The Plan Workshop – hrs Introduction WORK OUTSIDE Hand in fotos Presentation of 4 groups Conclusions
Curriculum Vitae Annemarie Pothaar (1977) Master of Arts Heritage Education and Interpretation (2001) International Centre for Cultural heritage Studies, University of Newcastle, U.K. Teacher Training Certificate (2001) Reinwardt Academy (2011, 2012) Continuous Professional Development Zuiderzeemuseum Enkhuizenwww.zuiderzeemuseum.nlwww.zuiderzeemuseum.nl Heritage Participation & Learning Officer Advisor to the Cultural Participation Fund Freelance research: Openluchtmuseum Arnhemwww.openluchtmuseum.nlwww.openluchtmuseum.nl National Park Oosterschelde, Historic Museum Rotterdam, Historical Open Air Museum Eindhoven, Dutch Royal Armouries Delft Dutch Society for Archaeological Experiment & Education (VAEE) EXARC, IMTAL, ICOM
What do I do? A visitor experience and interpretation developer. Specialised in engaging visitors through a variety of interpretive techniques and encouraging learning in informal and formal heritage settings. Dedicated to open-air museum specifics.
Theoretical framework Learning theories & visitor experience models Multiple Intelligences – Garner Learning styles – Kolb Family and Intergenerational Learning Life Long Learning General Learning Outcomes Visitor experience model – Pine & Gilmore Cultuur in de Spiegel
Deconstructing the visitor experience Dialogue with the visitor? Reasons for visiting a museum? Six emotional rewards of free time: Social interaction Active participation Opportunities to learn Comfortable surroundings A sense of doing something worthwhile Challenging, new or unusual experiences
The evolution of experiences Visitor experience; inside the visitor you cannot influence, outside dimension which you do control. Visitor experience indicators? How can you easily customize the experience? How can you add sights, sounds, and scents? Is your experience consistently good?
The 8 parameters of visitor experience 1.Visitor Flow 2.Visitor Journey 3.Components & Age Suitability 4.Experience Quality 5.Experience Value 6.Experience Quantity 7.Learning Audit 8.Marketing Appeal
Experience Quality Use 6 element groups for focus & improvement 1.Skills and Senses: using your hands, hearing, tasting, visual entertainment, viewing animals. 2.Action and Activity: artistic activities, competition, machines you control, interactive computer displays, being part of the entertainment, shopping/spending money, in water/getting wet. 3.Motion: gentle, moderate, extreme, simulated. 4.Emotion or Reaction: shocking, inspiring, emotional, laughter, passion for your country. 5.Learning: learning by reading, if its useful, through playing, through talking. 6.Surroundings: fantasy, futuristic, themed areas, sound effects, visual effects.
Workshop Assignment: Create a tour trough Archeon Take maximum 8 pictures to illustrate the tour Think of a name and a theme Present your experience in 5 minutes Something Wonderful and Unexpected
Workshop Your choices to work with: 1. A storyline with main characters 2. Magical Mirror; the unseen and previously unnoticed 3. Follow the red colour 4. Kids Perspective 5. Forced Perspective WORK OUTSIDE Hand in fotos Presentation of 4 groups
1 A storyline with main characters
2 Magical Mirror; the unseen and previously unnoticed