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This article was downloaded by: [University of Oslo] On: 22 August 2014, At: 04:44 Publisher: Routledge Informa Ltd Registered in England and Wales Registered Number: 1072954 Registered office: Mortimer House, 37-41 Mortimer Street, London W1T 3JH, UK Museum Management and Curatorship Publication details, including instructions for authors and subscription information: http://www.tandfonline.com/loi/rmmc20 Integrating ICT in exhibitions Laia Pujol-Tost a a Museology Lab , University of the Aegean, H. Trikoupi & Faonos , 81100, Mytilene, Greece Published online: 24 Jan 2011. To cite this article: Laia Pujol-Tost (2011) Integrating ICT in exhibitions, Museum Management and Curatorship, 26:1, 63-79, DOI: 10.1080/09647775.2011.540127 To link to this article: http://dx.doi.org/10.1080/09647775.2011.540127 PLEASE SCROLL DOWN FOR ARTICLE Taylor & Francis makes every effort to ensure the accuracy of all the information (the “Content”) contained in the publications on our platform. However, Taylor & Francis, our agents, and our licensors make no representations or warranties whatsoever as to the accuracy, completeness, or suitability for any purpose of the Content. Any opinions and views expressed in this publication are the opinions and views of the authors, and are not the views of or endorsed by Taylor & Francis. The accuracy of the Content should not be relied upon and should be independently verified with primary sources of information. Taylor and Francis shall not be liable for any losses, actions, claims, proceedings, demands, costs, expenses, damages, and other liabilities whatsoever or howsoever caused arising directly or indirectly in connection with, in relation to or arising out of the use of the Content. This article may be used for research, teaching, and private study purposes. Any substantial or systematic reproduction, redistribution, reselling, loan, sub-licensing, systematic supply, or distribution in any form to anyone is expressly forbidden. Terms & Conditions of access and use can be found at http://www.tandfonline.com/page/terms- and-conditions

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Page 1: Integrating ICT in exhibitions Museum Management and Curatorship · of the twentieth century (Hooper-Greenhill 1994a; Pujol 2005). Studies conducted in both formal and informal environments

This article was downloaded by: [University of Oslo]On: 22 August 2014, At: 04:44Publisher: RoutledgeInforma Ltd Registered in England and Wales Registered Number: 1072954 Registeredoffice: Mortimer House, 37-41 Mortimer Street, London W1T 3JH, UK

Museum Management and CuratorshipPublication details, including instructions for authors andsubscription information:http://www.tandfonline.com/loi/rmmc20

Integrating ICT in exhibitionsLaia Pujol-Tost aa Museology Lab , University of the Aegean, H. Trikoupi & Faonos ,81100, Mytilene, GreecePublished online: 24 Jan 2011.

To cite this article: Laia Pujol-Tost (2011) Integrating ICT in exhibitions, Museum Management andCuratorship, 26:1, 63-79, DOI: 10.1080/09647775.2011.540127

To link to this article: http://dx.doi.org/10.1080/09647775.2011.540127

PLEASE SCROLL DOWN FOR ARTICLE

Taylor & Francis makes every effort to ensure the accuracy of all the information (the“Content”) contained in the publications on our platform. However, Taylor & Francis,our agents, and our licensors make no representations or warranties whatsoever as tothe accuracy, completeness, or suitability for any purpose of the Content. Any opinionsand views expressed in this publication are the opinions and views of the authors,and are not the views of or endorsed by Taylor & Francis. The accuracy of the Contentshould not be relied upon and should be independently verified with primary sourcesof information. Taylor and Francis shall not be liable for any losses, actions, claims,proceedings, demands, costs, expenses, damages, and other liabilities whatsoeveror howsoever caused arising directly or indirectly in connection with, in relation to orarising out of the use of the Content.

This article may be used for research, teaching, and private study purposes. Anysubstantial or systematic reproduction, redistribution, reselling, loan, sub-licensing,systematic supply, or distribution in any form to anyone is expressly forbidden. Terms &Conditions of access and use can be found at http://www.tandfonline.com/page/terms-and-conditions

Page 2: Integrating ICT in exhibitions Museum Management and Curatorship · of the twentieth century (Hooper-Greenhill 1994a; Pujol 2005). Studies conducted in both formal and informal environments

DIGITAL HERITAGE

Integrating ICT in exhibitions

Laia Pujol-Tost*

Museology Lab, University of the Aegean, H. Trikoupi & Faonos, 81100 Mytilene, Greece

(Received 4 May 2010; final version received 5 October 2010)

The goal of this paper is to examine the issues involved in the idea of integratinginformation and communication technology applications into exhibitions, inorder to develop their use as a communication tool for museums. It considers theconclusions obtained from an evaluative study conducted in the United Kingdom(UK), which is part of a medium-term research project about the usefulness ofhigh-tech exhibits. The text presents the contextual, theoretical, empirical andmethodological issues that justify the study. It then describes its development andfindings, which confirm or correct previous conclusions and lead to a debateabout the concept of integration. This enables guidelines for the design of moreeffective solutions to be proposed, which are especially aimed at those museumswhich are traditionally closer to the formal learning environment.

