<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Museomix: lessons learned from an open creative hackathon in museums</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Stéphanie Rey</string-name>
          <email>stephanie.rey@berger-levrault.com</email>
          <email>stephanie.rey@u-bordeaux.fr</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>ACM Classification Keywords H.5.2. User Interfaces: User-centered design</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Author Keywords Tangible interaction; museums; user-centered design; DIY; maker culture</institution>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>LRA</institution>
          ,
          <addr-line>Berger-Levrault Toulouse</addr-line>
          ,
          <country country="FR">France</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Univ.</institution>
          <addr-line>Bordeaux, LaBRI, INRIA potioc, ESTIA Bordeaux</addr-line>
          ,
          <country country="FR">France</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>In the past decades, museums have become places that do not only conserve and store artefacts, but also provide visitors with education and entertainment. They are now challenged to become open, collaborative and creative spaces. In this paper we describe a participative event, involving both visitors and museum actors during a threeday hackathon in order to create digital artefacts for museums, among them tangible experiences. We describe the specific methodology created for the event, based on maker movement and rapid prototyping, and some of the resulting prototypes. Finally we draw the lessons of this experience and the possible implication of this methodology for the context of helping museum staff and visitors to personalize the visit, thanks to tangible user interfaces.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Guiding the visitors within the museum based on their
personal preferences is one of the answers considered by
museums in order to re-emphasize the collections, provide
enjoyment and make the learning more progressive. Indeed,
visitors will not seek the same experience in the museum
depending on whether they are accompanied and by whom,
how much time they have, their mood or their previous
knowledge about the subject. Some museums have started
working on personalizing museum visits. For instance, in
the European project CHESS [
        <xref ref-type="bibr" rid="ref10">8</xref>
        ], museums tried to match
visitor profiles with suggested itineraries. Cap Sciences in
Bordeaux goes further with the development of the
Navinum software, which allows to retrieve information
about the visitors' itinerary. The museums also need to
consider the different user preferences when designing the
exhibition.
      </p>
      <p>Designing exhibitions generally is a collaborative work
between curators, exhibition designers and conservators,
who usually do not have a high technical knowledge. In this
context, previous works [9] proved that tangible
interactions are well fitted to help the creation process, even
more if the public is included in the process.</p>
      <p>
        Museums also have a cultural and societal duty as they are
parts of the commons—the cultural and natural resources
shared by all members of a society. Some museum workers
and public individuals—inspired by the Peer-to-Peer,
OpenContent and Do-It-Yourself movements—are trying to
move the lines for a more horizontal access to the culture,
for the opening of the cultural content and for a more
participative management of museums’ collections. One of
the manifestations of this movement is the cultural
hackathon Museomix, an international event created in
order to modify the vertical and segmented vision of
cultural institutions and to include people in the creation of
museum exhibitions. During three days multidisciplinary
teams create new museum experiences, based on new
technologies and a methodology inspired by participatory
design [
        <xref ref-type="bibr" rid="ref6">2, 4</xref>
        ], “makers” movement and rapid prototyping.
As the author participated in the 2013 Museomix edition in
Paris and took part in the organization of the 2016 edition
in Toulouse, the event shaped and inspired the overall
research project.
      </p>
      <p>The work presented in this paper is part of a larger project
in which we aim 1) at helping museum staff create, manage
and transmit personalized adaptable itineraries for their
visitors, and 2) at providing the museum visitors with a
personalized museum experience. Our project is conducted
in direct collaboration with different French museums and
science centers such as Cap Sciences and the Cité du Vin in
Bordeaux, as well as the City of the Ocean in Bidart and
Musée Saint Raymond in Toulouse.</p>
      <p>In this paper, we are going to provide, as a first step,
feedbacks and thoughts about Museomix as a concrete
example of participatory museum design. We first describe
the methodology used during the event, present some of the
resulting tangible prototypes, and then draw some
conclusions about this experience and its contribution to our
global project.</p>
      <p>
        MUSEOMIX
Museomix is an international annual event, created in 2011
in Paris by cultural institution workers, collaborative design
experts and museum lovers. Its baseline is “people make
museums”. During three days, and in various museums
around the world (18 museums in 2016), individuals from
various expertise fields (graphic designers, communicators,
software developers, makers, content specialists, and public
experts) work together in order to create one prototype per
self-constituted team of six people that usually have never
met before the event. They are supported by various
volunteers: staff from the hosting museum, content experts,
technology specialists, facilitators, computer science
students etc.; as well as various technical tools: a fablab (for
fabrication laboratory)—a small-scale workshop offering
digital fabrication—and a “techshop” the resource center
for all kind of hardware (Kinect, Arduino, computers,
screens, video projectors, Makey-Makey®…). On the last
day, museum visitors are invited to experiment the resulting
prototypes. In seven annual editions, more than 160
prototypes were created and documented on the Museomix
website http://www.museomix.org/prototypes2/.
