The Contribution of Design Thinking to Museum Digital Transformation in Post-Pandemic Times
Abstract
:1. Introduction
- What are the main challenges emerging (from the current publications) for museums post-pandemic?
- ○
- How are these challenges related to the museum’s current digital transformation? What has changed?
- ○
- Are these new challenges or did the pandemic amplify and/or accelerate ongoing transformative processes that were already occurring in museum organisations before the pandemic?
- ○
- How could HCD practices―such as design thinking (DT) and service design (SD)―contribute to supporting museums’ digital transformation?
- ○
- What studies from other fields―such as management and organisational studies―and research about the adoption of HCD design methodology within those organisations can be applied to the cultural heritage sector?
2. Context
2.1. Museum Digital Transformation and the COVID-19 Pandemic
2.2. Introducing Design Thinking
- People-centred, in contrast to a technology-driven approach: HCD starts with an understanding of people’s needs, behaviours, and motivations (people = visitors, museum staff, and stakeholders) by developing empathy with people, for example, through empathic, ethnographic methods, such as in-gallery observations, interviews, empathy maps, user journey maps, scenarios, etc. (see Hanington and Martin [40] for a description of all these design methods).
- Problem framing, in contrast with “problem-solving”: HCD does not start by solving a given design problem (e.g., designing a mobile app) but, on the contrary, by understanding the context, questioning the problem and the assumptions (e.g., what museum people think a visitor wants), it re-frames the problem in human-centric ways.
- Highly collaborative, co-creative, and visual: By communicating visually and inclusively (e.g., with tools, such as post-its, sketches, mind maps, paper prototypes, personas, scenarios, etc.), members of interdisciplinary teams (educators, designers, as well as curators, etc.), and visitors and communities can be actively involved in thinking, ideating, and, ultimately, gaining a shared understanding of the problem and ideas.
- Ideation/Creative/Explorative: A highly iterative (and collaborative) process based on a set of different prototype methods (to “make and experiment” and test towards the final design solution); from sketches and paper prototypes to storyboarding and visitor journey maps to digital prototypes.
3. Methodology
4. Results and Discussion
4.1. Challenge 1: Place People at rhe Heart of Digital Transformation
4.1.1. Description of the Challenge Identified in the Review
4.1.2. Consideration for Design: How the Challenges May Be Considered via the Use of Design Thinking
4.2. Challenge 2: Thinking in Terms of Human Experience, Not Technology
4.2.1. Description of the Challenge Identified in the Review
4.2.2. Consideration for Design: How the Challenges May Be Considered via the Use of Design Thinking
4.3. Challenge 3: Dealing with Complexity and Uncertainty
4.3.1. Description of the Challenge Identified in the Review
4.3.2. Consideration for Design: How the Challenges May Be Considered via the Use of Design Thinking
4.4. Challenge 4: Strategising Digital Transformation
4.4.1. Description of the Challenge Identified in the Review
4.4.2. Consideration for Design: How the Challenges May Be Considered via the Use of Design Thinking
4.5. Challenge 5: Being Responsive to (Rapid) Change
4.5.1. Description of the Challenge Identified in the Review
4.5.2. Consideration for Design: How the Challenges May Be Considered via the Use of Design Thinking
5. Conclusions
6. Limitations and Further Research
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
- Finnis, J.; Kennedy, A. The Digital Transformation Agenda and GLAMs A Quick Scan Report for Europeana. 2020. Available online: https://digipathways.co.uk/resources/the-digital-transformation-agenda-and-glams (accessed on 20 May 2022).
