
Exploring Technology through the Design Lens: A Case
Study of an Interactive Museum Technology
Eileen Gillette
School of Library, Archival and
Information Studies
University of British Columbia
Vancouver, BC, Canada
eileengillette@gmail.com
Heather L. OʼBrien
School of Library, Archival and
Information Studies
University of British Columbia
Vancouver, BC, Canada
h.obrien@ubc.ca
Julia Bullard
School of Library, Archival and
Information Studies
University of British Columbia
Vancouver, BC, Canada
julia.a.bullard@gmail.com
ABSTRACT
In this paper we explore the design of a museum system
developed to increase accessibility to and interaction with a
museum collection. We conducted a case study in which we
interviewed participants involved in the design project, and
reviewed documentation that spanned a decade of planning,
building, and implementation. The goal of this research is to
explore information interaction through the lens of a
interdisciplinary team, which consisted of systems and museum
personnel. In doing so, we emphasize the human and
collaborative elements of design, and the human-to-human
exchange in developing technology in the museum setting.
Categories and Subject Descriptors
JH.5.2 [Information Systems]: Information interfaces and
presentation - user interfaces.
General Terms
Design
Keywords
Design process, design expertise, collaboration.
1. INTRODUCTION
In the late 1980s, the web designer’s goal was to minimize the
possibility of user errors with a product or system, or, at the very
least, to ensure a quick, efficient recovery from errors [15].
Today’s designers continue to be mindful about building usable
technologies. Yet they are also charged with creating products
and interfaces that promote interactions that may be aesthetic, fun,
informational, and/or stimulating in nature, as well as recognizing
social and contextual effects on human experiences with
technology [16]. Such a feat requires the designer to possess the
skills necessary to program and build technologies, but also an
intimate understanding of users in a myriad of settings with
different needs, motivations, and expectations [10]. Designers
must also work within organizations and/or with interdisciplinary
partners to negotiate a shared vision and priorities.
Thus, design is more than the finished product that users interact
with and evaluate. In this paper, we explore the design process in
a museum setting. We conducted a case study of the Museum of
Anthropology Collections Access Terminal and Digital Catalogue
System (MOA CAT). Drawing upon information interaction and
design research, we describe our findings pertaining to the design
process and collaboration within this context. Our results show a
design team working together over a period of time to develop
shared goals and to translate these goals into a technology that
provides access to museum objects and collections, yet facilitates
users’ experiences at the Museum of Anthropology (MOA),
Vancouver, British Columbia.
Our overarching goal is to explore the design process as an
interdisciplinary collaboration. By seeing technology through this
lens, we shift our thinking away from systems as merely machines
and interfaces to view them as products of human activity. This
shift has the potential to enrich the dialogue between developers
and users, which may have implications for evaluating interactive
technologies. In addition, the challenges encountered by design
teams ultimately affect the final technology product and its users,
making it a worthy topic of investigation for the information
interaction community.
2. PREVIOUS RESEARCH
2.1 Information Interaction Design
Information interaction research has approached the topic of
design from a viewpoint of deficiencies, focusing on the chasm
between design and use. The transition from system-centered, to
user-centered, to interaction-centered [4] approaches has enabled
us to see users in a more holistic way; information interactions are
complex and shaped by users’ actions within and reactions to their
environments, as well as their cognitions and emotions.
However, our focus on the user has promoted the “invisibility” of
the system [12]; invisible systems promote engaging experiences
for our users by minimizing interruptions due to usability issues.
Saracevic’s [20] Stratified Model of Information Retrieval is
comprised of the: 1) Surface Level (inputs and outputs); 2) User
Level (cognitive, affective, and situational information
interaction); 3) Processing Level (software and the programming
languages that run it); and 4) Content Level (text, images, etc. and
meta-data). The Stratified Model demonstrates the complexity of
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