2. EXTERNAL CONTEXT
AUDIENCE TOURISTIC/CULTURAL
ASSET
Benchmarking
Concurrent, similarities,
proximity, added value
Case studies
Other’s success,
failures, reasons, etc.
Feasibility/anticipation
Future events,
probability
All the technical tools and
methods surrounding us
= interface with the environment
3. All the technical tools and methods surrounding us
= interface with the environment
TECHNICAL SYSTEM
AUDIENCE TOURISTIC/CULTURAL
ASSET
stronger - faster
INDUSTRIAL
MECHANICAL
DIGITAL
> EXPONENTIAL GROWTH <
5. CONSEQUENCES/RISKS
Phubbing, nomophobia,
over-immersion leading to
dangerous inattention.
BEHAVIORS
DISSONANCE
Dimensional conflict,
virtual assault/trauma,
digital property, etc.
LEGAL GAP
Over-enthusiasm,
mediatic buzzing.
misotechnia, etc.
EMOTIONAL
IMPACT
7. REDFLAGS
GADGETIZATION
NEVER starts by choosing the tool.
A digital tool is a mean to connect,
but not the goal itself.
KEEP qualitative content, with
several level of depth. A fun tool
is not enough.
EXCLUSION
Flexibility in terms of digital
literacy expected will prevent
from social exclusion (number
of users, age, education,
disabilities,etc.)
SUSTAINABILITY
The digital system changes
quickly. Regular updates are
necessary to avoid trends, and rely
on solid tools.
TRAINING
Digital tools require a minimum of
maintenance and legal precautions.
The staff in charge must be trained
to use the tools or fix them
(external support).