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I came to graduate school to return my career to museum interaction design. In fact, I began this thesis thinking specifically about the museum experience. How did I get from museums to a lifelong, mobile learning support service?
At first, I considered the differences between the things in museums (including scientific understandings and principles, in science museums), which mostly don't change, and the ideas around the things, which change with shifts in cultural attention, new discoveries, each new interpreter, and even each new observer.
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Interaction design fits best with the latter space, the idea space. I conducted a search for authors who had developed a theory along these lines, and came across Falk and Dierking’s Learning from Museums: Visitor Experiences and the Making of Meaning.¤
Their synthesis of different learning theories and associated recommendations led me to conceive of any visitor experience as one of meaning-making and learning. The meaning-making perspective derives from Constructivist principles, which stress that learners are not passive absorbers of information, but active agents using their past experience and knowledge to make sense of new information. Additionally, the learning that occurs at a museum occurs at a whole class of institutions, which Falk and Dierking call free-choice learning environments, where learning is entirely self-directed and self-paced. The class includes zoos, libraries, television, the Internet, and even conversations with friends. With these perspectives, I began to ask a series of questions: how can I design interactions that support the learning that occurs in any of these places? If I can support learning in any of these spaces, why not support learning in all of these places? If you can support learning in all of these places, how about any place? How about the outside world? These questions prompted questions of time. If we can support learning in a particular moment, how about between moments? How about across an entire lifetime? I believe this project provides the beginning of an answer to these questions.
The Fresh service involves museums and other free-choice learning institutions in three ways: as touchpoints for the service, as content providers for the mobile functions, and as destinations for discovery.
TouchpointsServices are intangible goods. But they rely on tangible interfaces, or touchpoints, to communicate and interact with their users. Museums are excellent touchpoints for a lifelong learning service because most of their audience is expressing an interest in free-choice learning simply through their attendance.
Content providersMuseums already have a great deal of content developed for their collections. They also have real-time content experts in their curators. Some of the content is specific to the things themselves, but often this content uses exhibits as examples of more general knowledge.
Destinations for DiscoveryAs was noted in the Body Learning component description, modern mobile devices are too small and slow to be deeply engaging. Learners following their interests may eventually wish to move beyond the screen to spend time in an environment where the learning is social, the displays are awe-inspiring, and the interactions are deeply engaging. It is not Fresh’s core business to provide such concentrated environments. The service would need to point to museums and other free-choice learning environments as places where learners could engage this kind of wonder.In all these ways, Fresh and museums could be mutually beneficial partners, relying on one other to accomplish their complementary missions. |