two screens, they were visible to
other people, who could respond
and comment. In this manner, the
communication and dialogue were
instantaneous and collective, creating social engagement between the
participants at the installation. The
concern was no longer the museum’s curated story to the audience,
but rather the visitors’ own stories,
contributions, and reflections (to
others) around the theme of the
exhibition.
Through a series of actions, selections, reflections, and communicative acts, the audience related the
specific content and issues of the
exhibited materials to themselves
and their lives, and then contributed these reflections to the exhibition. In this way, Google My Head
created modes of engagement that
encouraged dialogue and participation between individual visitors
and potentially much larger and
unknown online audiences. Using
and mimicking the language of
social media, the installation created hybrid connections between
the exhibition and the audiences’
daily lives.
Through both Google My Head
and DJ Station, the audiences
connected with the cultural heri-
tage of a specific group of people
by means of their own physical,
social, and emotive resources. The
language of social media was the
key to creating the connections
and dialogical spaces between the
museum space and the everyday
lives of the audience. This room
for co-creation clearly allowed the
audience to gain an important role
in the exhibition through physi-
cal gestures, individual choices,
and social engagement. Formal
or authoritative knowledge about
the theme of the exhibition was
never the goal of exhibition design.
Rather, fragments, possible connec-
tions, and arbitrary meanings were
ingrained in the actual installa-
tions and the materials presented.
Each installation thus demanded
the involvement and reflections
of the audience to create mean-
ingful experiences—experiences
created precisely in the encoun-
ters between matters of cultural
heritage, the language and design
of the installation, and the active
engagement of the audience.
and beyond the museum space.
Using social media in the design of
exhibitions can thus create more
inclusive, non-hierarchical spaces
for experiences and expressions
of cultural communication that
dissolve the boundaries between
institutional heritage and living
heritage, reconnecting museums
and heritage to audiences’ lives in
new ways.
Acknowledgements
This research has been funded by Center
for Digital Urban Living (the Danish
Council for Strategic Research, grant
number 2128-07-0011). We acknowledge the collaborating partners of the
Digital Natives project: Center for
Advanced Visualization and Interaction
(CAVI), the Alexandra Institute,
Moesgaard Museum, Innovation Lab,
and the young “Digital Natives” involved
in the realization of the project.
eNdNotes:
1. castells, M. Museums in the information era:
cultural connectors of time and space. In Museums
in a Digital Age. r. parry, ed. routledge, London &
New York, 2010.
2. Giaccardi, E. things we value. interactions 18,
1 (2011).
3. Ito, M. Hanging Out, Messing Around, and
Geeking Out: Kids Living and Learning with New
Media. MIt press, cambridge, MA, 2009.
4. prensky, M. Digital natives, digital immigrants.
On the Horizon 9, 5 (2001).
5. Jordà, S., Kaltenbrunner, M., Geiger, G., and
bencina, r. the reactable. Proc. International
Computer Music Conference. International
computer Music Assoc., San Francisco, cA, 2005.
An Experience-Centered Approach
to Social Media in the Museum
The many transformations brought
about by the digital era challenge
museums as cultural institutions
to find ways of communicating
that reconnect them to the everyday practices of their audiences.
Social media can act as a strong
means of transforming museum
communication from formal and
linear knowledge production to
living intersections between museums and audiences’ everyday lives.
Social media fosters both individual
experiences and collective social
action in the ongoing (re)production
of cultural-heritage meaning. It can
incorporate and distribute both heritage “content” and ongoing interpretations from the audience, inside
About the Authors
rachel charlotte Smith is a ph. D.
student in social anthropology
and interaction design at Aarhus
University. She is studying how
digital technology can provide
new ways of engaging audiences
in cultural heritage.
Ole Sejer Iversen is an associate
professor of interaction design at
Aarhus University. His research
focuses on theory and practices
of designing engaging interactive
technologies for children, with
children.
September + October 2011
DOI: 10.1145/2008176.2008182
© 2011 AcM 1072-5220/11/09 $10.00