576. https://doi.org/10.1145/2468356.2468457
[20]
Christian Heath, Dirk vom Lehn, and Jonathan Osborne. 2005. Interaction and Interactives: Collaboration and Participation with Computer-Based Exhibits. Public Understanding of Science 14 (Jan. 2005), 91–101.
[21]
Eva Hornecker and Matthias Stifter. 2006. Learning from Interactive Museum Installations about Interaction Design for Public Settings. In Proceedings of the 18th Australia Conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments(OZCHI ’06). Association for Computing Machinery, New York, NY, USA, 135–142. https://doi.org/10.1145/1228175.1228201
[22]
Carey Jewitt. 2012. Digital Technologies in Museums: New Routes to Engagement and Participation’. Designs for Learning 5, 1-2 (Dec. 2012), 74–93.
[23]
Susan Kamel and Christine Gerbich. 2014. Experimentierfeld Museum: Internationale Perspektiven auf Museum, Islam und Inklusion (1st ed.). transcript, Bielefeld.
[24]
LinkedIn. 2022. LinkedIn.
[25]
Tanya Marriott. 2011. Interactive Memories within Museums. In Proceedings of the 7th Australasian Conference on Interactive Entertainment(IE ’10). Interactive Entertainment, Wellington, NZL, 1–3.
[26]
Mark T. Marshall, Nick Dulake, Luigina Ciolfi, Daniele Duranti, Hub Kockelkorn, and Daniela Petrelli. 2016. Using Tangible Smart Replicas as Controls for an Interactive Museum Exhibition. In Proceedings of the TEI ’16: Tenth International Conference on Tangible, Embedded, and Embodied Interaction(TEI ’16). Association for Computing Machinery, New York, NY, USA, 159–167. https://doi.org/10.1145/2839462.2839493
[27]
Mark T. Marshall, Nick Dulake, Daniela Petrelli, and Hub Kockelkorn. 2015. From the Deposit to the Exhibit Floor: An Exploration on Giving Museum Objects Personality and Social Life. In Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems(CHI EA ’15). Association for Computing Machinery, New York, NY, USA, 1917–1922. https://doi.org/10.1145/2702613.2732872
[28]
Minecraft Babel. 2022. Minecraft Babel. https://www.babel-minecraft.de.
[29]
Miro. 2022. Miro.
[30]
David Monaghan, James O’Sullivan, Noel E. O’Connor, Bridget Kelly, Olivier Kazmierczak, and Lorraine Comer. 2011. Low-Cost Creation of a 3D Interactive Museum Exhibition. In Proceedings of the 19th ACM International Conference on Multimedia(MM ’11). Association for Computing Machinery, New York, NY, USA, 823–824. https://doi.org/10.1145/2072298.2072477
[31]
Aki Namioka and Douglas Schuler. 1993. Participatory Design: Principles and Practices. Taylor & Francis Inc, Hillsdale, N.J.
[32]
Emma Nicol and Eva Hornecker. 2012. Using Children’s Drawings to Elicit Feedback on Interactive Museum Prototypes. In Proceedings of the 11th International Conference on Interaction Design and Children(IDC ’12). Association for Computing Machinery, New York, NY, USA, 276–279. https://doi.org/10.1145/2307096.2307144
[33]
Neue Oberstufe. 2021. Neue Oberstufe. https://www.neue-oberstufe.de/.
[34]
Siiri Paananen, Mari Suoheimo, and Jonna Häkkilä. 2021. Charting Experience Categories for Museum Exhibitions. In Human-Computer Interaction – INTERACT 2021: 18th IFIP TC 13 International Conference, Bari, Italy, August 30 – September 3, 2021, Proceedings, Part V. Springer-Verlag, Berlin, Heidelberg, 372–376. https://doi.org/10.1007/978-3-030-85607-6_40
[35]
Ping!2022. Ping!
[36]
Karola Pitsch, Sebastian Wrede, Jens-Christian Seele, and Luise Süssenbach. 2011. Attitude of German Museum Visitors towards an Interactive Art Guide Robot. In Proceedings of the 6th International Conference on Human-robot Interaction(HRI ’11). Association for Computing Machinery, New York, NY, USA, 227–228. https://doi.org/10.1145/1957656.1957744
[37]
Alex Polishuk and Igor Michael Verner. 2012. Interaction with Animated Robots in Science Museum Programs: How Children Learn?. In Proceedings of the Seventh Annual ACM/IEEE International Conference on Human-Robot Interaction(HRI ’12). Association for Computing Machinery, New York, NY, USA, 265–266. https://doi.org/10.1145/2157689.2157786
[38]
The Global Art Project. 2022. The Global Art Project. https://theglobalartproject.no/.
[39]
Luise Reitstätter. 2015. Die Ausstellung verhandeln: Von Interaktionen im musealen Raum (1st ed.). transcript, Bielefeld.
[40]
Jessica Roberts. 2015. Exploring Effects of Full-body Control in Perspective-based Learning in an Interactive Museum Data Display. In Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction(TEI ’15). Association for Computing Machinery, New York, NY, USA, 445–448. https://doi.org/10.1145/2677199.2691606
[41]
Maria Roussou, Elina Kavalieratou, and Michael Doulgeridis. 2007. Children Designers in the Museum: Applying Participatory Design for the Development of an Art Education Program. In Proceedings of the 6th International Conference on Interaction Design and Children(IDC ’07). Association for Computing Machinery, New York, NY, USA, 77–80. https://doi.org/10.1145/1297277.1297292
[42]
