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The Collaborative Design of Tangible
Interactions in Museums
Dr. Luigina Ciolfi
Interactive digital technologies for cultural heritage have a long
history
Providing new possibilities for access and interpretation as part
of a variety of heritage practices
However, it’s a fragmented landscape:
gap between digital information and heritage holdings; between
heritage institutions; between different expertise and roles
within an institution; between research and practice
50% did not touch the table at all; 17% had longer than a single-click interaction
“[Only] few educational conversations were observed at the table except for
reading aloud”
Eva Hornecker
“I don’t understand it either but it’s cool” – Visitor interactions
with a multi-touch table in a museum”
50% did not touch the table at all; 17% had longer than a single-click interaction
“[Only] few educational conversations were observed at the table except for
reading aloud”
Eva Hornecker
“I don’t understand it either but it’s cool” – Visitor interactions
with a multi-touch table in a museum”
“Art Game” by Leo Caillard
“Strike a Pose”, Gallery One, Cleveland Museum of Art
Crafted tangible and embedded interactions are evocative,
memorable and effective…
…but they are expensive, time-consuming to realise and not
easily portable. Not many museums can afford them and sustain
them.
Often, HCI researchers realise these as “interventions” that have
a short life, and little impact (e.g. the academic paper lifespan)
meSch wanted to make these compelling visitor experiences
affordable, manageable and sustainable for heritage institutions
In order for these types of interactive exhibitions to
truly impact on institutions in the long term, Cultural
Heritage Professionals (CHPs) must be able to design,
manage and adapt them
We worked for 4 years (2013-2017) in a collaborative
way to realise the meSch vision
Link to strong Do-It-Yourself trend within cultural
heritage
+ 6 external
Museums and
their visitors
Art, design and
public making
Digital heritage
Personalization
contextualisation
Embedded systems,
smart objects
HCI, co-design
co-evaluation
Information
curation and
access
- Exploration of cultural heritage challenges:
Establishing collaborations with a network of heritage partners, many
different typologies of heritage and of institutions
Extensive interview study: how do cultural heritage professionals design
exhibitions? How do they use technology (if any)?
Workshops, focus groups
- Exploration of cultural heritage challenges:
Establishing collaborations with a network of heritage partners, many
different typologies of heritage and of institutions.
- Research through design - Concept generation and rapid prototyping:
Ideation, prototyping and evaluation of meSch tangible interactive artefacts
for cultural heritage sites
How can we make their building and customisation relatively cheap and easy?
How can they be ported from one to other heritage site? Exploratory labs
The prototypes became “recipes” to populate the toolkit
- Exploration of cultural heritage challenges:
Establishing collaborations with a network of heritage partners, many
different typologies of heritage and of institutions.
- Research through design - Concept generation and rapid prototyping:
Ideation, prototyping and evaluation of meSch tangible interactive artefacts
for cultural heritage sites
How can we make their building and customisation relatively cheap and easy?
How can they be ported from one to other heritage site? Exploratory labs
The prototypes became “recipes” to be populate the toolkit
-Defining requirements for and building a prototype of the meSch do-it-
yourself toolkit (from hardware level to user-interface)
-Using the authoring environment of the toolkit to design three case studies
for our three partner museums. Encourage collaborating institutions to re-
make and appropriate meSch prototypes, and create new ones
Partners collaborating with local heritage institutions
and with the meSch heritage partners
Early prototypes to try out ideas and generate
“templates” of interaction (“recipes”)
Functionality just one aspect, design and look & feel
equally important
Portability: what is the interaction concept?
- Explore conceptual and design directions
- Develop user scenarios
- Making and re-making of demonstrators through co-
design
Video: http://www.youtube.com/watch?v=q8NdtIYZgw8
Design “recipes” populating the toolkit
How will meSch enable cultural heritage
professionals realise these concepts
(and more) for their museum/institution?
Case-studies: long-term museum exhibitions integrating meSch
technology, in the hands of heritage institutions:
• “ The Hague and The Atlantic Wall: War in the City of Peace”
exhibition at MUSEON, The Hague (April-November 2015);
• “Feint: Unravel the Illusion of Movement in Greek Art”
exhibition at Allard Pierson Museum, Amsterdam (June-
August 2015);
• “Voices from Forte Pozzacchio” at Museo della Guerra, Trento
(Permanent exhibition)
Figure : The complete set of smart replicas.
https://www.youtube.com/watch?v=sK3AdQU9kkc
https://www.youtube.com/watch?v=8M5Ryn0aQAA
https://www.youtube.com/watch?
time_continue=75&v=QpFb98zB268
-Online environment for browsing, editing, customising and sharing recipes
Interfaces with external content management systems as well as its own
content library
- Scripting environment connecting heterogeneous components: meSchup
More info: http://mesch-project.eu/mesched-up-a-first-set-of-physical-
components-for-the-creation-of-interactive-exhibits/
- Set of physical components that can easily be recombined into different
installations (meSch recipes): 1 meSch hub, 2 nfc LED rings + nfc tags, 1
projector module, 1 media module (to connect external devices), 1 phone
for AR and nfc tags, 3 blidgets, 1 small printer
Four dedicated events where CHPs, designers and developers
worked together to build an interactive exhibition from scratch
using meSch in just two days (Amsterdam [2]; Sheffield and
Limerick)
Each event focused on a specific set of museum/heritage
artefacts. Each group developed a different idea and built a
prototype.