Methodology
The Museomix methodology is inspired by participative
and user centered design methodologies [
        <xref ref-type="bibr" rid="ref6">2,4</xref>
        ], but
complements it with a strong multidisciplinarity and a
DoIt-Yourself and rapid prototyping approach. On the first
day, after visiting the collections, the fablab and the
“techshop”, all participants start talking and brainstorming
using post-its around big themes (defined in advance by the
Museomix organizing community and the museum).
Participants can wander freely around big boards
representing each theme. After 15 minutes, small groups are
already self-constituted and they can pitch their ideas in
front of everybody, in order to ask the missing profiles to
join their team. Each team must be constituted with one and
only one of the six profiles (graphic designers,
communicators, developers, industrial designers, content
specialists, public experts), thus completing the team’s
profile “bingo” card. After about 30 minutes of “profile
market”, all teams are constituted around a first idea. They
then go in their work area to brainstorm for the rest of the
afternoon, helped by a facilitator, in order to refine their
idea (the organization of teams and available resources are
shown in Figure 1). They will present it in front of everyone
at the evening “plenary session”, for their mutual awareness
and in order to get feedback.
      </p>
      <p>
        The second day is dedicated to the refinement of the idea
and the early realization of the prototypes. Each participant,
depending on its profile, gathers the resources necessary to
the realization of the prototype. For example, the computer
scientists go to the “techshop” to collect the needed sensors
or hardware (and learn how to use it if necessary). The
industrial designers start making plans of the installation
and go to the fablab to ask for feasibility and needed
materials. At this step, the teams are doing numerous
iterations, depending on available materials, the technical
feasibility and time constraints (the prototype must be ready
to test on the third day). At the second day evening
meeting, they present the scenario of use of their prototype,
from the visitor’s point of view.
On the third day, they finalize and document their
prototypes. In order to detect potential problems, a “crash
test” is conducted by some volunteers. These tests help to
highlight the technical and ergonomic problems soon
enough, identify the missing resources and allow the team
to cut off some functionalities in order to have a working
prototype for the visiting hour. At four pm, the general
public of the museum is welcomed to test the prototypes.
Sometimes, the prototypes remain in the exhibition for a
few days, in other museums they are disassembled
immediately. All prototypes are documented on the
Museomix website, under the Creative Common license, in
order to build them again easily. After the event some of the
museums choose to make some prototypes permanent.
Prototypes
Among the 168 prototypes produced during the seven
Museomix editions, some of them are of special interest for
the Tangible and Embedded Interaction field, falling into
two main themes: immersive experiences and interactive
objects.
Multi-sensory and immersive experiments
A very recurrent wish among teams is to create
multisensory and immersive experiments for the public. The
scenarios are different each time to adapt to the museum
object, but the underlying technology always relies on the
same principle: embedded sensors triggering lights, video
projections and sounds. The visitor is going to hear a
conversation between August and his wife when
approaching their statues, to listen to persons living in 1913
using the exhibits on a daily basis when approaching the
objects, to hear the stories of the inhabitants at different
ages when approaching the corner of a cloister, and so on...
In “Momix”, as shown on video [7] and Figure 2a, the
visitor lies down next to a mummy on a cardboard
sarcophagus to feel the size and proportion of the real one.
