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- Creators: Barrett, The Honors College
- Creators: Kavazanjian, Edward
- Creators: Cadillo – Quiroz, Hinsby
Researchers John H. Falk and Lynn D. Dierking developed what they call the Contextual Model of Learning in their 2012 publication, The Museum Experience Revisited. This model emphasizes the significance of the visitor experience in the museum industry and is defined as three interconnected contexts that constitute a museum visitor’s experience. These contexts are the personal context, the sociocultural context, and the physical context. Falk and Dierking argue that all three contexts must be properly acknowledged by the museum for a positive visitor experience. They also provide readers with several recommendations on effective design strategies that fit within the principles of the Contextual Model of Learning. In this analysis, these principles are related directly to museums today. The Field Museum in Chicago and The Children’s Museum of Phoenix are noted for having exceptional websites. The Royal Ontario Museum and the Asian Art Museum are mentioned for having engaging marketing strategies. The Black Country Living Museum in the United Kingdom and the Museum of Modern Art in New York are recognized for innovative social media use. The USS Midway Museum in San Diego and the Musical Instrument Museum in Phoenix are acknowledged for their excellent designs, media usage in exhibits, and accessibility options. The British Museum in London is mentioned for its virtual experiences and gift shop. The Metropolitan Museum of Art is also mentioned for its gift shop. The Arizona Science Center and the Children’s Museum of Indianapolis are commended for their programs. Finally, a brief discussion is done on STEAMtank, a museum experience in development at Arizona State University, and how the principles within the Contextual Model of Learning are being integrated in similar fashion to the other museums discussed.
The history of Arizona is filled with ambitious pioneers, courageous Natives, and loyal soldiers, but there is a seeming disconnect between those who came before us and many of those who currently inhabit this space. Many historic locations that are vital to discovering the past in Arizona are both hard to find and lacking in information pertaining to what happened there. However, despite the apparent lack of history and knowledge pertaining to these locations, they are vitally present in the public memory of the region, and we wish to shed some much-needed light on a few of these locations and the historical takeaways that can be gleaned from their study. This thesis argues the significance of three concepts: place-making, public memory, and stories. Place-making is the reinvention of history in the theater of mind which creates a plausible reality of the past through what is known in the present. Public memory is a way to explain how events in a location affect the public consciousness regarding that site and further events that stem from it. Lastly, stories about a place and event help to explain its overall impact and what can be learned from the occurrences there. Throughout this thesis we will be discussing seven sites across Arizona, the events that occurred there, and how these three aspects of study can be used to experience history in a personal way that gives us a special perspective on the land around us. The importance of personalizing history lies in finding our own identity as inhabitants of this land we call home and knowing the stories gives us greater attachment to the larger narrative of humanity as it has existed in this space.
Characterization and Manipulation of Microbiomes From Arid Landfills for Improved Methane Production
Through the research of the temporary built environment, technology and experience, in addition to the relationship between the three, a better understanding of how the interior design can shift to accommodate our changing society and desire for ephemeral experiences were developed. Pop up installations and events were studied to understand not only how they are designed and built within existing environments, but also to learn about the impressions they leave on viewers. Furthermore, social media trends in relation to the temporary environments have been observed to understand their influence on design. This means of communication has added a layer of complexity to these experiences and how they are now inherently connected to cater to the desires of Millenials and Centennials. Technology-based research will be necessary to then explore in a creative project how both interiority and technology relate to create experiences.
Ultimately, two creative projects were developed, which demonstrate the relationship of technology and interiority in the creation of experiential environments, by constructing two interactive design-build pieces. This was done through the combination of theory and creative project, or praxis, which highlighted existing research and explored new applications for use in the world of interior design.
The research in this thesis has two main components: the study of interior environments, especially those created as pop-ups, and also the study of technology along with its relationship to the built environment and human interaction. For the technology component, different interactive technologies have been explored by learning how to write code in order to use an Arduino system and python language to manipulate light, sound, and projection. As a result, two interactive light pieces were created which harnessed the power of technology to transform the built environment into a memorable experience.