Amsterdam University Press, 2022 eISBN: 978-90-485-5284-9
ABOUT THIS BOOK | AUTHOR BIOGRAPHY | TOC
ABOUT THIS BOOK
“So you’re the one getting this gift? Lucky you! Someone who knows you has visited the museum. They searched out things they thought you would care about, and they took photos and left messages for you.” This is the welcoming message for the Gift app, designed to create a very personal museum visit. Hybrid Museum Experiences use new technologies to augment, expand or alter the physical experience of visiting the museum. They are designed to be experienced in close relation to the physical space and exhibit. In this book we discuss three forms of hybridity in museum experiences: incorporating the digital and the physical, creating social, yet personal and intimate experiences, and exploring ways to balance visitor participation and museum curation. The book reports on a three-year cross-disciplinary research project in which artists, design researchers and museum professionals have collaborated to create technology-mediated experiences that merge with the museum environment.
AUTHOR BIOGRAPHY
Annika Waern is a ‘research through design’ academic who has been researching technology-supported physical play and games for about fifteen years. Currently, she is conducting research in the areas of hybrid play in museums, children’s play in outdoor settings, and circus training to foster proprioceptic skills. Waern has authored over 100 academic articles and book chapters, and been editor of 2 books and several journal special issues. She is a DiGRA (Digital Games Research Association) distinguished scholar and a HEVGA (Higher Education Video Game Alliance) fellow.
Anders Sundnes Løvlie does research on the intersection of design research and media studies, focusing in particular on experience design, locative media and play. Anders was the coordinator for the GIFT project, and has been involved in a number of design projects involving museums like the Munch Museum, Danish Architecture Center, the National Gallery of Denmark, Brighton Museum and the Frederiksberg Museums. Author of the book The Rhetoric of Persuasive Games: Freedom and Discipline in America’s Army. Leads the research group on Media, Art and Design (MAD).
TABLE OF CONTENTS
Preface
Chapter 1: Introduction ( Anders Sundnes Løvlie and Annika Waern)
Why hybrid museum experiences?
GIFT
The structure of this book
Our gift to you: gifting.digital
Bibliography
Chapter 2: Hybrid Museum Experiences (Lina Eklund, Jocelyn Spence, Paulina Rajkowska, Annika Waern Anders Sundnes Løvlie and Steve Benford)
The Physical and the Digital
The Personal and the Social
The Museum and the Visitor
Conclusions
Bibliography
Chapter 3: The Gift App – Gifting Museum Experiences (Jocelyn Spence and Steve Benford)
The Experience
The Designer Perspective
The Museum Perspective
The Visitor Perspective
Analysis of the Gift App
Conclusions
Bibliography
Chapter 4: Never let me go – Social and Introspective Play (Karin Ryding)
Becoming mouse: The experience
Designing for playfulness
Designing Never let me go
The Visitor Perspective
Analysis of Never Let Me Go
Conclusions
Bibliography
Chapter 5: Your Stories – A life cycle analysis (Paulina Rajkowska, Annika Waern and Qilun Chen)
The National Museum of Serbia
The Design
The Design Process
Visitor Perspective
Museum Perspective
Designer Perspective
Analysis of Your Stories
Bibliography
Chapter 6: Action Research as a Method for Reflective Practice in Museums (Annika Waern, Paulina Rajkowska, Jon Back and Karin Johansson)
Reflective Practice in Museums
What is Action Research?
Action Research in GIFT
The Cross-Departmental COP: Three Examples
The Cross-Organizational COP: Learning Beyond the Organization
The GIFT Project: A Cross-Sectorial COP
Discussion
Conclusions
Bibliography
Chapter 7: Sensitizing Design Teams to Theory (Anne Rørbæk Olesen and Christian Hviid Mortensen)
Sensitizing Concepts and Boundary Objects
Sensitizing scenarios
Resident Theorist
Other Ways to Sensitize Designers
Bibliography
Chapter 8: Ideation Tools for Experience Design (Steve Benford, Boriana Koleva and Emily Thorn)
The Importance of Ideation
Three Tools for Ideation
Combination and Usefulness of the Tools
Bibliography
Chapter 9: Data-driven Visiting Experiences (Jocelyn Spence and Jon Back)
Visualising visitor behaviour in Thresholds
Visiting gifting behaviours
Visualizing the use of Visitor Box cards
Opportunities and challenges
Bibliography
Chapter 10 – Evaluation (Christian Hviid Mortensen, Anne Rørbæk Olesen and Sejul Malde)
First, Ask Why!
What Is Important to Know?
Who Should Your Study Subjects Be?
Where Will You Be?
When and for How Long Can You Study Them?
How to Get Your Answer
Early On: Formative Studies
Analyse Your Evaluation
Ethical Considerations
Conclusions
References
Chapter 11: Remediating, Reframing and Restaging the Museum (Annika Waern and Anders Sundnes Løvlie)
The Ideal Museum Experience
Reimagining the Museum Experience
Final words
Bibliography
Bibliography