Re-purposing museum experiences: A design-after-design approach

Petros Ioannidis

    Publikation: Bog / Antologi / Rapport / Ph.D.-afhandlingPh.d.-afhandling

    Abstract

    This thesis explores the conflicts of incorporating playful installations that make use of
    digital technologies in an exhibition space of a cultural institutions. The research is situated in
    the exhibition space of the Danish Architecture Center (DAC), a cultural institution about the
    dissemination of architecture. Museum experiences often employ digital technologies and
    support play to bring forward the qualities of exploration and free-choice, thus attracting
    visitors and improving the quality of their visit. Including play in their space is valuable but
    also controversial. Stakeholders seem to disagree on the value that play brings, and had
    trouble accepting some of its elements. The creative, personal, exploratory, and self-
    expressive qualities of play lead to visitors discovering new ways of interacting with the
    installations, based on their personal motives and interests; re-purposing them in the process.
    While established museum design processes often involve participation of visitors during the
    pre-deployment phase to inform the design of such experiences, those processes rarely re-
    design them once they are deployed; as a result, any use discovered by visitors during the
    post-deployment phase does not inform their overall design. Those newly discovered
    interactions can create new engagement opportunities, as well as technical and curatorial
    challenges. Because of that, there is a need for design approaches that can include that re-
    purposing by investigating and using it to inform the design of experiences.
    To address that need, this thesis conducts empirical research on the re-purposing which
    happened during real use in the exhibition space of DAC. I approached those research
    endeavours by employing research-through-design while gathering in-the-wild data from the
    exhibition space of DAC, where I conducted three out of four of my studies. Initially, through
    the study of Bio-sonic Sense, I worked with elements of ambiguity to support exploration and
    free-choice. Then, through the study of We Dare You I gathered ethnographic data, which
    allowed me to build an understanding of the specific challenges DAC faces when deploying
    hybrid playful experience in their exhibition space. Finally, the subsequent studies of City
    Lights and Light House allowed me to try out a specific iterative design process which is built
    on the ideals of design-after-design. The process I tested aimed to use that re-purposing as a
    tool to re-design the artefact. That process is divided into two stages. First, the initial phase
    focus on creating undetermined artefacts by designing for flexible affordances that promote
    openness in the possible uses of the object. Second, during the post-deployment phase, those
    artefacts are followed and their re-purposing is used as a source for re-designing by through
    specific changes in their affordances. Specifically, the artefact is re-designed to highlight the
    discovered uses for future visitors.
    This research contributes by using the results of that approach to identify three themes that
    led to conflicting expectations from play. First, there is a disconnection between the bodily-
    sensorial experience of those playful installations by the stakeholders and their cultural
    understanding of play when they observed visitors using the same installations. Second, their
    educational background seemed to affect their ideals on education, with some following
    realist ideals while others idealist ideals. Third, it was difficult for the ones following realist
    ideals to accept the unproductive and frivolous aspects of play in the exhibition space.
    Overall, incorporating play in museum installations that use digital technologies has
    challenges since it can lead to technical failure and it can be opposed by the stakeholder’s
    views; however, since newer educational theories, visitor satisfaction, and contemporary
    museology ideals can benefit from including such installations into their space, there is value
    to explore further how to properly support digital technologies and play to create museum
    experiences. Further research can investigate potential design processes that can support the
    specific needs of exhibition spaces to address the occurred re-purposing of those installations.
    OriginalsprogEngelsk
    Antal sider124
    ISBN (Trykt)978-87-7949-413-8
    StatusUdgivet - 2024

    Citationsformater