Interação humano-tecnologia a partir de interfaces no âmbito dos museus e do patrimônio cultural urbano

Resumo

RESUMO

Este trabalho aborda a interação humano-tecnologia no âmbito dos museus e do patrimônio cultural urbano a partir de uma contextualização teórica e da descrição dos procedimentos adotados pelo Museum of Jewish Heritage (New York City, EUA) e pela Gallery One do The Cleveland Museum of Art (Cleveland, EUA).

Interação em museus, Interação em dispositivos móveis, Patrimônio cultural e design

 

TITLE: Human-technology interaction from interfaces within the museums and cultural heritage urban

 

ABSTRACT

1 Context

The visitation to museums where the use of technology engenders interaction between the audience and the work / artifact has been used increasingly in the world. Various digital tools,  distance  or  location  where  the  collection  is,  are  making  the  most  informative and interactive visitations. In this context, ergonomics is critical to the design and evaluation of such interfaces that are a node between the system (work) that must adapt to the visitor (man). The interaction  in  museums  consists  of  a  broad  set  of  topics  and  examples,  but  here we treat the theme of Interaction in Mobile Devices (Mobile interfaces). To perform the tests of interaction with the museums, we used two different devices and operating systems, an iPad with iOS 5.1.1 operating system and a Samsung S3 Smartphone with Android operating  system. We downloaded two compatible applications, namely the Emma Lazaruz of the Museum of Jewish Heritage in New York City app, USA, and the ArtLens of The Cleveland Museum of Art Cleveland, Ohio, USA app.

2 Method

We analyzed the different interfaces where the ergonomic relationship between body and mobile is complex and can occur in situ or remotely. They are two distinct types of human-technology interaction. The first type emerges from the action held at the Museum of Jewish Heritage in New York, where the audience moves through the city using the Smartphone app to inter-act with the urban cultural heritage. The second type interaction takes place during the visitation at the Gallery One at The Cleveland Museum of Art. By using the iPad app called ArtLens, the visitor has a personal museum guide. Loaded with video content, audio, text  and  static  images,  the  ArtLens  app  helps  visitors  to  explore  the  works  of art  on  display  in  galleries  and  encourages  visitors  to  create  their  own  personalized tours.

3 Results

Once Emma  Lazaruz  app  is  started,  the  user  can  see  through  websites,  which  sights are  close,  or  move  to  the  important  points  randomly.  Some are  within  walking  distance, but many are located in different parts of the city. In one place, users can hear the audio narration and see photographs of the 19th century of the city of New York, including  illustrations  and  pictures  of  buildings  and  structures  that  were  already  in place  at  that  time.  The  tour  also  features  audio  commentary  from  experts,  including curator  Melissa  Martens,  also,  from  a  biographer  and  historian.  Local  include  the Delmonico's  Restaurant  and  The  Century  Building,  the  same  location  of  the  literary journal  "The  Century",  where  many  of  the  articles  of  Emma  Lazaruz,  which  names the app, were published on the theme of the immigrants causes. The ArtLeans used app on the iPad is one of the most creative applications for inter-action between museum visitors and the works / artifacts. This project puts into practice  one  of  the  true  vocations  of  the  tablet, which  is  to  extend  the  reach  of  the  body with respect to information and communication. In this example, we observe a perfect adaptation  of  work  to  man,  as  recommended  by  the  cognitive  ergonomics.  This  project  was  based  on  collaboration,  teamwork,  and  an  immersion  in  the  content  to  pro-mote the best process of completing the project, which was executed in record time. The producers worked in collaboration with the museum staff at various times, as, in brainstorming  the  group  to  help  translate  the  creative  content  in  innovative  experiences for the visitor.

4 Conclusions

By analyzing the examples of museums in this paper, we observe that there is a variation  of  acceptability  of  apps  compared  to  the  mobile  devices.  In  the  case  of  the ArtLens  app,  the  Gallery  One at  The  Cleveland  Museum  of  Air  ",  it  was  only  ac-cepted by the iPad Operating System. In the case of the Emma Lazaruz app from The Museum of Jewish Heritage in New York, the same is accepted only for the Android 5.1.1 OS. This partial divergence of devices (Jenkins, 2009) cannot be seen as a hindrance  to  the  future  of  human-technology  interaction  in  museums.  Even  so,  the  de-signers  involved  in  the  production  processes  of  the  applications  should  be  aware  of the  need  for  expansion  of  production  for  compatibility  in  different  versions  of  the apps available in the market.

What happens is that there are two tasks running at the same time when it comes to mobile devices. Interaction occurs between the body, especially the hands, and mobile devices,  while  interaction  that  occurs  between  the  interface  and  human  cognition, especially  the  eyes  and  the  biological  system  for  capturing  and  processing  information.  The  relationship  established  at  the  physical  level  of  interaction  shows  that  the tablet is a device that can work best for an interaction within the museum, while the Smartphone  has  better  usefulness  in  the  exploration  of  urban  cultural  heritage.  The sizes  of  each  of  these  devices  are  what  determine  such  consideration.  We  observed that each app studied was adapted in the best possible manner, respecting the user and providing  an  interaction  that  achieves  a  good  experience  between  users  and  proprietary content.

Interaction in museums, Interaction on mobile devices, Cultural heritage and design

Como Citar
. Interação humano-tecnologia a partir de interfaces no âmbito dos museus e do patrimônio cultural urbano. Revista Ergodesign & HCI, [S.l.], v. 2, n. 1, jan. 1970. ISSN 2317-8876. Disponível em: <http://periodicos.puc-rio.br/index.php/revistaergodesign-hci/article/view/32>. Acesso em: 24 nov. 2017.