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Att känna historien : - ett skapande av intresseväckande ingångar för barnDanielsson, Lovisa January 2021 (has links)
Touching history – to create interesting entrances is a thesis in the field of information design focusing on spatial design. Many museum experiences have been characterized by the gaze. Different barriers in forms of showcases, ropes and exhortations have made the visitor into an observer. With the digitalization this has become even more noticeable. But humans, no matter how young or old, are still physical beings with different senses which offer different ways to experience the world, also in regards of museum experiences. The purpose of this study is to investigate the haptic experience of an object as an information channel in exhibitions. This has been done to investigate if information that is communicated in the interaction between the body and the object has any significance for children’s interest in history. The scientific theoretical basis for the study focuses, among other things, on the correlation between cognition, emotion and the physical body. This means theories in embodied cognition and haptic perception and previous research about sensory experiences in museums. The purpose for the methodological work has been to thoroughly explore the subject. The work includes interviews through video call, telephone and e-mail with persons working in the museum sector. This to establish the study firmly into the field it aims to explore, and from a museum perspective receive experiences and important inputs. Moreover different workshops and one prototype test have been conducted, this to explore and get an understanding of the subject from the users perspective and to meet their needs. The workshops and the prototype test have been conducted in collaboration with school classes. With support from theories, previous research and methodological work a design has been created that aims to provide and make haptic experiences available in an exhibition context. This to arouse interest in children, so that the interest works as an entrance in regards to wanting to know more about history. / Att känna historien – ett skapande av intresseväckande ingångar för barn är ett examensarbete inom informationsdesign med inriktning mot rumslig gestaltning. Många museiutställningar har under en tid präglats av visuella intryck, där olika barriärer i form av montrar, rep och förmaningar gjort besökaren till en betraktare. Detta har genom digitaliseringar av museibesök blivit allt mer påtagligt. Samtidigt är människan, gammal som ung, en fysisk varelse med flera sinnen vilka erbjuder en möjlighet att uppleva världen på flera olika sätt, så även med avseende på museibesöket. Studien syftar till att utforska den haptiska upplevelsen av föremål som informationskanal i utställningssammanhang. Detta har gjorts för att undersöka huruvida information som erhålls i samspelet mellan kropp och föremål har betydelse för barns intresse av historia. Studiens vetenskapliga teoretiska grund fokuserar främst på samspelet mellan kognition, emotion och den fysiska kroppen. Det innebär teorier om förkroppsligad kognition och haptisk perception samt tidigare forskning om betydelsen av sensoriska upplevelser i museisammanhang. Studiens metodiska arbete har syftat till att utforska ämnet från grunden. Arbetet har inbegripit intervjuer via videosamtal, telefon och mejl med personer verksamma inom museisektorn. Detta för att förankra arbetet i det område vilket det avser att utforska och utifrån ett museiperspektiv erhålla erfarenheter och betydelsefulla insikter. Därtill har olika workshops och ett prototyptest genomförts, detta för att utforska och förstå ämnet ur användarens perspektiv och förankra gestalningsförslaget i de behov som föreligger. Genomförande av workshops och prototyptest har skett tillsammans med två skolklasser. Med stöd i teori och tidigare forskning samt metodiskt arbete har ett gestaltningsförslag för ett utställningsrum arbetats fram som syftar till att tillhandahålla och tillgängliggöra haptiska upplevelser av föremål i utställningssammanhang. Detta för att väcka intresse hos barn, ett intresse som i sin tur är tänkt att fungerar som ingångar till att vilja veta mer om historien.
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Reframing the Everyday: Negotiating the Multiple Lives of the OrdinaryBrown, Abigail R. 13 July 2009 (has links)
No description available.
