Exploring the Digital Atmosphere of Museums: Perspectives and Potential
Abstract
:1. Introduction
2. Literature Review
2.1. Experience and Use of Digital Applications in the Museum Context
2.2. Atmosphere and Atmospherics
2.3. The SOR Model
2.4. Emotion, Mood, and Feelings
3. Methodology
4. Research Questions
- What does atmosphere mean to you? And how about museum atmosphere? How do you understand this?
- How would you describe the atmosphere created by digital tools? What variables evoke emotions? Which elements (variables) of a digital space or tool in particular evoke emotions?
- What did you like or dislike? Was your mood affected by the digital environment/use of digital tools? What would make you revisit the museum?
- How would you describe museum’s digital atmosphere (MDA)? How is this atmosphere caused by or linked to the use of digital apps? Is it something definable or measurable? What shapes or causes it?
5. Research Findings
5.1. What Does Atmosphere Mean to You? And How about Museum Atmosphere? How Do You Understand This?
“I perceive it as a situation that I experience through my senses”,“Everything causes atmosphere: The lighting, the aromas, the space, the exhi- its”,“I think it’s the first feeling you get when you’re inside”,“Music is always pleasant element in the museum. It calms me down”,“From my point of view as a developer, atmosphere iw everything new and different”,“The building, that draws my attention. The building causes atmosphere”,“The layout of the exhibits largely determines the atmosphere”.
5.2. How Would You Describe the Atmosphere Created by Digital Tools? What Variables Evoke Emotions? Which Elements (Variables) of a Digital Space or Tool in Particular Evoke Emotions?
“Crowding makes me feel nervous. That would prevent me from revisiting. Museum staff plays a crucial role in evoking emotions. Friendly staff makes me feel comfortable”“I really need to experience user friendly digital apps”“It would be nice to experience digital apps in privacy”“I think that achieving the equilibrium: the coexistence of exhibits and digital apps would make me feel nice and make me come back again”“Personal mood is responsible for shaping feelings when using a digital application. If I’m tired, or nervous everything will probably annoy me”“When developing digital apps for museums Accuracy—Authenticity-Aesthetics are really important”“Music, lighting, colors laid at the space as well as to the one selected for the digital app would make me feel nice and want to revisit the place. Speed and interaction of a digital app would evoke positive feelings”
5.3. What Did You Like or Dislike? Was Your Mood Affected by the Digital Environment/Use of Digital Tools? What Would Make You Revisit the Museum?
“Well I really like well-designed apps. That pleases me and caprtures my interest”“When there are bad and long texts at digital apps makes me nervous. I really want to leave”“What discourages me from engaging is bad graphics, low speed, unfriendly interface, I would be less likely to visit again the museum”“Music. Music and sounds always play a crucial role, both in app’s design and physical space. The presence of music would please me, especially when it is relevant to the exhibition theme”“Digital apps should be in a specific place and in reasonable amount. They should coexist without oversubscribing the exhibits”“The staff plays an important role, of course. Of course, because you can remember a not-pleasant moment very vividly. It can spoil your entire visit”
5.4. How Would You Describe Museum’s Digital Atmosphere (MDA)? How Is This Atmosphere Caused by or Linked to the Use of Digital Apps? Is It Something Definable or Measurable? What Shapes or Causes It?
“Well.. Digital Atmosphere... Digital Atmosphere I believe is the emotions that digital applications cause you, based on content, design, colors, sounds, interface, functionality”“In digital applications the “atmosphere” is created by completely different characteristics compared to those that describe for me the “atmosphere” of a physical space”“I consider the “digital atmosphere” as something measurable”“What is really Digital Atmosphere? It is feelings and emotions that occur when digital apps integrate into the museum”“I cannot tell for sure what Digital Atmoshpere is, but it surely is a hybrid term”
6. Discussion
6.1. Variables That Shape the Museum Digital Atmosphere (MDA)
6.1.1. Inherited Variables from Physical Space as Categorized by Turley and Milliman [77] and as Modified by Forrest [30] (See SOR Model Part above)
- External variables: museum architectural style, exterior decoration and signage;
- General interior variables: general color schemes, lighting, flooring, material, nonvisual stimuli, and general visitor comfort—sound, aromas, temperature.
- Layout and design variables: space design and allocation—allocation of space to exhibitions, spatial arrangement of exhibitions—grouping of exhibits;
- Points of decoration variables: individual exhibits and displays, individual exhibits and images, display case layouts;
- Human variables: employee characteristics, crowding, interactions with other visitors.
6.1.2. New Variables Due to the Presence and Use of Digital Tools
- External variables: the height and the color of the building, contrast between architectural style and interior design, wall color, building size.
- Digital application design (design variables): content elements, digital app’s aesthetics and layout, functionality, and practicality—technical issues of digital application, spatial positioning of the digital tools, number of digital apps in proportion to the museum exhibits.
- Spatial planning of digital tools: privacy.
6.1.3. Enriched with New Elements or Customized Inherited Variables from Physical Space
- External variables: garden, greenery, pathways, signs, (digital) welcome signs;
- General interior variables: white paint on the walls, relevance of music and sound to the museum theme and/or digital application. Sound level, rhythm, and type of music. Surrounding music, aromas, and scents relevant to the digital tools;
- Digital application design variables: content clarity, gamification, personal intervention and initiative, complexity (negatively mentioned), having control, multiple options, elements of mystery, cinematography, innovation, space and object’s authentic depiction and rendering, being in tune with the museum space and exhibits, fonts, color contrast, options for the disabled, sound and visual quality, speed, proper functioning of technological equipment, accuracy, authenticity, and aesthetics (the 3 a’s situation). Placement in a special and distinct space. Escalation of the digital app’s presence in terms of immersion and interactivity options;
- Spatial planning: private space, lighting, sounds, aromas, smells.
7. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Paschou, S.; Papaioannou, G. Exploring the Digital Atmosphere of Museums: Perspectives and Potential. Technologies 2023, 11, 149. https://doi.org/10.3390/technologies11050149
Paschou S, Papaioannou G. Exploring the Digital Atmosphere of Museums: Perspectives and Potential. Technologies. 2023; 11(5):149. https://doi.org/10.3390/technologies11050149
Chicago/Turabian StylePaschou, Sofia, and Georgios Papaioannou. 2023. "Exploring the Digital Atmosphere of Museums: Perspectives and Potential" Technologies 11, no. 5: 149. https://doi.org/10.3390/technologies11050149
APA StylePaschou, S., & Papaioannou, G. (2023). Exploring the Digital Atmosphere of Museums: Perspectives and Potential. Technologies, 11(5), 149. https://doi.org/10.3390/technologies11050149