Tuesday, 6 March 2012

Display of Interactive Artwork: Pilot Test of two Different Interfaces

Presented at SIRC 2007 – The 19th Annual Colloquium of the Spatial Information Research Centre University of Otago, Dunedin, New Zealand December 6th-7th 2007

The display of interactive artwork plays an increasingly important role in modern museums and galleries. However, the reaction of visitors has not been extensively tested to date. This paper present a pilot study that investigates viewer's reactions towards two interactive display prototypes that were designed to present famous artwork in a new and more engaging way. They describe the first iteration cycle of a questionnaire that they composed which especially targets viewer satisfaction in a gallery context. The results of their first pilot study indicate that (1) interactive displays in galleries can create an engaging and exciting experience and (2)  that they can be especially suitable to present education about art in a new and more involving way.

Dr. Gabriela Avram's class

Today we were looking further into research methods for doing own individual research. We discussed quantitative and qualitative methods. We discussed things like, is it necessary to create a hypothesis, if so, then what ways will I try to prove it. In order to do my analysis, I can use one or two theories to inform my data collection. The theoretical framework will inspire the data collection. My research will be ethnographically based. One of the key things that Gabriela highlighted was  the fact to be reflective through out my research because I 'm meant to be a reflective practitioner.

Grounder theory is a method for collecting data. You start with data collection, then you try to categories and find a relationship from the original data. Is there a relationship between age, material used, paper etc. So the idea is to collect a lot of data, to try and confirm my ideas, or do the results seem contradicting, then collect more data until you see a pattern.

How do I represent my findings. This could be done using cooperative evaluation. Getting members of the public to test your early prototypes and get feedback to what could be amended or improved. You might find that things on your prototype could be improved and made better before you make your final design.

The idea in my thesis is to prove that I have learnt about interaction design and highlight this in my process by being reflective. Most designers use stories, stories that you find in your data. You abstract the key information which will help to inform your design decisions.

The introduction to my thesis will place the work in context, what is my field, exhibitions, pick up the questions that relate to me, where, when, what are the circumstances, people who are visiting, who will the user be, what ideas that I might possible have. Prove my decision, and create an arguement to as why there is need for my design. Do this by researching other papers that have been wrote. Chapter 3 is the methodologies that I will use, UCD process, focused groups, how long the research will be going on for.