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Propolis: Immersive EnvironmentAlarid, Renee Aurelia 15 February 2021 (has links)
Propolis – Creating and using an immersive 2D honey bee environment to educate children between the ages of 3-10, about the importance of honey bees. This capstone project will showcase this researcher's skills in graphic design, spatial sound, architecture, exhibition design, and character illustration. Within this structure, individuals will be able to observe, determine, and make comparisons between a healthy bee colony and one that is fragile and dying. / Master of Fine Arts / "Honey bees have been on the decline. As of 2016, eight species of bees made it on the United States (U.S.) endangered species list. It reported that the decline of pollinators is due to industrial agriculture, parasites, pathogens, and climate change" (Contributors 2020). The loss of habitat and lack of nectar is due to monocultures and bee-killing pesticides. These are significant threats to honey bees and wild pollinators.
There is a need for good, clean food providing for a healthy existence for the honey bee. When bees have proper nutrients, the result is a healthy hive that gives mature bees a better chance to fight off diseases. To showcase the life of a honey bee, this researcher created an immersive environment that simulates a hive structure. The structure, along with the motion graphics and critical takeaway printed pieces, is to help children between the ages of 3-10 understand the importance of honey bees. By comparing healthy and unhealthy bees in their natural habitat in an illustration format, the children could empathize with the honey bees. Hopefully, they will one day change the fate of these amazing creatures. The immersive environment will emulate a spatial audio, 2D character illustration, and animation projected onto a honeycomb structure. Custom seed packets and a brochure will accompany the immersive environment to allow the children to plant a bee-friendly garden and to learn more about the honey bees. This capstone project will showcase the researcher's skills in graphic design, spatial sound, architecture, exhibition design, and character illustration. This structure will allow individuals to observe, determine, and make comparisons between a healthy colony and one that is fragile and dying.
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Myth and mechanism: exhibiting the unexpected Saskatchewan landscapeJukes, Vanessa 24 August 2012 (has links)
Through inquiry, experience, and discovery, this practicum reveals the landscape of Old Wives Lake, Saskatchewan and the prairie pothole region that surrounds it. It is my intention for this work to become a device for the revealing of unseen forces, for the creation of a different attention, an altering of perception, and an openness to a unique landscape of ever changing and shifting phenomena. It is accepted that complex systems, cannot be fully understood without time, patience, and commitment; however, through learning, understanding and revealing, the potential to not simply ‘see’ a landscape, but ‘read’ a landscape is harvested to enlighten and share in its discovery. The result is an exhibition of the unexpected Saskatchewan landscape.
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Costume culture: a traveling exhibition system for the Costume Museum of CanadaAYTAC, DENIZ OZGE 05 May 2014 (has links)
The Costume Museum of Canada (CMC) is the first of its kind in Canada. It works as a comprehensive repository where Canadian clothing and textile artifacts are collected, preserved, and presented. Traveling exhibits are important to the CMC to present the collection to a wider audience; however, the CMC’s financial limitations restrict how they can support traveling exhibitions. This practicum project addresses the desire of the museum for a facility to stage traveling exhibits by the design of a Traveling Exhibition System (TES) for the CMC. The practicum explores the concepts of cultural communication, narratology and mise-en-scene. It will facilitate Canadian cultural education through the exhibition of CMC’s vast collection of costumes and related accessories in a cost effective and sustainable manner. TES will be an exhibit system that can be set up within existing buildings and spaces. The project offers the possibility for the CMC to generate revenue and to facilitate dissemination of Canadian fashion culture and history regionally and nationally.
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Myth and mechanism: exhibiting the unexpected Saskatchewan landscapeJukes, Vanessa 24 August 2012 (has links)
Through inquiry, experience, and discovery, this practicum reveals the landscape of Old Wives Lake, Saskatchewan and the prairie pothole region that surrounds it. It is my intention for this work to become a device for the revealing of unseen forces, for the creation of a different attention, an altering of perception, and an openness to a unique landscape of ever changing and shifting phenomena. It is accepted that complex systems, cannot be fully understood without time, patience, and commitment; however, through learning, understanding and revealing, the potential to not simply ‘see’ a landscape, but ‘read’ a landscape is harvested to enlighten and share in its discovery. The result is an exhibition of the unexpected Saskatchewan landscape.
