Modern Storytelling
Modern Storytelling
To cite this article: Federica Dal Falco & Stavros Vassos (2017) Museum Experience Design:
A Modern Storytelling Methodology, The Design Journal, 20:sup1, S3975-S3983, DOI:
10.1080/14606925.2017.1352900
Abstract: In this paper we propose a new direction for design, in the context of the
theme “Next Digital Technologies in Arts and Culture”, by employing modern
methods based on Interaction Design, Interactive Storytelling and Artificial
Intelligence. Focusing on Cultural Heritage, we propose a new paradigm for
Museum Experience Design, facilitating on the one hand traditional visual and
multimedia communication and, on the other, a new type of interaction with
artefacts, in the form of a Storytelling Experience. Museums are increasingly being
transformed into hybrid spaces, where virtual (digital) information coexists with
tangible artefacts. In this context, “Next Digital Technologies” play a new role,
providing methods to increase cultural accessibility and enhance experience. Not
only is the goal to convey stories hidden inside artefacts, as well as items or objects
connected to them, but it is also to pave the way for the creation of new ones
through an interactive museum experience that continues after the museum visit
ends. Social sharing, in particular, can greatly increase the value of dissemination.
1. Introduction
With this paper we wish to initiate an industry-wide discussion in the field of Design related to
Cultural Heritage, notably focusing on how the use of modern technology - such as Interaction
Design, Interactive Storytelling and Artificial Intelligence – may fundamentally change visual and
multimedia communication in museums. The aim is to achieve higher integration between the
artefacts and the information they carry and the visitor experience, based on new forms of
technology-backed narrative experiences. We have experimented by using technological approaches
- such as Augmented/Virtual Reality, Internet of Things, Interactive Storytelling, Smart Assistants, etc.
-throughout the whole design process, i.e. covering i) the branding identity of the museum in the
digital age, ii) an immersive storytelling experience for visitors inside the museum, and iii) a social
communication follow-up action after the visit, thus promoting the visitor experience by using
meaningful items, memories and products, in addition to social media.
In Section 2, we present a brief overview of some major methods and trends related to the notion of
cultural heritage and the design of museum experiences. In Section 3, we turn our attention to how
© 2017 The Author(s). Published by Informa UK Limited, trading as Taylor & Francis Group. This is an Open Access article distributed under
the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use,
distribution, and reproduction in any medium, provided the original work is properly cited.
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the latter are transformed, examining how modern computing technologies can be used as a
medium to integrate storytelling experiences within a larger lifecycle. Finally, in Section 4, we offer
insights derived from our collaboration with small-sized museums in the city of Rome, and present
some conclusions.
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audio guides. Museum collections can thus be explored using additional channels, such as virtual
reconstructions, on-site gaming scenarios, but also regular media displaying information on
exhibitions and their backstage scenarios. In this way, they enjoy extended exposure on social media
through shared images, audio and video files (Regione del Veneto, Adria Muse, Venetian Civic
Museums Foundation, Fitzcarraldo Foundation, 2014).
Studies show increased visitor interest in interacting with the artefacts in an original and
participatory manner (Solima, 2012),notably by exploiting the functions offered by new digital media.
In such a dynamic setting, marketing and communication objectives converge, and the educational
role of museums can benefit audience development (Stamp, 2014). Many recent studies also
question the future of museums, particularly in the case of modern art museums. It is known that
museums have encountered growing difficulties, due to the recent economic crisis - which has
greatly affected prices on the art market-,but also to the changes in cultural practices and to the
ever-increasing challenge of globalization. These phenomena have undermined the way museums
operate and their identity, raising numerous thorny issues and leading to a rethinking of their
traditional model.
In this scenario, museums have lately appeared to be evolving into dynamic places where different
cultural events are offered to diverse and wide audiences. Visitors are often intrigued by special
shows offered at museums, for which they may even travel a long way, similar to a big international
event or a concert (Costanzo, 2012). Indeed, since the mid-20th century, the role of the museum has
begun to move away from being a passive conservation mechanism and has also started to offer a
way to understand the present (Quintavalle, 1982, pp. 11- 34), acting as a laboratory to experiment
with events from the field of theatre, film and advertising. This is the approach found in Giulio Carlo
Argan’s visionary work (1982), partly inspired by the museum innovation represented by the 1977
opening of the Centre Pompidou in Paris.
