Abstract
Museums give much consideration to how visitors experience their exhibits. Mobile technologies, such as apps on mobile phones and tablets can capture the visitor experience in an automated, on-the-spot manner. Two apps were designed and used to capture visitors’ experiences of interactive exhibits at a science museum. Based on our observations, we discuss (a) the appeal of the technology, (b) the integration of this technology in the overall museum visit and (c) the processing of the collected experience data. Based on our observations, we recommend that museums and science centres critically evaluate the above-mentioned points when considering implementing mobile technologies to capture the visitor experience. Furthermore, we advise institutions to approach mobile technologies as product service systems and take into account the infrastructure that is required to make mobile technologies work.
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Acknowledgements
This research was part of Science Live, the innovative research programme of NEMO Science Museum that enables scientists to carry out real, publishable, peer-reviewed research using NEMO visitors as volunteers. This study has further been made possible by the Dutch Creative Industries and Scientific Program (CRISP). The authors would further like to thank: Alt-N, Shapers and KlevR Audio Design in producing the apps, and many thanks go to the Industrial Design students that have helped in conducting both experiments.
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Rozendaal, M.C., Vermeeren, A.P.O.S., Issidorides, D.C. (2018). Using Mobile Technologies to Capture the Visitor Experience. In: Vermeeren, A., Calvi, L., Sabiescu, A. (eds) Museum Experience Design. Springer Series on Cultural Computing. Springer, Cham. https://doi.org/10.1007/978-3-319-58550-5_12
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