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O DESIGN PARA A EXPERIÊNCIA NA EXPOGRAFIA DO MUSEU: a relação entre o ambiente da exposição e a recepção do público no museu Cais do Sertão.MEDEIROS, Marília Macedo. 10 May 2018 (has links)
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Previous issue date: 2017-02-17 / Esta pesquisa analisou a relação entre os elementos que formam o ambiente construído de uma exposição temática com características interativas, imersivas e multissensoriais em museu e a experiência vivenciada pelos usuários. A base conceitual do trabalho compreende o ambiente construído de exposição como um produto em que seus atributos tangíveis e intangíveis são determinantes na identificação pelo usuário. Sendo assim, a investigação teve o objetivo de analisar de que modo recursos como iluminação, sonorização, dispositivos digitais, cenografia etc., empregados na exposição, instauram a experiência de visita. A revisão de literatura abrangeu temas ligados ao universo do design de exposições, visando
aprofundamento nas práticas projetuais e compreensão da influência do uso desses recursos na percepção que o visitante tem do espaço. Buscou-se também avançar na compreensão da experiência e destacar os fatores que interferem diretamente no contexto da experiência de visita ao museu. Metodologicamente, este é um estudo misto, no qual foi conduzido um estudo de caso no Museu Cais do Sertão, situado em Recife, Pernambuco. Esse objeto de análise permitiu investigar a percepção dos visitantes sobre a experiência de visita a esse espaço, a partir da ferramenta quantitativa desenvolvida por Packer (2015) e de como os visitantes percebem as características espaciais pela ferramenta quantitativa estabelecida por
Forrest (2014). Apresenta-se também entrevistas com os projetistas a fim de se obter um aprofundamento na compreensão das decisões projetuais e auxiliar na caracterização do espaço. Os dados coletados e analisados revelam que o ambiente do Cais do Sertão promove diferentes estímulos por meio do conjunto de linguagens empregadas e desperta a possibilidade para experiências hedônicas, sensoriais e afetivas. Algumas das respostas dadas pelos visitantes convergem com a intenção do projeto de curadoria. Ademais, coaduna-se com a hipótese de Forrest (2014) de que um ambiente tido como vibrante e forte em estímulos com suporte informacional em nível adequado mantém a curiosidade e possibilita um engajamento cognitivo sem esforço, fazendo com que a experiência de visita seja interpretada pelos visitantes como satisfatória. / This research analyzed the relationship between the elements that form the constructed environment of a thematic exhibition with interactive, immersive and multisensory characteristics in museums and the experience of the users. The conceptual base of this work understands the constructed environment of the exhibition as a product in which its tangible and intangible attributes are determined in the identification by its users. Therefore, this investigation had as a main goal to analyze how the resources such as illumination, sound, digital devices, scenography etc., employed in the exhibition environment affect the visiting experience of the museum. The literature review covered themes linked to the universe of exhibition design, highlighting the project practices and the understanding of how the use of these resources influences the perception that visitors create about the space. This research also seeks to advance the discussion and the comprehension of the experience and which of the factors interfere directly in the context of the experience of visiting the museum. This was conducted through a mixed methods structure, to investigate a case study in the Cais do
Sertão Museum, situated in Recife, Pernambuco, Brazil. The museum chosen allowed us to investigate the perception of the visitors about the experience of the visit to this space, using the quantitative tool (15 dimensions of experience – PACKER, 2015) and how the visitors perceived the spacial characteristics by the quantitative tool (Perceived Atmosphere, FORREST, 2014). Also, the main group of designers and curators were interviewed in order to deepen the understanding of the project decisions and to assist in the characterization of the space. The data collected and analyzed revealed that the environment of the Cais do Sertão museum promotes different stimuli through the languages employed and quickens the possibility of hedonic, sensorial and affective experiences. It was also possible to correlate some of the answers given by the visitors with the intention of the curatorial project. Furthermore, this research agrees with Forrest (2014) in which an environment that has strong and vibrant stimuli with informational support at an adequate level to meet the curiosity and enables cognitive engagement, contributing to a satisfactory experience.
