Any views expressed within media held on this service are those of the contributors, should not be taken as approved or endorsed by the University, and do not necessarily reflect the views of the University in respect of any particular issue.

Usability in the Exhibition

The user experience of an exhibition is obviously an extremely important factor for a successful presentation. The impact that technology has in the context of an art exhibition has been explored in recent years as cultural establishments have been putting more emphasis on the notion of “user experience” (Carú et al., 2020).

Widjono (2020) explores the usability of virtual exhibitions as a product of interaction design. Though our exhibition is in person, these still apply. To be usable, the “product” should follow these criteria:

1. Usefulness. To create a successful exhibition, it’s important to consider both the visitor’s goals, such as browsing art information and viewing artworks, and the artist’s desire to have their work appreciated by a wider audience.

2. Efficiency. This refers to the length of time it takes for a user to accomplish and complete their visit, and it can also be used to evaluate the effectiveness of the exhibition organiser’s perspective.

3. Effectiveness. This pertains to the exhibition’s ability to deliver and operate in accordance with the users’ expectations.

4. Learnability. Learnability is associated with identifying the particular skills that users must possess in order to operate all of the features within an exhibition. Designers must take into account the user’s abilities when designing these features.

5. Satisfaction. This pertains to the user’s perception, emotions, and opinions, which are based on their experience when visiting the exhibition.

So, how did our exhibition do in relation to these criteria?

UX Principles The Exhibition
Useful User able to freely move around the space and explore multiple pieces of content
Efficient Users took 1-3 minutes per interaction, meanwhile, waiting users could be entertained by the other multimedia pieces surrounding the interaction.
Effective Users were engaged, immersed and be present in the space. Interested in discovering and exploring the space, creating their own unique experience
Learnability Once one user was shown what to do, as the others observed, the primary skill needed to interact was learned
Satisfaction As seen in interviews with users in the audience – very satisfied and moved by the imagery and sounds they were experiencing. Additional material was good to see in addition to the main interaction.

References

Carù, A. Carbonare, P. Ostillio, M. Piancatelli, C. (2020). The impact of technology on visitor immersion in art exhibitions. In: Massi, M. Vecco, M. Lin, Y. (Ed). Digital Transformation in the Cultural and Creative Industries: Production, Cons. London: Routledge. Pp.13-31.

Widjono, R.A. (2020) ‘Analysis of User Experience in Virtual Art Exhibition During Pandemic’:, in Proceedings of the International Conference of Innovation in Media and Visual Design (IMDES 2020). International Conference of Innovation in Media and Visual Design (IMDES 2020), Tangerang, Indonesia: Atlantis Press. Available at: https://doi.org/10.2991/assehr.k.201202.059.

Molly Munro

css.php

Report this page

To report inappropriate content on this page, please use the form below. Upon receiving your report, we will be in touch as per the Take Down Policy of the service.

Please note that personal data collected through this form is used and stored for the purposes of processing this report and communication with you.

If you are unable to report a concern about content via this form please contact the Service Owner.

Please enter an email address you wish to be contacted on. Please describe the unacceptable content in sufficient detail to allow us to locate it, and why you consider it to be unacceptable.
By submitting this report, you accept that it is accurate and that fraudulent or nuisance complaints may result in action by the University.

  Cancel