Created with Sketch.

This book will be published in Januray 2018, by Springer. The book:
Explores the implications of contemporary trends that are shaping the future of museum experience design.
Unravels theoretically as well as through example design cases the complexity of designing for museums as part of ecosystems.
Discusses and illustrates the impacts of novel technologies on museum experience design.
Illustrates and reflects on dealing with diverse audiences and online crowds in designing engaging museum experiences.

Download publication

This book chapter presents the development of a design-inclusive research approach aimed at making it possible to raise more interest in small museums by using digital innovation that allows for more appealing museum experiences, despite their limited financial resources and competences in digitisation.

Download publication

10th International Conference on Design & Emotion, 27-30 September 2016, Amsterdam

This paper introduces a virtual tour, Visit the Louvre, designed specifically to engage older adults in an immersive visit through part of the Louvre by a distant real-life guide. An initial diary study and a creative workshop were conducted to understand the needs and values of older adults and how to support participation to virtual museum visits with a video-based communication system. Preliminary results show that ‘virtual visitors’ experienced high levels of social and spatial presence; immersion and engagement were quite high independent of the level of interactivity of the guide, or the presence of others.

Download publication

10th International Conference on Design & Emotion, 27-30 September 2016, Amsterdam

In this paper we propose a new design approach in which positive emotional experiences are used to incite desirable behaviors, based on the insight that specific experiences can motivate particular behaviors. In the approach, designers first identify users’ concerns and expectations and deduce from those the psychological needs that underlie them. Positive emotions are then sought that match the identified psychological needs. The positive emotions with their related thought-action tendencies then inspire the designer to formulate design intentions in terms of experiences and behaviors to target for, aimed at guiding the design process. The approach was developed for, and applied to a design case for the Mauritshuis, a museum for classical art in the Hague, the Netherlands. An app was developed for engaging a new target group of young adult travelers: to enhance their art appreciation and to motivate them to explore the local Dutch culture. We explain the various phases including user studies, generating ideas and testing designs, and discuss our experiences with applying this approach.

Download publication

CHI'16 Extended Abstracts, May 07-12, 2016, San Jose, CA, USA ACM 978-1-4503-4082-3/16/05. http://dx.doi.org/10.1145/2851581.2856482

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.

Download publication