Keywords: museum exhibitions; interactive exhibitions; ICT applications;evaluation studies; visitor experience

Introduction

In the last 15 years, European museums have widely adopted information and

communication technology (ICT) as a communication tool because, beyond political

and social pressures, it theoretically fits in with several aspects of postmodern

museological trends. Given the human and financial effort required by the new

technologies, museums have shown an increasing interest in verifying their

effectiveness as communication tools. Some wider projects have tried subsequently

to integrate previously published, partial studies and undertake a comprehensive

study that aims to combine the goals and tools from other fields (formal learning

environment, human�computer interaction and visitor studies) in order to under-

stand the usefulness of ICT in cultural heritage settings (Carreras 2009).

Current ICT is defined by three features. The first one, computational virtuality,

corresponds to the infinite potential actualisations of an element implemented by the

computer through bidirectional communication and logical�mathematical opera-

tions (Heim 1993; Levy 1995). Reality only exists inside the machine; therefore, our

normal relationship with space and time is altered (Couchot 1989). This has several

consequences for museums (Pujol 2007). At a general museological level, the

limitations of the physical dimension disappear, and it is possible to build any

exhibition, by putting together the images of objects located in different times and

places. At the exhibition scale, it is possible with the same objects to create multiple

synchronous discourses � thus providing different perspectives as well as the related

*Email: [email protected]

Museum Management and Curatorship

Vol. 26, No. 1, February 2011, 63�79

ISSN 0964-7775 print/ISSN 1872-9185 online

# 2011 Taylor & Francis

DOI: 10.1080/09647775.2011.540127

http://www.informaworld.com

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metadata. Finally, it is possible to provide bigger amounts of information in little

space and, most importantly, in different formats (text, image and sound), which, at

the same time adapt to visitors’ communication preferences and reinforces the

content transmission.

The second feature, interactivity, has been defined as the nature of a system’s

capacity to receive and respond to a human input action (Roussou 2004). Althoughhaving a slightly different meaning, this concept also exists in museums where it was

introduced as part of the museological and pedagogical renovation of the second half

of the twentieth century (Hooper-Greenhill 1994a; Pujol 2005). Studies conducted in

both formal and informal environments (see Economou and Pujol 2007, for a critical

review) have proved that the active, self-controlled and collaborative exploration of

digital contents indirectly benefits learning, especially in the case of complex,

abstract or non-visible phenomena. However, interactivity also means being able to

change or add contents. ICT breaks the traditional perception of the museum as an

elitist, authoritative institution, because it allows audiences to participate in a shared

space of consciousness where they build their own meanings and identities (Adams

and Moussouri 2002).

The third feature corresponds to the multiplicity of interfaces. In its current state

of development, ICT can take various forms and serve different communication

purposes. This is directly linked with the museographic level of the exhibition.

Personal computer (PC) stations allow the individual exploration of different kindsof information contained in a reduced space, like opening a window into a parallel

world. Immersive devices provide multi-sensorial experiences involving the whole

body, where visitors feel transported to other times and places, thus situating

museums closer to theme parks than to archives. Finally, augmented reality systems,

based on wearable or mobile devices, are useful for exhibitions in which the object is

still at the centre of the discourse, since they provide an additional layer of

information about them which can be modified to set-up different kinds of visits.

In spite of the previously described theoretical match, integrating them into the

physical visit seems to be complicated. To begin with, ICT applications generate

conflicts with objects and exhibits because they are perceived as mere substitutes or

complementary resources but, due to their location, content or specific interactivity,

they distract from the contemplation of the originals, break the lineal flow of the

discourse, and make the establishment of correspondences between the real and the

virtual dimensions difficult (Alzua-Sorzabal et al. 2005; Hsi 2003). With regard to

visitors, high-tech exhibits have problems supporting collaborative group explora-

tion, because computers were designed for an individual, lineal and machine-centredinteraction that is suitable for a highly structured formal learning context. This does

not match the more flexible informal environment, where interaction is a constant re-

negotiation between exhibits and visitors (Galani 2003; vom Lehn, Heath, and

Hindmarsh 2005).

With regard to learning, hyper-realistic virtual reconstructions are difficult for

non-experts to understand without verbal support (Belaen 2003; Pujol and

Economou 2007). On the other hand, the impact of the visual dynamic content is

so strong that it is difficult to judge what visitors have learned beyond superficial

spatial aspects (Pujol and Economou 2008). In the case of multimedia, it is difficult

for users to link the different kinds of representation and, consequently, the desired

reinforcement is not achieved (Ainsworth 1999). The most important problem comes

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from usability � the exhibit’s goal is totally compromised if its purpose and use are

not evident and intuitive. This is the case for most high-tech exhibits for three

reasons: first, many people � especially older visitors � are not familiar with

the computer communication paradigm; second, its aim and possibilities are hidden

within the virtual environment, which is different in each case; and third, people do

not read instructions (Forte, Pescarin, and Pujol 2006; Pujol and Economou 2007).

