Designing interactive museum visitors' experience using a Fab Living Lab platform: the Museum-Aquarium of Nancy case
Autor: | Ievgeniia Ten, Laurent Dupont, Giovanny Arbelaez-Garces |
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Přispěvatelé: | Equipe de Recherche sur les Processus Innovatifs (ERPI), Université de Lorraine (UL) |
Jazyk: | angličtina |
Rok vydání: | 2020 |
Předmět: |
[SPI.OTHER]Engineering Sciences [physics]/Other
Boundary object Engineering Process (engineering) business.industry Visitor pattern 05 social sciences 0211 other engineering and technologies 02 engineering and technology Space (commercial competition) [SHS.MUSEO]Humanities and Social Sciences/Cultural heritage and museology Test (assessment) Cultural heritage World Wide Web User experience design Living lab [INFO.INFO-CY]Computer Science [cs]/Computers and Society [cs.CY] 0502 economics and business [INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC] business 050203 business & management ComputingMilieux_MISCELLANEOUS 021106 design practice & management |
Zdroj: | 2020 IEEE International Conference on Engineering, Technology and Innovation (ICE/ITMC) 2020 IEEE International Conference on Engineering, Technology and Innovation (ICE/ITMC), Jun 2020, Cardiff, United Kingdom. pp.1-8, ⟨10.1109/ICE/ITMC49519.2020.9198641⟩ ICE/ITMC |
DOI: | 10.1109/ICE/ITMC49519.2020.9198641⟩ |
Popis: | As in many areas, museums and cultural institutions currently undergo a transformation characterized by the use of digital and interactive technologies. New perspectives in the development of museum experiences are being open which impacts the overall functioning of these institutions. To design experiences that are adapted to enhance the visitor experience appropriate methods are required. User experience design and Living labs approach offer tools to support this process. In this paper, we document the experience of the renovation of the Museum-Aquarium in interaction with the Fab Living Lab platform, the academic innovation space of Nancy, France. We present the process of the development of three interactive and digital experiences based on ideation, rapid-prototyping, and test by use. This experience presents the methods and shares the lessons learned in this process. The work performed can serve as references for the development of other museum interactive installations. Furthermore, we identify potential transfer to other domains. |
Databáze: | OpenAIRE |
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