When his head is detected by a proximity sensor in the
cardboard, he listens to the story of the mummy next to him
through a speaker and videos are projected on a ceiling
above his head. The teams often use storytelling to immerse
the visitor in the context and give extra information about
the subject, but they sometime also use embedded
interactions to offer the visitor to play and create. For
example with “prehistopiano” (see video [
        <xref ref-type="bibr" rid="ref13">10</xref>
        ] and Figure 2b
and d) they can create “scratch” music while touching the
different prehistorical stone tools. The contact is propagated
thanks to a Makey-Makey® circuit board and triggers the
sounds and a video of the stone tool usage. As shown on
Figure 2b, this prototype could be used by several visitors
at the same time, thus fostering the communication between
them. As seen in this section, embedded interactions are
widely used in the prototypes, often to provide the visitors
with an immersive experiment.
      </p>
      <p>
        Interactive tangible objects
Other prototypes are about manipulating objects, whether
replicas created for the experience, thanks to the fablab
laser cutter and 3D printer, or more rarely the real museum
object itself. For example, in “Museocyclette” [
        <xref ref-type="bibr" rid="ref14">11</xref>
        ], the
visitor is invited to pedal a real penny-farthing (the first
type of bicycle, Figure 2c) augmented with sensors in order
to explore virtually the collection of the museum, projected
on a screen in front of the bicycle. On the path the cyclist
finds virtual artefacts and browses through multimedia
contents with natural bicycle manipulations: moving the
handlebars left or right to explore, ring the bell to select. In
“Hero des Lyres” [
        <xref ref-type="bibr" rid="ref15">12</xref>
        ], the team created a whole scenery to
complement the statue of Athena and invite visitors to take
part in the mythological episode to which this fragmentary
work refers. Two visitors are invited to grasp each one an
instrument: a lyre (for Apollo) or an aulos (a double pipe,
for Marsyas) and face each other in a “mythological Guitar
Hero”. If Marsyas wins, Athena’s head, missing on the
statue and projected on a sheet behind it, inflates and
explodes (Athena has cursed Marsyas because the aulos
distorted her cheeks) and if Apollo wins, an animation
explaining the actual end of the mythological story is
projected (Marsyas is skinned alive). The team decided to
build the instruments with laser cut transparent Plexiglas
instead of cardboard or opaque material, because they
wanted the public to see the Makey-Makey® wires inside: a
glimpse on the technology underlying the magic. The lyre
metallic chords and the aulos holes covered with aluminum
foil were linked to these wires, for the visitor to “play” the
instruments in a natural way. Tangible interactions were
used in many other prototypes across the years, usually with
a simpler process: when the visitor grabs an object and
positions it in a specific place, it triggers a related content
projection [
        <xref ref-type="bibr" rid="ref16 ref17 ref18">13–15</xref>
        ].
      </p>
      <p>Lessons learned and improvements
The organization of several editions of Museomix, and its
exponential growth around the world, showed that people
are eager to take part in collaborative and creative processes
in museums; and that museums are more and more willing
to innovate and give space to collaboration. The public
affluence on the third day of Museomix events confirms
this appetite for innovation in museums. The mind
changing goal of Museomix is then fulfilled.</p>
      <p>
        Another positive result is that the methodology allows
creating real prototypes that can be tested by end users in
only three days. Sometimes they are not fully functional but
the most important result is the idea and its transmission to
the general public, with the help of some “Wizard of Oz”
technique [
        <xref ref-type="bibr" rid="ref8">6</xref>
        ] if needed. Visitors’ surveys were conducted
by students in some of the Museomix events, but they were
not scientifically validated questionnaires on usability or
learning. Most of the results are incomplete or not
accessible, preventing us from drawing valid conclusions
on the overall event.
      </p>
      <p>
        In the last sections, we saw that numerous prototypes differ
on the story they tell (adapting to the museum theme) but
are very similar on their interaction principle (embedded
interaction and tangible objects interaction for TEI related
prototypes) across the years. Only few prototypes were
truly innovative, which is also one of the goals of the
Museomix event. Several explanations can be found: 1) the
participants know some previous works and want to test
them themselves, 2) the event duration is too short to dig
into more original ideas, and the first ideas coming out in
the brainstorming are kept: the productivity loss in
brainstorming groups is also a well-known problem [3], 3)
the teams are not very aware of the possibilities offered by
the available technologies (like Myo Gesture Control
Armband, Leap Motion, Occulus Rift etc.) and rely on
already known or easy to apprehend uses of the
technologies. More technological opportunities were
thought to foster creativity, but finally it appears that they
lead to confusion. The time-constrained format of the event
cannot be changed without changing the whole concept; but
the technological confusion could be fixed by providing
less different technologies, sticking to “low tech”
(cardboard, sensors, lights and speakers), documenting
better the possible uses and providing sample code. The use
of scientific result like [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] is another possible way for
improving the creative process.
