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Museums as Living Labs Challenge, Fad or Opportunity?

SALGADO, M.. Museums as Living Labs Challenge, Fad or Opportunity?. The Journal of Community Informatics, North America, 9, may. 2013. Available at: http://ci-journal.net/index.php/ciej/article/view/806

p.1: My hypothesis is that if cultural institutions like museums, exhibition halls, libraries and cultural centers acted like living labs, or took part in their activities, they could begin a dialogue with other strategic partners, including an array of research units, and the civil and private sectors. -- Highlighted mar 17, 2014

p.2: This approach to design in the context of museums was the result of understanding not only how technology facilitates these processes but also the concepts and frameworks that ICT is bringing to cultural institutions. -- Highlighted mar 17, 2014

p.3: Sound Trace in Ateneum Museum (2005-2006) This project took place at the Ateneum Museum, which is part of the Finnish National Gallery. The aim was to design a participative audio tour and a website for the visually impaired and their community. The development team1 m1 gathered and shared digital comments--"sound traces"--online and onsite that discussed the pieces in the permanent exhibition as well as how to navigate the physical premises. -- Highlighted mar 17, 2014

p.3: In the context of art museums overwhelmingly geared towards perception and interpretation, the inclusion of the visually impaired community was particularly signicant. Through tactile perception, the visually impaired have another point of view on artwork, and sharing that point of view with sighted people was a way to build a bridge to this marginalized community. -- Highlighted mar 17, 2014

p.3: Conversational Map in Taidehalli (2006) As part of the Young Art Biennale Exhibition a participative installation called Conversational Map was set up in the main entrance hall of Taidehalli (Kunsthalle exhibition hall in Helsinki, Finland). The aim of the piece was to test how well a participative digital board for comments would function at an art exhibition. -- Highlighted mar 17, 2014

p.4: The Secret Life of Objects explored creative uses for the Museum's collection by forging partnerships between artists, on the one hand, and children and teenagers who play music and do creative writing, on the other. -- Highlighted mar 17, 2014

p.6: The goal of a museum is to acquire, conserve, investigate, communicate and exhibit the tangible and intangible components of humanity's cultural heritage for purposes of education, study and enjoyment (ICOM, 2007). The goal of living labs, on the other hand, is to provide an arena of experimentation where products and services are co-created by civil, private and public sectors. Museums could be the real-life environments in which the products and services that further their goals are co-created. -- Highlighted mar 17, 2014

p.8: As early as 2006, Lizzie Muller and Ernest Edmonds opened Betaspace in Powerhouse Museum in Australia to explore the idea of the exhibition as a public laboratory for interactive art. Betaspace is an iterative approach to creating and displaying interactive art that aims to break down the boundaries between art, science, and technology. -- Highlighted mar 17, 2014

p.9: Communities at cultural institutions (personnel, visitors and external collaborators) do not tend to be technology-oriented, so it is important to take advantage of opportunities to facilitate the appropriation of ICT (including social media and digital services). This appropriation happens slowly and not without tensions and negotiation. Living labs offer methods and tools for aiding end users as they appropriate ICTs. -- Highlighted mar 17, 2014