As a result, the interface operation is learned by trial and error and monopolises thetime spent exploring the exhibit, as well as the exchanges within the group (Forte,

Pescarin, and Pujol 2006; Heath and vom Lehn 2002).

Nevertheless, new high-tech displays have recently appeared in different

European exhibitions that seem to indicate the beginning of a shift in the design

of ICT applications for museums � from purely technological to more ‘hands-on’

interfaces which facilitate better integration within their spatial and social context.

On the other hand, it has been demonstrated that hands-on exhibits, which have been

considered to be the most effective for learning and group exploration, can also

present limitations if they are not properly designed (Pujol and Economou 2008; vom

Lehn, Heath, and Hindmarsh 2005). This means that the aforementioned problems

might not be inherent to technological applications, as assumed until now, but

related to how adequate ICT is in terms of a specific museum communication

purpose. In this sense, the methodological choices of previous evaluations might also

have biased the results. Despite being willing to be integrative, analyses remained

summative and external, and therefore failed to take into account the specific goal oftechnological exhibits.

Consequently, it appeared that the conflicts generated by ICT applications might

depend on other factors, such as advance in technology, the moment of introduction,

the museological tradition of the country or the analytical standpoint. Thus, we

needed to continue researching the usefulness of ICT in cultural heritage settings, but

with a different approach and in a new context. As a matter of fact, such a review

opened the way to a debate about the concept of integration, which had previously

appeared in publications but had never been explicitly defined. It was used in a very

broad, changing sense, ranging from mere incorporation in the physical arrangement

of the exhibition (Jovet 2003), to the combination of the real and the virtual worlds

(Ait Kaci and Mestaoui 2003).

This paper presents the conclusions of an evaluative study conducted in the

United Kingdom (UK) which brought three different contributions to the research

field: it provided new empirical data about the effectiveness of high-tech exhibits; it

tested a newly refined, specific evaluative methodology, and it changed the usualnotion of ‘integration’ of ICT into exhibitions. A theoretical perspective might seem

irrelevant in the design of high-tech exhibits, which are currently led by practical and

technological aspects, but we agree with other authors (Parry 2005) that moving to a

more abstract and general level is the key to understanding the relevant issues and

enabling more effective solutions to be proposed.

Indeed, this wider theoretical approach has allowed us to understand � from our

own experience at different European museums and from the related bibliography �that the way ICT is used in exhibitions seems to be directly influenced by the

perception the institution has about itself which, in general terms, can be classified

into two different large categories: on one hand, museums which aim at cataloguing

heritage objects in order to preserve them, and therefore are object-centred, academic

Museum Management and Curatorship 65

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and static; on the other hand, museums which aim at building narratives in order to

enlighten visitors, and therefore are discourse-centred, entertaining and dynamic/

interactive (Gomez Martınez 2006). While the latter understand ICT as a new kind of

‘hands-on’ exhibit and experiment with different solutions, the former museums usePC stations containing a database as their main high-tech exhibits. This paper is

especially relevant from their point of view, since this combination appears to be

(according to most evaluations) the main obstacle to the integration of ICT in

exhibitions.

Description of the study

The study was conducted during 2008 and was aimed at understanding the specificusefulness of ICT for museums. Nevertheless, in comparison with previous evalua-

tions, it adopted a different perspective which was more qualitative, less external and

less display-oriented, since it aimed to evaluate the suitability of ICT for exhibitions

through the analysis of how different ICT applications are used by designers in

exhibitions. To this end, some museums in the UK were the most suitable because, as

previously noted, they represented a museum concept different than the ones where

we had conducted previous evaluations � which seem to be responsible for the

perception of new technological resources as one more among the diverse range ofmuseographic tools.

A previous publication (Parry and Sawyer 2005) suggested that, just as they have

always used the available communication technologies, museums are adapting ICT to

fit their context through a six-phase process:

(1) Outside (1950s�1960s): ICT remains outside not only the space of the gallery,

but also the museum.

(2) Peripheral (1970s): ICT enters the museum only in relation to collectionsmanagement and research, with an experimental approach and depending on

individual initiatives.

(3) Contained (1980s�1990s): ICT enters the exhibition space, usually in separate

rooms that separate technology from collections.

(4) Discrete (1990s): ICT is present in the galleries, as ‘stand-alone’ interactive

devices. In parallel, there is a quick development of online applications.

(5) Integrated (today): high-tech displays are physically blended with the rest of

the exhibition and allow a dialogue between the on-site and the onlinedimensions.

(6) Innate (emerging): exhibitions are conceived from the beginning as a digital

medium and shaped that way. Visitors are immersed and interact with more

transparent and intuitive devices.

These categories seemed to describe the differences perceived in different European

museums, and consequently were taken as a starting point for the study. This was

carried out in five consecutive steps:

(1) Selection of cases: Manchester Art Gallery (MAG, UK), the Museum of

Science and Industry of Manchester (MoSI, UK) and the Imperial War

Museum North in Salford (IWMN, UK).

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(2) Analysis of the role of high-tech exhibits within their main exhibitions.

