scholarly journals Museum exhibition : investigating the use of design elements in narrative-oriented exhibitions : a case study of the Canadian War Museum's permanent exhibition

2010 ◽  
Author(s):  
Napapong Naparat
2018 ◽  
Vol 3 (7) ◽  
Author(s):  
Natapon Anusorntharangkul ◽  
Yanin Rugwongwan

The objective of this paper is to study local identity and explore the potential for regional resources management and valuation of the historic environment a case study of the north-eastern provinces of Thailand, for guiding the tourism environmental design elements. The point of view has the goal creative integrate tourism model and product development from local identity embedded localism. This concept advocates the philosophy that tourism businesses must develop products and marketing strategies that not only address the needs of consumers but also safeguard the local identity. 


Author(s):  
Peter M. Steiner ◽  
Christiane Atzmüller ◽  
Dan Su

In survey research, vignette experiments typically employ short, systematically varied descriptions of situations or persons (called vignettes) to elicit the beliefs, attitudes, or behaviors of respondents with respect to the presented scenarios. Using a case study on the fair gender income gap in Austria, we discuss how different design elements can be used to increase a vignette experiment’s validity and reliability. With respect to the experimental design, the design elements considered include a confounded factorial design, a between-subjects factor, anchoring vignettes, and blocking by respondent strata and interviewers. The design elements for the sampling and survey design consist of stratification, covariate measurements, and the systematic assignment of vignette sets to respondents and interviewers. Moreover, the vignettes’ construct validity is empirically validated with respect to the real gender income gap in Austria. We demonstrate how a broad range of design elements can successfully increase a vignette study’s validity and reliability.


Author(s):  
Mark P. Colino ◽  
Elena B. Rosenstein

This paper provides an overview of the design of natural ventilation systems to control smoke movement in rail tunnels. The paper discusses the current industry standards and design requirements for tunnel emergency ventilation systems, and then addresses the various technical elements that are used to design such systems. These technical elements include parameters in the direct control of the designer, as well as those that are beyond the control of the designer. The paper also presents a case study where various physical design elements are utilized to create a working natural ventilation smoke control system for a short rail tunnel.


2022 ◽  
pp. 137-165
Author(s):  
Umit Basaran

Advances in digital marketing technologies and the experience and value they provide to consumers have become important factors in market success. Therefore, businesses are focusing much more on the use of innovative technologies such as gamification. Gamification is the use of game design elements and mechanisms in non-game environments to increase the motivation of users to guide their behavior. Gamification elements used in marketing activities have an impact on the attitudes and behaviors of consumers towards brands, products, and services by increasing experience and value for them. Accordingly, this chapter is aimed at evaluating the gamified marketing activities from the perspective of customer value. In this context, the concepts of customer value and gamification are examined, and gamification techniques used in marketing and their effects on consumer value are evaluated. Also, the case study of Starbucks' gamified mobile application is presented from the perspective of customer value.


Author(s):  
Roger J. Jiao ◽  
Qianli Xu

The fulfillment of affective customers needs may award the producer extra premium in gaining a competitive edge. This entails a number of technical challenges to be addressed, such as, the elicitation, evaluation, and fulfillment of affective needs, as well as the evaluation of capability of producers to launch the planned products. To tackle these issues, this research proposes an affective human factor design framework to facilitate decision-making in designing product ecosystems. In particular, ambient intelligence techniques are applied to elicit affective customer needs. An analytical model is proposed to support affective design analysis. Utility measure and conjoint analysis are employed to quantify users’ affective satisfaction, while the producers’ capability to fulfill the respective customer needs is evaluated using a capacity index. Association rule mining techniques are applied to model the mapping of affective needs to design elements. Configuration design of product ecosystems is optimized with a heuristic genetic algorithm. A case study of designing the living room ecosystem is reported with dual considerations of customers’ satisfaction and producer’s capacities. It is demonstrated that the affective human factors design framework can effectively manage the elicitation, analysis, and fulfillment of affective customer needs.


2015 ◽  
Vol 764-765 ◽  
pp. 383-387
Author(s):  
Nien Te Liu ◽  
Chang Tzuoh Wu ◽  
Yung Chun Lin

The design method on bicycle’s functional elements proposed by this research is based on analysis on the winning work in the Global Bicycle Design Competition. Via analyzing its creative design on functional elements, our study is aimed to establish a creative design method on bicycle for designers to develop lots of creative ideas at the concept development stage. This research is divided into three stages, including analysis on bicycle’s creative design elements, construction of creative design method flow on bicycle’s functional elements, and case study on design prototype. For analysis on bicycle’s creative design elements, we have come up with a symbol table of bicycle’s creative functional elements (CFEs). As to construction of creative design method flow on bicycle’s functional elements, we first asked the designer to describe his/her design theme, and then picked bicycle’s CFEs according to the contents described. After CFEs were picked, we then conducted the space position arrangement of functional element symbols. Based on designer’s requirements, we produced several kinds of space arrangements on CFEs, and then we designed a new bicycle by referring to the symbol table of bicycle’s CFEs acquired. In the final step, we followed the flowchart of bicycle’s CFEs constructed by this research, and proceeded a case study prototype design.


2012 ◽  
Vol 452-453 ◽  
pp. 642-647 ◽  
Author(s):  
Zhen He ◽  
Du Wu

Affective product design, which concentrates on customers’ affective responses and aspirations, is arousing increasing attention. In this paper, ordinal probit regression (OPR) is introduced into this field to discover mapping knowledge from design elements to customer affect, and a comparative study is always recommended between OPR and ordinal logistic regression (OLR) for available data to choose a better fitted model. The discovered mapping relations could facilitate the handling of affective information and assist the designer to make trade-off decisions. A case study of cell phone design was conducted. Four generic affective dimensions and six key product attributes of the cell phone were identified. OPR and OLR were applied successively to reveal the quantitative relations from design elements to customer affect. For the two models, five classes of indexes were compared. The findings show that OLR is superior to OPR to fit the collected data.


2020 ◽  
pp. 40-49
Author(s):  
Antonella Poce ◽  
Alessio Caccamo ◽  
Francesca Amenduni ◽  
Maria Rosaria Re ◽  
Carlo De Medio ◽  
...  

The current global health emergency has posed the need to reflect upon how to guarantee high standard of quality in 100% virtual exhibition. In this case study, we present one of the possible solutions to design a VR museum exhibition for educational purposes. The Centre for Museum Studies designed “The E-Trouria App”, a VR exhibition which is aimed at providing participants with personalised learning path based on an Etruscan museum collection in Rome. The App was designed by combining different pedagogical methods such as Digital Storytelling and Reflective Questioning. The goals of the research were to understand visitors' evaluation of their experience. 20 postgraduate students (F = 17; M = 3; Average age = 36 years) in Museum Education took part in the pre-pilot experimentation. Participants expressed very positive evaluation on the visit and their features (narratives, soundtrack and multimodality). Participants were emotionally engaged during the visit and the most reported emotions were “pleasure” and “wondering”. Future research steps are illustrated.


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