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Data-inspired co-design for museum and gallery visitor experiences

Published online by Cambridge University Press:  09 February 2022

Dimitrios Darzentas*
Affiliation:
Mixed Reality Lab, University of Nottingham, Nottingham, UK
Harriet Cameron
Affiliation:
Mixed Reality Lab, University of Nottingham, Nottingham, UK
Hanne Wagner
Affiliation:
Mixed Reality Lab, University of Nottingham, Nottingham, UK
Peter Craigon
Affiliation:
Future Food Beacon of Excellence and School of Biosciences, University of Nottingham, Nottingham, UK
Edgar Bodiaj
Affiliation:
Mixed Reality Lab, University of Nottingham, Nottingham, UK
Jocelyn Spence
Affiliation:
Mixed Reality Lab, University of Nottingham, Nottingham, UK
Paul Tennent
Affiliation:
Mixed Reality Lab, University of Nottingham, Nottingham, UK
Steve Benford
Affiliation:
Mixed Reality Lab, University of Nottingham, Nottingham, UK
*
Author for correspondence: Dimitrios Darzentas, E-mail: d.darzentas@napier.ac.uk
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Abstract

The capture and analysis of diverse data is widely recognized as being vital to the design of new products and services across the digital economy. We focus on its use to inspire the co-design of visitor experiences in museums as a distinctive case that reveals opportunities and challenges for the use of personal data. We present a portfolio of data-inspired visiting experiences that emerged from a 3-year Research Through Design process. These include the overlay of virtual models on physical exhibits, a smartphone app for creating personalized tours as gifts, visualizations of emotional responses to exhibits, and the data-driven use of ideation cards. We reflect across our portfolio to articulate the diverse ways in which data can inspire design through the use of ambiguity, visualization, and inter-personalization; how data inspire co-design through the process of co-ideation, co-creation, and co-interpretation; and how its use must negotiate the challenges of privacy, ownership, and transparency. By adopting a human perspective on data, we are able to chart out the complex and rich information that can inform design activities and contribute to datasets that can drive creativity support systems.

Information

Type
Research Article
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted re-use, distribution and reproduction, provided the original article is properly cited.
Copyright
Copyright © The Author(s), 2022. Published by Cambridge University Press
Figure 0

Table 1. Portfolio constituents and their generation and use of data

Figure 1

Fig. 1. Visualizing visitor behavior in thresholds. Top: heatmap of horizontal headset positions in thresholds. Middle: relative popularities of photographs based on those picked up. Bottom: spatial visualization of estimated tracking errors.

Figure 2

Fig. 2. Visualizing interactions with the gift app. Top: visualizing progression through the gift app experience (green line for Brighton Museum data and pink line for Munch Museum data). Bottom: map showing the locations and popularity of gifted objects at Brighton Museum.

Figure 3

Fig. 3. Visualizing patterns of gift exchange. Top: overview of the entire dataset from the Brighton Museum deployment as a network graph. Bottom: zooming in to identify three examples of gifting behaviors.

Figure 4

Fig. 4. 3D printed VRtefacts with their trackers and the trackable display case.

Figure 5

Fig. 5. An example of the data footprint from video sources. Four perspectives from a visitor's experience.

Figure 6

Fig. 6. Example of the Panopticon data track: green for enjoyment (smiling and laughing), blue for engagement (focus and attention), and red for frustration (frowning and grimacing).

Figure 7

Fig. 7. (Left) Listening to the audio track for the Madonna. (Right) Completing questionnaire at the Vampire during sensitive pictures.

Figure 8

Fig. 8. An example of a visitor's printed postcard with their emotion data in the circumplex model.

Figure 9

Fig. 9. (Top) Group visualization for Christian Munch in an Armchair. (Bottom) Group visualization for The Scream.

Figure 10

Fig. 10. The cards perspective.

Figure 11

Fig. 11. The VisitorBox design space. Each node denotes an anonymized design that has been marked up using the deck.

Figure 12

Fig. 12. (Left) The designs perspective with the ITU designs selected (Right).

Figure 13

Fig. 13. A framework for data-inspired co-design in museums.