(3) Semi-structured conversation with one or more staff members in order to

discuss the factors involved in the use of ICT and their efficiency.

(4) Evaluation of the effectiveness of ICT applications with regard to theiroriginal purpose.

(5) Round table with academics, ICT specialists and museum professionals, in

order to discuss lessons learned and future ways to integrate ICT.

The selected museums were chosen for the following reasons: first, they are located in

the same city and therefore are expected to share a similar social, political and

economical context; second, they correspond to different knowledge domains (arts,

science and history); and third, they have been opened or renovated at different

moments, thus exemplifying different concepts of ICT or its introduction at different

stages of the museum/exhibition development. This is relevant, because the main

hypothesis the project wanted to verify was that the way ICT is used in exhibitions

depends on several specific factors that will be discussed below.

Subsequently, three other museums in London were added � the Victoria and

Albert Museum (V&A, London UK), the Science Museum (London, UK) and the

Churchill Museum (London, UK). These institutions had been mentioned (Parry

and Sawyer 2005, 46, 48) as examples of the different phases of integration or of

specific ICT features in museums. In addition, they fulfilled the three aforementioned

justifications and therefore were expected to complement or verify the conclusions

obtained from the previous museums.

Information and communication technology (ICT) applications in UK museums

Why is information and communication technology (ICT) introduced in exhibitions?

According to museum professionals, among the main reasons for the introduction of

ICT to exhibitions is a political and social motivation. Since they aspire to

accomplish a role in society, museums need to use popular forms of communication

in their exhibitions. In the era of the Information Society, where a new paradigm of

knowledge construction and transmission is being built, static, unidirectional, mass-

media containing text and images are widely giving way to interactive and

personalised media containing hypermedia information. From the social point of

view, the use of familiar communication experiences can help to change the external

appearance of the message and attract specific audiences � namely young people,

who sometimes consider museums to be rather boring places. However, this

‘marketing’ process needs to be carefully done, because visitors lacking computer

skills might be excluded.

ICT is also beneficial from an economic perspective since it makes the

management of collections easier and cheaper. During the ‘peripheral’ stage,

technology entered the museum in the form of databases, expert systems and

intranets. Databases, developed at the initial request of museums an image libraries,

facilitate the follow-up of collections and all the information related to these (Purcell

1997). Expert systems were incorporated in the 1990s to provide tutorials or to help

occasionally with the classification, identification or authentication of objects (Cofan

Feijoo 1994). Finally, intranets � which were later spontaneously assimilated to the

Museum Management and Curatorship 67

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World Wide Web (WWW) � were established to allow quick communication and

exchange of information � first between the museum staff and later between

institutions (Gordon 1999).

Finally, as described in the introduction, ICT facilitates new forms of mediation.Generally speaking, museum professionals attribute functions similar to traditional

resources to them. Irrespective of the knowledge domain, ICT is perceived as a

means to enhance the interpretation of objects. Museum professionals are of

the opinion that technology should never substitute for real visits, but instead

provide other kinds of interactive experiences. Many museums in the UK and the

USA have long been using interaction as a means of interpretation; this trend had

historically taken the form of hands-on activities (Falk and Dierking 1992) which

now, with the advent of the technological era, incorporate computers’ capacities inorder to create displays enabling a full new range of communicational possibilities

(Figure 1).

Factors involved in the use of information and communication technology (ICT)in exhibitions

According to our analysis, the degree of ICT integration in exhibitions seemed to

depend on three main factors, including the knowledge domain, the exhibit’s specific

communication goal and the age of the design (which is directly linked to the level of

technological development). However, the conversations with the staff memberscorrected or fine-tuned the previous conclusions, providing a list of factors arranged

not by their ‘summative’ importance, but by their more general, theoretical or more

immediate and practical influence on the exhibition design.

One of the primary factors involved in the perception and general use of ICT in

exhibitions is, more than the knowledge domain, the role attributed to objects. As

previously mentioned, museum professionals consider that technology is aimed at

enhancing the understanding of objects: in the case of science museums, by providing

the dynamic aspects; in the case of history museums, by providing the context and inthe case of art museums, by providing an interpretation. The reported conflict

between originals and technology is not exclusive to technology, but applicable to

Figure 1. ICT is rooted in a long tradition of interactive interpretation at Manchester Art

Gallery (MAG).

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any means that are considered pervasive � either because they are too visible or

because they imply too much activity.

The interviews confirmed that the second influential factor is the exhibit’s specific

communication goal. This determines the chosen interface and justifies why we find

similar interfaces with similar uses across all museums. Non-interactive screens are

used for mass-media communication and aimed at delivering synthetic informative

clips. The touch screen has almost completely replaced the PC station. It is

considered the most intuitive, as it allows access to the WWW and can deliver

different kinds of content: database-like multimedia, game-like multimedia and

virtual reconstructions. Finally, cutting-edge ‘mixed or tangible interfaces’ (Figure 2)

and ‘multi-user interfaces’ (Figure 2) seek to improve two aspects. The former use

common objects to be more intuitive or blend completely with the exhibit’s physical

support, and allow different kinds and degrees of interaction. The latter contain

several, or large common screens, and multiple input devices in order to facilitate

exploration by more than one user.

