Advertisement

Emotional Engagement for Human-Computer Interaction in Exhibition Design

  • Mengting ZhangEmail author
  • Cees de Bont
  • Wenhua Li
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 9169)

Abstract

Research of human-computer interaction in exhibition design previously focuses more on how technologies could be used to create splendid effect or impressive experience [1], rather than to interwoven technology with metaphoric, intuitive and narrative content. While in socio-cultural exhibition, the communication of meaning and knowledge itself is more emphasized. Besides, emotional engagement, which could evoke memory, feelings and cognition, could be an important method for HCI in exhibition design. However, less study has explored this area. In this article, the potentials of emotional engagement for HCI in exhibition design are outlined through a project in Shek Kip Mei district in Hong Kong. The project have three stages: documentation, abstraction and conceptualization. It represents one possible flow that could generate emotional engagement from the socio-cultural contents for visitors. The experience gained from this project could facilitate designers, planners, museum curators and academic researchers in creating emotional engaged exhibition.

Keywords

Emotion trigger Interaction design in exhibition 

References

  1. 1.
    Dirk, V.L., Christian, H., Jonathan, O.: Interaction and interactivities: collaboration and participation with computer-base exhibits. Public Underst. Sci. 14(1), 91–101 (2005)CrossRefzbMATHGoogle Scholar
  2. 2.
    Laurent, M., Christa, S.: Designing emotional, metaphoric, natural and intuitive interfaces for interactive art, edutainment and mobile communications. Comput. Graph. 29, 837–851 (2005)CrossRefzbMATHGoogle Scholar
  3. 3.
    Buxton, W.: Less is more (more or less): some thoughts on the design of computers and the future. In: Denning, P. (ed.) The Invisible Future: The Seamless Integration of Technology in Everyday Life. McGraw Hill, New York (2001)Google Scholar
  4. 4.
    Boehner, K., DePaula, R., Dourish, P., Sengers, P.: Affect: from information to interaction. In: Proceedings of the 4th Decennial Conference on Critical Computing, pp. 59–68. ACM, Aarhus (2005)Google Scholar
  5. 5.
    Hooper-greenhill, E., Moussouri, T.: Researching Learning in Museums and Galleries: A Bibliographic Review. RCMG, Leicester (2002)Google Scholar
  6. 6.
    Kristin, K., Eva, M., Carmen, Z., Stephan, S., Friedrich, W.H.: Computer support for knowledge communication in science exhibitions: novel perspectives from research on collaborative learning. Edu. Res. Rev. 4, 196–209 (2009)CrossRefGoogle Scholar
  7. 7.
    Shamsidar, A., Mohamed, Y.A., Mohd, Z.T., Mawar, M.: Museum exhibition design: communication of meaning and the shaping of knowledge. Procedia – Soc. Behav. Sci. 153, 254–265 (2014)CrossRefGoogle Scholar
  8. 8.
    Perry, D.: Designing exhibits that motivate. In: Borun, M., Grinell, S., McNamara, P., Serrell, B. (eds.) What Research Says About Learning in Science Museums, vol. 2, pp. 25–29. Association of Science-Technology Centers (ASTC), Washington, DC (1993)Google Scholar
  9. 9.
    Hassenzahl, M.: Emotions can be quite ephemeral; we cannot design them. Interactions 11, 46–48 (2004)CrossRefGoogle Scholar
  10. 10.
    Trevor, V., Edie, A.: Design for Emotion. Morgan Kaufman, Massachusetts (2012)zbMATHGoogle Scholar
  11. 11.
    Monk, A., Hassenzahl, M., Blythe, M., Reed, D.: Funology: designing enjoyment. SIGCHI Bull.: Suppl. Interactions, 11 (2002)Google Scholar
  12. 12.
    Dinkla, S.: Pioniere interaktiver Kunst von 1970 bis heute: Hatje Cantz Ostfildern (1997)Google Scholar
  13. 13.
    Rokeby, D.: Constructing experience. In: Dodsworth, C. (ed.) Digital Illusions. Addison-Wesley, New York (1997)Google Scholar

Copyright information

© Springer International Publishing Switzerland 2015

Authors and Affiliations

  1. 1.School of DesignThe Hong Kong Polytechnic UniversityHong KongChina

Personalised recommendations