Another interesting aspect is discussed in the work by Nicholas Serota (Serota, 1996), where the new
perspective on the contemporary museum is based on a study of the transformed relationship
between contemporary society and the artwork : in line with the entertaining and performative
features of contemporary art, visitors are emotionally stimulated by the artefacts, moving away from
the traditional analytical and interpretative experience, based on rational involvement. In this sense,
Serota considers visitors and artistic communication to be processes at the core of the
transformation of museums, rather than the work of art. In fact, the role of visitors has changed in
the last few decades, as they have become themselves, to a certain extent, artworks: they are invited
to interact with artefacts and artists through physical relationships, by participating first-hand and
integrating themselves with performances and events.
The historian Granier (2013) bases her analysis on the example of the French museum, whose
humanistic role dates back to the Enlightenment, and compares it with several international contexts
and with the current cultural transformation. Granier suggests ‘le musée polymorphe’, an innovative
model that embraces new ways to transfer knowledge and stands as a living organism, adjusting to
the evolution of social needs. This new model goes beyond the traditional distinction between the
different types of museums - art, science, technology, etc. - offering a view of the museum as a place
of public knowledge, with potential socio-political implications.
This view is related to the famous book by André Malraux, Le Musée Imaginaire (Museums Without
Walls), written in 1947. This work quite accurately predicted the evolution of the art system from the
1960s to the contemporary era, in particular with respect to its transformation from a closed system
to one integrating influences from several social aspects. The theory of the Imaginary Museum
justifies the presence - in the same place - of works that are diverse, and possibly in contrast or in
opposition, in terms of function and quality, as they share the wide notion of art. Malraux identifies a
continuous transformation of the ‘language of forms’, whereby the museum becomes the meeting
place and the works ‘speak’ the language of the constantly changing content. Through new means of
re-interpretation and re-experiencing, offered by the digital culture and modern technology for
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interaction, the Imaginary Museum becomes a mental place where all artworks can talk to each
other, while respecting each other’s differences.
In everything we have discussed so far, there has been an underlying aspect of communication
between visitors and museums. In our proposal below, we make this communication more apparent
using modern methods of interaction.
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artefact collections. Information design (based on typography, graphic design, linguistics, psychology,
ergonomics) transforms complex historical data into easily understandable information.
Going beyond traditional use, a museum’s visual information strategy takes part in a complete and
concise narrative representation, which is much more than a mere description of museum artefacts
based on images and texts.
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monthly active users. In these apps, people communicate mostly by chatting, i.e. talking to each
other by typing words either directly on their smartphone or on a web-based version of the
messaging app. Yet messaging apps are becoming more than just talking to other people: in the last
few months, most messaging apps have opened up their platform and their developers have started
to build chatbots, i.e., automated programmes that chat with people either for fun and leisure or to
satisfy a specific need, such as finding information, or even buying desired goods. The existing
platforms for building chat-robots or chatbots -e.g. Wit.ai, Api.ai, Motion.ai, Converse.ai - are
inspired mostly by recent work in Natural Language Processing (NLP). Their main focus is to provide
Machine Learning tools to identify a specific intent, e.g. ‘I want to know more about the owner of
this building’; extract the relevant information, e.g. the name of the building and the owner; and
provide a text response based on a back-end process that provides one-shot responses, e.g. a
knowledge base in this case, or an existing online service. The conversation is therefore structured as
a linear or branching story of such intents and responses.
Natural Language Conversation. Beyond a ‘static’ authoring of stories, there are two main categories
for generating responses in a conversational manner: retrieval-based models and generative models
(Britz 2016). Retrieval-based models use a repository of predefined responses and a heuristic to
choose an appropriate response based on the input and on the context. The heuristic could be as
simple as a rule-based expression match, or as complex as a combination of Machine Learning
components from Artificial Intelligence that learn to classify inputs as belonging to specific response
categories. Such systems (Vinyals 2015,Shang 2015) do not generate new text, they just pick a
response from a fixed set. Generative models, instead, generate new responses from scratch. These
are typically based on Machine Translation techniques, but instead of translating from one language
into another, they ‘translate’ from an input into an output response (Sutskever 2014, Serban 2016).
Existing combinations of both approaches, such as the Google Smart Reply project (Kannan 2016),
are showing promising results.
Finally, there is also the unique opportunity for smaller museums to present Cultural Heritage
information and artefacts in their collections as an exciting live experience similar to a movie, and, in
so doing, to expand and attract diverse audiences.
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