Hypermedia paradigm and Museum s didactics: a challenge for the future. Studies on Palazzo Pianetti s Application



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Transcription:

Federica Papa, University of Macerata (Italy)

proposal What can UX Design offer to Museum s didactics?

The State of the Art - growing importance of hypermediatexts in Cultural Heritage Communication; Cultural Heritage Communication - this media are not only related to acustic paradigm but involving visual and interactive fields (Pascucci 2009): hypermediatext - change in knowledge, way to transmit informations, emphasize new cultural models and human values;

The State of the Art hypermedia focus: Cultural Heritage Communication - enable people to visit collections virtually; - collections become vitual; - subject rather than the collection itself.

The State of the Art Cultural Heritage Communication the visitor who is no longer requested to observe the contents of exhibitions in loco, can now experience the exhibition even outside the museum. act, choose, react according to hypermedia exhibition contents.

The State of the Art UX Design UX DESIGN - new field of HCI Design; - solution designed for a single profile of visitor; - intuitive and unintuitive graphic user interfaces (GUIs). open questions: - protocol for different kind of visitors; - general line guide of intuitive graphic user interfaces (GUIs); - how to exploit museum s collection contents at best through hypermedia text is concerned; - improve museum s education and didactics.

When UX is well designed, interactive design can match the goal with the different types of visitors, the traditional meaning of public use of history and didactics proposal. Analysis of successful case studies showing that hypermedia texts can emprove users experience in accessing museum s collections in term of visiting and learning.

Palazzo Pianetti Palazzo Pianetti is a museum of fine arts located in Jesi. It is a Rococo palace built in 1730. Its architecture hinders the building of an entry for individuals with disabilities; The focus of the museum is only on the second floor, with Lorenzo Lotto s exhibition. Frescoes on Aeneid by Placido Lazzarini repesent a part of the didactic but related communication is design only through photocopies.

Phase 1. Focus on didactics BRIEF: Design a third generation-audioguide to improve learning process related to Aeneid Frescoes - The myth is generally introduced at school before the tour of Palazzo Pianetti Museum; - Frescoes are painted on the roof. The App is able to show details and narration engaging students; - if it is possible, App could be presented also to visitors.

- visiting the museum in guided tour with student; - observation of generally reaction; Phase 2. Tour - observation in proxemic reaction; - observation of engagement between explanations (including the use of material) and tour.

- processing didactic material; - focus on the details to point out; Phase 3. Analysis of didactics material - focus on the visitors engagement;

- Analysis of case studies; - Studies on cognitive psychology (affordances) and Interactive Design; - Storyboard of the Application; Phase 4. Design the Application (Project) - Design of the Application in terms of narration and graphics; - Graphic should be coherent with content, App navigation and the (Brand) identity of the Museum; - Focus on education always at first place.

Phase 5. Design the Application (Graphic) - Storyboard of the Application; - Design of the Application in terms of narration and graphic; - Graphic must be coherent with content, App navigation and the (Brand) identity of the Museum; - Focus on education always at first place.

- Students are visitors. Like other people that visit the museum, they can represent different types of users and their specific needs, like older people or users with visual impairments; Phase 6. Design the Application - Design and Graphic should think about content accessibility.

Phase 7. Inside the Application Icons Description iphone e ipod Touch (pixel) ipad (pixel) App Icon 57x57 144x144 (retina) 72x72 144x144 (retina) App Store Icon 512x512 1024x1024 512x512 1024x1024

Phase 7. Inside the Application Canto le armi e l'uomo che per primo dalle terre di Troia raggiunse esule l'italia per volere del fato Two level of voices: one for general narration and the other for Frescoes details

Phase 7. Inside the Application Sample of screenshot

Phase 7. Inside the Application Main Menu - down right Extra - Possibility to enjoy naration of the myth related to the room (Voice 1)

[15] ENEA E I TROIANI VENGONO ASSALITI DALLE ARPIE NELLE ISOLE STROFADI - (Eneide III, 209-269). Enea parte alla volta dell Italia, ma una tempesta Phase 7. Inside the Application improvvisa lo spinge nelle isole Stofadi. Qui, uccisi alcuni buoi che vagano liberi nei campi e dispostisi a banchetto Scroll of the text Zoom and pinch of the picture Possibility to enjoy naration of the myth related to the detail (Voice 2)

Phase 8. App s Test dedicated questionnaire based on differential semantic

visiting experience 100% navigation system 82% Phase 9. Data Collections (here focus on UX) quality of narration 100% engagement 96% quality of contents 98%

Phase 7. Further Observations

Conclutions - Cultural Communication experience based on well UX Design can offer something new; - UX Design can improve museum s education; - UX Design intercepts people s need; - Technology and UX Design enable people with disabilities to have experience of the museum (even by distance); - Dialogue with urban space in terms of open space, identity, cityzenship and belonging to the city and its community; - the use of this kind of hypermedia texts seems to encourage not only the interaction among peers but also between students and professors during thevisit; - Technology and UX Design improve notion of democratic culture.

- Lisnay, E., Bowen, J. P., Hearn, K., & Zedda, M. (2013). Museums and Technology: Being Inclusive Helps Accessibility for All. Curator, 56(3), 353-361. doi:10.1111/cura.12034. Biobliography - Antinucci, F.(1999). Beni artistici e nuove tecnologie, I formati della memoria. Beni culturali e nuove tecnologie alle soglie del terzo millennio. Firenze: Giunti. - Pascucci, G. (2007). Comunicazione museale. Macerata: Eum Edizioni. - Faiola, A., & Matei, S. (2010). Enhancing human computer interaction design education: teaching affordance design for emerging mobile devices. International Journal Of Technology & Design Education, 20(3), 239-254. doi:10.1007/s10798-008-9082-4. - Hartson, H. (2003). Cognitive, physical, sensory, and functional affordances in interaction design. Behaviour & Information Technology, 22(5), 315. - Wyman, B., Smith, S., Meyers, D., & Godfrey, M. (2011). Digital Storytelling in Museums: Observations and Best Practices. Curator, 54(4), 461-468. doi:10.1111/j.2151-6952.2011.00110.x. - Saffer, D. (2013). Microinteractions: Full-Color Edition: Designing With Details. Cambridge: O relly.