The age of the exhibition had been considered to be the third influencing factor �the older an exhibition, the less integrated the ICT. From the conversations with

museum professionals we understood that, indeed, in existing settings, the pre-

existing design only allowed some independent stations to be added. On the other

hand, in exhibitions created from scratch, and because ICT was thought to be flexible

and alien to exhibitions, it was introduced during the latest stages of creation and

therefore isolated again. At the present time, however, museums have gathered

understanding and experience and, more importantly, they perceive ICT as another

museographic tool. As a result, they take ICT into account from the very beginning

of the exhibition’s conception. Although this seemed evident when comparing

different museums, it was not considered an important factor by our interviewees

because, unlike other European museums, exhibitions undergo a constant process of

evaluation/renovation and, consequently, the introduction of high-tech displays is

not seen as a specific subtle stage brought about by the advent of ICT.

We also hypothesised that the different design teams might be perceived in the use

of ICT. Our interviewees considered that, although it is true that external teams

always have their specific styles and preferences, this should not be evident in the

exhibition layout: in the case of renovations, because they should always bear in

mind the pre-existing design, and in the case of new exhibitions, the main aspects to

Figure 2. Tangible interface at the Imperial War Museum North in Salford (IWMN) and

multi-user interface at the Science Museum.

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be taken into account are the nature of the gallery, the general project, the content,

the addressees, the results of previous evaluations and the available technology.

Again, this answer is founded on a different underlying organisation of the analysed

UK museums in comparison with other European museums � they have a permanenteducation department which is involved even in commissioned exhibitions.

Museum professionals also mentioned, as the third influential factor, the target

audience. In this regard, ICT has been used in all museums to attract younger

audiences. Nevertheless, if some years ago, they played with the novelty of

technology, now museum professionals use it as a means to motivate and engage

young visitors by using their favourite form of communication. The fourth influential

factor is the awareness of the available technology. Choices are mainly made

according to the content to be conveyed, but sometimes successful applications inother museums � i.e. mobile or immersive displays� can provide ideas for exhibits.

The last and most immediately decisive factor is the budget, which could

be difficult to perceive in the exhibition analysis. It comprises not only the costs of

the immediate acquisition, but also the maintenance and determines which available

solutions will finally be chosen within the general framework established by the

previous factors. From their experience, designers have understood that high-tech

does not necessarily mean more expensive in the long term, if the hardware is

resistant and the software is well-designed. Technology becomes very expensive forthose museums � usually art galleries and small institutions � that do not have the

capacity to create and maintain high-tech exhibits in-house.

Effectiveness of information and communication technology (ICT) in exhibitions

The evaluation aimed to verify if the criteria that guided the design of the analysed

exhibitions were successful. To that end we assessed those aspects that can be

empirically evaluated: relationship with other exhibits and with objects, effectivenesswith regard to the exhibit’s communication goal, exploration in group, usability,

target audience and engagement.

The weak relationship of ICT applications with other exhibits and with objects �the interpretation of which they were supposed to enhance � appeared in all

museums, regardless of their subject, the kind of exhibit or its goal. In the first case at

IWMN, our survey and previous surveys (Zoe Lewis and Rachel Knight, pers.

comm.) showed that the spatial arrangement and contents of both high- and low-

tech exhibits, which were the majority, interrupted the linear and progressive threadof the visit and, at times, made it difficult for visitors to follow it. At MoSI, very few

visitors interacted with high-tech exhibits in the way expected by the designers,

because the different elements within the exhibition were not clearly articulated in a

coherent spatial and conceptual discourse (A.A.D.D. 2004, 24, 27, 36�7).

In the case of objects, our observations confirmed the results of the evaluations

conducted at MAG (Rees-Leahy 2003, 40; Sterry and Beaumont 2006, 23, 31), which

showed that, contrary to the main purpose of the interactive devices, visitors were

not systematically linking the art works with them. The reasons for this are several:first, there are no identifying labels close to the art works; second, the mediators

occupy a spatial prominent position within the whole exhibit and this situates the art

work in a marginal position and finally, the activity is not always directly or clearly

linked with the work’s meaning and consequently visitors did not understand its

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message (A.A.D.D. 2008; Sterry and Beaumont 2006, 33). Nevertheless, this lack of

relationship was observed in both high- and low-tech exhibits, which indicates that it

is not an exclusive problem of ICT but of the general design of the gallery.In general, high-tech exhibits achieved the goals for which they had been

designed, and always related to the specific capacities of ICT. At MAG, families

appreciated that they were invited to explore art works in an engaging and

entertaining way, thanks to the interactivity and self-control provided by high-tech

interactive devices (Rees-Leahy 2003, 49). At IWMN, although there was no

relationship between the high-tech ‘action station’ and objects, visitors appreciated

its emphatic game-like structure and also the possibility to share their choices. On the

other hand, people were impressed by the audio-visual show, both in an emotional

and sensorial way, to the point that sometimes they did not resume their visit (Zoe

Lewis and Rachel Knight, pers. comm.). At MoSI, high-tech exhibits provided an

immersive and interactive way to understand the historical context and findings of

Manchester scientists.