Each event organiser made resources available to participants
such as prototyping lab/FabLab, help with using software for
editing content, technical support, etc.
MeSch authoring environment and toolkit were demonstrated at
the beginning
https://www.youtube.com/watch?v=q2qw6N9X7rM
• Sustaining the co-design process outside of dedicated “events”
• Finding a shared language
• Understanding the “meSch vision”
• Relying on each other’s expertise
• Difficult balance between providing guidance/level of
facilitation and complete openness
• Dedicate time to reflect on the process
• http://codesign.website/; http://mesch-project.eu/Co-design/
• Internal expertise/staffing/resources
• Different use of resources
• New way to envision exhibition design teams
• New issues of management/control (over
content, visitor interactions, technology, etc.)
• New vision of what type of technology and/or
interactions they are able to manage
The project (2013-2017) receives funding from the European Community’s Seventh
Framework Programme ‘ICT for access to cultural resources’ (ICT Call 9: FP7-ICT-
2011-9) under the Grant Agreement 600851.
Thank You!

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The Collaborative Design of Tangible Interactions

  • 1. The Collaborative Design of Tangible Interactions in Museums Dr. Luigina Ciolfi
  • 2. Interactive digital technologies for cultural heritage have a long history Providing new possibilities for access and interpretation as part of a variety of heritage practices However, it’s a fragmented landscape: gap between digital information and heritage holdings; between heritage institutions; between different expertise and roles within an institution; between research and practice
  • 3. 50% did not touch the table at all; 17% had longer than a single-click interaction “[Only] few educational conversations were observed at the table except for reading aloud” Eva Hornecker “I don’t understand it either but it’s cool” – Visitor interactions with a multi-touch table in a museum”
  • 4. 50% did not touch the table at all; 17% had longer than a single-click interaction “[Only] few educational conversations were observed at the table except for reading aloud” Eva Hornecker “I don’t understand it either but it’s cool” – Visitor interactions with a multi-touch table in a museum” “Art Game” by Leo Caillard
  • 5. “Strike a Pose”, Gallery One, Cleveland Museum of Art
  • 6. Crafted tangible and embedded interactions are evocative, memorable and effective… …but they are expensive, time-consuming to realise and not easily portable. Not many museums can afford them and sustain them. Often, HCI researchers realise these as “interventions” that have a short life, and little impact (e.g. the academic paper lifespan) meSch wanted to make these compelling visitor experiences affordable, manageable and sustainable for heritage institutions
  • 7. In order for these types of interactive exhibitions to truly impact on institutions in the long term, Cultural Heritage Professionals (CHPs) must be able to design, manage and adapt them We worked for 4 years (2013-2017) in a collaborative way to realise the meSch vision Link to strong Do-It-Yourself trend within cultural heritage
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  • 9. + 6 external Museums and their visitors Art, design and public making Digital heritage Personalization contextualisation Embedded systems, smart objects HCI, co-design co-evaluation Information curation and access
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  • 11. - Exploration of cultural heritage challenges: Establishing collaborations with a network of heritage partners, many different typologies of heritage and of institutions Extensive interview study: how do cultural heritage professionals design exhibitions? How do they use technology (if any)? Workshops, focus groups
  • 12. - Exploration of cultural heritage challenges: Establishing collaborations with a network of heritage partners, many different typologies of heritage and of institutions. - Research through design - Concept generation and rapid prototyping: Ideation, prototyping and evaluation of meSch tangible interactive artefacts for cultural heritage sites How can we make their building and customisation relatively cheap and easy? How can they be ported from one to other heritage site? Exploratory labs The prototypes became “recipes” to populate the toolkit
  • 13. - Exploration of cultural heritage challenges: Establishing collaborations with a network of heritage partners, many different typologies of heritage and of institutions. - Research through design - Concept generation and rapid prototyping: Ideation, prototyping and evaluation of meSch tangible interactive artefacts for cultural heritage sites How can we make their building and customisation relatively cheap and easy? How can they be ported from one to other heritage site? Exploratory labs The prototypes became “recipes” to be populate the toolkit -Defining requirements for and building a prototype of the meSch do-it- yourself toolkit (from hardware level to user-interface) -Using the authoring environment of the toolkit to design three case studies for our three partner museums. Encourage collaborating institutions to re- make and appropriate meSch prototypes, and create new ones
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  • 17. Partners collaborating with local heritage institutions and with the meSch heritage partners Early prototypes to try out ideas and generate “templates” of interaction (“recipes”) Functionality just one aspect, design and look & feel equally important Portability: what is the interaction concept?
