Museums for Older Adults and Mobility-Impaired People: Applying Inclusive Design Principles and Digital Storytelling Guidelines—A Review
Abstract
:1. Introduction
Background: Scopes of Older Adults and Mobility-Impaired People in This Review Article
2. Materials and Methods
2.1. Inclusion and Exclusion
2.2. Conducting Searches in Diverse Databases
2.3. Importing Data into Bibliographic Applications
2.4. Articles Considered Relevant or Irrelevant
3. Results
- Theme 1: Inclusive design for museum presentations (presented in Section 3.1)
- Theme 2: Trends of technology in digital storytelling for museum presentations (presented in Section 3.2)
- Theme 3: Digital storytelling for museum presentation guidelines (presented in Section 3.3)
3.1. Theme 1: Inclusive Design for Museum Presentations
3.2. Theme 2: Trends of Technology in Digital Storytelling for Museum Presentations from 2010 to Now
3.2.1. User Experience (UX)
- Before visiting: presenting accessibility information, wheelchair accessibility, restrooms, and facilities on the museum’s website.
- During visiting: presenting information about navigation, rest areas, and multi-sensory exhibitions, as well as providing easy-to-understand materials, large print brochures, and audio guides.
- After visiting: offering feedback channels through online surveys and reviews to enhance the user experience in the future.
3.2.2. Customization Information
3.2.3. Mobile Device Technologies
3.2.4. Concise Content
3.2.5. Virtual Reality (VR) and Augmented Reality (AR)
3.2.6. Artificial Intelligence (AI)
3.2.7. Internet of Things (IoT) for Enhanced Accessibility
3.2.8. Social Robots in Museums
3.3. Theme 3: Digital Storytelling for Museum Presentation Guidelines
3.3.1. Digital Storytelling Guidelines for General Purpose
3.3.2. Digital Storytelling Guidelines for Educational Purposes
3.3.3. Digital Storytelling Guidelines for Interactive Multimedia Purposes
3.3.4. Digital Storytelling Guidelines for Older Adults and People with Disabilities
4. Conclusions
4.1. Practical Implications of This Review Article
4.2. Limitations of This Article
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
References
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Inclusion | Exclusion |
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Studies in English | Non-English |
Publication in the 2000–2023 period (Scopus, ScienceDirect), 1990–2023 (Google Scholar) | Publications outside the timeframe were not selected |
Journals, conference proceedings, textbooks, book chapters | Working paper, conference abstracts, and organization websites |
Categories: Arts and Humanities; Social Sciences; Business Management and Accounting; Computer Science | Categories: Medicine; Nursing; Engineering; Agriculture; Economics; Econometrics and Finance |
Topics | Details |
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User experience |
|
Customizationof information | |
Mobile device technology | |
Concise content | |
Virtual reality and augmented reality |
|
Artificial intelligence | |
Internet of Things |
|
Social robots in museums |
|
Guidelines/Authors | Elements of Each Guideline | Category | Target |
---|---|---|---|
Take six: Elements [21] | Living in your story, Unfolding lessons learning, Developing creative tension, Economizing the story told, Showing not telling, Developing craftsmanship | General | General |
Six elements of digital storytelling [22] | Personal, Begin with the story or script, Concise, Use readily available source materials, Include universal story elements, Involve collaboration | General | General |
The seven elements of digital storytelling [20] | A point of view, A dramatic question, Emotional content, The gift of your voice, The power of the soundtrack, Economy, Pacing | General | General |
Expanded and modified digital storytelling elements [106] | The overall purpose of the story, The narrator’s point of view, A dramatic question or questions, Quality of the images, video, and other multimedia elements, Use of a meaningful audio soundtrack, The choice of content, Pacing of the narrative, Good grammar and language usage, Economy of the story detail, Clarity of voice | Education | Teachers, students |
Story elements [18] | Point of view, Emotional engagement, Tone, Spoken narrative, Soundtrack music, Role of video and performance, Creativity and originality, Time, Story length and economy | Education | Teachers, students |
Five elements of digital storytelling [25] | Media, Action, Relationship, Context, Communication | Interactive multimedia | General |
Dimension star: models for digital storytelling and interactive narratives [26] | Concreteness, User contribution, Coherence, Continuity, (Conceptual) Structure, Stage, Virtuality, Spatiality, Control, Interactivity, Collaboration, Immersion | Interactive entertainment (games, applications, new technologies) | General |
Digital storytelling guideline for older adults [23] | Story type, Imagery process and choice, Music and sound, Multimedia | Interactive multimedia | Older adults |
A ten-step development checklist for creating an interactive project [17] | Premise and purpose, Audience and market, Medium, Platform and genre, Narrative/ gaming elements, User’s role and point of view, Characters, Structure and interface, Fictional world and setting, User engagement, Overall look and sound | Interactive entertainment (games, applications, new technologies) | General |
Inclusive digital storytelling guideline [14] | The storyteller’s point of view, A key question, The purpose, Story structure, Economy, The storyteller’s voice, Soundtrack, Media, Background | Multimedia museum presentation | Youth, older adults, disabled people |
Elements | Explanation |
---|---|
Point of view |
|
Concept |
|
Emotional content |
|
Showing not telling |
|
Voice |
|
Soundtrack |
|
Economy |
|
Pacing |
|
Developing craftsmanship |
Elements | Explanation |
---|---|
The purpose |
|
Point of view | |
A dramatic question | |
Content |
|
Voice | |
Pacing |
|
Soundtrack | |
Media | |
Economy | |
Good grammar and language usage |
|
Creativity and originality |
Elements | Explanation |
---|---|
Point of view | |
Concept | |
The purpose | |
Story |
|
Economy | |
Voice | |
Soundtrack |
|
Interactive multimedia |
|
Background |
|
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© 2024 by the authors. 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/).
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Kasemsarn, K.; Sawadsri, A.; Harrison, D.; Nickpour, F. Museums for Older Adults and Mobility-Impaired People: Applying Inclusive Design Principles and Digital Storytelling Guidelines—A Review. Heritage 2024, 7, 1893-1916. https://doi.org/10.3390/heritage7040090
Kasemsarn K, Sawadsri A, Harrison D, Nickpour F. Museums for Older Adults and Mobility-Impaired People: Applying Inclusive Design Principles and Digital Storytelling Guidelines—A Review. Heritage. 2024; 7(4):1893-1916. https://doi.org/10.3390/heritage7040090
Chicago/Turabian StyleKasemsarn, Kittichai, Antika Sawadsri, David Harrison, and Farnaz Nickpour. 2024. "Museums for Older Adults and Mobility-Impaired People: Applying Inclusive Design Principles and Digital Storytelling Guidelines—A Review" Heritage 7, no. 4: 1893-1916. https://doi.org/10.3390/heritage7040090
APA StyleKasemsarn, K., Sawadsri, A., Harrison, D., & Nickpour, F. (2024). Museums for Older Adults and Mobility-Impaired People: Applying Inclusive Design Principles and Digital Storytelling Guidelines—A Review. Heritage, 7(4), 1893-1916. https://doi.org/10.3390/heritage7040090