Museum Experience Design
Crowds, Ecosystems and Novel Technologies
Editors: Vermeeren, Arnold, Calvi, Licia, Sabiescu, Amalia (Eds.)
Free Preview- Explores the implications of contemporary trends that are shaping the future of museum experience design
- Unravels theoretically as well as through example design cases the complexity of designing for museums as part of ecosystems
- Discusses and illustrates the impacts of novel technologies on museum experience design
- Illustrates and reflects on dealing with diverse audiences and online crowds in designing engaging museum experiences
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- About this book
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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.
- Table of contents (16 chapters)
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Future Museum Experience Design: Crowds, Ecosystems and Novel Technologies
Pages 1-16
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Supporting Social Engagement for Young Audiences with Serious Games and Virtual Environments in Museums
Pages 19-43
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Design Is Not for Us: Engaging a New Audience for the Design Museum by Changing Their Expectations
Pages 45-74
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Crowdsourcing Ideas for Augmented Reality Museum Experiences with Children
Pages 75-93
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Experiencing the Art Museum: Methods for Public Engagement
Pages 97-114
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Table of contents (16 chapters)
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Bibliographic Information
- Bibliographic Information
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- Book Title
- Museum Experience Design
- Book Subtitle
- Crowds, Ecosystems and Novel Technologies
- Editors
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- Arnold Vermeeren
- Licia Calvi
- Amalia Sabiescu
- Series Title
- Springer Series on Cultural Computing
- Copyright
- 2018
- Publisher
- Springer International Publishing
- Copyright Holder
- Springer International Publishing AG, part of Springer Nature
- eBook ISBN
- 978-3-319-58550-5
- DOI
- 10.1007/978-3-319-58550-5
- Hardcover ISBN
- 978-3-319-58549-9
- Softcover ISBN
- 978-3-319-86426-6
- Series ISSN
- 2195-9056
- Edition Number
- 1
- Number of Pages
- XIII, 345
- Number of Illustrations
- 9 b/w illustrations, 77 illustrations in colour
- Topics