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A imaginação museal de Lina Bo Bardi: expografias (1947-1968)Pintado, Ricardo Luis Sampaio 15 August 2018 (has links)
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Previous issue date: 2018-08-15 / Sem bolsa / Esta tese trata da museografia desenvolvida pela arquiteta italiana Lina Bo Bardi no período de 1947 a 1968, a partir da instalação do Museu de Arte de São Paulo até a transferência para a sede na Avenida Paulista. Trata também da museografia desenvolvida neste ínterim para o Museu de Arte Moderna da Bahia. Especificamente, analisa a expografia, suas referências e desdobramentos nos museus enfocados. Ao tratar da expografia aproxima-se da arquitetura dos espaços expositivos e dos museus que projetou e instalou. A partir de fontes escritas e registro fotográfico descreve a expografia, seus dispositivos e os locais onde foram utilizados. Pretende-se assim, contribuir para a compreensão das práticas museográficas no Brasil a partir da análise da expografia desenvolvida por Lina Bo Bardi como contribuição para a expansão da imaginação museal no Brasil / This thesis pertains to the museography developed by the italian architect Lina Bo Bardi in the time period of 1947 through 1968, that includes the installation of the São Paulo Art Museum until the transfer to the new building on Paulista Avenue. This thesis also includes the museography developed in this era for the Museum of Modern Art of Bahia. Specifically it analyzes the design of exibits, their references and influences of the São Paulo and Bahia museums. When talks about the design of exibits gets close to the exposition spaces and from the museums she created and designed. From written sources and photographic records it describes the design for exhibits, its devices and where they were used. It's intending to contribute to the understanding of museum practices in Brazil from the analyzes of the exihibition design developed by Lina Bo Bardi as a contribution to the expansion of the museum imagination in Brazil
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Creating Strong Cross Media Concepts for Museum ExhibitionsHall, Sebastian January 2013 (has links)
In this paper I argue that, in an effort to create novel cross media exhibition concepts, museums should use service design. By realigning their organizations and embrace the fact that what they are offering is indeed a service, they can gain a new outlook and generate new ideas about how to create novel cross media exhibition concepts. I also suggest that treating the exhibition in a similar way that film studios treat franchises could help shift the mindset and make it cross media-centric. In order to arrive at these conclusions I performed an observational study and conducted qualitative interviews with museum professionals working in various museums in Sweden. The observational study was designed to get a grasp of the current state of digital artefacts in Swedish museums whereas the interviews were aimed towards identifying attitudes as well as knowledge of current opportunities and obstacles. The observational study taught me that instances of rich, meaningful interactions with ties to an overall concept was not common, and that there is definitely opportunities to think differently about delivering these types of distributed user experiences. The interviews gave me a greater understanding of the intricacies of the field of cultural preservation and museums, as well as insight into some of the reasons why things are the way they currently are. Using service design to align these organizations could perhaps aid with some of these reasons.
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New Rituals : Materials, Objects and SpaceMadanska, Dessislava January 2020 (has links)
My project unfolds on three different scales: Materials, Objects and a Space. A research on materials and new technique for their transformation, a creation of functional objects out of the transformed materials, and finally, a spatial environment for the created objects. Real-life site visits to various factories and craftsmen, discussions with makers, sourcing leftover materials, transforming materials into borderline art/design objects are among the key elements of my research methodology. The three scales of my work are unified by the notion of Rituals. My understanding of rituals is not about creating a new religion but focuses rather on the activities in our everyday that can become rituals. It is about finding magic in the mundane. Daily routines and rituals are one of the main things that can keep us grounded, especially in a time of crisis. I believe that material explorations and working with the senses are important and relevant for the field of Spatial design and that my approach to engaging different scales within the project brings something new and yet not vastly explored.
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