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INFOGRAPHIC: MUSEUM EXPERIENCE - Coggle Diagram
INFOGRAPHIC: MUSEUM EXPERIENCE
KONTEN
introduction
the creation of moments of meaning, and
meaningfulness during interaction with products, technologies, and services
main event
related work
researchers in HCI have turned their
new focus on meaning and meaning-making has emerged within the field’s third-wave, which emphasize the experiential, non-Instrumental qualities of interaction with
technologies, products, or services
research questions
to advance our understanding of meaning in
museums and to provide a framework for the design of meaningful museum experiences
study 1 (what makes a museum experience meaningful?)
The first experiment during the museum visit through an analysis of museum memories (RQ1) and also the remembering self is more closely tied to a person’s identity
study 2 (museum Triggers at scale)
Study 1 enabled us to
identify 23 triggers that lead to the creation of memorable museum experiences. The
objective of the second study was to assess the comprehensiveness of the framework across large of visitors in varied contexts (RQ2-1)
discussion
the content of museum meaning
comprises at minimum the phenomena described by the 23 triggers identified in Study 1 (RQ-1)
Finally, analysis of the frequencies
of trigger selection in relation to demographic factors revealed several trigger correlations
that have design implications for different audience (RQ2-2)
conclusion
This research contributes to meaningful design in the cultural sector through an elicitation of the
content of meaning in museum
contribute to a deeper understanding of its content in
museums, and how designers might inspire meaningful experiences going forward
USER/ TARGET
pecinta seni dan sejarah
penyuka ketenangan
pencari ide
kreator seni
pembeli seni
anak-remaja-dewasa-orang tua
keluarga
PENEMPATAN
potrait
1 column grid
multi row
3 section
text di bagian kanan, ilustrasi di bagian kiri dan sebaliknya
ilustrasi berada di bagian atas, text bagian bawah
text berada di sekitar ilustrasi atau diarea kosong
REFERENSI
utama (no pinterest, no google, tahu nama pembuatnya)
infographic jenis list
pendukung
film a night at museum
video clip music enhypen border: carnival
beauty and the beast live action
film jurassic park
film wall-e
florence museum, italy
Museo Egizio, Turin
kota tua, Jakarta
stranger things series
IDE (experience terhadap museum)
what if?
bagaimana jika sebuah museum biasa dijadikan lebih futuristik dengan berbagai fasilitas modern dan canggih yang dapat melayani dan mengesankan para pengunjung sehingga experience pengujung tak mudah terlupakan
bagaimana jika di dalam museum geologi/ museum dinosaurus ternyata masih ada dinosaurus asli yang disimpan dan seketika dino tersebut kabur dan menyerang pengunjung museum
metafor
mengunjungi museum bagaikan mengunjungi zaman dahulu, seperti time travel ke masa lampau
exaggeration
ada sebuah museum yang ada salah satu lukisan dimana pengunjung dapat masuk, menyentuh, atau menembuskan tangannya untuk berinteraksi atau melihat keadaan sejarah dari karya tersebut
pengunjung yang datang ke museum menggunakan kostum atau busana seperti tokoh atau karakter yang ia ingin lihat
VISUALISASI
huruf/ font
romanus font
rumble brave font
ancient font
jawa palsu font
mahaputra font
adventure font
great adventure font
sherwood font
romania font
warna
modern
hijau, biru, merah, kuning, dll
old, groovy vibes
hitam, putih, cokelat, broken white, krem
efek khusus
lipatan kertas
kertas lama
vibes
vintage
retro
adventure
campuran old dan modern
COMMON SENSE ABOUT MUSEUM
visual
patung
tulang
pahatan
figura
lukisan
lampu spotlight
diorama
daun lontar
kulit
guci/ vas
warna
cokelat
krem
broken white
white
hitam gold