- Parry, R. The end of the beginning: Normativity in the postdigital museum. Mus. Worlds 2013, 1, 24–39. [Google Scholar] [CrossRef]
- Drotner, K.; Dziekan, V.; Parry, R.; Schrøder, K. (Eds.) The Routledge Handbook of Museums, Media and Communication; Routledge: London, UK, 2019; pp. 1–358. [Google Scholar]
- Yee, J.; Jefferies, E.; Michlewski, K. Transformations: 7 Roles to Drive Change by Design; BIS Publishers: Amsterdam, The Netherlands, 2017. [Google Scholar]
- Mason, M. The Elements of Visitor Experience in Post-digital Museum Design. Particip. Des. Princ. Pract. 2020, 14, 1–14. [Google Scholar] [CrossRef]
- Villaespesa, E.; Álvarez, A. Visitor journey mapping at the Museo Nacional Thyssen-Bornemisza: Bringing cross-departmental collaboration to build a holistic and integrated visitor experience. Mus. Manag. Curatorship 2020, 35, 125–142. [Google Scholar] [CrossRef]
- Mason, M. People First: Visioning Derby Museums’ Online Presence (Part I and II). In Culture 24: Digital Pathways. 2020. Available online: https:/digipathways.co.uk/resources/people-first-visioning-derby-museums-online-presence (accessed on 20 May 2022).
- Mason, M. Visioning in the Digitally Mature Museum. In Culture 24: Digital Pathways. 2020. Available online: https://digipathways.co.uk/resources/visioning-in-the-digitally-mature-museum (accessed on 20 May 2022).
- Mason, M.; Vavoula, G. Digital Cultural Heritage Design Practice: A Conceptual Framework. Des. J. 2021, 24, 405–424. [Google Scholar] [CrossRef]
- French, A. Service Design Thinking for Museums: Technology in Contexts”. MW2016: Museums and the Web 2016. Published 29 January 2016. Consulted 11 April 2022. 2016. Available online: https://mw2016.museumsandtheweb.com/paper/service-design-thinking-for-museums-technology-in-contexts (accessed on 20 May 2022).
- Grohe, M.; Mann, L. Walking in the Shoes of Our Visitors: Human-centered Design and Organizational Change at the Isabella Stewart Gardner Museum. MW19 Mus. Web 2019. Available online: https://mw19.mwconf.org/paper/walking-in-the-shoes-of-our-visitors-human-centered-design-and-organizational-change-at-the-isabella-stewart-gardner-museum/ (accessed on 23 May 2022).
- MacLeod, S.; Dodd, J.; Duncan, T. New museum design cultures: Harnessing the potential of design and ‘design thinking’in museums. Mus. Manag. Curatorship 2015, 30, 314–341. [Google Scholar] [CrossRef]
- Frost, S. Pandemic, Protests and Building Back: 20 Months at the British Museum. Mus. Int. 2021, 73, 70–83. [Google Scholar] [CrossRef]
- Crooke, E. Communities, change and the COVID-19 Crisis. Mus. Soc. 2020, 18, 305–310. [Google Scholar] [CrossRef]
- Villaespesa, E.; Wowkowych, S. Ephemeral storytelling with social media: Snapchat and Instagram stories at the Brooklyn Museum. Soc. Media+ Soc. 2020, 6, 2056305119898776. [Google Scholar] [CrossRef]
- O’Hagan, L. Instagram as an exhibition space: Reflections on digital remediation in the time of COVID-19. Mus. Manag. Curatorship 2021, 36, 610–631. [Google Scholar] [CrossRef]
- Kist, C. Museums, challenging heritage and social media during COVID-19. Mus. Soc. 2020, 18, 345–348. [Google Scholar] [CrossRef]
- McGrath, J. Museums and social media during COVID-19. Public Hist. 2020, 42, 164–172. [Google Scholar] [CrossRef]
- Cecilia, R.R. COVID-19 Pandemic: Threat or Opportunity for Blind and Partially Sighted Museum Visitors? J. Conserv. Mus. Stud. 2021, 19, 1–8. Available online: https://www.jcms-journal.com/articles/10.5334/jcms.200 (accessed on 8 April 2022). [CrossRef]
- Zollinger, R. Being for Somebody: Museum Inclusion During COVID-19. Art Educ. 2021, 74, 10–12. [Google Scholar] [CrossRef]
- Hyland, S.; Filippini Fantoni, S.; Neely, L. From Nada to Gaga: Rapid Transformation in the Time of COVID-19. Two Case Studies. MW 2021. Published 29 January 2021. Consulted 11 April 2022. 2021. Available online: https://mw21.museweb.net/paper/from-nada-to-gaga-rapid-transformation-in-the-time-of-covid-19-two-case-studies/ (accessed on 20 May 2022).
