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interMuse

Everyone deserves to be friends with an exhibit!

MA 2024
Keywords
Museum fatigue;Interactive experiences;Intercultural engagement;Museum Talks
Overview

This research project deeply explores how to enhance the engagement of young audiences in museums through interactive interventions. By innovatively introducing a personified dialogue between exhibits and visitors, the study enables visitors to receive more vivid and interesting information, effectively transforming them from a state of “Passive Boredom” to “Active Flow.” This transformation not only significantly increases engagement but also makes the museum experience more educational and attractive, greatly enriching the visitors’ participatory experience.

Collaboration

In this project, we collaborated closely with V&A Museum staff Liang and curator Dr. Qi, whose contributions were crucial to our success. The V&A provided valuable resources and insights, helping us understand our target audience and implement innovative interactions. Dr. Qi offered significant theoretical support. This partnership enhanced our research methods and demonstrated how academic and cultural collaborations can drive innovation.

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During the discover phase of our research,

we visited major London museums, focusing on encyclopedic Museum like the V&A and the British Museum. We targeted foreign students and young people as our main audience, reflecting the museum sector’s growing emphasis on these groups to enhance inclusivity, education, and influence.


Through interviews with practitioners, we categorized our audience into three levels of engagement. Among these, Passive Companions, who visit museums primarily for social reasons, emerged as typical Low Engagement Visitors. Research indicates that many visitors passively experience museums, making them susceptible to museum fatigue. To understand behaviors at different stages, we conducted comparative interviews between low and high-engagement visitors.


We discovered that Passive Companions often experience “boredom,” characterized by disinterest, low energy, emotional detachment, and passive participation.Notably, we found that companions can influence others’ ongoing interest in museum information and services during the middle stages of a visit.


In summary, companions in museums often feel bored, which diminishes their motivation for deeper experiences and impacts both themselves and those around them. This boredom also impedes the dissemination of cultural and experiential diversity that museums aim to promote.

During the design definition phase,

we were inspired by Dr. Qi’s emphasis on a museum research perspective that interactive dialogues can transform visitors’ experiences. This prompted us to consider: What kind of interactive dialogue could we create for visitors?


We then revisited the existing museum services on the market, aiming to identify their shortcomings and opportunities. After extensive research, we pinpointed three key opportunity areas: Narrative Experience, Two-way Interaction, and User Interest Orientation.



At the intersection of these opportunities, our main insight emerged: an personified dialogue with the exhibits.

personified dialogue:

"Creating a personified dialogue between visitors and exhibits allows them to receive more vivid and engaging information and narratives. This transformation can shift their experience from passive “boredom” to active “flow,” thereby deepening the overall museum experience."

During the design develop phase,

we conducted a co-creation workshop focused on how to make personified dialogues more interesting and useful. This workshop led to two key service strategies.


Firstly, we decided to introduce the plot before visitors arrive to give them a more defined purpose for their visit. This strategy aims to enhance visitors’ anticipation and engagement by introducing the storyline in advance, deepening their understanding and connection with the content they are about to experience.


Secondly, we sought to diversify the format of the dialogues. For instance, by setting up group chats with exhibits, visitors can engage in interactive dialogues with one or more exhibits. This group chat method not only makes the interaction more dynamic but also facilitates communication among visitors, promoting a multi-directional flow of information.


Through two rounds of low-fidelity prototyping, we defined the service journey and all its functions. In summary, our services are divided into four main stages:

1. Planning Stage: Intermuse helps you match an exploration script, setting the tone for your visit.

2. Before Arriving: Intermuse assists you in understanding the purpose of the journey, preparing you for the storyline you will engage with.

3. During the Visit: Intermuse facilitates dialogues between you and the exhibits, further developing the plot.

4. Before Departure: Intermuse offers additional extended experience services to enrich your post-visit reflections.

During the design delivery phase,

we implemented several design improvements and functional updates based on feedback from earlier low-fidelity prototype testing, ultimately leading to the development of a high-fidelity prototype. Below are the key enhancements and features of this advanced prototype:

1. Interface and Information Clarity Optimization: Based on user feedback, we enhanced the clarity of interface design and information prompts. The high-fidelity prototype features more intuitive visual elements and clearer instructions, ensuring users can easily understand how to operate and navigate.

2. Enhanced Navigation System: In response to feedback on the navigation feature, we integrated augmented reality (AR) technology into the high-fidelity prototype to provide a more accurate and interactive navigation experience. This helps users intuitively locate and discover exhibits within the museum, significantly reducing the likelihood of getting lost.

3. Introduction of Voice Interaction Features: To reduce dependency on screen interaction and enhance the naturalness of user interaction, the new prototype includes voice recognition and feedback mechanisms. Users can interact with the application through simple voice commands, allowing them to focus more on the exhibits themselves.

4. Pre-set Question Options and Flexible Route Adjustments: Following user suggestions, we added pre-set question options to make interactions with exhibits more convenient. Additionally, users can initiate interactions on non-predefined exhibits of interest, providing greater freedom to explore the museum.

SPECIAL
THANKS

At the conclusion of this project, we extend our heartfelt thanks to all who participated in our interviews and offered valuable suggestions.

We appreciate the museum practitioner Liang, researcher Dr. Qi, and Ran, whose expert insights and support were crucial for the depth of this study. Additionally, special thanks to our lovely tutor Richard, whose guidance and wisdom were vital to the completion of this research. Their support and contributions were indispensable in facilitating this study and provided us with invaluable resources and inspiration.

Team
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