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  • Museum Experience Design: Crowds, Ecosystems and Novel Technologies

    Museum Experience Design by Vermeeren, Arnold; Calvi, Licia; Sabiescu, Amalia;

    Crowds, Ecosystems and Novel Technologies

    Series: Springer Series on Cultural Computing;

      • GET 20% OFF

      • The discount is only available for 'Alert of Favourite Topics' newsletter recipients.
      • Publisher's listprice EUR 160.49
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        66 563 Ft (63 393 Ft + 5% VAT)
      • Discount 20% (cc. 13 313 Ft off)
      • Discounted price 53 250 Ft (50 714 Ft + 5% VAT)

    66 563 Ft

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    printed on demand

    Why don't you give exact delivery time?

    Delivery time is estimated on our previous experiences. We give estimations only, because we order from outside Hungary, and the delivery time mainly depends on how quickly the publisher supplies the book. Faster or slower deliveries both happen, but we do our best to supply as quickly as possible.

    Long description:

    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.

    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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    Table of Contents:

    Foreword.- 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.



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