- Artfund. COVID-19 Impact: Museum Sector Research Report on the Challenges Facing Museums and Galleries. 2021. Available online: https://www.artfund.org/blog/2020/05/28/covid19-impact-research-report (accessed on 10 April 2022).
- Micheli, P.; Wilner, S.J.; Bhatti, S.H.; Mura, M.; Beverland, M.B. Doing design thinking: Conceptual review, synthesis, and research agenda. J. Prod. Innov. Manag. 2019, 36, 124–148. [Google Scholar] [CrossRef]
- Stickdorn, M.; Hormess, M.E.; Lawrence, A.; Schneider, J. This Is Service Design Doing: Applying Service Design Thinking in the REAL World; O’Reilly Media: Amsterdam, The Netherlands, 2018. [Google Scholar]
- Liedtka, J. Evaluating the impact of design thinking in action. In Academy of Management Proceedings; Academy of Management: Briarcliff Manor, NY, USA, 2017; Volume 2017. [Google Scholar]
- Liedtka, J. Why design thinking works. Harv. Bus. Rev. 2018, 96, 72–79. [Google Scholar]
- Bucolo, S.; Matthews, J. Design-led innovation-Exploring the synthesis of needs, technologies and business models. In 2011 Participatory Innovation Conference Proceedings; University of Southern Denmark: Odense, Denmark, 2011; pp. 351–354. [Google Scholar]
- Verganti, R. Design Driven Innovation: Changing the Rules of Competition by Radically Innovating What Things Mean; Harvard Business Press: Cambridge, MA, USA; Easpoo, Finland, 2009. [Google Scholar]
- Giacomin, J. What is human centred design? Des. J. 2014, 17, 606–623. [Google Scholar] [CrossRef]
- Baker, F.W., III; Moukhliss, S. Concretising design thinking: A content analysis of systematic and extended literature reviews on design thinking and human-centred design. Rev. Educ. 2020, 8, 305–333. [Google Scholar] [CrossRef]
- Kimbell, L.; Bailey, J. Prototyping and the new spirit of policy-making. CoDesign 2017, 13, 214–226. [Google Scholar] [CrossRef]
- Altman, M.; Huang, T.T.; Breland, J.Y. Design thinking in health care. Prev. Chronic Dis. 2018. Available online: https://www.cdc.gov/pcd/issues/2018/18_0128.htm (accessed on 9 April 2022).
- Mason, M. Design-driven Innovation. In Museum Thresholds: The Design and Media of Arrival; Parry, R., Page, R., Moseley, A., Eds.; Routledge: London, UK, 2018. [Google Scholar]
- Johansson-Sköldberg, U.; Woodilla, J.; Çetinkaya, M. Design thinking: Past, present and possible futures. Creat. Innov. Manag. 2013, 22, 121–146. [Google Scholar] [CrossRef]
- Tschimmel, K. Design Thinking as an effective Toolkit for Innovation. In ISPIM Conference Proceedings; The International Society for Professional Innovation Management (ISPIM): Lisboa, Purtugal, 2012; p. 1. [Google Scholar]
- Robbins, P. From design thinking to art thinking with an open innovation perspective—A case study of how art thinking rescued a cultural institution in Dublin. J. Open Innov. Technol. Mark. Complex. 2018, 4, 57. [Google Scholar] [CrossRef]
- Liedtka, J. Putting technology in its place: Design thinking’s social technology at work. Calif. Manag. Rev. 2020, 62, 53–83. [Google Scholar] [CrossRef]