Whenever ICT failed to serve its purpose, it was not due to the technological

component but to a problem in the overall design of the exhibition. For example, at

IWMN, the visitor surveys revealed there was not a sufficient spatial and conceptual

relationship between objects and the ‘action stations’ (Claire Saville, pers. comm.).

At MoSI (Figure 3), the summative evaluation concluded that either the gallery’s

goal was not evident, or visitors did not retain the specific contents because of the

structure and the communication strategies used by the external company, which

came from modern design rather than from museography (A.A.D.D. 2004, 3, 25�8).

Group exploration was undermined in all exhibitions by the small size of screens

and the computational, one-to-one communication paradigm of ICT applications.

This problem is especially relevant in UK museums, where families are the main

visitors (Hooper-Greenhill 1994b). Large, passive screens (at MoSI and IWMN)

accommodated several viewers well, even if they were not visiting together. But touch

screens only allowed one user and one observer. This had two consequences. First, as

reported in previous studies (Pujol and Economou 2007; Rees-Leahy 2003, 41),

Figure 3. The success of the exhibit was compromised because its goal was not clear at the

Museum of Science and Industry of Manchester (MoSI).

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family groups adopted different exploration strategies (Figure 4), including splitting

up if there was more than one adult, turn-taking of children (at IWMN and MAG)

and male visitors adopting the leading role as mediators. Second, inter-group

communication happened mainly at hands-on exhibits because the observation at

screens requires a physical proximity that can only happen amongst co-visitors

(Rees-Leahy 2003, 40�1).

Since all exhibitions use touch screens, they should show very similar results.

However, the differences revealed by surveys demonstrate that it is not only a matter

of interface, but also of the position inside the spatial structure of the exhibition, the

behaviour expected by the museum inside the gallery, the visitors’ attitudes towards

technology and the composition of the group. Moreover, the comparison of exhibits

at IWMN and at the Science Museum showed that some ‘hands-on’ were designed,

or located in such a way that they could only be explored by one visitor, and groups

adapted their strategy exactly as described for ICT applications. Therefore, the

limitations of high-tech displays were due to the fact that they used the PC-based

interface directly imported from the engineering field, while ‘traditional’ media are

more flexible in their design. This will probably change � but specific evaluations are

needed with the development of new multi-user interfaces. However, they currently

support only parallel, individual interactions or partial between-user interaction in

game-like applications.

The only particular problem that seems to remain is the intuitiveness of the

virtual environment, at least for a certain age group. All museums chose simple and

linear contents because they were considered the most intuitive solution, especially

given the fact that, as seen before (Forte, Pescarin, and Pujol 2006; Pujol and

Economou 2007), visitors do not read instructions. Observations and interviews

(A.A.D.D. 2004, 24, 25, 27, 29; Claire Saville, pers. comm.; Sterry and Beaumont

2006, 23�5, 28, 36) showed that usability problems were not so much linked to the

interface operation, but to other aspects, such as the comfort of design for specific

audience sectors (younger visitors at MAG), and the lack of instructions about the

exhibit’s activation, length, goal or relationship with the rest of the gallery (at MoSI).

Figure 4. The group splits up at consecutive PC stations and the father assists in the

exploration at the Victoria and Albert Museum (V&A).

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However, the aforementioned problems also appeared in complex ‘hands-on’ in all

museums, which confirm that even usability issues are not exclusive to technological

applications. Yet, it seems that their virtual dimension complicates their use because

the contents are not immediately visible and visitors cannot figure out these aspects.‘Tangible interfaces’ seem the appropriate solution, but the verification of their

effectiveness needs further research.

With regard to target audiences, non-interactive applications (i.e. IWMN’s audio-

visual show) were more aimed at adult visitors, while interactive applications (at

MAG and IWMN) were aimed at families, and especially at their younger members

who were attracted by the novelty factor and led the exploration. Nevertheless, high-

tech exhibits were not suitable for all ages. In the case of the youngest, parents

assisted in exploring and comprehending the content, as they would do withtraditional exhibits if they were too advanced for them (Sterry and Beaumont 2006,

23, 27�8). On the other hand, one exhibit at MAG was considered to be boring by

teenagers, who left after some time. At MoSI, the degree of specialisation of the

contents and the lack of interactivity and personalisation gave the overall impression

that the gallery was aimed at adults with an advanced scientific knowledge

(A.A.D.D. 2004, 39), instead of taking advantage of ICT possibilities to make it

suitable for their intended audience � families.

Although the novelty factor made them immediately appealing for youngervisitors, high-tech exhibits were not necessarily the most engaging. Through

observing visits and through the questionnaires (A.A.D.D. 2004, 24; Claire Saville,

pers. comm.; Sterry and Beaumont 2006, 29), it was possible to understand that the

main causes belonged to the last two factors. With regard to usability/comfort, it is

important to mention the lack of instructions, the length of the application and the

inadequacy of their design for specific audience sectors. With regard to the target

audience, it was clear again that in their current design, ICT applications fail to

accommodate families’ specific requirements and exploration modes (A.A.D.D.2004, 34, 35, 40, 41; Borun and Korn 1999), while ‘hands-on’ can potentially achieve

this without difficulty.

