Creating a Reflective Museum Experience through Interaction

Submitted in partial fulfillment for the degree of Master of Graphic Design at the Department of Graphic Design, College of Design, North Carolina State University, 2011

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Abstract:

Museums are part of a culture that is saturated with media and are experiencing mounting pressure to integrate technology in order to compete for the public’s attention. Museum visitors spend the majority of their visit aimlessly wandering through the space, devoting inadequate time and attention to artifacts and exhibitions. Using the existing 1920s Drug Store exhibition in the North Carolina Museum of History as a case study, this project explores the addition of interactive media to the space. This investigation employs several small exercises and methodologies to deconstruct this exhibition, as a way to identify areas for design interventions. Focusing on three areas of interaction, the method of narration is used to create several points of entry for visitor reflection (Dernie, 20). Also incorporated into this project is the method of using analogue prompts to initiate digital interactions. This project looks at how reflective moments (facilitated by interaction) while visiting a museum can create a more meaningful, memorable, and insightful experience. Focusing on the family dynamic, this project is aimed at increasing critical thinking, conversation, and, ultimately, reflection while in the museum space. The integration of reflective moments into museum exhibitions can help transform a lackluster museum experience into a desire for more option-oriented learning experiences (Falk, 116).

Research:

Research for my thesis was completed through on-site analysis, interviews, and a literature review.

Sample of research artifacts shown below include:

1. Concept map showing the relationship between interaction, the physical space, and technology
2. Chart mapping sensory touch points as design opportunities for the different Users
3. Diagram reflecting research between the museum and visitor
4. Findings from ethnographic study in space

Wireframes:

Interactions explored at the toy display case used artifacts to open the door to visitors' understanding of 1920s family life. 

Wireframes  of intended experience are show in videos and images below: