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infogaphric museum experience, commonsense, 70/30 atau 60/40 - Coggle…
infogaphric museum experience
konten
Triggers for meaningful exp
positive
formation ((a formative experience
from decades past)
Inspiration (an empowering experience that altered the participant’s self-concept),
proclivity
introspection
responsibility
negative
trauma
empathy for human suffering (connection)
presence of human bones (authenticity)
Provocation
Contribution
togetherness
introductiion words
scale for triggers
learning
atmosphere
authenticity
aesthetics
togetherness,
discovery,
gratitude
e trauma
VIP
spirituality,
responsibility
provocation.
triggers and demographic (study 2)
gender
female
gratitude less relevant
male
proclivity more relevant
education
highschool
less : trauma
more : s connection, formation, discovery,
and play were more important for these visitors
highschool < x <bachelor
aesthetics, anticipation, gratitude, prolicvity, togetherness
there are correlations between....
conclusion
This research contributes to meaningful design in the cultural sector through an elicitation of the content of meaning in museums. Scope has become especially relevant in the digital context, as museums now attract global audiences at an unprecedented rate. Building on prior work on meaning as a quality of interaction, we contribute to a deeper understanding of its content in museums and how designers might inspire meaningful experiences going forward
introduction
Researchers has found the creation of moments of meaning and meaningfulness during interaction with products, technologies and services
The increasing emphasis of products and technologies seems to promote leisure, personal fulfillment, and well being.
Prior work has informed us understanding of aspects of meaning-making in museums
We believe that developing a comprehensive overview of the content of meanningful experiences in museums has value for future design
main event words
target sasaran desain
gender
female
male
age
19-78
education
no formal education
school diploma
trade school
bachelor
master
PhD
domisili
US
referensi
utama
infographic list
pendukung
video klip
Kerajaan Indonesia
ide
metaphore
Ketika dimuseum, Pengunjung seperti sedang berada dalam mesin waktu yang dimana dalam pikiran pengunjung, mereka sedang memikirkan peristiwa dalam periode waktu tertentu
exagerration
Disebuah museum kerajaan Indonesia, tiap barang peninggalan terlihat ada di sebuah kaca gitu. Tapi terdapat pintu disampingnya itu. Nah pada saat pengunjung buka pintunya itu, pengunjung seperti bisa kembali ke masa lalu. Mereka jadi berpakaian layaknya seperti di peristiwa kerajaan tersebut dan berada dalam peristiwa penting tersebut.
what if
Setiap gambaran peristiwa digambarkan dengan teknologi hologram. Pengunjung bisa interaksi dengan teknologi tersebut. Selain itu, gambaran peristiwa adalah kerajaan Indonesia pula.
visualisasi
gambar
patung pangeran dari kerajaan indo
box museum
pintu museum gitu
barang peninggalannya
huruf
warna
gold
coklat
hitam
blue
white
layout
common sense
box, pintu, barang peninggalan museum
commonsense
warna
hitam, gold, coklat
gallery
putih
showroom
abu"
70/30 atau 60/40
commonsense nya 40 / 30 doang, sisanya yang beda