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NODEM 2014 Proceedings

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Evaluation of an Interactive Multimedia Exhibit in the National Museum of Korean Contemporary History, South Korea<br />

According to Economou (2008), well-designed applications bring the objects to life and show aspects of their<br />

original context in interesting and engaging ways. To fulfill the potential of the interactive multimedia exhibit,<br />

it is crucial to establish a complementary relationship between the interactive multimedia exhibit and the objects<br />

displayed. In this case, the relationship with the real artefact is especially important, but the results show<br />

that it failed to make a meaningful connection between them. Therefore, we suggest that consideration of this<br />

issue needs to be preceded.<br />

Social Interaction<br />

Missing in this study is the information about the age range of visitors and visitor groups. As we observed visitors<br />

through video, we could not decidedly guess the ages and groups of visitors and accordingly decided not<br />

to consider these variables. However, we assume that interaction behavior could be affected by social group,<br />

such as family. In many cases, children responded directly to the interactive multimedia exhibit and subsequently<br />

wanted to experience it with their family. In this regard, we should carry out further work on dealing<br />

with family interactions.<br />

Conclusion<br />

In this paper, an evaluation of an interactive multimedia exhibit in the National Museum of Korean Contemporary<br />

History in South Korea was carried out in order to ascertain how it had been experienced by its visitors.<br />

From the results it appears to be still valid to take into account Bitgood (1991)’s argument that interactive<br />

exhibits are too often used in a meaningless way. Even though the interactive multimedia exhibit functioned<br />

successfully as an attention drawer, it failed to fulfill its potential to contribute to a meaningful experience<br />

for visitors. Therefore, it is important to thoroughly consider how to use the interactive multimedia exhibit as<br />

a connecting point between both visitor-exhibit and exhibit-exhibit when designing interactive multimedia<br />

exhibits.<br />

Given that this was an in-depth analysis of a specific case, the results may not be generalizable beyond this<br />

specific case, as Hauser et al.(2009) pointed out. Despite this limitation, we believe that the evaluation study<br />

helps to understand the gap between the intended aims of an exhibit and what is in reality achieved, which<br />

in turn will contribute to designing better digitally-mediated museum experiences. There is still much that we<br />

need to know about the complex relationships between visitors, historical objects, and the technological exhibits.<br />

Further studies on these issues would lead to better integration of the existing knowledge about visitor<br />

experiences and insights from empirical research.<br />

References<br />

Allen,S. (2004). Designs for learning: Studying science museum exhibits that do more than entertain. Science Education, 88, 17-33.<br />

Bitgood,S. (1991). Suggested guidelines for designing interactive exhibits. Visitor Behavior, VI(4), 4-11.<br />

Economou,M. (1998). The evaluation of museum multimedia applications: lessons from research. Museum Management and<br />

Curatorship, 17(2), 173-187.<br />

Economou,M.,& Pujol,L. (2007). Evaluating the impact of new technologies on cultural heritage visitors. In J. McLoughlin, J. Kaminski,<br />

& B. Sodagar (Eds.), Technology strategy, management and socio-economic impact (Heritage Management Series, vol. 2; pp. 109-<br />

121). Budapest, Hungary: Archaeolingua.<br />

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

283

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