Skip to main content

From the Disappearing Computer to Living Exhibitions: Shaping Interactivity in Museum Settings

  • Chapter

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 4500))

Abstract

While considerable technical ingenuity is being devoted to making the computer “disappear”, comparatively few research endeavours have concertedly explored the issues which arise when innovative artefacts are deployed in public settings. Innovations in “mixed reality”, “augmented reality” and “ubiquitous computing” tend to be confined to demonstrations, circumscribed trials or other controlled settings. However, a number of projects have begun to devote themselves to putting such technologies into the hands of the public and reflecting on the design and development issues that are encountered as a result. In particular, the SHAPE project was concerned with deploying innovative technologies in public settings, most notably museums. Over the course of our research, we developed an orientation to design which combines social scientific study, close collaboration with museum personnel and visitors, and a characteristic approach for technology deployment. In this chapter, we describe this orientation, exemplify it through accounts of the exhibitions the project has built at a number of museums in different European countries, and assess its broader implications for research on human-computer interaction, ubiquitous computing, and allied concerns.

This is a preview of subscription content, log in via an institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Learn about institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  • Bell, M., Chalmers, M., Barkhuus, L., Hall, M., Sherwood, S., Tennent, P., Brown, B., Rowland, D., Benford, S.: Interweaving Mobile Games with Everyday Life. In: Proceedings of CHI 2006, pp. 417–426. ACM Press, New York (2006)

    Google Scholar 

  • Brown, B., MacColl, I., Chalmers, M., Galani, A., Randell, C., Steed, A.: Lessons from the lighthouse: Collaboration in a shared mixed reality system. In: Proceedings of CHI 2003, pp. 577–585. ACM Press, New York (2003)

    Google Scholar 

  • Caulton, T.: Hands-on exhibitions. Routledge, London (1998)

    Google Scholar 

  • Ciolfi, L., Bannon, L.: Space, place and the design of technologically enhanced physical environments. In: Turner, P., Davenport, E. (eds.) Space, Spatiality and Technology, pp. 217–232. Springer, London (2005)

    Chapter  Google Scholar 

  • Ciolfi, L., Bannon, L.: Learning from Museum Visits: Shaping Design Sensitivities. In: Proceedings of HCI International 2003, Crete, June 2003, pp. 63–67 (2003)

    Google Scholar 

  • Ferris, K., Bannon, L., Ciolfi, L., Gallagher, P., Hall, T., Lennon, M.: Shaping Experiences in the Hunt Museum: A Design Case Study. In: Proceedings of DIS, Designing Interactive Systems 2004, pp. 205–214 (2004)

    Google Scholar 

  • Fraser, M., Stanton, D., Ng, K.H., Benford, S., O’Malley, C., Bowers, J., Taxén, G., Ferris, K., Hindmarsh, J.: Assembling History: Achieving coherent experiences with diverse technologies. In: Proceedings of ECSCW, pp. 179–198. Kluwer, Dordrecht (2003)

    Google Scholar 

  • Gaver, W., Bowers, J., Boucher, A., Gellerson, H., Pennington, S., Schmidt, A., Steed, A., Villars, N., Walker, B.: The drift table: designing for ludic engagement. In: CHI Extended Abstracts, pp. 885–900 (2004)

    Google Scholar 

  • Green, J., Schnädelbach, H., Koleva, B., Benford, S., Pridmore, T., Medina, K.: Camping in the Digital wilderness: tents and flashlights as interfaces to virtual worlds. In: Proceedings of CHI 2002 Conference Companion, Minneapolis, Minnesota, pp. 780–781. ACM Press, New York (2002)

    Google Scholar 

  • Greenbaum, J., Kyng, M. (eds.): Design at work: Cooperative design of computer systems. Lawrence Erlbaum Associates, Hillsdale (1991)

    Google Scholar 

  • Grinter, R.E., Aoki, P.M., Szymanski, M.H., Thornton, J.D., Woodruff, A., Hurst, A.: Revisiting the visit: understanding how technology can shape the museum visit. In: Proceedings of CSCW’02, pp. 146–155. ACM Press, New York (2002)

    Google Scholar 

  • Hall, T., Bannon, L.: Designing ubiquitous computing to enhance children’s learning in museums. Journal of Computer Assisted Learning 22, 231–243 (2006)

    Article  Google Scholar 

  • Hall, T., Bannon, L.: Co-operative design of children’s interaction in museums: a case study in the Hunt Musuem. CoDesign: International Journal of CoCreation in Design and the Arts 1(3), 187–218 (2005)

    Google Scholar 

  • Heath, C.C., vom Lehn, D: Misconstruing Interaction. In: Hinton, M. (ed.) Interactive Learning in Museums of Art and Design London. Victoria and Albert Museum (2004)

    Google Scholar 

  • Jackson, A., Johnson, P., Leahy, H.R., Walker, V.: Seeing it for real: An investigation into the effectiveness of theatre techniques in museums and heritage sites. Arts and Humanities Research Board (2002)

    Google Scholar 

  • Milgram, P., Colquhoun, H.W.: A Framework for Relating Head-mounted Displays to Mixed Reality Displays. In: Proceedings of Human Factors and Ergonomics Society, pp. 1177–1181 (1999)

    Google Scholar 

  • Rogers, Y., Scaife, M., Gabrielli, S., Smith, H., Harris, E.: A conceptual framework for mixed reality environments: Designing novel learning activities for young children. Presence. MIT 11(6), 677–686 (2002)

    Article  Google Scholar 

  • Schnädelbach, H., Koleva, B., Flintham, M., Fraser, M., Chandler, P., Foster, M., Benford, S., Greenhalgh, C., Izadi, S., Rodden, T.: The Augurscope: A Mixed Reality Interface for Outdoors. In: Proceedings of CHI 2002, pp. 9–16. ACM Press, New York (2002)

    Google Scholar 

  • SHAPE Deliverable 4.2 (2002). Available from http://www.shape-dc.org

  • SHAPE Deliverable 2.1 (2003a). Available from http://www.shape-dc.org

  • SHAPE Deliverable 2.2 (2003b). Available from http://www.shape-dc.org

  • Stapleton, C., Hughes, C., Moshell, M., Micikevicius, P., Altman, M.: Applying Mixed Reality to Entertainment. IEEE Computer 35(12), 122–124 (2002)

    Google Scholar 

  • Taxén, G., Bowers, J., Hellström, S.-H., Tobiasson, H.: Designing Mixed Media Artefacts for Public Settings. COOP 2004, pp. 195–121 (2004)

    Google Scholar 

  • vom Lehn, D., Heath, C., Hindmarsh, J.: Exhibiting Interaction: Conduct and Collaboration in Museums and Galleries. Symbolic Interaction 24(2), 189–216 (2001)

    Article  Google Scholar 

  • Weiser, M.: Some Computer Science Issues in Ubiquitous Computing. Communications of the ACM 36(7), 75–84 (1993)

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Norbert Streitz Achilles Kameas Irene Mavrommati

Rights and permissions

Reprints and permissions

Copyright information

© 2007 Springer Berlin Heidelberg

About this chapter

Cite this chapter

Bowers, J. et al. (2007). From the Disappearing Computer to Living Exhibitions: Shaping Interactivity in Museum Settings. In: Streitz, N., Kameas, A., Mavrommati, I. (eds) The Disappearing Computer. Lecture Notes in Computer Science, vol 4500. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-72727-9_2

Download citation

  • DOI: https://doi.org/10.1007/978-3-540-72727-9_2

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-72725-5

  • Online ISBN: 978-3-540-72727-9

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics