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Cover Art
E-RESOURCE

Title Museum experience design : crowds, ecosystems and novel technologies / Arnold Vermeeren, Licia Calvi, Amalia Sabiescu, editors.

Published Cham, Switzerland : Springer, [2018]
©2018

Copies

Location Call No. Status
 UniM INTERNET resource    AVAILABLE
Physical description 1 online resource.
Series Springer series on cultural computing
Springer series on cultural computing.
Springer Computer Science eBooks 2018 English+International
Bibliography Includes bibliographical references.
Contents Intro; Foreword: Are We Ready to Listen to These Truths? Are We Ready to Act on Them?; References; Contents; Editors and Contributors; 1 Future Museum Experience Design: Crowds, Ecosystems and Novel Technologies; Abstract; 1.1 Trends in Museum Experience Design; 1.1.1 From Visits to Continuous Dialogical Engagement; 1.1.2 From a Focus on Individuals to a Focus on Crowds; 1.1.3 From Printed Labels to DIY Technology and Internet of Things; 1.1.4 From Designing Individual Displays to Designing for Museum (eco) Systems; 1.2 Developing the Book Structure.
1.2.1 Future Museum Experience Game: A Structured Brainstorm Game1.3 Book Structure; 1.3.1 Part 1: Engaging the Public; 1.3.2 Part 2: Crowdsâ#x80;#x94;Diverse Audiences; 1.3.3 Part 3: Opportunities Through Technology; 1.3.4 Part 4: Museums as Part of an Ecosystem; Acknowledgements; References; Engaging the Public; 2 Supporting Social Engagement for Young Audiences with Serious Games and Virtual Environments in Museums; Abstract; 2.1 Introduction; 2.2 Conceptual Framework; 2.2.1 Framework Rationale; 2.2.2 Situated Orchestrated Learning; 2.2.3 Research Questions; 2.3 Testbed Application.
2.3.1 Modes of Visitor Involvement with Digital Games2.3.1.1 Small Group Interaction and Collaboration; 2.3.1.2 Supporting Audience Involvement and Social Engagement; 2.4 Summary of Research Studies; 2.4.1 Study I: Small Group Game-Based Collaboration; 2.4.2 Study II: Small Group Interactions Mediated by Culture; 2.4.3 Study III: Audience Involvement with Digital Games; 2.4.4 Case Study: Supporting Educational Activities in a Museum; 2.5 Implications for Designing Interactive Social Experiences for Student Groups; 2.5.1 Framework-Derived Design Guidelines; 2.5.2 Limitations; 2.6 Conclusion.
AcknowledgementsReferences; 3 Design Is Not for Us: Engaging a New Audience for the Design Museum by Changing Their Expectations; Abstract; 3.1 Introduction; 3.2 Defining the Project Challenge; 3.2.1 Engaging Novice Visitors; 3.2.2 Theoretical Background; 3.2.2.1 The Definition of â#x80;#x98;Goodâ#x80;#x99; Design; 3.2.2.2 â#x80;#x98;Almostâ#x80;#x99; Unique Objects; 3.2.3 Context Research; 3.3 Methodology; 3.3.1 Self-documentation; 3.3.2 Findings; 3.3.3 Conclusion; 3.4 Managing Expectations; 3.4.1 Desired Mindset; 3.4.2 Reformulating the Challenge; 3.5 The Design Library Ecosystem; 3.5.1 The Design Library.
3.5.1.1 The Design Library at the Museum3.5.1.2 The Design Library App at Home; 3.5.1.3 An Experience Database of Stories; 3.5.1.4 The Spotlight; 3.5.1.5 Design in the Wild Gallery; 3.5.1.6 The Design Library Promotion in the Shop; 3.5.2 Evaluation of the Design Library; 3.5.2.1 User Test with Prototype; 3.5.2.2 Review Session; 3.5.3 Discussion; 3.6 Conclusion; References; 4 Crowdsourcing Ideas for Augmented Reality Museum Experiences with Children; Abstract; 4.1 Introduction; 4.2 Related Work; 4.2.1 Approaches to Participatory Design with Children; 4.2.2 Augmented Reality.
Summary 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.
Other author Vermeeren, Arnold, editor.
Calvi, Licia, editor.
Sabiescu, Amalia, editor.
SpringerLink issuing body.
Subject Museum exhibits.
Virtual museum exhibits.
Human-computer interaction.
Electronic books.
Electronic book.
ISBN 9783319585505 (electronic bk.)
3319585509 (electronic bk.)
9783319585499 (print)
3319585495
Standard Number 10.1007/978-3-319-58550-5