What does integration mean?

We have seen that the physical and conceptual distance with objects can also exist in

the case of low-tech mediators: text, labels or lights are spatially separated from

objects and can sometimes be considered to be obtrusive. If texts are long andcontain images, they distract from the contemplation of objects. Seemingly, audio

guides or leaflets can produce isolation from the spatial context. In addition, hands-

on interactivity definitely breaks the spatial and conceptual thread of the exhibition’s

discourse, since it engages visitors in a parallel autonomous activity. These problems

appeared when museums, which are continuously rethinking their role in society,

progressively transformed their exhibitions from the simple display of objects into a

more mediated and multi-sensorial event (Parry and Sawyer 2005). The new

mediators were progressively (but not always completely) integrated, thanks to thelessons learned through experience � changing the physical arrangement and design

of objects and showcases so that they could contain or be spatially linked with the

former. As a consequence, instead of being a simple container, the exhibition room

became a showcase itself.

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Now that ICT is also accused of a lack of integration, the results of our study

seem to reveal that it undergoes the same process. It started with the adoption of the

PC interface, which was unsuitable because it was perceived, and introduced in

exhibitions, as a totally independent information provider. Furthermore, it continues

with the testing of new, more adapted designs that focus on three aspects: allowing

multiple users, being more intuitive and blending with the physical arrangement of

the exhibition. In the case of the analysed UK museums, there is a conscious will tointroduce technology by designing interfaces that take into account museographic

criteria. In the case of other European museums, it is used in a very basic and

homogeneous way � a PC station containing a database. From the observations and

the conversations with museum professionals, we understood that these specific

demands of transformation seem to be determined by the museums’ and the

audiences’ perception of ICT, which is influenced by their specific needs and

demands. At a more general and diachronic level, these shape the shared concept of

the museum and its evolution through time. Therefore, it would be reasonable to

conclude that, indeed, the museological concept plays a role in how ICT is perceived,

used and, consequently, how much it is integrated. To verify this hypothesis, a

comparative study dealing specifically with this issue was carried out in 2009 (Pujol

et al., 2011).

In general, ICT is considered to bring two novel aspects. On one hand, ICT

facilitates interaction � the basis for the ‘edutainment’ approach that museums

increasingly propose and that younger audiences seem to prefer. However, are wesure that all visitors want to play or to participate? On the other hand, ICT allows

adaptability and the possibility for visitors to construct their own visit. Yet, is this

personalisation desirable or is it better to lead visitors somewhere? Since learning

theories and visitors’ preferences support both options, museums are now putting

their hopes in mobile devices because these would solve the budget, security and

comfort problems of technology. It has been noted, however, that this technology is

too individual and absorbing, and tends to isolate visitors from their peers and from

the exhibits (Hsi 2003; vom Lehn and Heath 2003). Why are visitors not looking at

the objects? Moreover, why should they look at them?

As suggested and debated in the round table discussion, museums have inherited

some assumptions regarding the behaviours expected from visitors � mainly

revolving around the more or less silent and passive contemplation of objects�that need to be explicitly considered before adopting ICT and judging its affect. ICT

introduces new ways of communication based on ubiquity, de-materialisation and

constant updating � totally usual for the Information Society � but strange for

museums that are based on a built place, objects and permanency. Thus, in order tofind out what integration means and how to achieve it, museums first need to go

beyond museographic considerations and establish their role in society.

In the light of these findings, it is possible to review the classification (Parry and

Sawyer 2005) that constituted the starting point of this study. Because exhibitions

have different kinds of applications, one museum can correspond to more than one

phase. Therefore, it is each exhibit that should be ascribed to one or another

category. However, this is problematic because some categories put together aspects

that are not necessarily concurrent in the same exhibit, or have features that belong

to different types. For example, at the Churchill Museum, some displays do not allow

online connection but are completely integrated because they use ‘mixed interfaces’.

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Seemingly, at the V&A, applications have a link to the WWW, yet they should be

considered ‘discrete’ because they are physically isolated. With regard to ‘innate’, this

mixes physical features that partially exist in previous phases with the designers’

orientation and perception of ICT. However, as the V&A or MAG demonstrate, thefact that ICT is taken into account from the beginning does not mean that it will

be completely integrated as they contain ‘discrete’ exhibits (although these are

conceptually linked to the exhibits).

In our opinion, the concept of integration should be defined by physical elements

(content, interface design and spatial location) which are determined by the factors

established in the empirical study. We would therefore reclassify today’s ICT

applications in museums as follows:

� Contained: PC standing stations independent of the gallery (in another room)

or the exhibits (spatial location).

� Discrete: PC standing stations (as in historical or old exhibitions) related to

exhibits. They may have a link to the WWW.

� Integrated: use of totally intuitive, transparent interfaces (mixed, more or less

immersive and potentially linked to the WWW); technology absolutely

intertwined with the physical elements and the space.