Masahiro Shiomi, Takayuki Kanda, Hiroshi Ishiguro, and Norihiro Hagita. 2006. Interactive Humanoid Robots for a Science Museum. In Proceedings of the 1st ACM SIGCHI/SIGART Conference on Human-robot Interaction(HRI ’06). Association for Computing Machinery, New York, NY, USA, 305–312. https://doi.org/10.1145/1121241.1121293
[43]
Nina Simon. 2010. The Participatory Museum. Museum 2.0, Santa Cruz.
[44]
Nina Simon and Jon Moscone. 2016. The Art of Relevance. Museum 2.0, Santa Cruz, California.
[45]
Jesper Simonsen and Toni Robertson. 2012. Routledge International Handbook of Participatory Design. Taylor & Francis Ltd, New York.
[46]
Digital Sparks. 2021. Digital Sparks. https://www.digital-sparks.org/.
[47]
Clay Spinuzzi. 2005. The Methodology of Participatory Design. Technical Communication(2005), 163–174.
[48]
Nora Sternfeld. 2018. Das radikaldemokratische Museum. De Gruyter.
[49]
Gustav Taxén. 2004. Introducing Participatory Design in Museums. In Proceedings of the Eighth Conference on Participatory Design: Artful Integration: Interweaving Media, Materials and Practices - Volume 1(PDC 04). Association for Computing Machinery, New York, NY, USA, 204–213. https://doi.org/10.1145/1011870.1011894
[50]
Tinder. 2022. Tinder.
[51]
Martin Tröndle (Ed.). 2019. Nicht-Besucherforschung: Audience Development für Kultureinrichtungen. VS Verlag für Sozialwissenschaften. https://doi.org/10.1007/978-3-658-25829-0
[52]
Martin Tröndle, Stéphanie Wintzerith, Roland Wäspe, and Wolfgang Tschacher. 2012. A Museum for the Twenty-First Century: The Influence of ‘Sociality’ on Art Reception in Museum Space. Museum Management and Curatorship 27, 5 (Dec. 2012), 461–486. https://doi.org/10.1080/09647775.2012.737615
[53]
Twitch. 2022. Twitch.
[54]
Liliana Vega, Griselda Ledezma, Anayeli Hidalgo, Eduardo Ruiz, Omar Pinto, Ricardo Quintero, and Leopoldo Zepeda. 2010. Basic Elements on Game Design for Interactive Museum Exhibitions. In ACM SIGGRAPH 2010 Posters(SIGGRAPH ’10). Association for Computing Machinery, New York, NY, USA, 1. https://doi.org/10.1145/1836845.1836896
[55]
Oliver Weede, Simon H. Muchinenyika, and Hippolyte N. Muyingi. 2014. Virtual Welcome Guide for Interactive Museums. In Proceedings of the 13th Participatory Design Conference: Short Papers, Industry Cases, Workshop Descriptions, Doctoral Consortium Papers, and Keynote Abstracts - Volume 2(PDC ’14). Association for Computing Machinery, New York, NY, USA, 167–169. https://doi.org/10.1145/2662155.2662222
[56]
WhatsApp. 2022. WhatsApp.
[57]
Katrin Wolf, Jens Reinhardt, and Markus Funk. 2018. Virtual Exhibitions: What Do We Win and What Do We Lose?. In Proceedings of the Conference on Electronic Visualisation and the Arts(EVA ’18). BCS Learning & Development Ltd., Swindon, GBR, 79–86. https://doi.org/10.14236/ewic/EVA2018.15
[58]
Xponat. 2022. Xponat. https://www.xponat.net/.
[59]
Jing Yang and Cheuk Yu Chan. 2019. Audio-Augmented Museum Experiences with Gaze Tracking. In Proceedings of the 18th International Conference on Mobile and Ubiquitous Multimedia(MUM ’19). Association for Computing Machinery, New York, NY, USA, 1–5. https://doi.org/10.1145/3365610.3368415
[60]
Jing Yang and Gábor Sörös. 2019. Audio-Augmented Museum Experiences Using Wearable Visual-Inertial Odometry. In Proceedings of the 18th International Conference on Mobile and Ubiquitous Multimedia(MUM ’19). Association for Computing Machinery, New York, NY, USA, 1–6. https://doi.org/10.1145/3365610.3365616
[61]
HyeonBeom Yi, Jaehoon Pyun, Chaeeun Lee, and Woohun Lee. 2020. Scienscope: Hand-Held Mediation Device for Facilitating Exploratory Behaviors with Exhibits in Museum Visitors. In Proceedings of the 2020 ACM Designing Interactive Systems Conference(DIS ’20). Association for Computing Machinery, New York, NY, USA, 709–721. https://doi.org/10.1145/3357236.3395581

Cited By

View all

Index Terms

  1. To Go or not to Go? A Participatory Approach to Digitally Augmenting Museum Experiences

    Recommendations

    Comments

    Please enable JavaScript to view thecomments powered by Disqus.

    Information & Contributors

    Information

    Published In

    cover image ACM Other conferences
    MuC '22: Proceedings of Mensch und Computer 2022
    September 2022
    624 pages
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 15 September 2022

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. interaction design
    2. museum
    3. participation

    Qualifiers

    • Research-article
    • Research
    • Refereed limited

    Conference

    MuC '22
    MuC '22: Mensch und Computer 2022
    September 4 - 7, 2022
    Darmstadt, Germany

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • 0
      Total Citations
    • 136
      Total Downloads
    • Downloads (Last 12 months)58
    • Downloads (Last 6 weeks)4
    Reflects downloads up to 23 Nov 2024

    Other Metrics

    Citations

    Cited By

    View all

    View Options

    Login options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    HTML Format

    View this article in HTML Format.

    HTML Format

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media