- Kimbell, L.; Sloane, M. Mapping Design Thinking Resources Outside of Higher Education—An Exploratory Study. In Design Thinking in Higher Education; Springer: Singapore, 2020; pp. 141–164. [Google Scholar]
- Kimbell, L. Rethinking design thinking: Part I. Des. Cult. 2011, 3, 285–306. [Google Scholar] [CrossRef]
- Hanington, B.; Martin, B. Universal Methods of Design Expanded and Revised: 125 Ways to Research Complex Problems, Develop Innovative Ideas, and Design Effective Solutions; Rockport Publishers: Beverly, MA, USA, 2019. [Google Scholar]
- Braun, V.; Clarke, V. Using thematic analysis in psychology. Qual. Res. Psychol. 2006, 3, 77–101. [Google Scholar] [CrossRef]
- Bazeley, P.; Jackson, K. Qualitative Data Analysis with NVivo; SAGE: London, UK; Thousand Oaks, CA, USA, 2013. [Google Scholar]
- Arksey, H.; O’Malley, L. Scoping studies: Towards a methodological framework. Int. J. Soc. Res. Methodol. 2005, 8, 19–32. [Google Scholar] [CrossRef]
- Anderson, S.; Allen, P.; Peckham, S.; Goodwin, N. Asking the right questions: Scoping studies in the commissioning of research on the organisation and delivery of health services. Health Res. Policy Syst. 2008, 6, 7. [Google Scholar] [CrossRef] [PubMed]
- King, E.; Smith, M.P.; Wilson, P.F.; Williams, M.A. Digital responses of UK museum exhibitions to the COVID-19 crisis, March–June 2020. Curator: Mus. J. 2021, 64, 487–504. [Google Scholar] [CrossRef] [PubMed]
- Marty, P.F.; Buchanan, V. Exploring the Contributions and Challenges of Museum Technology Professionals during the COVID-19 Crisis. Curator: Mus. J. 2022, 65, 117–133. [Google Scholar] [CrossRef]
- Zuanni, C. Museum Digital Projects during COVID-19: From Lockdown Connections to Digital Transformation? MW2021. 2021. Available online: https://mw21.museweb.net/paper/museum-digital-projects-during-covid-19-from-lockdown-connections-to-digital-transformation/ (accessed on 20 April 2022).
- Gruber, M.; De Leon, N.; George, G.; Thompson, P. Managing by design. Acad. Manag. J. 2015, 58, 1–7. [Google Scholar] [CrossRef]
- McDonagh, D.; Thomas, J. Rethinking design thinking: Empathy supporting innovation. Australas. Med. J. 2010, 3, 458–464. [Google Scholar] [CrossRef]
- Villari, B. The empathic (r) evolution. Lessons learned from COVID-19 to design at the community, organization, and governmental levels. Strateg. Des. Res. J. 2021, 14, 187–198. [Google Scholar] [CrossRef]
- Ciolfi, L.; Avram, G.; Maye, L.; Dulake, N.; Marshall, M.T.; van Dijk, D.; McDermott, F. Articulating co-design in museums: Reflections on two participatory processes. In Proceedings of the 19th ACM Conference on Computer-Supported Cooperative Work & Social Computing, San Fancisco, CA, USA, 26 February–2 March 2016; pp. 13–25. [Google Scholar]
- Markovitz, B.; Singer, I. Designing for Engagement: Five Steps for Co-Creating Exhibits and Programs with Your Communities. 2021. Available online: https://www.aam-us.org/2021/07/30/designing-for-engagement-five-steps-for-co-creating-exhibits-and-programs-with-your-communities/ (accessed on 19 July 2022).