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  • 19. - Explore conceptual and design directions - Develop user scenarios - Making and re-making of demonstrators through co- design
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  • 27. Design “recipes” populating the toolkit How will meSch enable cultural heritage professionals realise these concepts (and more) for their museum/institution?
  • 28. Case-studies: long-term museum exhibitions integrating meSch technology, in the hands of heritage institutions: • “ The Hague and The Atlantic Wall: War in the City of Peace” exhibition at MUSEON, The Hague (April-November 2015); • “Feint: Unravel the Illusion of Movement in Greek Art” exhibition at Allard Pierson Museum, Amsterdam (June- August 2015); • “Voices from Forte Pozzacchio” at Museo della Guerra, Trento (Permanent exhibition)
  • 29. Figure : The complete set of smart replicas. https://www.youtube.com/watch?v=sK3AdQU9kkc
  • 32. -Online environment for browsing, editing, customising and sharing recipes Interfaces with external content management systems as well as its own content library - Scripting environment connecting heterogeneous components: meSchup More info: http://mesch-project.eu/mesched-up-a-first-set-of-physical- components-for-the-creation-of-interactive-exhibits/ - Set of physical components that can easily be recombined into different installations (meSch recipes): 1 meSch hub, 2 nfc LED rings + nfc tags, 1 projector module, 1 media module (to connect external devices), 1 phone for AR and nfc tags, 3 blidgets, 1 small printer
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  • 35. Four dedicated events where CHPs, designers and developers worked together to build an interactive exhibition from scratch using meSch in just two days (Amsterdam [2]; Sheffield and Limerick) Each event focused on a specific set of museum/heritage artefacts. Each group developed a different idea and built a prototype. Each event organiser made resources available to participants such as prototyping lab/FabLab, help with using software for editing content, technical support, etc. MeSch authoring environment and toolkit were demonstrated at the beginning https://www.youtube.com/watch?v=q2qw6N9X7rM
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  • 41. • Sustaining the co-design process outside of dedicated “events” • Finding a shared language • Understanding the “meSch vision” • Relying on each other’s expertise • Difficult balance between providing guidance/level of facilitation and complete openness • Dedicate time to reflect on the process • http://codesign.website/; http://mesch-project.eu/Co-design/
  • 42. • Internal expertise/staffing/resources • Different use of resources • New way to envision exhibition design teams • New issues of management/control (over content, visitor interactions, technology, etc.) • New vision of what type of technology and/or interactions they are able to manage
  • 43. The project (2013-2017) receives funding from the European Community’s Seventh Framework Programme ‘ICT for access to cultural resources’ (ICT Call 9: FP7-ICT- 2011-9) under the Grant Agreement 600851. Thank You!

Editor's Notes

  1. Many examples of platforms/digital content formats/modes of interaction… …From audioguides, to touch screens and bespoke “apps”… Social media and digital exhibitions (interaction is online) Museums recognize the value of a personal, physical relation with the objects and indeed many offer handling sessions where visitors can touch (under certain conditions) some of the exhibits in the collection. And visitors’ love it.
  2. Digital technology for cultural heritage has too often increased or created anew the gap between visitors and heritage holdings, instead of bringing the visitors closer.
  3. Digital technology for cultural heritage has too often increased or created anew the gap between visitors and heritage holdings, instead of bringing the visitors closer.
  4. Tangible and embedded interaction can offer ways to bring the heritage back to centre stage and to link more tightly digital content and heritage artefacts. There are examples aiming to realise this, both in technology design and cultural heritage research and practice… . However, it has been difficult to bring these technologies to smaller institutions
  5. An experience we as visitor often have in museums when technology is place is the “sorry out of order” sign. When museums can find the budget to buy digital technology they very rarely have inside expertise to manage it and so rely on external companies for maintenance. We think it is essential for curators and heritage professional to have full control of the technology, both in creating and maintaining it.
  6. A successful example of Do-It-Yourself for museums is the Open Exhibits foundation that provides free software for creating multi-touch experiences. The Open Exhibits is also growing a large set of templates that other museums can adapt and reuse for their purpose. This is not going to solve the problem of meaningful interactions, as the example of the tabletop Q&A I gave before shows, but it is a first step toward an independent situation.
