This article describes how the 4 period rooms of the city museum in the Dutch town of Bergen op Zoom were redesigned using storytelling and how this design has been received by visitors. For this redesign, rooms were reframed as sets of the story of Marie Anne van Arenberg, Marquise of Bergen op Zoom, and the objects as props to stage her story, which was full of secrets and of unexpected turning points. The visitor is enticed to discover cues to unlock these secrets in order to get a grip on her story while exploring the museum space. This is however not a treasure hunt, nor simply a game, but an exploration in which visitors are invited to discover and to create meaning and a journey into what matters to them. To this end, they have indeed to resort to their own frame of reference and to their personal life story in order to come to a narrative closure at the end of their visit. We used Interpretative Phenomenological Analysis to understand the visitors’ lived experience, both emotionally and sensorially at different moments and situations during the story-driven experience and to understand how the chosen design helps tell the story and how visitors use their personal context and frame of reference to make sense of it.
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The web is widely used by museums as a low-barrier platform to inform people on activities in the museum and publish their collections online. It is not uncommon that this publishing consists of an simple web interface connected to a database that holds records with limited information about the artifacts; information that is more relevant for managing the collection than for informing a wider public. It is not uncommon for a description to have no reference at all to that what is visible in the picture. Moreover this situation is hardly a worst-case scenario. In the Netherlands over 20 million artifacts in museums await a description, artifacts that do have a (scanty) description only half of them is available digitally. Four museums in the Netherlands (Naturalis, Museon, University Museum Utrecht, Dutch Institute of Image & Sound) together with three research and knowledge institutes (University of Applied Science Utrecht, Novay, BMC Group) decided in 2008 to explore the potential of user groups tagging collections and the effects of this on the involvement of these people towards the museum. For this purpose a dedicated social tagging tool was developed and implemented: www.ikweetwatditis.nl
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A general trend of museums and cultural heritage institutions besides digitizing their collections is to involve the public more and at various levels. Technology plays an increasingly important role in this involvement. Developments we have observed in museum experience design, include trends towards 1) dialogical engagement of the public; 2) addressing crowds as audiences; 3) the use of Internet of Things (IoT) and Do-It-Yourself (DIY) technology in museums; and 4) designing for museum systems and institutional ecologies instead of for individual museums only. In this one-day workshop we especially focus on exploring the implications of museums reaching out to crowds beyond their local communities, and of museums increasingly becoming part of connected museum systems and large institutional ecosystems. By means of a tangible game we will brainstorm about future opportunities and challenges, cluster and evaluate them, and suggest future work.
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The project tries to promote social inclusion by engaging different groups of young adults in a variety of cultural activities.Cultural activities such as visiting a museum or attending a theatre show more often act as a marker of social boundaries than as an invitation for social interaction. To reverse the resulting social fragmentation, members of separate ‘bubbles’ have to share time, place, content, and experience.For cultural activities, this means bringing in as well as emotionally engaging both frequent and infrequent visitors in joint experiences. In this project we measured how frequent and infrequent young adult visitors experience cultural activities, as well as their overall post-experience evaluations. Measuring experiences of participants both inside and outside the cultural ‘bubble’ is needed to understand a) how social group membership affects emotional engagement and b) how to develop policy to promote social interaction and to broaden social inclusion amongst young people.Partners: Tilburg University, Stichting Cultuurmarketing, Theaters Tilburg en Rotterdam, Museum Groningen
We had been involved in the redesign of the 4 Period Rooms of the Marquise Palace, also called the Palace of Secrets, in Bergen op Zoom. This design was based on the biography of a historical figure: Marie Anne van Arenberg, whose dramatic life was marked by secrets. Each of the 4 rooms represents a turning moment in Marie Anne’s story: the official marriage, the secret marriage and the betrayal, the dilemma and choice, with, in a final room, the epilogue. These different episodes are reflected in the way the rooms are furnished: the ballroom, the bedroom, the dining room. The Secret Marquise as design and exhibition has brought more visitors to the museum. As designers and researchers, however, we were interested in understanding more about this success, and, in particular, in understanding the visitors experience, both emotionally and sensorially at different moments/situations during the story-driven experience.In the fall of 2021, the visitors’ lived experience was evaluated using different approaches: a quantitative approach using biometric measurements to register people’s emotions during their visit, and a qualitative one consisting of a combination of observations, visual imagery, and interpretative phenomenological analysis (IPA).Qualitatively, our aim was to understand how respondents made sense of Marie Anne’s story in the way in which this was presented throughout the exhibition. We specifically looked at the personal context and frame of reference (e.g., previous experiences, connection to the visitor’s own life story, associations with other stories from other sources). In the design of the rooms, we used a combination of digital/interactive elements (such as a talking portrait, an interactive dinner table, an interactive family painting), and traditional physical objects (some 17th century original objects, some reproductions from that time). The second focal point of the study is to understand how these different elements lead the visitors experience.