This thesis is inspired by the recent changes that have been occurring in the world of both Danish and international museums. For many years the cultural institutions have been practicing an authoritative communication style, something which does not sit well with the postmodern consumerism that is evident in society today. Recently the institutions started developing their communication strategies and develop the experiences that they were offering, in order to better cater to the museum visitors of today. This involves a larger focus on the visitor and how to engage the visitor in a personal and participatory way. At the same time a lot of new possibilities have become available to the cultural institutions. Since 2007 the iPhone and other smartphones have become very successful and popular. This provides the cultural institutions with new possibilities in communication and in the sort of experiences they are able to offer their audiences. This master’s thesis is an integrated thesis in Informatics and Performance Design. It analyses how smartphone applications and audience centered museum experiences can be combined in order to provide a more modern museum experience. This involves being aware of certain risks that can influence the design of these experiences, as well as risks that ascertain to the development process of a smartphone application. The part of the problematic that is focused on the museum experience is solved by including theories of prominent researchers of museology from Denmark and USA. Special attention is paid to Nina Simon’s theories about the participatory museum, as well as John Falk’s observations on a possible new categorization of the museums’ users. The part of the problematic that is focused on smartphone application design is solved through the inclusion of Suzanne Ginsburg’s principles on application design for the iPhone. The challenge of having a group of users as diverse as the museum audience is illuminated through the inclusion of Morten Hertzum, who provides relevant perspectives on the complex nature of the usability concept, and Donald A. Norman, whose classic book “The design of everyday things” is still relevant, with its many recommendations on how to achieve good design. The background of the thesis is a collaboration with Roskilde Museum, who wanted recommendations on how to use smartphone technology for a future exhibition. The report provides specific examples on how this could be done.
|Educations||Performance-design, (Bachelor/Graduate Programme) BasicInformatic, (Bachelor/Graduate Programme) Basic|
|Publication date||31 Aug 2012|
|Supervisors||Bo Holst-Christensen & Kristine Munksgård Petersen|