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A Critical Reflection on Three Paradigms in Museum Experience Design

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Museum Experience Design

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

Abstract

This chapter identifies and describes three technological paradigms in museum experience design, all positioned within an overarching visitor-centredness frame: (1) User-centred experience design, which emphasises modelling experience design in response to visitor views and interests, through methods adapted from or inspired by user-centred approaches in Human–Computer Interaction; (2) Participatory experience design, which shifts the emphasis from the product to the process of design and invites the visitor to become partner in the design of experiences; and (3) Agile experience design, in which the main preoccupation is with being constantly responsive to evolving visitor aims and needs, and innovating the experiential offer on an ongoing basis. In the context of museum experience design, each of these paradigms represents a systematic way of delivering value to the public through meaningfully designed experiences. The chapter contributes a critical reflection on the importance of acknowledging the existence and endorsement of these paradigms, which can impact museum practice beyond single design projects. In particular, I will discuss to what extent working within a certain paradigm can be transformative for the way museums function, how they are organised and how they engage with their public.

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Notes

  1. 1.

    Nina Simon (2010) proposes a typology of forms of public participation in cultural institutions which spans: (1) contributory projects, in which visitors input ideas, comments or objects in processes ideated and controlled by the institutions; (2) collaborative projects, which invite visitors to take part in the ideation and creation of projects, which are thereafter developed and managed by institutions; (3) co-creative projects, in which members of institutions work side by side with the public or community members to ideate, design and run programmes that are aligned to the interests of the latter; and (4) hosted projects, in which ideas and design come from the public and are hosted in cultural institutions, which offer spaces and resources.

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Correspondence to Amalia Sabiescu .

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Sabiescu, A. (2018). A Critical Reflection on Three Paradigms in Museum Experience Design. 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_13

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  • DOI: https://doi.org/10.1007/978-3-319-58550-5_13

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