Museum Experience Design

Crowds, Ecosystems and Novel Technologies

  • Arnold Vermeeren
  • Licia Calvi
  • Amalia Sabiescu
Book

Part of the Springer Series on Cultural Computing book series (SSCC)

Table of contents

  1. Front Matter
    Pages i-xiii
  2. Arnold P. O. S. Vermeeren, Licia Calvi, Amalia Sabiescu, Raffaella Trocchianesi, Dagny Stuedahl, Elisa Giaccardi et al.
    Pages 1-16
  3. Engaging the Public

    1. Front Matter
      Pages 17-18
    2. Panagiotis Apostolellis, Doug A. Bowman, Marjee Chmiel
      Pages 19-43
    3. Sophie Boonen, Martijn van der Heijden, Elisa Giaccardi
      Pages 45-74
    4. Gavin Sim, Brendan Cassidy, Janet C. Read
      Pages 75-93
  4. Crowds—Diverse Audiences

    1. Front Matter
      Pages 95-96
    2. Emma L. Tonkin, Gregory J. L. Tourte, Alastair Gill
      Pages 115-136
    3. Lindsey van der Lans, Evy Ligia Ansems, Vassilis-Javed Khan
      Pages 137-156
  5. Opportunities Through Technology

    1. Front Matter
      Pages 203-204
    2. Marco C. Rozendaal, Arnold P. O. S. Vermeeren, Diana C. Issidorides
      Pages 239-258
  6. Museums as Part of an Ecosystem

    1. Front Matter
      Pages 277-278
    2. Arnold P. O. S. Vermeeren, Hung-Chu Shih, Rik van der Laan, Licia Calvi, JungKyoon Yoon, Ianus Keller
      Pages 301-323

About this book

Introduction

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.

Keywords

Museum Experience Design Cultural Heritge Digital Heritage Interactive Technology Museum Audiences

Editors and affiliations

  • Arnold Vermeeren
    • 1
  • Licia Calvi
    • 2
  • Amalia Sabiescu
    • 3
  1. 1.Delft University of TechnologyDelftThe Netherlands
  2. 2.NHTV Breda University of Applied SciencesBredaThe Netherlands
  3. 3.Loughborough University LondonLondonUnited Kingdom

Bibliographic information

  • DOI https://doi.org/10.1007/978-3-319-58550-5
  • Copyright Information Springer International Publishing AG 2018
  • Publisher Name Springer, Cham
  • eBook Packages Computer Science
  • Print ISBN 978-3-319-58549-9
  • Online ISBN 978-3-319-58550-5
  • Series Print ISSN 2195-9056
  • Series Online ISSN 2195-9064
  • About this book
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