The accomplishment of this phase also involves adapting the exhibition to the new

high-tech mediators � that is, bringing the museum to the technological terrain. As a

consequence, instead of being a showcase, the exhibition room becomes a medium of

media. In conclusion, the concept of ICT integration has a double meaning. With

regard to the internal context, it means creating a good (transparent) interface and

general exhibition designs that allow all the elements that make up the experience of

the visit to coexist in harmony. With regard to the outside world, ICT integration

means finding an institutional role that fits the new demands of society and engagesaudiences according to their interests and skills.

To adopt and to . . . adapt

The latest evaluative surveys about the effectiveness of ICT in exhibitions seem to

indicate that the problems of integration detected previously might not be

unavoidably caused by their technological essence. The study carried out in the

UK constituted a conscious change of context and approach, aimed at under-standing why technological applications are introduced into exhibitions and if they

are effective with regard to that goal.

The analysis demonstrated that the PC interface was responsible for the lack of

adjustment in the exhibition’s context, because its theoretically shared features had

converged from different communication paradigms: individual vs. group, sequential

vs. synchronic, logic vs. exploratory, and physical vs. virtual. These conflicts may be,

to some extent, overcome with new, more ‘museographic’ interfaces. However, the

lack of integration is not exclusively due to the technological basis of ICT, but to itsrole within the overall exhibition design which determines its shape, location and

content. The differences with low-tech exhibits are thus more quantitative than

qualitative. Another conclusion is that the process of integration also depends on how

the new mediators are understood and used, which is determined by the concept of

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museum. According to museum professionals, ICT is perceived in their museums as

another specific museographic tool, and is therefore subject to the same demands and

criteria of use as low-tech mediators. This is why new experimental interfaces that can

better provide participatory ‘edutainment’ experiences are being tested.

Hence, the integration of ICT in exhibitions is a four-step process that starts

before technology. First, in order to engage audiences with differing interests and

skills, museums in the twenty-first century must be rethought as institutionscharacterised by the permanent, participatory reconstruction of discourses through

the spatial and/or temporal development of multi-sensorial experiences that include

objects. Second, it involves researching and understanding the potential possibilities

presented to exhibitions by the ubiquitous, non-material and ephemeral ICT. These

features seem to be contradictory to museums but, in fact, are the key to expanding

and strengthening their communication and educational roles in society.

The third step is to create good interface and general exhibition designs that

allow all the elements that make up the experience of the visit to coexist in harmony.

The main problems of current high-tech exhibits are the physical and conceptual

distance between the objects and other exhibits, difficulties in supporting group

exploration and the intuitiveness of use. With regard to the first of these, ICT needs

to be designed bearing in mind the physical context. With current ICT applications,

physical distance can be overcome with ‘mixed interfaces’ or mobile devices.

Regardless of the kind of interface, conceptual distance can be overcome through

the content by adding points of reference between the information and the real

world.

The impediment to a shared construction of meaning is that computational

terminals were conceived for single users connected to their own or to a central

machine. The solution might be the use of ‘tangible interfaces’ and, above all, toadopt a game-like strategy and link the different parts of the exhibit � not to one but

to several networked computers. ‘Tangible interfaces’ also seem to be the best option

for hardware usability issues. With regard to the virtual environment, the intuitive-

ness of use is facilitated by:

� Making the exhibit’s goal and role within the exhibition evident at first sight.

� Minimising the need for instructions by designing applications made of a few

simple screens with universal icons (Figure 5).

Using discovery learning strategies, such as a relevant starting question solved

through successive participatory screens. It is a basic structure suitable for all kindsof audiences, which can be adapted to different ages, levels and expertise, and is

engaging for all of them.

Not achieving personalisation in one ICT application, but putting diverse

mediators in the exhibition (high-tech, hands-on, images and text) so that every

visitor finds the one that suits him or her best.

The last step is to evaluate the effectiveness of the experimental applications with

regard to the needs and goals of exhibitions, so that ICT applications are

progressively refined. We believe that this analytical and creative process will result

in the construction of a new theoretical and empirical framework, at the intersection

of museum studies and the technological field, which will help to develop the role of

museums in the Information Society.

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Acknowledgements

This research project was funded by the British Academy through a Visiting Fellowship(VF2008/49113) and by the Catalan Government through a Batista and Roca Grant for theSupport of Research Projects in Social Sciences and Humanities (2008PBR0005). The authorwould like to express her gratitude to all the museum curators, staff members, academics andprofessionals who kindly contributed to it, and especially to Dr Helen Rees-Leahy, director ofthe Centre for Museology of the University of Manchester.

Notes on contributor

Laia Pujol-Tost holds a European Ph.D. from the Universitat Autonoma de Barcelona. Herfield of research is the use of ICT in Archaeology. In recent years, she has developed amedium-term project aimed at evaluating the usefulness of ICT in exhibitions involvingseveral European museums and institutions. She was appointed British Academy VisitingFellow at the University of Manchester and twice Marie-Curie Fellow at the University of theAegean, where she is currently working.

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