- Bossen, C.; Dindler, C.; Iversen, O.S. Impediments to user gains: Experiences from a critical participatory design project. In Proceedings of the 12th Participatory Design Conference: Research Papers-Volume 1, Roskilde, Denmark, 12–16 August 2012; pp. 31–40. [Google Scholar]
- Koutsabasis, P.; Partheniadis, K.; Gardeli, A.; Vogiatzidakis, P.; Nikolakopoulou, V.; Chatzigrigoriou, P.; Vosinakis, S.; Filippidou, D.E. Co-Designing the User Experience of Location-Based Games for a Network of Museums: Involving Cultural Heritage Professionals and Local Communities. Multimodal Technol. Interact. 2022, 6, 36. [Google Scholar] [CrossRef]
- Giannini, T.; Bowen, J.P. Museums and Digital Culture: From Reality to Digitality in the Age of COVID-19. Heritage 2022, 5, 192–214. [Google Scholar] [CrossRef]
- Choi, B.; Kim, J. Changes and Challenges in Museum Management after the COVID-19 Pandemic. J. Open Innov. Technol. Mark. Complex. 2021, 7, 148. [Google Scholar] [CrossRef]
- Hamilton, T. VCUarts Virtual Anderson: Promoting Greater Access, Student Engagement, and Preserving the Archive in the Gallery during COVID-19 and Beyond. MW 2021. Published 1 April 2021. Consulted 2 May 2022. 2021. Available online: https://mw21.museweb.net/paper/vcuarts-virtual-anderson-promoting-greater-access-student-engagement-and-preserving-the-archive-in-the-gallery-during-covid-19-and-beyond (accessed on 23 May 2022).
- Galani, A.; Kidd, J. Hybrid material encounters–Expanding the continuum of museum materialities in the wake of a pandemic. Mus. Soc. 2020, 3, 298–301. [Google Scholar] [CrossRef]
- Hassenzahl, M. User Experience and Experience Design. Encycl. Human-Computer. Interact. 2013. Available online: https://www.interaction-design.org/literature/book/the-encyclopedia-of-human-computer-interaction-2nd-ed/user-experience-and-experience-design (accessed on 15 August 2022).
- Pine, B.J.; Pine, J.; Gilmore, J.H. The Experience Economy: Work Is Theatre & Every Business a Stage; Harvard Business Press: Cambridge, MA, USA; Easpoo, Finland, 1999. [Google Scholar]
- Maye, L.A.; McDermott, F.E.; Ciolfi, L.; Avram, G. Interactive exhibitions design: What can we learn from cultural heritage professionals? In Proceedings of the 8th Nordic Conference on Human-Computer Interaction: Fun, Fast, Foundational, Espoo, Finland, 26–30 October 2014; pp. 598–607. [Google Scholar]
- Mason, M. Prototyping practices supporting interdisciplinary collaboration in digital media design for museums. Mus. Manag. Curatorship 2015, 30, 394–426. [Google Scholar] [CrossRef]
- Vavoula, G.; Mason, M. Digital exhibition design: Boundary crossing, Intermediary Design Deliverables and processes of consent. Mus. Manag. Curatorship 2017, 32, 251–271. [Google Scholar] [CrossRef]
- Corona, L. Museums and Communication: The Case of the Louvre Museum at the COVID-19 Age. Humanit. Soc. Sci. Researc 2021, 4, 15. [Google Scholar] [CrossRef]
- Proctor, N. Digital: Museum as platform, curator as champion, in the age of social media. Curator Mus. J. 2010, 53, 35. [Google Scholar] [CrossRef]
- Dziekan, V.; Proctor, N. From elsewhere to everywhere: Evolving the distributed museum into the pervasive museum. In The Routledge Handbook of Museums, Media and Communication; Drotner, K., Dziekan, V., Parry, R., Schrøder, K., Eds.; Routledge: London, UK, 2019; pp. 177–192. [Google Scholar]
- McCall, V.; Gray, C. Museums and the ‘new museology’: Theory, practice and organisational change. Mus. Manag. Curatorship 2014, 29, 19–35. [Google Scholar] [CrossRef]
- Eid, H.; Forstrom, M. (Eds.) Museum Innovation: Building More Equitable, Relevant and Impactful Museums; Routledge: London, UK, 2021. [Google Scholar]
- Cameron, F.; Mengler, S. Complexity, transdisciplinarity and museum collections documentation: Emergent metaphors for a complex world. J. Mater. Cult. 2019, 14, 189–218. [Google Scholar] [CrossRef]
- Dorst, K. Frame Innovation: Create New Thinking by Design; MIT Press: Cambridge, MA, USA, 2015. [Google Scholar]
