Quando: Enabling Museum and Art Gallery Practitioners to Develop Interactive Digital Exhibits

Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 10303)


Museums and Art Galleries are challenged to inspire, engage and involve visitors by presenting their collections within physical exhibitions. Curators and exhibition professionals are increasingly telling stories using digital interactivity. This work introduces Quando, a visual programming based toolset that domain experts can use to create interactive exhibits. A small case study demonstrates the language in use at during an archaeological excavation.


Visual programming Museums Programming environments End-user programming 


  1. 1.
    Díaz, P., Aedo, I., Bellucci, A.: Integrating user stories to inspire the co-design of digital futures for cultural heritage. In: Proceedings of the XVII International Conference on Human Computer Interaction, p. 31. ACM (2016)Google Scholar
  2. 2.
    Fraser, N.: Google blockly - a visual programming editor (2016). https://developers.google.com/blockly/. Accessed January 2017
  3. 3.
    Garzotto, F., Megale, L.: CHEF: a user centered perspective for cultural heritage enterprise frameworks. In: Proceedings of the Working Conference on Advanced Visual Interfaces, pp. 293–301. ACM (2006)Google Scholar
  4. 4.
    Grinter, R.E., et al.: Revisiting the visit: understanding how technology can shape the museum visit. In: Proceedings of the 2002 ACM Conference on Computer Supported Cooperative Work, pp. 146–155. ACM (2002)Google Scholar
  5. 5.
    Kocsis, A., Barnes, C.: Making exhibitions, brokering meaning: designing new connections across communities of practice. In: Design Research Society Biennial Conference, p. 13 (2008)Google Scholar
  6. 6.
    Lieberman, H., Paternò, F., Klann, M., Wulf, V.: End-user development: an emerging paradigm. In: Lieberman, H., Paternò, F., Wulf, V. (eds.) End User Development. Human-Computer Interaction Series, vol. 9, pp. 1–8. Springer, Dordrecht (2006)Google Scholar
  7. 7.
    McDermott, F., Maye, L., Avram, G.: Co-designing a collaborative platform with cultural heritage professionals. In: Irish HCI conference, pp. 18–24 (2014)Google Scholar
  8. 8.
    Resnick, M., et al.: Scratch: programming for all. Commun. ACM 52, 60–67 (2009)CrossRefGoogle Scholar
  9. 9.
    Stratton, A., et al.: Investigating domain specific visual languages for interactive exhibitions. In: 27th Annual Workshop on Psychology of Programming 2016, pp. 188–191 (2016)Google Scholar
  10. 10.
    Ur, B., McManus, E., Pak Yong Ho, M., Littman, M.L.: Practical trigger-action programming in the smart home. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 803–812. ACM (2014)Google Scholar
  11. 11.
    Wall, I., et al.: Creswell crags (2009). http://www.creswell-crags.org.uk/. Accessed January 2017
  12. 12.
    Ynnerman, A., et al.: Interactive visualization of 3d scanned mummies at public venues. Commun. ACM 59(12), 72–81 (2016)CrossRefGoogle Scholar

Copyright information

© Springer International Publishing AG 2017

Authors and Affiliations

  1. 1.Cultural Communication and Computing Research InstituteSheffield Hallam UniversitySheffieldUK

Personalised recommendations