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NODEM 2014 Proceedings

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Restaging a Garden Party: Sharing Social Histories through the Design of Digital and Material Interactive Experiences<br />

In terms of engaging our students in this project, the level of security inside Olveston was also an impediment.<br />

Management were reluctant to let students have unsupervised access to the interior due to some valuable collection<br />

items, and the supervision necessary wasn’t able to be provided.<br />

The proposed direction for the project was thus based on an analysis of these problems. In short, we wanted<br />

to engage young people and children as well as mixed groups of both locals and visitors to Dunedin with the<br />

Olveston story using new means. We also wanted to develop products for the gift shop that engaged directly<br />

with Olveston’s – and the city’s – social histories.<br />

Designing User-focussed experiences<br />

At the start of the project we introduced a number of relevant theories connecting design thinking with writers<br />

reflecting on successful museum experiences. This began with a workshop reflecting on, and employing IDEO<br />

methods. As a doorway into thinking about people’s behaviour in relation to interaction design we introduced<br />

ideas from a workshop in 2010 with Fred Dust from IDEO. Dust presented the details of his experiences working<br />

with interaction design and offered us some hands on provocations to aid thinking about interaction design in<br />

interesting ways. Primary to this is the IDEO philosophy that focus groups are inherently problematic because<br />

people have a tendency to exaggerate and or lie to make themselves look good. IDEO base their research on<br />

relentless observation. Silent observers follow people around and document meticulously through cameras<br />

their actual behaviour, this then becomes the input for any resultant design brief. IDEO also pay particular care<br />

to the language they use, As big fans of iterative prototyping we were encouraged to see IDEO’s passion for<br />

the ‘Design Thinking’ feedback loop through extensive prototyping and testing and we also encouraged this at<br />

every possibility with our students in the Olveston project.<br />

We reflected further on the design of meaningful experience, drawing upon Diller, Shedroff & Rhea’s (2006)<br />

model of Experience Design. Diller et al. develop ideas of the value of experience, and define experience with<br />

reference to Pine and Gilmore’s term ‘the experience economy’. “To experience something requires that we<br />

recognize an alteration to our environment, our bodies, our minds, our spirits, or any other aspect of ourselves<br />

that can sense change” (Diller, Shedroff and Rhea 2005 p18). The experiential relationship we have with physical<br />

objects, a practice grounded in everyday experience, can shift recognition and meaning beyond the object<br />

itself to create meaningful memories. Drawing upon these ideas students visited a number of local museums<br />

and another historic attraction to observe visitor behaviours, and to analyse expected and actual responses to<br />

objects, spaces, instructions and proposed experiences.<br />

Along with a design-focussed perspective, we considered some contemporary museological thinking.<br />

Contemporary museum curator Nina Simon (2010) suggests that we should look at an image or object “ … not<br />

for its artistic or historical significance but for its ability to spark conversation” (Simon 2010). These artefacts<br />

and experiences she defines as social objects. “Social objects are the engines of socially networked experiences,<br />

the content around which conversations happen. Social objects allow people to focus their attention around<br />

a third thing rather than on each other” (Simon 2010 ch 4 n.p.). Simon draws upon Jyri Engstrom’s (2005) term<br />

‘social objects’ addressing the role that objects have between people relating on online social networks. He<br />

uses the example of Flickr where people don’t socialize generally about photography, but rather about specific<br />

shared images, discussing discrete photographic objects. The objects don’t have to be physical but they do<br />

need to be distinct entities. A social object is one “ … that connects the people who create, own, use, critique,<br />

or consume it. Social objects are transactional, facilitating exchanges among those who encounter them” (Simon<br />

2010 ch 4 n.p.). Simon uses the example of her dog as a reliable social object. “When I walk around town<br />

with my dog, lots of people talk to me, or, more precisely, talk through the dog to me. The dog allows for transference<br />

of attention from person-to-person to person-to-object-to-person” (Simon 2010 ch 4 n.p.).<br />

<strong>NODEM</strong> <strong>2014</strong> Conference & Expo<br />

21

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