LEADER 05902nam 22006495 450 001 9910299278203321 005 20200702145414.0 010 $a3-319-58550-9 024 7 $a10.1007/978-3-319-58550-5 035 $a(CKB)3840000000347900 035 $a(MiAaPQ)EBC5301805 035 $a(DE-He213)978-3-319-58550-5 035 $a(PPN)224639013 035 $a(EXLCZ)993840000000347900 100 $a20180215d2018 u| 0 101 0 $aeng 135 $aurcnu|||||||| 181 $2rdacontent 182 $2rdamedia 183 $2rdacarrier 200 10$aMuseum Experience Design $eCrowds, Ecosystems and Novel Technologies /$fedited by Arnold Vermeeren, Licia Calvi, Amalia Sabiescu 205 $a1st ed. 2018. 210 1$aCham :$cSpringer International Publishing :$cImprint: Springer,$d2018. 215 $a1 online resource (355 pages) $cillustrations, tables 225 1 $aSpringer Series on Cultural Computing,$x2195-9056 311 $a3-319-58549-5 320 $aIncludes bibliographical references at the end of each chapters. 327 $aForeword -- Future Museum Experience Design: Crowds, Ecosystems and Novel Technologies -- PART 1: ENGAGING THE PUBLIC -- Supporting Social Engagement for Young Audiences with Serious Games and Virtual Environments in Museums -- Design is not for us: Engaging a New Audience for the Design Museum by Changing Their Expectations -- Crowd Sourcing Ideas for Augmented Reality Museum Experiences with Children -- ArtBytes: A Mobile App for Mixing Art Appreciation with Art Creation -- PART 2: CROWDS - DIVERSE AUDIENCES -- Museum Exhibitions for a 21st Century Crowd: Tools for Future Engagement -- Crowd Mining Applied to Preservation of Digital Cultural Heritage.- BrainChain App: A Fully Crowdsourced Design Process For Museums.- Fostering Emotional Engagement with Integrity: Respectful Crowdsourcing for Cultural Heritage.- PART 3. OPPORTUNITIES THROUGH TECHNOLOGY.- Augmenting Experience of a Museum Visit with a Location-based App for an Associated Archaeological Site.- Mobile and Social Technology: Challenges and Opportunities for Museums and Heritage Institutions.-  Using Mobile Technologies to Capture the Visitor Experience.- A Critical Reflection on Three Paradigms in Museum Technology and Experience Design.- PART 4. MUSEUMS AS PART OF AN ECOSYSTEM.- Becoming Vincent: A Multifaceted Story in a Multifaceted Ecosystem.- Designing Trajectories of Experiences: in Museums, around Museums or Including Museums.- The Museum as Ecosystem and Museums in Learning Ecosystems: An examination of Digital Learning Experience Design at the British Museum. 330 $aThis state-of-the-art book explores the implications of contemporary trends that are shaping the future of museum experiences. In four separate sections, it looks into how museums are developing dialogical relationships with their audiences, reaching out beyond their local communities to involve more diverse and broader audiences. It examines current practices in involving crowds, not as passive audiences but as active users, co-designers and co-creators; it looks critically and reflectively at the design implications raised by the application of novel technologies, and by museums becoming parts of connected museum systems and large institutional ecosystems. Overall, the book chapters deal with aspects such as sociality, creation and sharing as ways of enhancing dialogical engagement with museum collections. They address designing experiences ? including participatory exhibits, crowd sourcing and crowd mining ? that are meaningful and rewarding for all categories of audiences involved. Museum Experience Design reflects on different approaches to designing with novel technologies and discusses illustrative and diverse roles of technology, both in the design process as well as in the experiences designed through those processes. The trend of museums becoming embedded in ecosystems of organisations and people is dealt with in chapters that theoretically reflect on what it means to design for ecosystems, illustrated by design cases that exemplify practical and methodological issues in doing so. Written by an interdisciplinary group of design researchers, this book is an invaluable source of inspiration for researchers, students and professionals working in this dynamic field of designing experiences for and around museums. 410 0$aSpringer Series on Cultural Computing,$x2195-9056 606 $aUser interfaces (Computer systems) 606 $aGraphic design 606 $aCultural property 606 $aApplication software 606 $aUser Interfaces and Human Computer Interaction$3https://scigraph.springernature.com/ontologies/product-market-codes/I18067 606 $aInteraction Design$3https://scigraph.springernature.com/ontologies/product-market-codes/K19030 606 $aCultural Heritage$3https://scigraph.springernature.com/ontologies/product-market-codes/419000 606 $aComputer Appl. in Arts and Humanities$3https://scigraph.springernature.com/ontologies/product-market-codes/I23036 615 0$aUser interfaces (Computer systems) 615 0$aGraphic design. 615 0$aCultural property. 615 0$aApplication software. 615 14$aUser Interfaces and Human Computer Interaction. 615 24$aInteraction Design. 615 24$aCultural Heritage. 615 24$aComputer Appl. in Arts and Humanities. 676 $a069.5 702 $aVermeeren$b Arnold$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aCalvi$b Licia$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aSabiescu$b Amalia$4edt$4http://id.loc.gov/vocabulary/relators/edt 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910299278203321 996 $aMuseum Experience Design$92067152 997 $aUNINA