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Methodology Phase 1: Strategic Design.1.1 Theme and Genre.Any multimedia heritage development has a theme - the historical object with which it is concerned. The idea of a 'historical object' is very flexible: it might be some single artifact, or a place with historical associations; or it might be something more abstract, such as the culture of a region, or a period in art history. In order for a heritage site to be successful it must, however, have an identifiable theme; this gives the site direction and purpose, and also helps an audience to identify the kind of experience which they are enjoy. Some examples of the themes of 'real space' sites:
In addition to having an identified theme, a heritage site will belong to some genre, it will have a recognisable form to which the public has become accustomed. In real space it is easy to identify a large number of heritage site genres: art museum, national museum, heritage experience, living museum, ancient building, ancient site, town trail, historic landscape trail, etc. These can be broken down into more specific sub-genres. Similar categories can apply to virtual heritage - most of the above have 'virtual equivalents'. As indicated previously, each genre of heritage site has its own set of exhibition styles and codes, for example:
A multimedia designer must understand and respect these styles and codes, and design a multimedia experience that is based on the expectations of a public used to these ways of communicating - even if the intention is to invert or subvert these codes. 1.2 Relationship with Audience.As with any heritage experience, a multimedia heritage development aims to strike a certain relationship, or set of relationships, with an audience. Again, these are difficult to bring within the scope of a rational taxonomy; but we can approach the idea of relationship with a set of constrasts and examples. Heritage experiences may set out to educate or entertain, they may play on sentiment or aim to inpsire awe, they may cater for aspirations and a desire for self-improvement or provide an undemanding spectacle, they may play on nostalgia or be aggressively modern and critical, they may try and construct a sense of national or regional identity or be impartial and cosmopolitan in outlook, etc. Some heritage experiences may even do most of these, or do different things for different sectors of their audience. The relationship with the audience of the multimedia experience under development is, again, best established with reference to a set of well-chosen comparisons. In addition to establishing the relationship with an audience, the designer should try and characterise the intended audience of the site. There are many possibilities; at the extremes the site might aim to be capture a mass audience (such as that of the Tower of London, or Madame Tussaud's), or it might aim for a small, specialised audience (such as the Design Museum). An audience might be segmented on many different bases: age, cultural interests, geographical location, etc. 1.3 Intended Function.A multimedia heritage development will, probably, be undertaken for very different reasons from the development of a heritage site in real space. Typical functions for a multimedia heritage development include:
The function of a multimedia heritage development should be clearly identified. This should include some consideration of why people might come to your site/experience, what other heritage sites/offerings it relates to, and what kind of activities or patterns of behaviour visiting your site might be integrated with. |
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