      </p>
      <p>On a methodological point of view, there is also a drawback
in the recruiting method. In order to be sure that each team
can build a (quite) complete and testable prototype, the
participants have to fall into one of the six categories
defined by the Museomix process, but this reduces the call
to museum or digital communities. Moreover, the call for
participants is published on websites or social media by
people working in the museum environment, and reaches
most of the time people already working in or for museums.
As a consequence, this excludes mechanically the
“classical” visitors, the very user at the center of the
participative design methodology. For the next editions of
Museomix, some local communities are thinking about
some adjustments to better include the general public in the
event. One first step could be to add workshops besides the
hackathon main event to make visitors experiment the
“mix” concept themselves. Alternatively, the event format
could be deeply changed to have also “classical” visitors
participate in the hackathon, replacing some of the six types
of specialists. The missing skills in the teams could be
provided by volunteers as support functions (as currently
the facilitators, the fablab volunteers or the museum
experts).</p>
      <p>CONCLUSION
In this paper we described Museomix, a three day open and
participative hackathon that takes place each year since
2011 in several museums around the world. We presented
its specific methodology, a mix of participative design and
maker movement, we described some resulting prototypes
of interest for the TEI community and we highlighted some
limitations and possible improvements for the next event
organization. It is now clear that tangible interactions are
pertinent to use in museum context. However, it also shows
that the very constrained format of the event, in time and
methodology, might limit highly the possible contributions
which in the end are often similar and not so innovative.
Thus, we want to explore the use of tangible interactions to
help museum professionals design personalized itineraries
in their museum exhibitions and guide the visitors along
them, in a less restrained context. Museomix was truly
inspirational for our overall project, and we hope that we
can adapt some of its methodology to our future work.
ACKNOWLEDGMENTS
Many thanks to Anke Brock and Nadine Couture for the
careful and benevolent proofreading and to Celia Picard and
Mustapha Derras (Berger-Levrault) for the support.</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          1.
          <string-name>
            <given-names>Gabriela</given-names>
            <surname>Avram</surname>
          </string-name>
          and
          <string-name>
            <given-names>Laura</given-names>
            <surname>Maye</surname>
          </string-name>
          .
          <year>2016</year>
          .
          <article-title>Co-designing Encounters with Digital Cultural Heritage</article-title>
          .
          <source>In Proceedings of the 2016 ACM Conference Companion Publication on Designing Interactive Systems - DIS '16 Companion</source>
          ,
          <fpage>17</fpage>
          -
          <lpage>20</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          <string-name>
            <given-names>Michel</given-names>
            <surname>Beaudouin-Lafon</surname>
          </string-name>
          and
          <string-name>
            <given-names>W E</given-names>
            <surname>Mackay</surname>
          </string-name>
          .
          <year>2002</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          <article-title>Prototyping development and tools. Handbook of Human-Computer Interaction</article-title>
          . New York: Lawrence Erlbaum Associates:
          <fpage>1006</fpage>
          -
          <lpage>1031</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          <string-name>
            <given-names>Michael</given-names>
            <surname>Diehl</surname>
          </string-name>
          and
          <string-name>
            <given-names>Wolfgang</given-names>
            <surname>Stroebe</surname>
          </string-name>
          .
          <year>1987</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          <article-title>Productivity loss in brainstorming groups: Toward the solution of a riddle</article-title>
          .
          <source>Journal of Personality and Social Psychology</source>
          <volume>53</volume>
          ,
          <issue>3</issue>
          :
          <fpage>497</fpage>
          -
          <lpage>509</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          4.
          <string-name>
            <surname>Joan</surname>
            <given-names>M.</given-names>
          </string-name>
          <string-name>
            <surname>Greenbaum</surname>
            and
            <given-names>Morten</given-names>
          </string-name>
          <string-name>
            <surname>Kyng</surname>
          </string-name>
          .
          <year>1991</year>
          .
          <article-title>Design at work : cooperative design of computer systems</article-title>
          . L. Erlbaum Associates.
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          5. ICOM.
          <year>2010</year>
          .