- Buchanan, R. Wicked problems in design thinking. Des. Issues 1992, 8, 5–21. [Google Scholar] [CrossRef]
- Coyne, R. Wicked problems revisited. Des. Stud. 2005, 26, 5–17. [Google Scholar] [CrossRef]
- Farrell, R.; Hooker, C. Design, science and wicked problems. Des. Stud. 2013, 34, 681–705. [Google Scholar] [CrossRef]
- Churchman, C.W. Wicked problems. Manag. Sci. 1967, 4, 141–146. [Google Scholar]
- Rittel, H.W.; Webber, M.M. Wicked problems. Man-Made Futures 1974, 26, 272–280. [Google Scholar]
- Dorst, K. Design beyond design. She Ji J. Des. Econ. Innov. 2019, 5, 117–127. [Google Scholar] [CrossRef]
- Dorst, K. Layers of design: Understanding design practice. Int. Assoc. Soc. Des. Res. 2009, 1, 157–166. [Google Scholar]
- Conklin, J. Dialogue Mapping: Building Shared Understanding of Wicked Problems; John Wiley & Sons: Cambridge, UK, 2005. [Google Scholar]
- Dorst, K.; Cross, N. Creativity in the design process: Co-evolution of problem–solution. Des. Stud. 2001, 22, 425–437. [Google Scholar] [CrossRef]
- Murphy, O.; Villaespesa, E. The Museums and AI Network–AI: A Museum Planning Toolkit; Pratt Institute: New York, NY, USA, 2020. [Google Scholar]
- Giannini, T.; Bowen, J.P. Museums and Digital Culture: New perspectives and research; Springer: Cham, Switzerland, 2019. [Google Scholar]
- Simone, C.; Cerquetti, M.; La Sala, A. Museums in the Infosphere: Reshaping value creation. Mus. Manag. Curatorship 2021, 36, 322–341. [Google Scholar] [CrossRef]
- Pitol, A.K.; Julian, T.R. Community transmission of SARS-CoV-2 by surfaces: Risks and risk reduction strategies. Environ. Sci. Technol. Lett. 2021, 8, 263–269. [Google Scholar] [CrossRef]
- Samaroudi, M.; Echavarria, K.R.; Perry, L. Heritage in lockdown: Digital provision of memory institutions in the UK and US of America during the COVID-19 pandemic. Mus. Manag. Curatorship 2020, 35, 337–361. [Google Scholar] [CrossRef]
- Kane, G.C.; Palmer, D.; Phillips, A.N.; Kiron, D.; Buckley, N. Strategy, Not Technology, Drives Digital Transformation; MIT Sloan Management Review and Deloitte University Press, 2015; pp. 1–27. Available online: https://sloanreview.mit.edu/projects/strategy-drives-digital-transformation/ (accessed on 1 May 2022).
- Liedtka, J.; Kaplan, S. How design thinking opens new frontiers for strategy development. Strategy Lead. 2019, 47, 3–10. [Google Scholar] [CrossRef]
- Calabretta, G.; Gemser, G. Building blocks for effective strategic design. J. Des. Bus. Soc. 2017, 3, 109–124. [Google Scholar] [CrossRef]
- Mitroff Silvers, D.; Hamley, B.; Trinh, Y.; Lytle-Painter, E.; Ludden, J.; Lee, A. From Post-its to Processes: Using prototypes to find solutions. In The Annual Conference of Museums and the Web; ACM: San Francisco, CA, USA, 2014. [Google Scholar]
- Bauman, Z. Liquid Modernity; John Wiley & Sons: Cambridge, UK, 2013. [Google Scholar]
- Björklund, T.; Maula, H.; Soule, S.A.; Maula, J. Integrating design into organizations: The coevolution of design capabilities. Calif. Manag. Rev. 2020, 62, 100–124. [Google Scholar] [CrossRef]
- Wrigley, C.; Nusem, E.; Straker, K. Implementing design thinking: Understanding organizational conditions. Calif. Manag. Rev. 2002, 62, 125–143. [Google Scholar] [CrossRef]
- Damala, A.; Ruthven, I.; Hornecker, E. The MUSETECH model: A comprehensive evaluation framework for museum technology. J. Comput. Cult. Herit. (JOCCH) 2019, 12, 1–22. [Google Scholar] [CrossRef] [Green Version]
Challenge | Digital Transformation | Value of HCD Practices |
---|---|---|
Challenge 1: Place people at the heart of digital transformation | Digital transformation is not (only) about technology, but about people. For example, adoption of human-centred models vs. mere technological advancement; understanding visitors and stakeholders’ needs. | HCD is a deep understanding of human needs and their alignment with the technological and social context. For example, empathy to understand people’s needs―such as ethnographic methods. |
