Hybrid Placemaking in the Library: Designing Digital Technology to Enhance Users' On-Site Experience
Fuente:
ERIC Institute of Education Sciences
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| Autores principales: | , |
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| Formato: | Recurso educativo Open Access |
| Lenguaje: | en |
| Publicado: |
2013
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| Materias: | |
| Acceso en línea: | |
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| _version_ | 1867180607057952768 |
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| author | Bilandzic, Mark Johnson, Daniel |
| author_facet | Bilandzic, Mark Johnson, Daniel Bilandzic, Mark Johnson, Daniel |
| collection | Education Resources Information Center |
| contents | Hybrid Placemaking in the Library: Designing Digital Technology to Enhance Users' On-Site Experience Bilandzic, Mark Johnson, Daniel Library Automation Library Development Library Services Computer System Design Library Research Usability Design Preferences Best Practices Educational Environment Learning Experience Case Studies Foreign Countries This paper presents research findings and design strategies that illustrate how digital technology can be applied as a tool for "hybrid" placemaking in ways that would not be possible in purely digital or physical spaces. Digital technology has revolutionised the way people learn and gather new information. This trend has challenged the role of the library as a physical place, as well as the interplay of digital and physical aspects of the library. The paper provides an overview of how the penetration of digital technology into everyday life has affected the library as a place, both as designed by placemakers and as perceived by library users. It then identifies a gap in current library research about the use of digital technology as a tool for placemaking, and reports results from a study of Gelatine--a custom-built user check-in system that displays real-time user information on a set of public screens. Gelatine and its evaluation at The Edge, at the State Library of Queensland, illustrates how combining affordances of social, spatial and digital space can improve the connected learning experience among on-site visitors. Future design strategies involving gamifying the user experience in libraries are described based on Gelatine's infrastructure. The presented design ideas and concepts are relevant for managers and designers of libraries, as well as other informal, social learning environments. |
| format | Recurso educativo Open Access |
| id | eric_EJ1035117 |
| institution | ERIC Institute of Education Sciences |
| language | en |
| publishDate | 2013 |
| record_format | eric |
| spellingShingle | Hybrid Placemaking in the Library: Designing Digital Technology to Enhance Users' On-Site Experience Bilandzic, Mark Johnson, Daniel Library Automation Library Development Library Services Computer System Design Library Research Usability Design Preferences Best Practices Educational Environment Learning Experience Case Studies Foreign Countries Hybrid Placemaking in the Library: Designing Digital Technology to Enhance Users' On-Site Experience Bilandzic, Mark Johnson, Daniel Library Automation Library Development Library Services Computer System Design Library Research Usability Design Preferences Best Practices Educational Environment Learning Experience Case Studies Foreign Countries This paper presents research findings and design strategies that illustrate how digital technology can be applied as a tool for "hybrid" placemaking in ways that would not be possible in purely digital or physical spaces. Digital technology has revolutionised the way people learn and gather new information. This trend has challenged the role of the library as a physical place, as well as the interplay of digital and physical aspects of the library. The paper provides an overview of how the penetration of digital technology into everyday life has affected the library as a place, both as designed by placemakers and as perceived by library users. It then identifies a gap in current library research about the use of digital technology as a tool for placemaking, and reports results from a study of Gelatine--a custom-built user check-in system that displays real-time user information on a set of public screens. Gelatine and its evaluation at The Edge, at the State Library of Queensland, illustrates how combining affordances of social, spatial and digital space can improve the connected learning experience among on-site visitors. Future design strategies involving gamifying the user experience in libraries are described based on Gelatine's infrastructure. The presented design ideas and concepts are relevant for managers and designers of libraries, as well as other informal, social learning environments. |
| title | Hybrid Placemaking in the Library: Designing Digital Technology to Enhance Users' On-Site Experience |
| topic | Library Automation Library Development Library Services Computer System Design Library Research Usability Design Preferences Best Practices Educational Environment Learning Experience Case Studies Foreign Countries |
| url | https://eric.ed.gov/?id=EJ1035117 |