          <article-title>Key Concepts of Museology</article-title>
          . Armand Colin.
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          6.
          <string-name>
            <given-names>J. F.</given-names>
            <surname>Kelley</surname>
          </string-name>
          .
          <year>1984</year>
          .
          <article-title>An iterative design methodology for user-friendly natural language office information applications</article-title>
          .
          <source>ACM Trans. Inf. Syst. 2</source>
          ,
          <issue>1</issue>
          :
          <fpage>26</fpage>
          -
          <lpage>41</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          <string-name>
            <given-names>Mixroom</given-names>
            <surname>Museomix</surname>
          </string-name>
          .
          <year>2015</year>
          . L'histoire de la momie qui parle -
          <source>YouTube</source>
          .
          <year>2015</year>
          -
          <volume>11</volume>
          -
          <fpage>08</fpage>
          . Retrieved April 10,
          <year>2017</year>
          from
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          8.
          <string-name>
            <given-names>Laia</given-names>
            <surname>Pujol</surname>
          </string-name>
          , Maria Roussou, Stavrina Poulou, Olivier Balet, Maria Vayanou, and
          <string-name>
            <given-names>Yannis</given-names>
            <surname>Ioannidis</surname>
          </string-name>
          .
          <year>2013</year>
          .
          <article-title>Personalizing interactive digital storytelling in archaeological museums: the CHESS project</article-title>
          .
          <article-title>Archaeology in the Digital Era. Papers from the 40th Annual Conference of Computer Applications and Quantitative Methods in Archaeology (CAA): to appear</article-title>
          .
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          <string-name>
            <given-names>Orit</given-names>
            <surname>Shaer</surname>
          </string-name>
          and
          <string-name>
            <given-names>Eva</given-names>
            <surname>Hornecker</surname>
          </string-name>
          .
          <year>2009</year>
          .
          <article-title>Tangible User Interfaces: Past</article-title>
          , Present, and Future Directions.
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>
          <string-name>
            <surname>Foundations</surname>
          </string-name>
          and Trends® in
          <source>Human-Computer Interaction 3</source>
          ,
          <fpage>1</fpage>
          -
          <lpage>2</lpage>
          :
          <fpage>1</fpage>
          -
          <lpage>137</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref13">
        <mixed-citation>
          10.
          <string-name>
            <given-names>DEF</given-names>
            <surname>Projet Préhisto Piano - J3 #TeamBrigitte - YouTube</surname>
          </string-name>
          .
          <source>Retrieved April 10</source>
          ,
          <year>2017</year>
          from https://www.youtube.com/watch?v=ZQKJhvu2H5U
        </mixed-citation>
      </ref>
      <ref id="ref14">
        <mixed-citation>
          11. Muséocyclette | Museomix.
          <source>Retrieved April 11</source>
          ,
          <year>2017</year>
          from http://www.museomix.org/prototypes/museocyclette/
        </mixed-citation>
      </ref>
      <ref id="ref15">
        <mixed-citation>
          12. « Hero des Lyres » | Museomix.
          <source>Retrieved April 11</source>
          ,
          <year>2017</year>
          from http://www.museomix.org/prototypes/herodes-lyres/
        </mixed-citation>
      </ref>
      <ref id="ref16">
        <mixed-citation>
          13.
          <string-name>
            <surname>ERASME</surname>
          </string-name>
          <article-title>La machine du Baron Münchhausen</article-title>
          .
          <source>Retrieved May 31</source>
          ,
          <year>2017</year>
          from http://www.erasme. org/
          <article-title>La-machine-</article-title>
          <string-name>
            <surname>du-</surname>
          </string-name>
          Baron-Munchhausen
        </mixed-citation>
      </ref>
      <ref id="ref17">
        <mixed-citation>
          14.
          <string-name>
            <surname>Pot</surname>
          </string-name>
          <article-title>'ring | Museomix</article-title>
          . Retrieved May 31,
          <year>2017</year>
          from http://www.museomix.org/prototypes/potring/
        </mixed-citation>
      </ref>
      <ref id="ref18">
        <mixed-citation>
          15. #Museomix Projet “Meubles Que Cachez Vous?” -
          <fpage>YouTube</fpage>
          . Retrieved May 31,
          <year>2017</year>
          from https://www.youtube.com/watch?v=KH-V28cflZo
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>