Crafting Tangible Interaction to Prompt Visitors' Engagement in House Museums

C. Claisse
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引用次数: 4

Abstract

This research explores design opportunities where tangible interaction enables new ways to engage visitors with the stories and artefacts on display, not in a museum as such, but within a house museum -- a particular type of heritage site where I noticed little attention from the field of interaction design. The work sits between the fields of design (e.g. exhibition design), heritage, and technology (e.g. HCI) and it investigates how the approach to designing for house museums may be different than for conventional museums. This research unfolds through a designerly approach to explore the potential of tangible interaction by means of a series of design interventions where art and design practices (e.g. creation of interpretive object), technology (e.g. tangible technologies embedded within object) and historical content (e.g. evocative narrative) are connected together to prompt visitors' personal, tangible and multi-sensory engagement at a house museum. This research is at an early stage (begun in October 2015), thus this paper presents an initial analysis of literature to frame the research, the motivations and context behind the project, the methods to achieve the goals of the study and future work plans.
制作有形的互动,以促进参观者参与博物馆
这项研究探索了设计的机会,在这种设计中,有形的互动使参观者能够以新的方式参与到展示的故事和人工制品中,而不是在博物馆中,而是在房屋博物馆中——我注意到交互设计领域很少关注的一种特殊类型的遗产遗址。这项工作介于设计(例如展览设计),遗产和技术(例如HCI)领域之间,并研究了房屋博物馆的设计方法与传统博物馆的不同之处。本研究以设计师的方式展开,通过一系列的设计干预来探索有形互动的潜力,其中艺术和设计实践(例如创建解释性物体),技术(例如嵌入物体的有形技术)和历史内容(例如唤起叙事)联系在一起,以促使参观者在房屋博物馆中进行个人,有形和多感官的参与。这项研究处于早期阶段(开始于2015年10月),因此本文提出了初步的文献分析,以框架研究,项目背后的动机和背景,实现研究目标的方法和未来的工作计划。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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