  7. What mesch wants to do is to create an hardware and software platform to allow curators, designers and artist to create their own smart objects.
  8. Mesch is an EU integrated project with 12 partners in 6 EU countries Museums and digital heritage represent the stakeholders within the project meSch has a co-design approach: everyone takes part as an equal in the design and evaluation process. A team of expert is dedicated to this. Reuse of existing digital assets. Issues of efficiently and effectively accessing multiple and heterogeneous repositories Personalization is next. meSch addresses both personalization of the content and personalization to the context. meSch strongest innovation point are smart objects that react to people, places and other objects, are carried around the exhibition and reveal personalized content in context. We believe that innovation needs creativity and this is the role of the designers and artists involved. Together with the curators will support meSch in reaching out to the public.
  9. What is also innovative in mesch is that we adopt a co-design approach where everyone is involved in making, curators and museum professionals as well as designers, computer scientists and electronic engineers. This photos are of our first meeting when we used Gadgeteer to prototype in hardware some ideas like the smart bag
  10. 3 ½ days Getting to know one another, informally- Felt it was good to design together as soon as possible, beginning in a low-pressure production environment, to get to know each other (began m1) Rapid Physical Prototyping Exploring heritage of Sheffield Visitor Personas Scenarios Exploring interactive concepts in museums Appreciative Inquiry
  11. Five teams, each consisting of a mix of consortium partners, placed a chosen concept in context by developing a scenario for a museum visit. Within each team, the curator of the museum was in charge. In this way, we ensured that the user perspective was taken along in the process. Prior to the workshop, the partners delivered starting points for building the scenarios. During the workshop, each team developed a scenario explaining the way a visitor experiences a museum. The inspiration for these scenarios was the concepts chosen by the teams, for example; finding your way in a museum, exploring additional information about objects, and serendipity. At the end of the day, each team delivered a stop motion animation or video of this scenario.
  12. Co-located with consortium meeting Visit to Museo de La Guerra, and Forte Pozzachio During the 3rd consortium meeting scheduled at Trento (Italy), a co-design workshop was held at Museo Italiano Della Guerra on October 10th 2013. Whereas in the co-design activities held so far a lot of emphasis was placed on the experience of the visitor in relation to the stories of the museums, this co-design workshop was focused more on the curatorial practice. 18 people who are part of the consortium were involved. The theme of the workshop was to explore possible interactions and narratives of various existing museum artefacts and explore the way curators might assemble interactive exhibits around those. The co-design session was aimed to provide inspirations to aid the production of the authoring toolkit for the meSch platform Co-design workshop at MdG – in a museum environment, using artefacts chosen by curators Outcome: visitor scenarios and narratives Curator’s workflow in designing and embedding narratives
  13. These are pictures of the second workshop we had in Amsterdam in June when we visited the two museums (as for the pictures in the bottom right) and had some creative sessions. We use methods developed and used in design to elicit opinions and harvest the creativity everyone has. It is not a smooth process, people who are not used to it may think it is childish but the results are always very exciting and the push they give to the project is strong.
  14. User scenarios – for CHPs using the authoring tool Requirements for the authoring tool In addition, the co-design session in January 2014 in Limerick was used to combine all learnings emerged from co-design and technology exploration activities by all the consortium partners into a number of draft scenarios
  15. Loupe in Bulgaria
  16. https://www.youtube.com/watch?v=sK3AdQU9kkc
  17. 1 meSch hub, 2 nfc LED rings + nfc tags, 1 projector module, 1 media module (to connect external devices), 1 phone for AR and nfc tags, 3 blidgets, 1 small printer
  18. 1 meSch hub, 2 nfc LED rings + nfc tags, 1 projector module, 1 media module (to connect external devices), 1 phone for AR and nfc tags, 3 blidgets, 1 small printer
  19. 1 meSch hub, 2 nfc LED rings + nfc tags, 1 projector module, 1 media module (to connect external devices), 1 phone for AR and nfc tags, 3 blidgets, 1 small printer
  20. 1 meSch hub, 2 nfc LED rings + nfc tags, 1 projector module, 1 media module (to connect external devices), 1 phone for AR and nfc tags, 3 blidgets, 1 small printer
  21. 1 meSch hub, 2 nfc LED rings + nfc tags, 1 projector module, 1 media module (to connect external devices), 1 phone for AR and nfc tags, 3 blidgets, 1 small printer
  22. 1 meSch hub, 2 nfc LED rings + nfc tags, 1 projector module, 1 media module (to connect external devices), 1 phone for AR and nfc tags, 3 blidgets, 1 small printer
  23. 1 meSch hub, 2 nfc LED rings + nfc tags, 1 projector module, 1 media module (to connect external devices), 1 phone for AR and nfc tags, 3 blidgets, 1 small printer