Challenge 2: Thinking in terms of human experience, not technology | The pandemic has pushed museums to quickly adopt digital technology. Museums are at risk when prioritising the attributes of “X” technology at the expense of human experience. | Designing for the visitor experience requires a more holistic approach, as the visitor experience is an intertwining of physical, digital, virtual, and organisational dimensions. Designing for visitor experiences and service-based experiences becomes central to museum practices. HCD approaches are best suited to seamlessly mesh the different elements of visitor experiences (Mason 2020c). |
Challenge 3: Dealing with complexity and uncertainty | Museums face increasingly complex problems. For example, the pandemic has reminded us of the complexity of the multi-faced nature of museum communication (Choi and Kim 2021) that sees content communicated through multiple platforms across physical, digital, and virtual environments. Digital culture and practices are woven into a multi-cultural ecosystem that is part of an increasingly networked and connected society. | Design thinking is particularly effective in dealing with complexity, in particular “Wicked problems”. When museums design for a (digital) system or a digitally enhanced visitor experience, much of the attention is usually on the “solution space” by generating ideas or finding solutions to solve problems. However, often, museum teams do not spend enough time in order to understand why they are solving the problem and for whom, and even if the problem is worth solving. |
Challenge 4: Strategising Digital Transformation | Museums had to quickly develop new (digital) strategies to promptly respond to this transformation. For example, the pandemic has required a greater need for hybrid online/onsite approaches to:
| Design can help a museum identify strategic opportunities for innovation. HCD helps to identify, collaboratively, strategic problems that museums face by framing them and inventing strategies to solve them. Museums can use HCD to approach digital transformation at a strategic level by concentrating on (and bringing in) organisational culture and values, people, and day-to-day activities. |
Challenge 5: Being responsive to (rapid) change | Digital transformation has been associated with the ability to constantly make changes (Kane et al. 2015) to respond not only to the continual emergence of new digital technologies but also to changes asked of museums by emerging social contexts, not to mention the rapid changes imposed by the pandemic. The pandemic has brought additional uncertainty to museum operations, within the ever-evolving digital landscape it brings with it. | HCD can offer effective practices to reduce the consequences of failure, therefore, encouraging museum people to experiment. For example, this uncertainty in taking action as a consequence of the risk of failure is (drastically) reduced by multiple iterations of rapid prototyping that allow multidisciplinary teams to actively manage risk (by doing) rather than being stuck with the fear of failure. |
Publisher’s Note: MDPI stays neutral with regard to jurisdictional claims in published maps and institutional affiliations. |
© 2022 by the author. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Mason, M. The Contribution of Design Thinking to Museum Digital Transformation in Post-Pandemic Times. Multimodal Technol. Interact. 2022, 6, 79. https://doi.org/10.3390/mti6090079
Mason M. The Contribution of Design Thinking to Museum Digital Transformation in Post-Pandemic Times. Multimodal Technologies and Interaction. 2022; 6(9):79. https://doi.org/10.3390/mti6090079
Chicago/Turabian StyleMason, Marco. 2022. "The Contribution of Design Thinking to Museum Digital Transformation in Post-Pandemic Times" Multimodal Technologies and Interaction 6, no. 9: 79. https://doi.org/10.3390/mti6090079
APA StyleMason, M. (2022). The Contribution of Design Thinking to Museum Digital Transformation in Post-Pandemic Times. Multimodal Technologies and Interaction, 6(9), 79. https://doi.org/10.3390/mti6090079